Odin keeps overriding this mod. I've seen people fix it by "removing magic effects records from Odin", but I have no clue what that is supposed to mean. Which magic records are you supposed to remove? I'm not sure if it's something obvious or something specific I need to look for, and I don't want to touch something I shouldn't.
Hello! The soul pile fix was actually a bug introduced by my mod in the earlier versions; as far as I’m aware, it’s not present in vanilla. However, if you open up SSEEdit, you’ll be able to see what spells are affecting the soul cairn summons and be able to fix any records that are causing the bug.
Unfortunately, that seems to be a problem with Skyrim's game engine, not the mod. This is definitely something I could look in to, but fixing something like that maybe beyond the scope of my (very limited) modding abilities.
Hi, i currently look for the fix of this behaviour (ember soul ash pile), and your mod seems the only one to do so (tried to use "Ash Pile Expiration" mod, it does not works on Soul Embers). Yet, i don't want to render those summons stronger (they already are). Could it be possible for you to add this fix as a separate file please ?
Ok I came across a problem, I recently installed "stronger soul cairn conjunction spell" and while the most and bone gets affected by the that mod but mysticism is the one that affects the death man making them significantly weaker.
I'm sorry, I'm not sure I exactly understand what you're saying. Are you saying Mysticism is overriding the changes made by this mod? If this is the case, having this mod load after Mysticism should fix that problem. I don't personally use Mysticism, so I'm not entirely sure how that mod and this one interact.
This would be rather difficult, as it would most likely involve scripts. Scripting definitely isn't my forte. I have been toying with the idea of allowing the player to use one spell to summon all three summons, but I'm not sure how exactly I would implement or balance that.
Well, Odin does something a bit similar to this mod; as far as I can tell, it strengthens the Soul Cairn summons in other ways. Although they're not compatible per se, you could install this mod and have it overwrite Odin's records of the spells. That would allow you to keep the rest of Odin's features while using this mod's edits to the Soul Cairn creatures.
Actually, I just checked and Odin is compatible with this mod right out of the box. No special compatibility patches or anything are needed. Just download and enjoy!
Wait, I think I did it. All I did was remove the magic effect records of Conjure Boneman, Mistman, and Wrathman in Odin, and now the effects from this mod are working perfectly. YAY
I appreciate the work to improve the summons, nice job, it would be wonderful if were possible to summon Boneman, Mistman and Wrathman with just one cast, like Durnehviir does with one shout.
Thank you for the kind words! I can certainly try to do that. I’m busy with school right now, but I’ll look in to something like this when I have a free moment.
Take a look at Smart Cast (SSE Patch here). It allows you to create casting combos, essentially casting multiple spells at once with combined magicka cost.
Thanks for this imho mandatory mod for any necromancer/summoners playthrough. Because they count as summoned undead and not just *undead they do not benefit from the almost any perk from the conjuration tree from Ordinator thus this mod is so so needed to keep them useful.
Been a long time fan and follower of this mod. Glad to see the major overhaul. You managed to fix ALL of my personal grievances that I had and add so much more. Just wanted to thank you for the great work dude <3
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Yet, i don't want to render those summons stronger (they already are).
Could it be possible for you to add this fix as a separate file please ?
Have nice hollidays.
Because they count as summoned undead and not just *undead they do not benefit from the almost any perk from the
conjuration tree from Ordinator thus this mod is so so needed to keep them useful.