cool its good for my dark lord RP but y im not endorse it and uninstal its becuse for my opinion its not ez achive i love to use CC idc if its not lore thing or a cheat thing i wanna c cool things and i want to c them in an instant.
They stay at a fixed level. but I'm working on a conjuration perk mod, that aims to support these summons better. So you will be able to have more of the lower leveled summons.
But for now, the frost spider is fairly weak, but the ghost is very strong. So it gives you a nice ballanced progression
what are the chances of you being able to implement your summon skeleton animation (https://www.youtube.com/watch?v=t2Sm5NIjxLU) to your mod? i would really love to see the Skeletons bursting up from the earth when i summon them.
ive had this mod for a while and ive just disabled it because more bandit camps add's necromancer bandits and they all have these spells and it makes combat almost impossible sadly
I would like to see a necromancer spell Novice: In one cast rise 2 weak skeletons to fight for you. Apprentice: In one cast rise 3 weak skeletons to fight for you. Adept: In one cast rise 4 weak skeletons to fight for you. Expert: In one cast rise 3 heavy armored skeletons to fight for you. Master: In one cast rise 4 heavy armored skeletons to fight for you.
Last perk with conjuration for two conjured creatures, it should double the number of skeleton.
Wow! I've been looking for a good mod like yours. Every other conjuration mod has spells that I would never use. Conjure cow, chicken, bunny. Why? You keep it simple. Your video is excellent and is actually what made me want your mod. Keep up the good work.
"This has also been tested with mods that increases the number of conjured creatures." can you say what mod does that? Does this mod increase the number of summons you may have?
"These spells are affected by the conjuring perks, the same ones that affect spells like Conjure Familiar, and NOT the Raise Dead Perks (as these are made form the Conjure Familiar Spell).."
this means that this spells are not affected by: -NecromancyConjuration 40, Novice ConjurationGreater duration for reanimated undead -AtromancyConjuration 40, SummonerDouble duration for conjured Atronachs and Dremora Lords -Dark SoulsConjuration 70, NecromancyReanimated undead have 100 points more health ...
Can you please specify witch perks affect this spells?
Same perks as the ones who affect conjure familiar, and NOT the raise dead perks..
If you play with mods that allows for more summoned creatures than one, then this is stil fairly balanced, because of the mana cost. Meaning, getting multiple ghosts will be hard to do, but multiple frostbite spiders will be easy to do..
I downloaded the mod "Perk Enhancements - Alan-PerkEnhancements" which is supposed to increase number of summons however it does not work on this mod's spells. It works on all other summon creature spells in the game, though.
That is weird, as my spells, is made from summon familiar, and is working the same ways as conjure familiar... But again, I don't know how the perk Enhancement mod is made.
I'm working on a mod that adds one additional summoned creature with every mastery perk, and that works with all summons, including my spells and raise dead... I've been looking for a mod like that, but sadly it doesn't exists.. So I'm doing it myself... Perhaps that will add that extra power to the conjuration perk tree, that I don't need to add that extra spell duration, and extra amplitude multiplayer, that mods like better magic is adding... Cause that is causing me a lot of problems
Infact... I'm redoing the whole conjuration tree right now, as many perks only affect set spells in vanilla, so that has to be fixed.. And then I'm a little annoyed that the tree is divided into raise dead and summons. So I will put those under the same perks. That fries up a few perks, Oh well...
Actually, through more testing.. These spells are not affected by many of the perks, because some perks are set to affect specific spells... Hmm.. Interesting
When you say "These spells are affected by the conjuring perks" do you mean the perks "Summoner, Atromancy, etc.? basically everything on the left side of the conjuration tree? Also, Awesome mod. Kinda wish as soon as I put a point into the "novice" perk I would be able to summon 2 spiders, since i'm playing on legendary and they get destroyed. I'm trying to build a Necro-archer build which is turning out to be...interesting.
p.s. I think it would be cool if the number of spiders/skeletons per summon would increase every time you add a perk. For instance, you spend a point in the novice perk and you can summon 2 spiders and 1 skeleton, apprentice perk will give you 3 additional spiders (5 in total) or 2 skeletons, and so forth until you reach master, where you can summon 10 spiders, 3 skeletons, 2 draugr, and 1 ghost. also the spawn limit is infinite as long as you have the mana.
Yes, the perks that affects conjure familiar, will work on these summons..
