Skyrim

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Dylbill

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dylbill

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43 comments

  1. Whos7dan
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    For some reason I can’t find it on console?
  2. WarrenHam
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    Hi, this doesn't seem to work at all for me, when I cast the spell I get no prompts about it working. And I'm using it on my friends. And summon friends does nothing for me.

    EDIT: I Fixed it, I was playing around and noticed the 1.3 version of the mod requires UI Extensions, (even though the current version does not claim it needs it)

    I downloaded UI extensions and the mod works awesome! Please update the mod requirements, I know most people probably have UI extensions, but I didn't.
  3. agarules
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    Little gem of a mod.
  4. zhongren591360962
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    Cool, I really need this mod.
    1. dylbill
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      Thanks, glad you like it!
    2. Darklocq
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      Yeah, I'm already in "How on earth did I live without this?" mode at this point. Has a lot of utility. Like, one unexpected thing it's good for is resetting followers whose HDT has gone screwy (like invisible follower, or follower's skirt is growing off to the horizon), I suppose the teleportation action kinda disables and then enables them within the cell. I've also used it to deal with ones who get stuck in a cell for no clear reason, or get stuck in "run against the wall" mode, or otherwise are bugging out. It's also great for if you have a bunch of house mods and one has someone you need to deal with (like a server wench who also happens to be a stolen-goods fence), you can summon them, do your business, and they'll just walk home. Very handy for temporary gear testing, like summoning a particular Redguard follower to see how they look in the Graviczapa Desert Dancer outfit, etc.
  5. deleted30473500
    deleted30473500
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    Ah, wonderful! Using Ordinator and enslaving some NPCs with de illushon madjics only to find them vanishing is disappointing.. especially since I am quite picky about these. Thanks for the mod
    1. dylbill
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      No problem, glad you like it!
  6. f22nickell
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    In theory, could you use this spell to mark and summon a dead thrall if you changed their relationship via the console? I am so tired of losing my dead thralls, but seeing 10+ entries on my magic page telling me they are still out there ... somewhere.
    1. dylbill
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      Yes, you should be able to do that. Or you could set the sfMinimumRank global to a lesser value
  7. Darklocq
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    Schweet. I was just thinking yesterday that I wished I had this, since I have several followers that (when I use them rather than leave them at home) tend to just wander off.

    It would be handy if this had (either by default, or as an option) a second pair of spells, using a separate list, perhaps "Convene Followers" or something like that, used to bring every follower to one place even if they are not on your active list of two or five or whatever. For those of us with lots of in-game homes and dozens of follower mods it would be the perfect way to gather them at a new house then go through their menus and tell them this is their new home. Might also be useful for those "big battle of armies" mods (for people who have machines that can actually handle them).
    1. Darklocq
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      I implemented this locally, for my own game. Took about 15 minutes (well, actually longer in total because I had to install script source files for both SKSE and UIExtensions into both my "canonical" Steam version of Skyrim (which i keep as vanilla as I can for testing) and my desktop play-it-and-break-it copy, in order to get the scripts to compile in the latter location). I just brute-forced it, with new copies of every script and every ESP record, and changed all the references in them to end with "_ALL". That's lazy/sloppy, since I'm sure some of them could be shared, but it should work fine.

