Skyrim Special Edition
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Vandhal

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antaronx

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About this mod

Relevels Conjuration Summons to encourage spell variety.

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TLDR at the bottom.

So you like conjuration, specially those beautiful flame atronachs, right?

Bethesda Employee 1: What if we cap the level limit of them to 5?
Bethesda Employee 2: What if they like them and want to use them at higher level?
Bethesda Employee 1: We give them a perk at 80 skill level that increases their level to a whopping 10!

That's why I bring you this mod. But what does it do?

- Relevels summons, now they scale based on your level and have higher level caps.

- Atronach: 0.7xPlayerLevel
- Flame: Level 4 to 20
- Frost: Level 12 to 25
- Storm: Level 20 to 30

- Potent Atronach: 0.8xPlayerLevel + Increased Stats
- Flame: Level 18 to 60
- Frost: Level 24 to 70
- Storm: Level 28 to 80

- Dremora Lord: 0.8xPlayerLevel
- Level 25 to 80

- Thralls: 0.9xPlayerLevel + Increased Stats
- Potent Thralls: 1.1xPlayerLevel + Increased Stats

Additional Changes

- Elemental Potency is untouched, but it is no longer a raw increase of stats, it main purpose is to unlock higher level summons for mages. If you aren't investing in conjuration and just using staves, you can still benefit from the base level cap increase.

- Atronach now deal increased damage based on their destruction skill, which is obviously increased by their level (and yours, indirectly). They will now deal up to x2 damage at 100 destruction.

- Flamies have learnt to use the flame spell. Only thralls could do that for some reason. Their main role is support damage, even serve as a distraction, not to be your main damage source.

- Frosties now have 265 armor (vs 30 before) and some extra health (around 100-150). They were supposed to be the tanky one, but it didn't really make a difference. They are still slow and will most likely lose 1v1 vs equal level enemies, but remember their main role is to tank damage for you and buy you some time.

- Stormies are OK. They have more health than Flamies but not more than Frosties. More damage than Flamies to make up for their increased cost. Its your choice if you want to invest more magicka into a stronger atronach or you are fine with a "weaker" one. That's the point of this mod. To make all atronachs viable.

- Dremoras now have a better health pool and damageresist because of their new lower level. They should still beat most equal level enemies 1v1 but will get absolutely destroyed by 2 or more enemies, depending on how the AI handles the encounter. With this setting, they are weaker than vanilla dremora and will only start scaling with your level once you reach level 30.

- Corrected some CharacterClass of some atronachs.

- Fixed Storm Thrall spell. It had a wrong lightning bolt and had no chain lighting.

- Conjuration gameplay is now smooth and no longer stairs-like once you unlock new spells or perks.

Notes:

There are 2 versions. Both are the same but one adds a helmet to all warrior dremora, like my other mod Helmeted Dremora

If you use that mod, please choose the helmeted version and REMOVE the helmet mod, otherwise dremora will be at vanilla level 46.

This mod is intended to be used with difficulty mods, Higher Level Enemies, Rebalanced Encounter Zones and such, otherwise this mod is a bit cheaty.

Apocalypse "compatibility" patch will come eventually, I suck at making mods, and it seems doing what I want to do isn't exactly easy. You can use Apoc with this mod, its just that those summons won't have any of these changes.

UPDATE: I've tried doing the Apocalypse Patch. I got it to work on my game build, but I can't (because I suck at this) make it a patch, I would have to upload my own version of Apocalypse and in case it gets updated, the changes would be gone.

It's actually easier if you learn how to do it: Open CK, select apocalypse and mark it as active file. Search the actors of Apocalypse summons, change their stats following my own changes, 90% of the times you would have to increase their health pool, or they would be literally useless early on (some summons would end with 100-150 hp at level 12/20, which is what the player starts with at lvl 1...)
hat's a no).

The only summons really worth changing are pit fighter, honor guard, champion, herne and assassin, maybe xivilai too, the others' desing is good, but they are kinda useless and not really worth using even with level changes.

Also, I repeat again, you CAN use Apocalypse with this mod, they DO NOT conflict, they just don't syngergyize out of the box.

Sorry for this inconvenience.

TLDR: Flame, Frost, Storm Atronach and Dremora now scale with your level and are viable across all levels with each one having a defined purpose, also fixed a bunch of things.