I did a mod that does EXACTLY what you are describing.. Where every point in the mastery perks (novice, adept and so on), will add an additional summoned creature total. So when you put a point in novice, you will be able to have 2 creatures summoned at one time. But at novice you will only have enough mana for 2 frostbite spiders, and not two skeletons. This is how I have balanced this mod... So on mastery you can have 1 ghost or 6 frostbite spiders, something like that with no mana boosts. But you can probably get 2 or maybe 3 ghosts if you focus all you perks, equipment, potions toward increasing mana. But that would mean going ALL IN on getting more mana..
I would love to share my perk mod too. But it has a bug, that makes the enemy health drain constantly as soon as you hit them, and very much breaking the game.. I cant fix it.. I might try to recreate the mod, and hope that the bug wont show again..
please share that mod so far haven't found a mod that adds more summons that is good for me, share it even if it has bugs pls or just send it to me i'll test it
I won't share it now. It completely brakes the game, as the it is affecting all other magic spells too. I am dedicated to recreate it, and figure out how to fix the problem. And the problem is that I have added more spell duration to the mastery perks too, and that's the thing I can't get to work. Spend hours on it yesterday.. That is mostly because I want the mod to be compatible with mods like "Better magic"... I might just give up, and delete the added duration, and just have the "one extra summoned creature pr mastery", because I know that works..
Anyways, stay tuned, and I will release something very soon... I won't release a broken mod. I have my pride to take into account, right :-)
22 comments
Or just stay in fixed level?
But for now, the frost spider is fairly weak, but the ghost is very strong. So it gives you a nice ballanced progression
great mod regardless
Novice: In one cast rise 2 weak skeletons to fight for you.
Apprentice: In one cast rise 3 weak skeletons to fight for you.
Adept: In one cast rise 4 weak skeletons to fight for you.
Expert: In one cast rise 3 heavy armored skeletons to fight for you.
Master: In one cast rise 4 heavy armored skeletons to fight for you.
Last perk with conjuration for two conjured creatures, it should double the number of skeleton.
Does this mod increase the number of summons you may have?
"These spells are affected by the conjuring perks, the same ones that affect spells like Conjure Familiar, and NOT the Raise Dead Perks (as these are made form the Conjure Familiar Spell).."
this means that this spells are not affected by:
-NecromancyConjuration 40, Novice ConjurationGreater duration for reanimated undead
-AtromancyConjuration 40, SummonerDouble duration for conjured Atronachs and Dremora Lords
-Dark SoulsConjuration 70, NecromancyReanimated undead have 100 points more health
...
Can you please specify witch perks affect this spells?
If you play with mods that allows for more summoned creatures than one, then this is stil fairly balanced, because of the mana cost. Meaning, getting multiple ghosts will be hard to do, but multiple frostbite spiders will be easy to do..
I'm working on a mod that adds one additional summoned creature with every mastery perk, and that works with all summons, including my spells and raise dead... I've been looking for a mod like that, but sadly it doesn't exists.. So I'm doing it myself... Perhaps that will add that extra power to the conjuration perk tree, that I don't need to add that extra spell duration, and extra amplitude multiplayer, that mods like better magic is adding... Cause that is causing me a lot of problems
Any suggestions will be appriciated
p.s. I think it would be cool if the number of spiders/skeletons per summon would increase every time you add a perk. For instance, you spend a point in the novice perk and you can summon 2 spiders and 1 skeleton, apprentice perk will give you 3 additional spiders (5 in total) or 2 skeletons, and so forth until you reach master, where you can summon 10 spiders, 3 skeletons, 2 draugr, and 1 ghost. also the spawn limit is infinite as long as you have the mana.
I did a mod that does EXACTLY what you are describing.. Where every point in the mastery perks (novice, adept and so on), will add an additional summoned creature total. So when you put a point in novice, you will be able to have 2 creatures summoned at one time. But at novice you will only have enough mana for 2 frostbite spiders, and not two skeletons. This is how I have balanced this mod... So on mastery you can have 1 ghost or 6 frostbite spiders, something like that with no mana boosts. But you can probably get 2 or maybe 3 ghosts if you focus all you perks, equipment, potions toward increasing mana. But that would mean going ALL IN on getting more mana..
I would love to share my perk mod too. But it has a bug, that makes the enemy health drain constantly as soon as you hit them, and very much breaking the game.. I cant fix it.. I might try to recreate the mod, and hope that the bug wont show again..
Anyways, stay tuned, and I will release something very soon... I won't release a broken mod. I have my pride to take into account, right :-)