Skyrim Special Edition

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esuriddick

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esu_riddick

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About this mod

This mod attempts to make most of the vanilla summons a little closer to what you would expect from a necromancer: more undead and melee creatures. In order to do this, it was attempted to do as few changes as possible to the vanilla Skyrim.

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Summoning Spells - Remade
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Authors: esuriddick
This mod's development should be considered as closed.

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0. Index
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1. Features
2. Requirements
3. Installation / Uninstallation
4. Known Issues
5. Incompatibilities

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1. Features
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The goal behind this mod was to give more of a necromancer feeling to a conjurer, while keeping the same sense of progress as in vanilla Skyrim. In the end, it tries to answer a few issues that I had with it, such as: (1) a ghost wolf? Why not a death hound? (2) an archer boneman? Why didn't he get a weapon in case he needs to defend himself in close range? (3) a mistman that is basically a caster? But why didn't I get a creature that can give me enough time for me to cast my own spells?

This mod does not add any new spell or mesh (a single script was changed to fix black goo from dropping). Every change that was made used existing assets and modified only vanilla references, with the exception of the specific cases stated below. It should be noted that these changes will also affect NPC's summoning spells. The changes made to the names and models only affect the summoned versions of the creatures.

It should be noted that all tests were made in a fully vanilla skyrim (no mod besides this one).

The following changes were made (levels and stats were kept as they were unless stated otherwise):

Conjure Familiar
- Name of the Familiar was changed to "Death Hound".
- Familiar's appearance and behaviour was altered to match the one of a "Death Hound" (inherited a Death Hound's frost abilities as well).
- Changed the spell and the respective tome to mention that it is a Death Hound.

Conjure Boneman
- Every time it is summoned, it will get a random 1H melee weapon from the Draugr weapons' pool.

Conjure Flaming Familiar
- Name of the Flaming Familiar was changed to "Plague Carrier".
- Flaming Familiar's appearance and behaviour was altered to match the one of a "Death Hound" (inherited a Death Hound's frost abilities as well).
- A new effect had to be created in order to implement a more "sickening" aspect to the Plague Carrier.
- Script associated to the Flaming Familiar was changed in order for the explosion to be altered to a "plague" explosion (explosion used was taken from a Exploding Poison Spider, so in terms of damage they are also related).
- Changed the spell and the respective tome to mention that it is a Plague Carrier.

Conjure Mistman
- Name of the Mistman was changed to "Wrathman".
- Mistman's appearance and behaviour was altered to match the one of a "Wrathman".
- Changed the spell and the respective tome to mention that it is a Wrathman.
- All Mistman's spells were removed.
- Every time it is summoned, it will get a random 2H melee weapon from the Draugr weapons' pool. These weapons are weaker when compared to the ones provided by the original Conjure Wrathman spell.

Conjure Wrathman
- Name of the Wrathman was changed to "Keeper".
- Wrathman's appearance and behaviour was altered to match the one of a "Keeper".
- Changed the spell and the respective tome to mention that it is a Keeper.
- Unlike the original Keeper in the game, the height of this Keeper was set at 1 (vs 1.5).
- In order to prevent any unlootable black goo from spawning when the Keeper dies/unspawns, an exact copy of the original race was created but with a different different spell and script associated to it.
- Every time it is summoned, it will get a random 2H melee weapon from the Dragonbone class.

Conjure Dremora Lord
- Name of the Dremora Lord was changed to "Reaper".
- Dremora Lord's appearance and behaviour was altered to match the one of a "Reaper".
- Changed the spell and the respective tome to mention that it is a Reaper.
- Removed all the factions that were associated to the Dremora Lord.
- Unlike the original Reaper in the game, the height of this Reaper was set at 1.1 (vs 1.3).
- Every time it is summoned, it will get a frost enchanted Ebony Battleaxe.
- Since the Reaper does not have high tier armor (like the Dremora Lord) and to keep it stronger than the Keeper, health was buffed from 345 to 1200 (600 or lower would lead to his death vs. a summoned Keeper).

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2. Requirements
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- Skyrim Special Edition

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3. Installation / Uninstallation
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FIRST METHOD: NMM/Other Mod Manager (Recommended)
Download and install with the Nexus Mod Manager, simple and clean.

SECOND METHOD: Manual (Not Recommended)
1. Download the file manually.
2. Extract the contents of the mod's zip file to your desktop.
3. Copy the .esp file and paste it in the Skyrim/Data folder.
4. Activate the mod in Skyrim.

If you are already in the middle of a playthrough, just be sure, before installing, not to have any conjured creatures in the same cell as you, or that you have one of the spells equipped. Your current spells should be changed automatically with no issue.

To uninstall, just be sure that no conjured creature is in the same cell as you or that you have the spells equipped on one of your hands. Removing the mod should revert the spells to their vanilla version.

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4. Known Issues
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  • Boneman sometimes drops his weapon before leaving: This is an intended effect in vanilla Skyrim, as you can check HERE.
  • Reaper is not affected by the Necromancy perk: Since the Reaper is replacing a Dremora Lord, it also benefits from the same perks as the Dremora Lord (you can see the perks that affect the Dremora Lord HERE).


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5. Incompatibilities
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As far as I'm aware, given the changes made, it should be compatible with most mods unless if these creatures are changed. To override those mods, let this mod load after the other ones.