      Also set a min. relationship rank of 3 for both lists, since I don't have a burning need to move any NPCs around who aren't followers (and none of my followers treat me like some random schmo or an enemy, ha ha). [Later note: Actually, Barbas ended up having a rel. rank of 0 the entire time, which I tweaked with the Console, that being easier than re-changing the ESP. This might apply to various other vanilla followers, especially temporary ones like Farkas.]
    2. dylbill
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      Glad you like it. That's not a bad idea, but I'll probably just make it so you can use different lists with the same spells, so your spell list doesn't get too cluttered. I did a similar thing for my Mark and Recall Fast Travel Menu mod, which I haven't ported to LE yet.
    3. Darklocq
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      Surely more efficient. PS: I did see that SE Mark mod, when I was originally looking around for stuff. There may be something like it for LE, but I've just gotten used to the idea that I can't pin-point Mark in Skyrim like I could in Morrowind, and just have to use major map locations and the Fast Travel feature. There are times I wish there was a fast way to get back into the depths of some really long dungeon, though.
    4. Darklocq
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      Ooh, an arbitrary lists feature in a single spell would be really cool for other reasons, especially assigning specific followers for specific scenarios (like going to Solstheim, or completing some specific quest, or because you declare that it's Redheads Only Day, or you need some ice-mage backup in particular, or whatever). Even useful for roleplay stuff, like only taking Nords with if you're going to an elf-unfriendly place, etc. Also maintenance reasons, like assigning people to a month-year list, for when you last upgraded their gear (I keep finding followers still using stuff I haven't tempered since level 7, heh).
    5. dylbill
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      Aye, it would be definitely be useful. I have the function working, but how many lists do you think there should be? I think 5 should be enough.
    6. dylbill
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      Ok I uploaded a new version that includes 5 summon lists. See the description for more details and thanks for the suggestion!
    7. Darklocq
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      How dare you render my 15 minutes of tinkering irrelevant now? LOL. Thanks for doing this (so quick!), and I definitely look forward to it. How many lists are enough, I dunno. For the average user, 5 is probably good. For a nutty companion collector like me, I could think of dozens of uses, but it should be easy enough to patch them in if I really wanna do it.
    8. dylbill
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      Lol, no problem. I made it really easy to add lists. All you need to do is open this mod up in the Creation Kit, make a new formlist and add said formlist to the dbFriendsSummonLists formlist, and the mod will take care of the rest. You can add as many as you want.
    9. Darklocq
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      Yar, I saw there were 10 in there, and 5 enabled. I may actually keep my separate version, too. I kind of like that my master list will be a separate spell, and the multi-list spell more task-oriented.

      [Never mind the part below; I just checked, and there doesn't seem to be a way to add a name record to a formID list, anyway, only an editor ID like what these already have (dbFriendsList4, etc.).]

      Papyrus bonehead question: what would one do -- presumably somewhere in the midst of currentEntry = dbFriendsMarkMenu.AddEntryItem("Summon Group " + (iA + 1)) -- to add in display of the list's name, if present? I might want to use TES5Edit to name them things like "Main Dungeoneering", "Solstheim", "Missing HDT - fix in BodySlide", "Needs Better Gear", "Bring to Ayleid house mod", etc. Is this impractical because the list-of-lists being displayed to choose from is just a numeric increment? I can see that there's a foo.GetDisplayName() function, but I'm unclear on whether it would work on something like this in this kind of structure. (I suppose if one were being extra-fancypants, one could rename them in-game via some means, e.g. the way AH Hotkeys has named sets of gear. But that sounds hard to do; MCM stuff looks complicated.)
    10. dylbill
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      Ah, gotcha. I could add that feature though, to rename the lists in game. My other mod Mark and Recall has that feature. For reference you can use a string array to do it.
    11. dylbill
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      Ok I uploaded a new version and added the option to re-name lists in game. To re-name, cast the summon spell choose the change list option, and click on a list while holding the left shift key.
    12. Darklocq
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      Jeebus, you're fast! Now, real quick, how 'bout that Mark and Recall conversion, and then please build a Lamborghini in my living room, that also makes pizza. >;-)

      I look forward to looking at the code, too, so I can see how the new feature works. I could do a fair amount in Morrowind and Oblivion code but Skyrim's Papyrus has been headachin' me.
    13. dylbill
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      Lol, I wish I could make lamborghini's that made pizza whenever I wanted. The Mark and Recall mod is next on my list to convert. It might take some more time though. I've been playing special edition and so making mods for that, but I didn't realize that there's no way to convert an SE esp to an LE esp. So, I have to make a new esp in the LE creation kit and recreate all the assets. Wish I had known that earlier, I would have just made them in LE first and converted to SE which is way easier.

      For the rename code: you can make your own properties and store them in quests to be used by other scripts. So, all I did was make a string array property, filled it with the normal names, and then used the array property in both of the sf spells.
    14. Darklocq
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      I would have s'pected you could create an essentially empty mod, then use xEdit or something to copy records into it. If it won't load LE and SE mods at the same time, I seem to recall that the difference between the mod formats is just some bit that's set, a mod format version number, so maybe hex editing it temporarily to change that one little value would work? Does sound like a butt-pain to re-do it all manually. If none of that would work, I wonder if using ESL format as an intermediary step is possible?

