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This page was last updated on 04 October 2020, 4:19PM
- Changelogs
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Version 1.3
- Feature Updates -----------------------
- Dwarven Engineering - Redid old 'pokemon' style system that deployed automata from inventory with one drawn from Elder Scrolls lore using control rods - see main page for a description of the new system
- Disguise - A message will now alert you when you're being watched in disguise
- Disguise - Switched to use Speechcraft as a skill instead of Sneak, since Sneak is about staying out of sight, is easier to level, and still has far more of an effect on the vanilla game than Speechcraft even after the added features here. This can be easily changed with a patch to a single script though.
- Magic - Phantoms created by the Phantom Form spell now match the caster's appearance
- Magic - New Area of Effect spells for Weakness to elements and Dispel
- Magic - Command spells redone to use multiples of caster level to determine how powerful of targets can be commanded: each comes in 3 tiers corresponding to 0.5x, 1x, and 1.5x
- Bugfixes -----------------------
- General - certain scripted effects should no longer trigger spell absorption on certain enemies
- Disguise - witnesses will now start checking your disguise at a greater distance which more closely aligns to the vanilla hostility distance for human actors (~144 feet, or 3/4 of a cell, or 3000 game distance units)
- Dodge - tweaked the speed thresholds for dodging that were preventing dodging while running backwards with a spell or staff equipped when the Recalibration module was active
- Knockout - the Knockout spell can no longer be recast on already unconscious actors
- Traps - tripwires will now properly trip sprinting actors
- Magic - slowfall no longer affects actual falling speeds, only falling damage, due to errors resetting the fall speed INI value if the player dies from a fall
- Magic - the Disarm spell was omitted from leveled lists in previous versions and has been readded
- Magic - where you can cast Mark/Recall can now be restricted by Fast Travel in addition to a list of pre-blocked worldspaces & locations
- Magic - fixed several related bugs that resulted in Bound Armor being misclassified as Adept (now expert) and causing a pain shout when cast
- Speechcraft - fixed a bug introduced in v1.2 that would cause fleeing actors to instantly resume aggression and cause actors yielded after recruiting to flee from combat
- Recalibration - base carry weight has been upped from 100 in previous versions to 150, which seems more reasonable given vanilla armor weights
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Version 1.2
- Aimshake - further improvements to performance; restored functionality to crossbows
- Disguise - option to configure the cooldown timer to to redisguise after being witnessed, and a toggle to make that timer visible in the HUD
- Disguise - fixed a bug with witnesses repeatedly stopping/starting combat after seeing through a disguise
- Dodge - further improvements to performance; dodging with magic or staffs in hand now uses the same animations as weapons or fists
- Dodge - removed configurable cost to simplify; dodging now drains stamina at the same rate as sprinting for a given period of time
- Followers - removed some scripted update loops that ran to track follower dialogue; this should help performance
- Magic - tweaked the charges and values on some staves that didn't scale well against vanilla ones
- Magic - balance improvements; touch-range destruction spells are now instant-cast with no charge time, tweaked damage and cost on poison spells, made 'blind' spells silent
- Magic - added a long-lasting Night-Eye spell because I wanted one
- Magic - bug fix to make 'Dispel Other' non-hostile
- Necromancy - streamlined the 'Raise Thrall' spells; rather than having dedicated spells to raise a skeleton archer vs. warrior vs. mage etc., now you can activate thralls to give them weapons which they'll use
- Necromancy - implemented a new AI system for thralls separate from the follower AI the vanilla game and most mods use; these spells would now theoretically work for enemies to cast too
- Necromancy - removed Skeletal Dragon spell, as it isn't compatible with the new AI system yet and had problems getting stuck on geometry. It's still in the files for anyone who wants to play around with it, but won't show up in the game through normal means.
- Speechcraft - improved yielding AI, enemies will be calmed until told to flee
- Speechcraft - made the 'threat ratio' a hard requirement for robberies, so you can't rob people stronger than you. Default has been lowered to 2 though, so you don't have to out-level the target as much as before.
- Speechcraft - fixed a bug with the vanilla brawl system where nearby actors would continue to spectate and shout even if you yield and walk away from a brawl. Unfortunately this fix only applies to brawls triggered through the new dialogue option, not ones as part of vanilla quests.
- Traps - Bear traps can now be poisoned by dropping a poison into them while open. Potions also work.
