Skyrim Special Edition

About this mod

This mod randomizes the animals that are summoned, depending on the person summoning them.

Requirements
Permissions and credits
Translations
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Changelogs
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This mod is made in loving memory of my pet cat and lifelong companion, Felix, who passed away in December of 2020. I miss you, my dear friend. <3

Description

This mod randomizes the animals that are summoned, depending on the person summoning them.

One could say the animal is determined depending on the summoner's personality.

Animals

The animals that are currently covered, are:

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  • 1: Wolf (Vanilla)
  • 2: Goat
  • 3: Bear
  • 4: Mudcrab
  • 5: Dog
  • 6: Spider
  • 7: Chaurus
  • 8: Fox
  • 9: Sabrecat
  • 10: Chicken *
  • 11: Cow
  • 12: Rabbit *
  • 13: Skeever
  • 14: Netch
  • 15: Horse **
  • 16: Troll
  • 17: Husky
  • 18: Ash Hopper
  • 19: Horker
  • 20: Chaurus Hunter
  • 21: Bristleback
  • 22: Elk
  • 23: Deer
  • 24: Vale Deer
  • 25: Vale Sabre Cat
  • 26: Jumping Spider (Solstheim variant)
  • 27: Death Hound
  • 28: Elytra Nymph (CC patches)
* Have new scripted attacks, as their standard behavior graphs didn't allow for attacking.
** Not rideable


Types of spells

In addition to this animal type, I also expanded the elemental types:

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  • Plain (Vanilla): just your regular plain familiar. (Novice Conjuration spell)
  • Flaming (Vanilla): Instead of a familiar that runs up to an enemy and explodes (like in Vanilla), this one will cast Fire-based spells like Firebolt and Fireball. They also have a Fire Cloak, dealing fire damage to nearby enemies. (Apprentice Conjuration spell)
  • Frozen: Will use spells like Ice Spike and Ice Storm. Also has an Ice Cloak. (Apprentice Conjuration spell)
  • Storm: Will use spells like Lightning Bolt and Chain Lightning. Also has an Shock Cloak. (Apprentice Conjuration spell)
  • Radiant: Will use spells like Vampire's Bane. Also has a cloak which fears Daedra and Undead and heals the friendly targets. (Adept Conjuration spell)



Each elemental type has its own spell. However, the animals don't:

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  • Call Familiar: calls a plain familiar, that takes the form of any of the animals mentioned above.
  • Call Flaming Familiar: calls a flaming familiar, that takes the form of any of the animals mentioned above.
  • Call Frozen Familiar: calls a frozen familiar, that takes the form of any of the animals mentioned above.
  • Call Storm Familiar: calls a shock familiar, that takes the form of any of the animals mentioned above.
  • Call Radiant Familiar: calls a radiant familiar, that takes the form of any of the animals mentioned above.


The animal shape will remain consistent between the spells. For instance, if your animal is a spider, and you cast the "Call Flaming Familiar", you'll summon a Flaming Spider. And if you cast a "Call Storm Familiar" spell you'll summon a Storm Spider.


There are 28 animals and 5 spells, which means in total there are 140 possible combinations. (For reference, Vanilla has 2: Wolf and Flaming Wolf.)

In the patch for Elemental Destruction Magic (see optional files), I have included 4 more elemental types, namely Wind, Earth, Water and Poison. (NOT the REDUX version.)

In v1.5, I added a new Expert level spell "Call Flock of Familiars".

This spell will summon 3 random familiars, from any type or element (including ones from the Elemental Destruction Patch). It has a longer casting time, high magicka cost and shorter duration for balancing reasons. If you have the Twin Souls perk from the Conjuration tree, this spell will summon 6 (!) random familiars.


This is an example of Flock of Familiars, together with the Twin Souls perk.

How does this work? and Customization

Upon equipping any type Call Familiar spell, a random amount of an invisible token will be added to the inventory of the spell owner. Depening on the amount of tokens, you will be assigned an animal, from the list above.

You can however, manipulate the animal you'll get by using console commands to add/remove tokens:

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help "Familiar Creature Token"


This will give you the ID of the token. It should end in *****A85, however, the first 5 digits are dependant upon your load order.


player.getitemcount *****A85


*****A85 refers to the ID in your load order. This command will tell you how many tokens you currently have in your inventory. (They're invisible, so you can't see them if you open your inventory normally.)


player.additem *****A85 X
player.removeitem *****A85 X


X refers to the amount you want to add or remove. You can find which animal corresponds with which animal in the list of animals above. For instance, a fox would require 8 tokens to be in your inventory.