      PS: Cool quest trick, for "storage".
    15. dylbill
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      Yeah I did try doing it that way once before, but was unsuccessful. Maybe I'll give it another go.
    16. Darklocq
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      I find that it doesn't work unless I'm right up against someone (which, with my follower management mods, makes them move away quickly, to keep some distance). I notice that Range is set to 0, but I'm not sure if that's the right thing to twiddle with.
    17. dylbill
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      Hey, the Mark Spell actually uses a projectile, that has a pretty long range. I just testes, and while standing right outside of Jorrvaskr in Whiterun, I can mark the cow that's on the otherside of the circle. When marking NPC's that are farther away, make sure your crosshair is aimed directly at the NPC. If the NPC moves the projectile might not hit them.
    18. Darklocq
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      I mean it doesn't work from 2 feet away, only about 0.25 ft away. Not a "fatal" problem, just strange. Must be some kind of conflict with something. My other projectile spells (that I actually use or have tested) are not affected, just this one so far. Another oddity was that it didn't work on Barbas (the Daedric dog) unless he was standing. If he was sitting or laying down (which he does a lot) he was not markable (maybe that would also have affected other projectile spells). Later on, I'll compare it to other spells and MGEFs that aren't exhibiting this issue in my game and see if I can detect a difference. Will re-rebuild Bashed Patch again, just in case. Actually, thinking back, I do have a mod added spell or two from way back that never seemed to work, and it might be the same issue. I'll try to remember which they were and see if they work when in-yo'-face.

      PS: Documentation tweak: if people want to get into the option to rename the lists, they have to cast the summoning not marking spell. :-)

      PPS: Feature request - ability to forcibly remove a name. Follower can be removed from the game and thus you can be unable to re-cast the mark spell to remove them. This happened with Barbas, when he turned back into a statue. (I tried to summon him anyway, just in case it would work, but the game executed a Delete on his placed instance, I guess; if I want him again I'll have to spawn a new one).
    19. dylbill
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      Again your crosshair has to be pointed directly at the NPC, so if Barbas is sitting, you have to look down at him and cast the spell. I can add the option to remove an NPC no trouble, and I'll also add the option to rename the lists from either spell.
    20. dylbill
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      Ok new version is up.
    21. Darklocq
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      "if Barbas is sitting, you have to look down at him and cast the spell" – Sure, I did. Even tried it crouching, to be more level with him. It's possible the game engine is doing something weird when he's in those modes, like turning him temporarily into an activator object instead of an NPC proper, I dunno. Or maybe it's to do with object bounds? Even when he was standing, I found that it wouldn't work when looking at him face-on; I had to do it from the side, and aim at his chest.

      As for the more general range matter, I do notice that there are differences in projectile spells as documented at the wikis, like shock-damage ones have a shorter range but also hit their target instantly. But I'm unclear so far on what the exact differences are at the ESP code level.

      I'll also try your newly uploaded version in a moment, though I'll need to manually merge stuff in (this is all in my Merged Magic.esp).

      PS: Bought you a beer via the donate form. :-)
    22. dylbill
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      Thanks I appreciate it :-)

      I just tested Barbas, and I can mark him while he's sitting or laying down, so it must be a mod conflict. For this mod's spell projectile, it isn't instantaneous, the farther the NPC is away, the longer the projectile takes to reach the NPC, and if the NPC moves before the projectile hits, it won't take affect. Here's an image though, of how far away I was able to get and still mark an NPC: https://imgur.com/cZd8IKL
    23. Darklocq
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      OK. Just some weird clash between mods, then.
    24. Darklocq
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      Been thinking on the "how many lists by default?" question, and I would think 7, for days of the week. Some follower-management mods like FollowerLivePackage already have weekly scheduling ("days off"), so this would fit with that very well. It's what I'm doing with it mostly now, for starters.
  8. ForswornBreton
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    I'm getting a "Cannot mark this NPC." error???
    1. dylbill
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      If that's the case, then your relationship rank with the NPC isn't high enough. By default the minimum rank is set to 1. To mark any NPC, type into the console"Set sfMinimumRank to -4" without the quotes.
  9. Juggled
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    Good stuff ty
    1. dylbill
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      No prob, happy modding!
  10. travelmedic
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    Very timely. Serana seems to have a bad habit of getting lost on me.

    Thank you!
    1. dylbill
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      No prob!