Can you make the spells levelled? Like you can only buy them when you have a certain skill level if you have novice then you can only buy novice spells to her and so on & so on? That would be great coz it breaks immersion if you can buy them all at once if you have the septim..
So far I've been thoroughly enjoying these spells. Opens up a lot of options for roleplaying :)
That said, I do wanna ask if there's anything that can be done about conjured dragons out-of-combat? They seem to fly straight up in a spiral until they hit the skybox, I guess, which means they don't make it down in time to engage in combat meaningfully. It would be cool if they walked behind you or hovered. I've looked for basic dragon AI overhauls but nothing seems to exist that addresses this.
I honestly wish I could help with this, but I don't have the knowledge or understanding to do something about it, I'm afraid. Hopefully there is something out there that can help.
Hey I can help with this. Came across a subreddit bringing up the same issue. I know why they will spiral upward and can fix it if you allow me to. I can show you how in a pm if you'd like.
Oh god Hi, s#*! sorry its been so long. That reddit post was probably me! I remember asking about it. Are you still around? I'm willing to try to fix it if I have someone's help. Creation Kit scared the s#*! outta me.
Is this compatible with Immersive College of Winterhold? The NPCs are there but the merchant you added isn't... well, merchanting. She just says generic 'Yes?' when I approach. Maybe ICOW puts something where her chest should be? Could it be possible to add these to the leveled lists for other merchants to sell?
:sad: the mod doesn't seem to work for me. I have the old Skyrim. I tried using vortex. I tried using manual. But nothing seems to help it work for me. Apocalypse mod works perfectly for me. I can't find the companions and I can't find the seller too. Let the inventories shuffle after 28 hours but still no avail :sad:
EDIT : Reloaded an old save and it worked like a charm. THANKS !
ive went through all of the conjuration mods and ur mod is literally the only mod that goes from novice to master level for draugr (doing a full immersion run, dragonborn and since draugr and dragon priest both are part of the dragons story/lore, im doing them as my main summons), which i love.
BUT ...
novice : draugr 50hp, PERFECT apprentice: restless draugr 200ish hp, PERFECT adept: draugr wight: 300ish hp, eh? <- please change expert: draugr deathlord : 1200ish hp, HUH? <- thhe problem isnt expert level, please keep this here master: draugr death overlord : 1300ish hp, eh <- its ok, please keep this here there is a huge power difference between adept(draugr wight) and expert(draugr deathlord)... can you please replace the adept draugr wight with draugr scourge? 700 hp, seems a good middle ground.
i dont use the master draugr spell, because i wanted the dragon priest to lead the draugrs instead, which has 1500ish hp, which is also good a good scale on the expert deathlord
thank you for making the mod though, its great!
side note : conjuration is the least fun of all magic, they literally are followers that are not customizable at all. i mean if u play with summermyst enchantments, you can enchant your gear to create an army of ghosts that fights for you (and if u fuddle with skytweak enough, u can make them... useful) as soon as combat starts, you dont even have to summon them, they just summon themselves soon as combat starts, which is actually great. BUT, it takes U as the summoner, out of the equation. so imo, conjuration mods literally have to work harder to be interesting, and one of the best ways is to have a complete list from novice to master of conjurations that fit a play style; for example, like i said, im playing dragonborn this time. it would be nice to have skeletons, vampires, werewolves, etc all expanding from novice to master ... i literally chose your mod over sidious because his mod does not have novice conjurations, and i was going to go with a vampire playthrough and go with skeleton or vampire summons, but like i said, no novice spells and to top it all off, his master level conjurations did not have the power to beat his expert level ones...
Looks awesome, Conjuration is my favorite school of magic and expanding my list of summonable creatures is álways a joy. I have one request if I may: Are you familiar with the Skeleton-Mage Spellsword in the Volkihar Ruins which possesses a reanimation spell? I once tried to create a summon spell around it in the CK but it didn´t really work in my game, could you maybe create a spell to summon such creature?
