Skyrim Special Edition

File information

Last updated

Original upload

Created by

Arcanus

Uploaded by

arcanus1776

Virus scan

Safe to use

Tags for this mod

About this mod

Reworked the Skeletal Weavers, added some new spells and abilities. Added a SPID ini to add the new spells to Vampires, Necromancers, Draugr Warlocks, and maybe a Dragon Priest or two.....
If you are not using SPID, the spells will not get added to any NPCs in the game other than the merchant in Riverwood will sell the Summon Weaver spells

Requirements
Permissions and credits
Reworked the Skeletal Weavers, added some new spells and abilities.  Merchant in Riverwood sells the Summon Skeletal Weaver Tomes.
The Weavers will level with you to 100.  Their spells are based on their level.  At the higher levels the Skeletal Weavers that can summon have the Twin Souls Perk... A Life Weaver might not be a serious issue, but a Death Weaver could summon two Life Weavers and they could then summon two Barrow Wights each......  Seen it happen a few times during testing, only gets more entertaining if you use mods that change the perk trees to allow even more summons.
Added in visual effects for the Skeletal Weavers and some existing voices, hope everyone enjoys them.

Version 3.0 now includes Life and Chaos Weavers....
What do these do you ask? Well the Ideal Masters have a sweet deal for you....

Life Weavers:
Slight Undead Healing Aura
Minor Melee Attack Speed AOE Buff for allied undead
AOE Undead Armor Spells
Undead Heal over Time AOE
Has Poison Spells and a Flame Beam spell.
Can also summon in a Barrow Wight or a Haunting Spectre to defend itself.
Will also fight in melee with a flaming mace

Chaos Weavers:
Fear Aura.....
Modified Call to Arms spell that works on allied Undead only. (Health, Stamina, One Handed, Resist Fire)
Flaming Familiar (lower levels)
Flaming Skeleton (higher levels, has some issues with the excellent Undead Summons emerge from Ground mod, IE the Skeletons will rise and then explode)
FrostBall (DoT spell for Cold and Stamina damage, ignores resistances)
Paralysis Ray (Does what you think it does.)
Whirlwind Cloak (yes, the one in the game already.)
Crimson Chain Lightning
Warding Spells
Revenant
And several other Illusion based surprises....





Also added in a SPID ini to add the new spells to Vampires, Necromancers, Draugr Warlocks, and maybe a Dragon Priest or two.....Heheheh :P  This includes the Summon Weaver spells,   Just wait till you see a Necromancer or Vampire summon in a Skeletal Death Weaver and it summons in a Weaver of its own......

If you are not using SPID, the spells will not get added to any NPCs in the game other than the merchant in Riverwood will sell the Summon Weaver spells.
The Summon Shade Torchbearer is also in the mod and is located in Blackreach in Sindarions Labratory.

Want to thank the following authors for giving me permission or having open permissions to use some of their assets to give the Skeletal Weavers the new spells.

Billrocks
https://www.nexusmods.com/skyrimspecialedition/mods/38068
SimonSiminss
https://www.nexusmods.com/skyrimspecialedition/mods/452
jorgenk1974 and JosephB1234
https://www.nexusmods.com/skyrimspecialedition/mods/39642
EnaiSiaion
https://www.nexusmods.com/skyrimspecialedition/mods/1090

Also wanted to give a shout out to the LOTD Discord Server for their awesome tips and assistance with my questions past few weeks.

ESL flagged ESP.
Does have the unofficial patch as a master.
Version 3.0
Also now requires CC Necromantic Grimore.

Future plans:
Skeletal Poison Weavers (Damage over time spells)
Skeletal Life Weavers (Necromantic healing spells, and buffing spells for allies)
Became the Skeletal Life Weavers
Skeletal Mind Weavers (Charm, Frenzy, Calm, Illusions, you get the idea) Became the Skeletal Chaos Weavers
Maybe some tweaking, a custom perk or two for the Life and Death Weavers, a couple more spells I have been thinking of.

And hoping to learn enough to make a small quest and pocket realm of Oblivion to add to the game eventually.