To randomize the familiar animal on each cast, you can use the following console command:

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set CallFamiliar_Random to 1



If you're having issues with nothing being summoned, try the following console command to reset the tokens. This should remove all tokens, which hopefully resets your spell to be able to conjure familiars again.

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player.removeitem *****A85 99999



Extra information

  • This mod is an ESLified ESP so it will not count towards the 255 plugin limit.
  • Staves and scrolls of the spells have been implemented and integrated into the world.
  • You can buy scrolls, tomes at court wizards and at the college of Winterhold. If you're installing from an existing save, please note that it may take some time for the vendors to restock.
  • This mod works with the Twin Souls perk. If you have that perk, you can summon 2 Familiars.
  • NPCs will have randomized animals as well, when they use the Call Familiar Spells.


Requirements



Compatibility

I've added patches for the following mods:


FAQ

Q: ESPFE?
A: Yes.

Q: If I use any of the Call Familiar spells, I still always get the default wolf. Why's that?
A: This is refered to as "the default wolf bug". Another mod is most likely overriding my edits to the spell. You'll need to check which one is overriding and load this mod after that one. Most likely, it's a spell mod that may cause this.

Q: If I use any of the Call Familiar spells, no animal is being summoned. How can I fix this?
A: This is refered to as "the blank summon bug". For some reason, the spell failed to give you a random amount of the familiar. See above in the section "How does this work? and Customization" on how to add familiar creature tokens through console commands. Any amount between 1 and 21 is valid. An amount of 0, or higher than 21 will result into a "blank summon".

Q: Does installing/updating/uninstalling on an existing save work?
A: As far as I know, it should. However, it's good practice to keep a backup save prior to doing this, just in case.

Q: Is this compatible with <insert mod>?
A: I don't know by heart. You might need to check yourself.

Q: Will you make a patch for <insert mod>?
A: Only if it's a mod I use myself or plan on using, I have enough time and I actually like the idea. Otherwise, feel free to do it yourself. (see permissions)

Q: Will you make a patch for the Redux version of Elemental Destruction Magic?
A: I don't use that mod, so I have no plans.

Q: Will you add creatures from <insert mod> as summonable familiars?
A: See previous question.

Q: Can you give each animal their own spell to summon?
A: I have no plans to do so. There are other mods that do so already.

Q: What are the differences with other mods similar to this one?
A: Most other major spell overhauls make each animal summon their own spell. Mods like Mysticism and Apocalypse for instance. There's also one mod that isn't that well known, which I took heavy inspiration from, namely Patronus Expanded, for the Radiant Familiar. Although I recreated the Radiant Familiar from scratch. That mod also makes each summonable animal their own spell. I recommend it as an alternative to this mod, if you only want the "Holy themed" familiar, aka "Patronus" and being able to have each animal as their own spell.

Q: Boar familiars are not attacking. Why does this happen?
A: If you cleaned Dragonborn.esm with an older version of xEdit, this will cause Bristlebacks (Boars) to be unable to attack. In that case, you should revert to an uncleaned version of Dragonborn.esm and use xEdit 4.0.3g or higher to clean it, using Quick Auto Clean. (I figured this out the hard way.) Version 4.0.3g (and higher) of xEdit can be found on their Discord channel, that you'll get access through via the link to it, in xEdit itself.

Q: When NPCs use a Call Familiar spell, no familiar appears. How can I fix this?
A: Check if SPID is installed correctly.

Q: Does this mod give you a different animal every time you equip the spell? Or do you always get the same one?
A: You always get the same one, unless you change the amount of tokens in your inventory.

Q: I have a suggestion to improve the mod. Can you do it?
A: Maybe, if I have time and I like the idea, I'll consider it.

Q: Will you port this to <insert platform>?
A: No, I myself only support the Steam and GOG English SE and AE versions of Skyrim. If someone else wants to port it, feel free. (see permission) If you decide to port it, you yourself take full responsibility to offer support to said port. I will not provide no support for any ports by third parties.

Q: I use a ported version of this mod on <insert platform> and I have a problem. Can you help?
A: I don't provide any support for third party ports on other platforms than the Steam and GOG English SE and AE versions of Skyrim. If you have issues, you should adress the person that ported it.

Q: Does this work on Skyrim 1.6+, aka "Anniversary Edition"?
A: Yes, it should.

Q: Why don't your mods use MCMs and instead use this janky console command system to set globals?
A: I am not a fan of MCMs. You can set the globals by making a patch in xEdit. I have no plans of changing this. If you want to add an MCM, feel free. (see permissions)

Q: Why don't you use FOMODs?
A: That would require reuploading the entire mod, in question, even if I only make a small change. My internet is limited and reuploading the files each time will take a huge chunk of my monthly volume.