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Passives will now reapply their statuses when a character resurrects if the passives were on prior to death.
Version 1.4.13
Fixed: Made scaling not reapply when changing region
Added cleanup for old summon entries and for when a summon dies
Version 1.4.12
Will also give the passives to characters as soon as they join the party
Version 1.4.11
Fixed scaling not lasting post save game reload.
Version 1.4.9
Reupload
Version 1.4.8
Hotfix
Version 1.4.7
Fixed 'Not Found' text
Version 1.4.6
Removed the modified dash that the AI passive gives summons
Version 1.4.5
Separated the extra player actions for summons part into it's own optional toggleable passive.
Fixed the AI passive.
Version 1.4.4
Removed the weak scaling so now level scaling is optional and toggle-able.
Made the passives toggle for the entire party, so enabling for one member will enable it for everyone and vice-versa.
Version 1.4.3
Compatibility update with a future version of AI Allies
Version 1.4.2
Hotfix
Version 1.4.1
Added another optional passive that when toggled will increase the ability and health of newly summoned creatures per the summoner's level. This scaling is much stronger than the default one.
Version 1.4
Combined the script extender version and the AI version into the main file. File now requires Script Extender to function.
You now get a toggle-able passive that when toggled on will put any newly spawned summons under AI control
Should now be compatible with a wider range of summon mods
Version 1.3.2
Added the summoner's proficiency to all of the summon's attack rolls
Version 1.3.1
Increased base movement speed of summons by 3
Version 1.3
Made the buff stack with other similar scaling from base game or other mods
Version 1.2.2
Changed the way AI is applied so it can now be fully controlled by 'AI Allies' and toggled on/off
Version 1.2
Changed Passive Icon and added description to the buff. No mechanical changes.
Version 1.1
Removed rerolling when rolling a 1 for summons
Cleaned file to be more in line with up to date values from Patch 3
NEW UPDATE: Now the mod is separated and has 3 toggleable passives. if you don't enable any of the passives then nothing changes. There's a passive to enable AI on the newly summoned, there's a passive to give them all common player actions when they're summoned and there's a passive to scale their stats up to your level when they are summoned. You can freely toggle which passives you want by clicking them to turn them on.
Default Scaling: Adds all common player actions (shove, sneak, help, throw etc) to any summoned entities as well as apply a scaling buff to all of them which means that they will have +1 health per the summoner's level (multiclass works fine so lvl 3 fighter and lvl 5 druid will give +8 health) and also increase the damage by +1 per the summoner's proficiency level so for example a level 10 player with a proficiency bonus of 4 will give +4 damage to any damage the summoned creature inflicts. This scaling was removed in favor of the new optional scaling.
AI Passive: when toggling this passive on, any newly summoned creatures will immediately be put under the summon AI from my other mod 'AI Allies'. Installing the mod is not required but if you do, you'll be able to freely disable and re-enable the AI even after summoning. Scaling Passive: when toggled will make any newly summoned creatures get another buff that will grant them +1 to all abilities per your level and also *3 your level to their HP. Summons' movement points will also be increased by 3.
Optional Item Changes file includes the following changes to items:
increased the radius of the Undead Ward aura from the Circle of Bones since it was too small to be useful (to me anyways).
also removed the 'Mad' effect from Abyss Beckoner gloves so your summons don't need to succeed a wisdom saving throw or attack friendlies.
Scratch optional file: buffs scratch's health to a base of 19 as well as a small increase to some stats and giving him some feats such as "Lucky, Mage Slayer and Sentinel" so you could sic him on any concentrating mages to help break their spell (a dog gnawing on my foot would definitely harm my concentration) or position him defensively to help out your party. Also adds him to the Find Familiar spell, makes it a ritual and changes cooldown to once per combat.
Shovel optional file: buffs shovel's health to a base of 21 and also gives him the 'Dungeon Delver' feat which makes sense as he's been in a dungeon/basement for god knows how long, additionally gave him an Extra Attack, he will also get the War Magic passive and an eldritch blast to go with it, so shovel can either attack with claws twice a turn or eldritch blast and then use 1 claw attack with a bonus action. these changes should make him integral to the party in and out of combat.