Can you make a version where all creatures have eternal summoning? either until death or banishment? also have the angels of mania and dementia from the trembling isles dlc. I'm also interested in whether you can create a spell from the console command - kill.?
I am conflicted because I love what this mod does and I think it makes sense, yet I have realized that it will make the conjuration and alteration skills level particularly slowly. As I understand, magic skill xp is only gained when the spells are cast, not when the player is hit when using a shield spell or when a summon deals damage. So, if this mod makes it so I only need to cast these spells 1/10th as often, it will make me earn xp for those skills 1/10th as quickly. I suppose there are mods which make skills level more quickly, but they do not do it on a per-skill basis.
I love this mod, wanted to lead with that! Would there be a way to do the effects instead of specific spells so it would work for custom spells? Or another way to apply it to custom spells?
Unfortunately, that's not possible. Magic effects (MGEF) don't have a duration attribute.
When it comes to spell making (and enchanting), the duration is solely determined by and derived from UI code and hard-coded engine metrics upon creation AFAIK. The UI stuff I might be able to figure out - I'm currently not interested in digging into another rabbit hole though - but for the custom engine code portion I might not be experienced enough. And I currently don't have the will to spend a lot of time in learning it.
The skill removal mod works except when it comes to spells modified by this mod. Since the remover just raises the caps for considering "novice/app/exp/master" etc, I don't get why this would conflict. Its a bummer because I definitely want to use both.
can you fix Conjuration Summons scaling? they are really OP with vanilla, almost no point using weapons or destruction as the starting skeleton just obliterates everything
Conjuration Damage Fix I personal made my own patch for conjuration summons that nerfs them by roughly 30% since i use a config that allows 3 summons at a time. I play with difficulty mods so im always being one shotted and my summons don't usually last a whole fight anymore lol... I advise you look around and do some tinkering yourself to get that sweet spot of whats balanced for summons that fits your playstyle. I always role summoner in rpgs but i can see why you think they are OP. Difficulty modifiers dont touch summons so the player gets nerfed but the summons numbers remain untouched or in some cases turning up the difficulty actually buffs them...
The problem with Conjuration is that the damage of your Summons is unaffected by the difficulty multipliers. The same oversight applies to Poisons, which always deal their full listed damage rather than being affected by the difficulty sliders.
Either way, it's not something this mod addresses, or should address, as the issue stems from something else.
This can now easily be fixed with the following mod: Better Difficulty - OBSE It includes a separate setting where you can set a summon difficulty scaling value, either one that matches the damage modifiers applied to you as a player, or a completely different one.
I like the extended duration but its seems a bit too long. Making things easier as conjurations can be very powerful. Perhaps a version with half of the current durations would be ideal?
Sorry I have tried only few of them since i am new and early in the game. And at a glance the duration were much much longer with this mod. But I straight up felt that i can live with exactly half of the new modifications. Or a way to dispell or turn off spells would be a good solution as well.
Yeah, I was thinking of providing a x5 (half) version as well. Btw, you can already dispel them with any of the vanilla Dispel spells from the Mysticism line.
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I'm also interested in whether you can create a spell from the console command - kill.?
When it comes to spell making (and enchanting), the duration is solely determined by and derived from UI code and hard-coded engine metrics upon creation AFAIK. The UI stuff I might be able to figure out - I'm currently not interested in digging into another rabbit hole though - but for the custom engine code portion I might not be experienced enough. And I currently don't have the will to spend a lot of time in learning it.
The skill removal mod works except when it comes to spells modified by this mod. Since the remover just raises the caps for considering "novice/app/exp/master" etc, I don't get why this would conflict. Its a bummer because I definitely want to use both.
I personal made my own patch for conjuration summons that nerfs them by roughly 30% since i use a config that allows 3 summons at a time. I play with difficulty mods so im always being one shotted and my summons don't usually last a whole fight anymore lol... I advise you look around and do some tinkering yourself to get that sweet spot of whats balanced for summons that fits your playstyle. I always role summoner in rpgs but i can see why you think they are OP. Difficulty modifiers dont touch summons so the player gets nerfed but the summons numbers remain untouched or in some cases turning up the difficulty actually buffs them...
Either way, it's not something this mod addresses, or should address, as the issue stems from something else.
It includes a separate setting where you can set a summon difficulty scaling value, either one that matches the damage modifiers applied to you as a player, or a completely different one.
Although... I'm starting to notice... Is absorb attribute like strength bugged even the basic vendor spell versions of the spell?