It might have some location conditions, likely to prevent summoning in small spaces. I'm not sure, I didn't edit those from vanilla. Where have you noticed it not working?
No, it's not that...when Karstaag cannot fit it simply doesn't use the summon. But what happens to me is that the summoning spell is used but....well, nothing happens :P
Don't mind me, it's probably due to my script engine being overloaded. I'm currently running +- 50 mods, plus The Second Great War one. Besides, if you haven't touched the summoning spell itself any further than to make the "weekly" change, then it's definitely most surely due to what I said.
I think that I've a slight suspicion of what's happening, although it needs some more testing, and I've little time to play right now.
It seems that the spell allows itself to be casted BEFORE one week has passed, thus failing when you cast it. But I think that if you allow one week to pass since the last summon, then it works as normal.
If I'm correct, then the solution would be simple enough: just put a block and a message not allowing the spell to be casted before one week has fully passed :)
EDIT: Yeah, according to a quick test that I've just done, I'm correct :)
Ideally, that block would be the spell just being greyed out, like it happens with vanilla Powers. It'd keep it simple, and users would have visual confirmation as well.
fantastic work as always! i sent ya a donation. you consistently deliver the goods. thank you edit; if you place my name of your list of contributors on your description pages, please use my Nexus handle, Mookeylama thanks again!
TY OPUS!!! tysm for this awesome addition...i hadnt really noticed till now about karstaag due to how few times ive been able to actually get to the point of fighting him but now i know :D. this will be going into my next playthrough. keep up the good work. :)
"Kaarstag Returns" is a nice mod which makes it so you have to re-fight karstaag every time you run out of summons. IMO nicer than the 1-week optional solution. Fantastic mod btw, I love these small improvements that I can keep adding to my game.
18 comments
Don't mind me, it's probably due to my script engine being overloaded. I'm currently running +- 50 mods, plus The Second Great War one. Besides, if you haven't touched the summoning spell itself any further than to make the "weekly" change, then it's definitely most surely due to what I said.
It seems that the spell allows itself to be casted BEFORE one week has passed, thus failing when you cast it. But I think that if you allow one week to pass since the last summon, then it works as normal.
If I'm correct, then the solution would be simple enough: just put a block and a message not allowing the spell to be casted before one week has fully passed :)
EDIT: Yeah, according to a quick test that I've just done, I'm correct :)
Ideally, that block would be the spell just being greyed out, like it happens with vanilla Powers. It'd keep it simple, and users would have visual confirmation as well.
edit; if you place my name of your list of contributors on your description pages, please use my Nexus handle, Mookeylama
thanks again!
Very good work. I waited a long time. I'm glad of.
Have a good start to the new year.(-;
Fantastic mod btw, I love these small improvements that I can keep adding to my game.