Using the same summon does not add an additional creature and instead only renews that summon, you need to use different spells, like for example one Summon Scamp and one Summon Flame Atronach.
Can confirm as broken. Even on a purely Vanilla+ game with no conflicting mods and with a merged Wrye Bash patch (just to be safe), it doesn't function properly as I can still only summon one skeleton despite my conjuration skill being Journeyman. Even without the patch or any other mod loaded this still doesn't function properly.
I'll give this a try again then and attempt summoning a Skeleton and a Dremora, thank you. I'll update this post again if it still doesn't work out.
Would it be possible to implement support for multiple of the same low-level summon (multiple weak skeletons), or is that just not possible with the current xOBSE feature set?
That would require a more difficult solution compared to what this mod does so far (changes one game setting depending on your conjuration skill), which is currently not in my scope.
Came here to report that this mod is BROKEN in version 1.2.0416.GOG!
Specifically, I have a player with level 83 Conjuration. I cast Summon Ghost. A ghost appears. I then cast Summon Skeleton. The ghost vanishes and the skeleton appears. This is happening with ALL summon spells, regardless of whether it's the same creature or not.
It's worth noting that I do still see the purple-haired merchant who sells the army spells in the Market District.
Does anybody know if there's another similar mod I can try to raise the summoning limit?
It is not broken. I am using it on a mostly vanilla install of the GOG version currently. Make sure your OBSE loads correctly (https://www.nexusmods.com/oblivion/mods/52020) and that you have no other mods doing the same thing, which could interfere. This mod does also not add any purple haired merchant selling any army spells. That is either your hallucinations or a different mod, which likely confirms the mod conflict theory.
You know, Supreme Magicka already did something like this, and I ended up disabling it there. I get what you're trying to do, but it ends up coming off unbalanced. If the summon cap not only took into account the summoner's skill, but also the level of the spell, then you would have something.
An example of what I'm talking about, a master conjurer should be able to summon this many creatures of these spell levels: Novice: 5 Apprentice: 4 Journeymen: 3 Expert: 2 Master: 1
An Journeymen of Conjuration should be able to summon like this: Novice: 3 Apprentices: 2 Journeymen: 1
Speaking of summoning limits, is there an ini file that will let the player set a custom amount of summons? I think this would be perfect if the summoning limit was simply two summons at master level, like in skyrim
Make sure to use a different spell. Using the same spell (Example: Summon Scamp) repeatedly doesn't work, but combining different creatures does (Example: Summon Scamp, Summon Ghost, Summon Fire Atronach, etc.)
given that it wasn't made apparent, i am going to assume that this mod only applies to the player character, and not the various mages and monsters capable of summoning within Oblivion? Not game enough to go Lich hunting just yet so i wanted to be sure.
Questions aside this is exactly what I've been looking for. Supreme Magicka had this effect as well, but in my heavily modded game more often than not it would crash upon attempting multiple summons. Great Work!
I did some accidental testing on that while playing a while ago and found that the amount of allowed summons for player and NPCs is decided by a game setting, which this mod adjusts as needed to achieve it's purpose. As mentioned, this game setting applies to player and NPCs, so the level of allowed summons that is true for the player at any given time is also true for any NPCs at the same time, however Oblivion's combat AI never makes an NPC summon multiple creatures, because (I assume) the hardcoded programming of the conjuration of NPCs always assumes only one creature allowed and makes them only use one spell, though if you were to script an NPC to summon using two different spells right after another for example, it should allow the NPC to have more summons as well, if it's allowed for the player. (But in that case, you could just make a spell with multiple summon effects for the NPC in the first place.)
All i want, dont add lots of stuff just what i am in search for. I wish to know if you plan to add the ability to sumon a creature with the same spell (if is possible to do that), i try to sumon more scamps. And good work, simple mods are the best option to not change the game too much, thank you.
38 comments
Would it be possible to implement support for multiple of the same low-level summon (multiple weak skeletons), or is that just not possible with the current xOBSE feature set?
Specifically, I have a player with level 83 Conjuration. I cast Summon Ghost. A ghost appears. I then cast Summon Skeleton. The ghost vanishes and the skeleton appears. This is happening with ALL summon spells, regardless of whether it's the same creature or not.
It's worth noting that I do still see the purple-haired merchant who sells the army spells in the Market District.
Does anybody know if there's another similar mod I can try to raise the summoning limit?
An example of what I'm talking about, a master conjurer should be able to summon this many creatures of these spell levels:
Novice: 5
Apprentice: 4
Journeymen: 3
Expert: 2
Master: 1
An Journeymen of Conjuration should be able to summon like this:
Novice: 3
Apprentices: 2
Journeymen: 1
scn aaaMixxa77SimpleMoreSummonsQuestScript
float fQuestDelayTime
short PlayerConjuration
Begin GameMode
set PlayerConjuration to player.GetActorValue Conjuration
if(PlayerConjuration >= 100)
SetNumericGameSetting iMaxPlayerSummonedCreatures 5
elseif(PlayerConjuration >= 75)
SetNumericGameSetting iMaxPlayerSummonedCreatures 4
elseif(PlayerConjuration >= 50)
SetNumericGameSetting iMaxPlayerSummonedCreatures 3
elseif(PlayerConjuration >= 25)
SetNumericGameSetting iMaxPlayerSummonedCreatures 2
else
SetNumericGameSetting iMaxPlayerSummonedCreatures 1
endif
set fquestdelaytime to 10
End
;<CSEBlock>
;<CSECaretPos> 607 </CSECaretPos>
;</CSEBlock>
--- I'll report in once I reach 100 Conjuration Re: made it only 100 gets dual summon
There doesn't seem to be a mod that does this well enough, and I really like your mod so I was wondering if you'd be interested in doing so.
All the other mods are over a decade old and no longer supported.
Questions aside this is exactly what I've been looking for. Supreme Magicka had this effect as well, but in my heavily modded game more often than not it would crash upon attempting multiple summons. Great Work!
Happy to hear that you like it!