- Traps - added proper handling to spring bear traps and tripwires by activating them when the 'trap pickup' feature is off
- Un/Lock - fixed a bug that was incorrectly granting XP twice for successful casts
- Compatibility - flagged some effects used by various features as 'no hit event' to avoid staggering when using with combat mods that add stagger, including SkyRe
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Version 1.1
- General improvements to script timing and performance - this version was tested and edited on a better computer than previous versions, and changes should benefit people running Skyrim at a high framerate - this will be more noticeable in the SE than LE version
- Aimshake - improved timing, shaking and rumbling effect set in more gradually and look smoother
- Aimshake - stamina and skill influence now separately configurable
- Aimshake - removed aimshake from crossbows, magic, melee - these options were added as afterthoughts in early development but do not have the same balancing effect on gameplay as when used with a bow, so removed to improve script performance
- Dodge - reduced latency and improved animation timing
- Dodge - added configuration options for stamina cost and EXP gain
- Dwarven automata - fixed bug that prevented players from picking up the cube objects without the Dwarven Smithing perk
- Dwarven automata - added option to configure appearance in loot and crafting menu - can also be used to control probability of finding in loot
- Dwarven automata - tweaked crafting formulas to be more in line with their values, and make use of a wider range of dwarven resources to encourage looting:
- - Spider: lesser gem, 2 oil, 2 gyro, 2 cog, 2 bent scrap, 2 small plate, 2 small lever
- - Sphere: common gem, 4 oil, 4 gyro, 4 cog, 4 bent scrap, 4 small plate, 4 small lever, sword
- - Ballista: greater gem, 6 oil, 6 gyro, 6 gears, 6 large strut, 6 large plate, 6 lever, bow
- - Centurion: grand gem, 8 oil, 8 gear, 8 large strut, 8 arm metal, 8 decorative strut, battleaxe, warhammer, centurion dynamo
- Necromancy - fixed bug where spells didn't show failure message or accidentally granted experience when missing ingredients
- Necromancy - fixed 'Raise Draugr Warlock' spell to be adept, in line with other Draugr reanimations
- Necromancy - undead dragon now returns random ingredients on death rather than using default dragon loot lists
- Speechcraft - fixed bug where enemies wouldn't run away when told to after yielding
- Speechcraft - added conditions to recruiting yielding actors to prevent AI problems - now only possible on non-unique actors with vanilla follower dialogue for their voice type - this covers most bandits and respawning human enemies, but omits NPCs like guards and townspeople
- Traps - NPCs will now become aggressive toward the actor who laid the trap if they are in view when they walk into it
- Un/Locking - fixed bug certain script functions used by the un/lock spells worked drastically slower in SE than LE under circumstances - speed difference for spells to work should be much faster in SE, and slightly in LE
- Un/Locking - touch-range un/lock spells are now silent to give them an advantage over ranged ones, which remain 'normal volume' and may draw attention when cast
- Un/Locking - doors will now play the sounds and visual effects in a more logical order while spells are working on them
- Recalibration - raised base skill levels from 1 to 10 to minimize rapid leveling early on (still down from default 15 base)
- Recalibration - khajiit caravans now buy stolen goods
- Updated Followers patch - where it previously included only an .esp returning the follower system to its vanilla state, this one also includes an archive that returns the scripts on this system to their vanilla state. This should create proper override compatibility between SU'MMER and more follower mods - this has been tested with Nether's Follower Framework and worked for me with limited testing.
- Aimshake - further improvements to performance; restored functionality to crossbows
- Disguise - option to configure the cooldown timer to to redisguise after being witnessed, and a toggle to make that timer visible in the HUD
- Disguise - fixed a bug with witnesses repeatedly stopping/starting combat after seeing through a disguise
- Dodge - further improvements to performance; dodging with magic or staffs in hand now uses the same animations as weapons or fists
- Dodge - removed configurable cost to simplify; dodging now drains stamina at the same rate as sprinting for a given period of time
- Followers - removed some scripted update loops that ran to track follower dialogue; this should help performance
- Magic - tweaked the charges and values on some staves that didn't scale well against vanilla ones
- Magic - balance improvements; touch-range destruction spells are now instant-cast with no charge time, tweaked damage and cost on poison spells, made 'blind' spells silent
- Magic - bug fix to make 'Dispel Other' non-hostile
- Necromancy - streamlined the 'Raise Thrall' spells; rather than having dedicated spells to raise a skeleton archer vs. warrior vs. mage etc., now you can activate thralls to give them weapons which they'll use
- Necromancy - implemented a new AI system for thralls separate from the follower AI the vanilla game and most mods use; these spells would now theoretically work for enemies to cast too
- Necromancy - removed Skeletal Dragon spell, as it isn't compatible with the new AI system yet and had problems getting stuck on geometry. It's still in the files for anyone who wants to play around with it, but won't show up in the game through normal means.
