Love the concept for this. Was really close to just converting Enhanced Summons from LE and using that but I saw this at the last second. Is there an MCM option that lets us control the "caps" for the summons/get rid of them completely? I'm using an Uncapper mod (among other leveling mods) and I'm not sure how well this will work past level 100.
I no longer mod Skyrim and I've never toyed with MCM. Even if I was, that can't probably be done as I've never heard of a mod that dynamically alters actor levels outside the creation kit. It would require to create another version of this mod with different caps. Feel free to alter my mod to your liking.
That being said, summons cap at level 60-80 and get stat boosts (and I don't remember if Thralls have a level cap either). While testing I used a level 70 character with HLE and various combat mods (including a skill uncapper) and summons were still very effective. Going past level 100 is not going to make them instantly useless if that's your concern (although don't expect a flame atronach to take a 2h power attack from a bandit boss), I actually would be worried about your PC becoming too overpowered and not the summons becoming useless, even if you upscale enemies to player level.
If you have ordinator or any mod that gives more than 2 summons, a squad of dremora lords will destroy any enemy they come across, except maybe legendary dragons.
Hi there, i really like the idea of this mod. But i had a question about the conjure familiar spell. I know you said somewhere that it is just a cheap spell and therefore should not have any changes, but would it be worthwhile to make a few small changes to it? Something like only max level 10 at a rate of 0.4 of your level or something? That way it will not be overpowered or anything but at the very least it will not be completely useless in the beginning either.
Having it have a 0.4 scaling would make it level 10 when the player is level 40. Which is completely useless. Conjure familiar is just a redundant spell. You can't have a very weak summoning spell that scales with the player. It would either be broken because of low cost high reward, or completely useless because it needs to be balanced around level 1-5.
And flame atronach is just better in every single way, despite its higher cost. I've said it before and will say it again, the only way to "fix" conjure familiar is to make a new spell for each tier: - T1: Spider, Level cap = 5? - T2: Wolf, Level cap = 10 - T3: Troll, Level cap = 25
etc etc. And I no longer play Skyrim so I'm not interested in doing all that testing.
So we only use ONE esp from this mod right? Just seems weird that the helmet version is half the size of the other esp...
EDIT: Nvm, "Main file still required." I see it now "There are 2 versions. Both are the same but one adds a helmet to all warrior dremora" is what had thrown me off
Read the description everything you need to know is there: - Spells are the same (duration, cost) - Skilltree is the same - Atronach and dremora are just better because I increased their level (which increases their health, damage, etc)
Summons scale based on your level. The only thing that scale with skill level is their damage, which uses THEIR skill level. This means that if you are, lets say, player level 200 with destruction skill of only 20, your summons will still deal maximum damage because THEIR destruction skill level will be probably 100 by that point. (Does not apply to dremora, they use melee skills)
Your conjuration skill level does NOT modify neither summons level or their stats. Player skill level for conjuration only affects mana cost and time they are alive, based on other mods you have (ordinator, etc...)
I was just thinking of playing a spell sword who summoned, along with one-handed magic and one-handed weapons. But past level 20 or so summoning in vanilla felt extremely weak, in almost every situation. If there are two or more mobs nearby, even frost atronochs die in about 2 seconds after you summon them. It's the biggest waste of mana ever. Even with Ordinator and Apocalypse, it was only a little better. Hopefully this mod will make summons much less useless. My main concern was with summons being too physically weak, not really their damage output, though a little more damage output would be nice. I just want them to function more so as living shields for me, while I deal the majority of damage to stuff.
I've been playing with this up to level 40 now along with HLE, KS dragons, and Real Bosses Light. It's very noticeable how much better the atronachs become.
It depends a lot on your playstyle, mods and damage multiplier settings, however, most configurations should work. Don't worry, Frosties are A LOT better at tanking now, and are worth the cost for most scenarios, just don't expect them to do the damage for you.
I didn't want to make 1 man army atronachs, if you are fighting really strong or swarming enemies, prepare to spend more mana on reinforcements. Don't forget to take the elemental potency perk and that each atronach has its own role. Also remember the mod is supposed to be played with other difficulty mods, otherwise it's just plain overpowered, and perk mods like Ordinator buff summons too.
*edit* never mind, fixed it. Great little hidden gem of a mod, I'd recommend it to anyone with HLE or any tougher enemies mod. Thanks for making it. Endorsed!
Can you make this work for the wolf familiar spell as well? I love being able to summon a wolf familiar but it becomes so useless so quickly, so I'd be nice if it could level with me.
Thing is, the wolf spell is really cheap, and making it strong would be kinda OP. And applying my changes without adjusting the cost would make little to no difference. The only thing I can think of is to make a new wolf spell for each tier of conjuration (apprentice, expert, master...) which gives it better stats but makes it cost more magicka.
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That being said, summons cap at level 60-80 and get stat boosts (and I don't remember if Thralls have a level cap either). While testing I used a level 70 character with HLE and various combat mods (including a skill uncapper) and summons were still very effective. Going past level 100 is not going to make them instantly useless if that's your concern (although don't expect a flame atronach to take a 2h power attack from a bandit boss), I actually would be worried about your PC becoming too overpowered and not the summons becoming useless, even if you upscale enemies to player level.
If you have ordinator or any mod that gives more than 2 summons, a squad of dremora lords will destroy any enemy they come across, except maybe legendary dragons.
With high regards,
Reinyn
And flame atronach is just better in every single way, despite its higher cost. I've said it before and will say it again, the only way to "fix" conjure familiar is to make a new spell for each tier:
- T1: Spider, Level cap = 5?
- T2: Wolf, Level cap = 10
- T3: Troll, Level cap = 25
etc etc. And I no longer play Skyrim so I'm not interested in doing all that testing.
Just seems weird that the helmet version is half the size of the other esp...
EDIT: Nvm, "Main file still required." I see it now
"There are 2 versions. Both are the same but one adds a helmet to all warrior dremora" is what had thrown me off
- Spells are the same (duration, cost)
- Skilltree is the same
- Atronach and dremora are just better because I increased their level (which increases their health, damage, etc)
Your conjuration skill level does NOT modify neither summons level or their stats. Player skill level for conjuration only affects mana cost and time they are alive, based on other mods you have (ordinator, etc...)
I didn't want to make 1 man army atronachs, if you are fighting really strong or swarming enemies, prepare to spend more mana on reinforcements. Don't forget to take the elemental potency perk and that each atronach has its own role. Also remember the mod is supposed to be played with other difficulty mods, otherwise it's just plain overpowered, and perk mods like Ordinator buff summons too.
The only thing I can think of is to make a new wolf spell for each tier of conjuration (apprentice, expert, master...) which gives it better stats but makes it cost more magicka.