Skyrim Special Edition

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darklord4878

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darklord4878

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About this mod

Improves the summons you get from the Soul Cairn and allows them to level with the player.

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Introduction
I've always really liked the Conjure Wrathman, Conjure Boneman and Conjure Mistman spells. The problem, however, was Conjure Wrathman seemed to be the only useful one at higher levels. That's why I made this mod. I wanted each summon to have its own strengths and weaknesses. The Wrathman may not deal the most damage, but he sure can act as an effective tank. The Mistman will be excellent for magical combat, but has lower health. The Boneman is excellent for ranged physical combat and has adequate health, but can't necessarily take as many hits as the Wrathman. In short, each summon is now good in their own scenarios. In addition, the summons will not only now level with the player, but their particular skills and damage will increase as the player's level increases. Further details are below.

Description
Boneman
  • Uses Ebony Bow and Ebony Arrows - I felt that the Ancient Nordic Bow and Ancient Nordic Arrows were weak at lower levels and essentially ineffective at higher levels. The ebony set will allow the Boneman to be strong at lower levels (but not overpowered) while being effective at higher levels.
  • Archery skill and damage will increase dynamically - Not much to say here. Just as the player grows in power, so, too, will the Boneman. He will deal increasingly more damage as the player levels.
  • Health and Stamina will increase dynamically - As the player grows in power, the Boneman will, too. Health and stamina will increase as the player levels.

Mistman
  • No longer casts Frostbite - This spell was far too weak at lower levels, let alone higher levels. The Mistman has a stronger arsenal now...
  • Casts Ice Spike - This is a custom Ice Spike spell specifically for the Mistman. Its damage increases dynamically. It starts out dealing about 50 damage, then increases to 75 at level 20 and 100 at level 35. This is to keep the damage balanced at all levels. It won't be too strong when you're a lower level, but it won't be too weak at higher levels.
  • Casts Conjure Frost Atronach - The Mistman can call upon the depths of Oblivion to conjure a Frost Atronach. At level 20, the Mistman's power increases, allowing it to summon a Potent Frost Atronach.
  • Increased Magicka pool - No longer will a Mistman's magicka run dry during a fight. This powerful sorcerer can now cast spells as effectively as the Boneman can shoot arrows.
  • Health will increase dynamically - As the player grows in power, the Mistman will, too. Health will increase as the player levels.

Wrathman
  • Increased base damage - The Wrathman's weapons now have the base damage of their dragonbone counterparts. In vanilla, the weapons they were using actually did less damage than regular dragonbone weapons. This is no longer the case.
  • Two handed skill and damage will increase dynamically - Not much to say here. Just as the player grows in power, so, too, will the Wrathman. He will deal increasingly more damage as the player levels.
  • Health and Stamina will increase dynamically - As the player grows in power, the Wrathman will, too. Health and stamina will increase as the player levels.

The starting stats of the summons were tweaked as well. This is because, in vanilla, since they had a fixed level, their starting stats were higher than would be appropriate at, say, level 1. All of the summons will level their sneak skill as well (albeit at a slower pace than their specialized skills) which should help a sneaky necromancer remain hidden, even if the summons are following them.

Compatibility
Mods that edit the stats of the Mistman, Boneman or Wrathman will be incompatible. Any mesh or texture replacers, however, should be okay. 

Future Plans
I want to try to maybe introduce new spells and summons. Maybe I could make a rogue summon to complement the warrior, mage and ranger ones. I'm also toying with the idea of adding enchantments to the weapons of the Wrathman and Boneman. I would try to make sure the enchantments are also dynamic, so as to maintain balance at all levels.

Recommended Mods
Undead summons emerge from the ground - made by Kurasa25, this mod will make all three of the spells affected by SSCS crawl out of the ground when cast. Its visuals are very reminiscent of the Raise Dead spell from the Death Knight class in World of Warcraft
Alternate Summoning Visuals
- made by TheGreyLight, this mod is the perfect complement to the one stated above. It really makes you feel like you're calling upon unnatural powers to force the dead to rise from their graves. Although this mod is made for Skyrim LE, just download the non-esp version with your favorite mod manager for SE and it'll work right out of the box


Changes from previous versions
I'd consider 2.0 a pretty massive overhaul from 1.2 and below. This was my very first mod and I was still getting used to how things worked in the creation kit and how certain values affected NPCs. Previous versions made some unintended changes that affected the summons. I'm much more CK savvy now, and previous bugs that plagued the mod should be squished. Specific changes are below.
  • All summons are more balanced, both at level 1 and higher levels
  • Removed unnecessary/unintended changes
  • Changed Wrathman's voice back to normal; no longer has a Draugr Deathlord voice
  • Fixed Mistman not casting spells at lower levels
  • Fixed Soul Embers being left behind after death
Updating is easy. Simply uninstall the old version and install the newest version. Note that I changed the name of the mod on Nexus as well as the .esp so as to better match each other.

PS: The armor seen in the screenshots is called Knight of Molag Bal - Special Edition by Lagrie.