How do you make your dragon summons fly and not glitch out? I once tried to create a Legendary Dragon summon, but all it did was to take off and going into this tornado-esque flying glitch
Sometimes that happens. I think it just depends on where they are spawned and how close to you they are. If they're in a battle then they'll most likely work properly.
Been playing with this mod for a while and wondered could you maybe make "Elite" versions of already existing summons such as a Flame Atronach with higher stats and which instead of using firebolt uses incinerate?
Hey, I´ve began using this mod again and had a few ideas, if you want to add them: 1: Two new varieties of Frostbite Spider: Large and Giant, 2. Add a Frost Troll 3. Move Soul cairn keepers and reaper too adept or expert 4. Adding a Falmer Shadowmaster (Spellsword) and a Falmer Warmonger (Shield and axe or sword)
Looks very good. Questions: 1. Are the spells duration permanent? 2. Can you summon unlimited allies? 3.Do summons attack NPCs and vice versa like city guards...ect?
Thanks for the reply. I meant are the summoned allies permanent.
Edit: So it looks like frost wolf, skeletal necromancer, and a few more are permenant summons. Every thing else has a duration of 60 or 120 seconds. That is what I meant if all summons were permanent.
This mod is awesome, it makes conjuration magic school viable on its own and makes summoner build better. I still have a question, are the summoned creatures considered as undead? Because I would like to know if I can use the healing on my summoned creatures.
56 comments
finally worked, it seems that you have to use a save file thats old, like number 1, overall good mod
That said, I do wanna ask if there's anything that can be done about conjured dragons out-of-combat? They seem to fly straight up in a spiral until they hit the skybox, I guess, which means they don't make it down in time to engage in combat meaningfully. It would be cool if they walked behind you or hovered. I've looked for basic dragon AI overhauls but nothing seems to exist that addresses this.
What are your thoughts?
Could it be possible to add these to the leveled lists for other merchants to sell?
EDIT : Reloaded an old save and it worked like a charm. THANKS !
BUT ...
novice : draugr 50hp, PERFECT
apprentice: restless draugr 200ish hp, PERFECT
adept: draugr wight: 300ish hp, eh? <- please change
expert: draugr deathlord : 1200ish hp, HUH? <- thhe problem isnt expert level, please keep this here
master: draugr death overlord : 1300ish hp, eh <- its ok, please keep this here
there is a huge power difference between adept(draugr wight) and expert(draugr deathlord)... can you please replace the adept draugr wight with draugr scourge? 700 hp, seems a good middle ground.
i dont use the master draugr spell, because i wanted the dragon priest to lead the draugrs instead, which has 1500ish hp, which is also good a good scale on the expert deathlord
thank you for making the mod though, its great!
side note : conjuration is the least fun of all magic, they literally are followers that are not customizable at all. i mean if u play with summermyst enchantments, you can enchant your gear to create an army of ghosts that fights for you (and if u fuddle with skytweak enough, u can make them... useful) as soon as combat starts, you dont even have to summon them, they just summon themselves soon as combat starts, which is actually great. BUT, it takes U as the summoner, out of the equation. so imo, conjuration mods literally have to work harder to be interesting, and one of the best ways is to have a complete list from novice to master of conjurations that fit a play style; for example, like i said, im playing dragonborn this time. it would be nice to have skeletons, vampires, werewolves, etc all expanding from novice to master ... i literally chose your mod over sidious because his mod does not have novice conjurations, and i was going to go with a vampire playthrough and go with skeleton or vampire summons, but like i said, no novice spells and to top it all off, his master level conjurations did not have the power to beat his expert level ones...
Questions:
1. Are the spells duration permanent?
2. Can you summon unlimited allies?
3.Do summons attack NPCs and vice versa like city guards...ect?
2. One at a time.
3. They only attack hostile NPCs.
Edit: So it looks like frost wolf, skeletal necromancer, and a few more are permenant summons. Every thing else has a duration of 60 or 120 seconds. That is what I meant if all summons were permanent.
Aha i have it :) Thanks and endorse.