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nguyenthengoc13c

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  1. nguyenthengoc13c
    nguyenthengoc13c
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    Sticky
    Version 1.1: fixes some minor bugs, added some small adjustments to some summons.

    Version 1.2: fixed Potent Storm Atronach's max level. Thank criticalpoint for pointing this out.

    Version 1.3: made some minor adjustments.

    Version 1.4: added some minor fixes and changes:
    + Summon Ash Guardian spell now doesn't consume a heart stone, instead this spell will fail if you don't have any heart stone.
    + Summon Flaming Familiar: Flaming Familiar now acts like normal Familiar, it will follow you until it die or the spell expires, upon its death there will be an explosion like vanilla.
    + Summon Arniel's Shade: edited charge time to match other ritual spells.
    + Summon Dragon Priest: changed this spell level into master level (to match progression compares to other Wyrmstooth spells).
    + Summon Skeleton: This skeleton will now equips a hood and uses Frostbite.
    + Summon Mudcrab: Size is slightly increased.

    Version 1.5: fixed Summon Flaming Familiar spell's description and Flaming Familiar will now not explode upon death.

    There is an optional file for Wyrmstooth (use 1 file only).

    Version 1.6:

    changed the ESP file name to Enhanced Summons.
    reverted all changes I had made to several conjuration spell (I want to ensure compatibility with other mods).
    added buff to NPCs' summons.
    fixes other bugs.

    Version 1.7
    rebalanced stats, please look at the description for full details.
    reduce extra damage against you and dragons.
    Avark is now 10% faster and has 1000 extra stamina.
    Reduce Arniel's damage since no enemies can hit him.
    Flame Thrall and Potent Flame Thrall now use Incinerate and Wall of Flames.
    Seeker now will cast right-handed spell in conjunction with the mouth spell. 
  2. Eudalus
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    Would I be able to get your permission to port this mod to Skyrim Special Edition and earn donation points for it? I'd also like to pre-emptively ask to have the ability to possibly make some slight modifications, such as alternative scaling values as others have already requested, potential patches with other mods, and maybe look into seeing if it would be possible to make NPC's summons scale with their level instead of the player's.

    I would also link back to and credit this mod appropriately.
    1. nguyenthengoc13c
      nguyenthengoc13c
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      If you think my mod is useful for you please go ahead. I was planning to re-overhaul this little mod but have not gotten around to it.

      Regarding the NPCs' summon, if I recall correctly, NPCs have their own atronachs but the rest are the same as the player's ones. So if you want to have NPCs use the same one as you you can edit the magic effect for NPCs' summon spells to summon the same variants as players. For the 1.7 I also edited the npcs' ones but it has been so long so I am not sure.
    2. Eudalus
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      I think I've discovered an alternative way to do it using Spell Perk Item Distributor (SPID) that I'm going to do instead. I'm still planning on including that it was inspired by this mod and have a link to here, thanks!
  3. DubiousPhoenix
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    Any plans to upload this mod to the Skyrim SE Nexus? There's only 1 or 2 other mods over there that deal with dynamic summon scaling and none of them seem to work the way this does.
  4. reinyn
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    Hi, i have another small question for you, now i don't know if this is even possible. So i have got it working to the point that my opponents conjurations level in the same way as well, problem is they level based on my level and not on the level of their casters. Is there a way to make them level based on the level of their caster or not? And if so, how do you accomplish that?

    With high regards,

    Reinyn
    1. nguyenthengoc13c
      nguyenthengoc13c
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      Hi Reinyn, 

      The way level multiplying works in Skyrim is by following your character level, so summoned creatures will level up based on yours. I don't know how to make them level up based on the level of casters though. 

      Also, in vanilla enemies don't level up along side you; they have static levels. If you wants level based summon creatures you could add weaker variant of summons in the summon spell entry with some conditions regarding to the casters' level.
    2. reinyn
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      Thanks for answering my question.
  5. reinyn
    reinyn
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    Hi, will there eventually be  a sse version?
    1. nguyenthengoc13c
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      Hey there, I have not purchased SSE yet. If you want SSE version, just open my mod in Creation Kit (SSE version) and save it. 
    2. reinyn
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      Thank you, i have done that. I really love this mod.
  6. oortcloud19
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    Quick question is this mod too op or just right?

    I'm not really good with this kind of things so I just want some insights.
    1. nguyenthengoc13c
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      I guess when compared to vanilla it's kinda OP; you may want to use Difficulty Balance and High Level Enemies with this mod.
  7. Dark4222016
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    SIGH... idk why, but all of a sudden its stopped working... noticed it just as i hit level 14...

    when i started my playthrough i consoled my level to 10, then 50, then 200, jusst to see how high it scaled, well it kept scaling which was what i wanted...

    i was just playing and i noticed the hp of my summons are not growing at all now for some reason... wrathman is stuck at 300... thats weaker than standard lol... his level keeps growing, but its like part of the mod just stoppped working.
    1. nguyenthengoc13c
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      I don't think the scaling works normally if you console your level my friend.
    2. nguyenthengoc13c
      nguyenthengoc13c
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      I will check my mod if there is anything wrong though.
    3. nguyenthengoc13c
      nguyenthengoc13c
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      I just checked my mod in CK, nothing seems out of ordinary.
  8. Dark4222016
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    Can you please
    add a weaker version? like .1/.2/.3/.4/.5/.6 or better yet, a slider bar with the mcm for picking choosing how people want to scale, ive been looking for a mod that can make soul cairn summons useful, and this would be GREAT

    i would love to do a summoner runthrough, literally never do because its so slow, i have a difficult run this time round, i think ill need it :)
    1. nguyenthengoc13c
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      Sorry to disappoint you but I am no so well-versed in Skyrim modding to create a MCM. However if you want to change anything, you could open my mod with CK or TES5Edit and do it yourself.
    2. Dark4222016
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      thanks for getting back to me, can u add a SE version?
    3. nguyenthengoc13c
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      You can load my mod in SE Creation Kit and then save it, it will work as normal.
  9. Enora1989
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    Hello, im interest this mod but i have question. This mod change perk tree or only modify summons spells, hm?
    Sorry for my bad english.
    1. nguyenthengoc13c
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      Hello it only changes summons, it does not do anything to the Conjuration skill tree or spells.
  10. EmeraldShadow
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    Standard storm atronach is far stronger than potent, thrall, or potent thrall versions. I checked in TES5edit.
    There seems to be some major oversights in creating this mod.
    1. nguyenthengoc13c
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      Bethesda messes up those spells, so you need to download Unofficial Skyrim patch to fix them.
  11. whitebird123
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    Can i ask something? Could you make this mod for Special Edition? Because its so good your mod and there isnt ay other like this. I hope you can do this.
    1. nguyenthengoc13c
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      You can update my file to SE very easily though. As my mod doesn't have any special script or anything, you just open in Creation Kit with SSE and then save it; it'll automatically convert to SSE. Have fun.