- Speechcraft - improved yielding AI, enemies will be calmed until told to flee
- Speechcraft - made the 'threat ratio' a hard requirement for robberies, so you can't rob people stronger than you. Default has been lowered to 2 though, so you don't have to out-level the target as much as before.
- Speechcraft - fixed a bug with the vanilla brawl system where nearby actors would continue to spectate and shout even if you yield and walk away from a brawl. Unfortunately this fix only applies to brawls triggered through the new dialogue option, not ones as part of vanilla quests.
- Traps - added proper handling to spring bear traps and tripwires by activating them when the 'trap pickup' feature is off
- Un/Lock - fixed a bug that was incorrectly granting XP twice for successful casts
- Compatibility - flagged some effects used by various features as 'no hit event' to avoid staggering when using with combat mods that add stagger, including SkyRe
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Version 1.0
- Added Dodge configuration options to MCM
- Fixed bug where dodging could raise experience for Block even when no attack was dodged
- Changed dwarven automata containers to use a dwarven cube mesh due to reported crashes when using the original meshes
- Adjusted damage and timing for storm call spells (Conflagration, Stormcell, Whiteout)
- Added proper spell icon for Phantom Form spell
- Fixed implementation of Calm and Fear runes that sometimes prevented them from working as expected
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Version 0.8.1
- Fixed frequency of traps appearing on bandits and in containers
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Version 0.8
- Many spell costs and damages have been better balanced
- Scroll prices have been adjusted, and several scrolls have been better balanced
- Trap weights and values have been normalized
- Corrected Raise spell requirements to correctly note the requirement of a human heart
- Further refined spawn rates of items on dead actors
- Yielding followers from hostile factions will no longer re-aggro for several days after leaving service
- Scripting for many features has been optimized (aimshake, disguise, followers, knockouts, parrying)
- Reduced potential for crashing when rapidly deploying and storing dwarven automata
- The MCM has been completely rebuilt to accommodate several features - this may result in odd behavior the first time loading the MCM on an existing save
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Version 0.7
- Issues in previous versions with the multi-follower system not properly registering followers and commands have been fixed - the 'No Followers' patch still functions for users who want to use other follower mods, though loading these below SU'MMER.esp should now let them work properly in all cases
- Players can no longer brawl with followers - was causing problems with dismissal
- Followers will now follow more closely, to avoid a long 'train' forming behind the player with more followers present
- Actors in combat will no longer stop combat in reaction to certain player disguises
- When interacting with doors that require keys, the 'lock too complex' message will no longer show
- Decreased chance that necromancy materials will spawn on dead actors
- Dwarven automata should now appear more regularly as loot at the end of dwarven dungeons
- Traps will now appear more regularly on hunters, bandits, blacksmiths, and certain vendors
- Prices have been adjusted for certain spellbooks to make them more in-line with vanilla prices
- Traps will now deal their maximum damage at any level (the amount normally dealt at 30-40 in vanilla), and forceful traps (battering rams, wall traps, etc.) will now knock actors down
- Master files that became disordered in the previous versions have been re-ordered for both plugins - this had no effect on gameplay, but will no longer be flagged by any editor programs
- Unfortunately, due to changes to the follower system, v0.7 will be incompatible with any saves using previous versions that did NOT use the No Followers patch
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Version 0.6
- Individual plugins and loose files download has been deprecated - the download to v0.5 which contained these will remain up for those who wish to use them
Script cleanup should remove most papyrus spam from the mod - instances that remain are due to this mod's specific handling of cloaked effects on actors witnessing disguises, and should be safe to ignore
File housekeeping - removed certain unused formlists, forms, and scripts
Certain perk names and activation options got scrambled in a translation - everything should be back in its place
Somehow the logo in the MCMenu got lost in a previous version - it's back
Removed magnitude from aim-shake ability, which was a holdover from a previous implementation
Added more animation and frame checks on aim-shake which should decrease the likelihood that shaking will persist after shooting
Previously, a dodge could trigger while the player was sprinting under certain circumstances - this has been fixed
Added extra check to prevent animals from witnessing disguise events
Tripwires will now only ragdoll actors who run through them - walking no longer has this effect
Fixed "lock too complex" message appearing when opening doors with keys
Various costs adjusted: inns 40/night, cost for horses and animals doubled, ferries made more expensive, persuasion cost increased
- Individual plugins and loose files download has been deprecated - the download to v0.5 which contained these will remain up for those who wish to use them
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Version 0.5
- Removed USLEP dependency from SU'MMERecalibration
Decreased carriage cost to minor holds slightly
Decreased wolf aggro radius
- Removed USLEP dependency from SU'MMERecalibration
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Version 0.4
- Changed fall damage in SU'MMERecalibration to be less punitive and more predictable - you will take damage starting at a lower height, which increases slowly up to a point (around the height of the tower you jump out of in the Helgen intro) and then grows exponentially higher
Slightly increased forward run speed in SU'MMERecalibration
Fixed weight and invisible meshes on certain bound weapons
Lowered and better randomized necromancy materials appearing on dead bodies
Standardized names of touch spells to match Morrowind and Oblivion spells
Added spell tome for Greater Slowfall
Fixed spelling errors and orthography throughout
MCM interface translations now included in main archive
ESP-ESM translation files now included in loose file download
- Changed fall damage in SU'MMERecalibration to be less punitive and more predictable - you will take damage starting at a lower height, which increases slowly up to a point (around the height of the tower you jump out of in the Helgen intro) and then grows exponentially higher
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Version 0.3
- Optional 'Recalibration' module included in main download - requires Unofficial Skyrim Legendary Edition Patch, see description for features
Lock-smashing and spell level requirements fixed from v0.2
Perk requirements for deploying and controlling Dwarven Automata implemented - uses vanilla Dwarven Engineering pwek - can be turned off in MCM
- Optional 'Recalibration' module included in main download - requires Unofficial Skyrim Legendary Edition Patch, see description for features
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Version 0.2
- Debug modes implemented for all major features - activate in MCM menu
Certain option names and slider increments fixed in MCM menu
Unchecking the 'distribute items' option in the MCM will now remove SU'MMER items from vanilla leveled lists
Followers - followers should now process commands more accurately when assigning many commands in rapid succession
Followers - new shared 'party limit feature' makes both followers and animals count toward a shared party limit
Followers - shout learning is now properly implemented for growing party sizes
Followers - a new 'reset party' option is available at the bottom of the MCM which will reset the factions and packages of all followers and animals in the case of bugs
Necromancy - item requirements on all thralls have been tweaked and are now accurately listed for each spell
Necromancy - dead enemies now drop a common 'flesh' resource which is used in place of the previous fleshy body parts
Necromancy - the skeletal dragon will no longer speak an idle line when activated
Necromancy - more corpse items will now appear on dead bodies and thralls to make reconstruction less tedious
Disguise - the 'witness' script effect will no longer trigger spell absorption on the player
Un/Lock - lock-smashing with the 'Fists of Steel' perk now works properly
Un/Lock - the player will no longer get spammed by messages when using hand-to-hand power attacks in the presence of locked doors or containers
- Debug modes implemented for all major features - activate in MCM menu
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- Author's activity
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October 2020
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04 Oct 2020, 6:58PM | Action by: destructor36
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04 Oct 2020, 6:58PM | Action by: destructor36
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04 Oct 2020, 6:58PM | Action by: destructor36
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04 Oct 2020, 6:57PM | Action by: destructor36
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04 Oct 2020, 6:40PM | Action by: destructor36
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04 Oct 2020, 6:40PM | Action by: destructor36
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04 Oct 2020, 6:40PM | Action by: destructor36
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04 Oct 2020, 6:40PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:39PM | Action by: destructor36
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04 Oct 2020, 6:38PM | Action by: destructor36
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04 Oct 2020, 6:38PM | Action by: destructor36
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04 Oct 2020, 6:38PM | Action by: destructor36
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04 Oct 2020, 6:38PM | Action by: destructor36
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'SUMMER - Skyrim Universally \'Mursive Mechanical Expansion and Recalibration'
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