To make NPCs not act weird with the spells, there's now a 30 second duration on the script effect. This, functionally, does nothing and will have no effect on toggling the spells or their actual duration.
I don't love it either, but there should only ever be one at a time and it will go away in 30 seconds.
There's also a (fake) duration added to the abilities from the toggles. This is purely so you can see what you have active on your HUD. vanilla limits this to 3 effects at once though, some HUD mods may allow more.
Absolutely loving the mod! Keep up the amazing work! I do want to mention a few things I encountered though:
-Hunting down the bound armor group spell tomes is a huge annoyance if I want to simplify the summon armor toggle spell, could you add them to a vendor or something? I added a mod that adds these spells to the frostcrag spire vendor but she doesn't sell the bound armor tomes for some reason, perhaps because the toggle changes it? (though it does still have the bear summon tome for some reason)
-While I do love the magicka reserve cost for toggle spells, is there a way to just have a version that has none? I would do the infinite duration option, but I want to be able to have essentially a targeted dispel for each spell, otherwise I have to keep doing a full dispel on myself just to remove my conjured spells. It wouldn't be as much of an issue but conjuration spells can get in the way, between forcing your armor/weapons to be equipped (until you repair them) and summons can get in the way/mess with stealth.
Glad you like! On your points, the first one I'm a bit iffy about. While I understand the utility, I feel like vendor changes and spell access might be out-of-scope for this mod. Does the other mod you're using add the actual spells, or just the tomes? If it's the spells, they might have missed the bound armor collection spells since they're not labeled DLC like the others are, but actually old QA/test spells the devs decided to include later.
Second point, yes. Yesterday I updated toggle spells with a new reserve formula, passive XP gain, and a settings menu to adjust (or disable entirely) these features. I'm going to duplicate those changes here, but the caveat is this will no longer be compatible with Toggle Spells (because it's included there now).
The mod uses the tomes themselves. They probably missed it because of the label. A couple people also asked them to add them in the mod so hopefully they do.
Oh nice! I didn't realize you already updated the other mod! Doing amazing work! Thanks for the reply, great to hear from creators like you!
The compatibility section says any completely new spell is compatible with the longer durations - does this mean any new spell from mods or crafted spells? I'm testing out crafting and the crafted spells do not have the longer durations (not using the toggle version of the mod).
For what I can see, the scripts for the bound weapon and armors seem to be a clone in which you change the weapon/armor reference. So, while effectively the script and weapon/armor piece are different, the compiled hex string (which is what matters) is the same. I should be able to just expand compatibility with this mod to other mods like LateNite which seem to add more variants.
Sorry, I'm not really sure I understand (the hex part is throwing me off). The scripts are largely identical, yes. But each one references a unique paired ability-type spell I made to give the actual infinite duration effect.
His mod is partially compatible by default. Since he created it by overwriting the bound MGEFs (that I don't touch at all here), the ones that replace the base bound items will work (mostly, he edits the spells for axe, bow, and mace. Load this after and they will work too).
For his completely new items, he used the blank Bound Armor Extra 1-10 and Bound Weapon Extra 9-10 MGEFs the devs left for modders. To make a those play by this system, I would make new abilities using those MGEFs, and a script for each new spell.
Thanks for the prompt response. What I meant, is that normally you need to write and compile the scripts on the Creation Kit, but if the compiled hex code is the same. It means that I can clone the records and just change the references in xEdit because internally, for the resulting script, there is no difference in which records it is working with.
Your logic seems sound. I haven't tried anything like that so I can't say for sure it would work though.
I'm working on a complete rewrite of this and toggled spells, which should hopefully be out tomorrow. After that I can look at a compatibility patch if it's something you want.
Seems to be a bug when using fortify magicka gear and the atronarch sign. When you cast a summon and then try to unsummon it doesn't refund the summon reserve cost, but continues to charge the reserve cost. You have to remove all gear and cast the reset conjurations spell to get your magicka back to full.
I just tested and it works normally, the initial cast cost of the summon isn't refunded like vanilla. What probably happened is you unsummoned too soon after summoning, so the script didn't have time to detect you had toggled a summon on.
So I really need help, I had this mod installed, wasnt using any conjuration, but when I leveled up my magicka is now permanently not max, tried toggling a conjuration on or off didnt fix it, now I constantly have not max magicka meaning my magicka is ALWAYS on my screen, loading a previous save before I leveled up keeps the same issue, uninstalling doesnt fix either. Please help this is so terrible
Yep Just realised that using a conjuration added the "reset" spell to my list which fixed it entirely, sorry if that was me not reading the description fully but thank you!
i'd love to get a version with the super long duration summons but toggled bound items (to avoid random summon despawning etc), is that something i could do myself with an xedit patch and very limited actual knowledge, or am i gonna need to rely on your mercy and goodwill toward random nexus requesters?
either way though, i absolutely love these toggle mods. indespensible QOL, thank you so much
edit: idk why i posted this before i tried, but i did whip something up by just copying the toggle esp, deleting all the summon references but leaving the bound ones, and having it load after the duration esp. seems to be working so far but please do let me know if i'm screwing up a script or otherwise borking my save lol
No, that should be fine (and it saves me the trouble of making another version). If you got all the base game summons and deleted the changes, it shouldn't affect the scripts.
What do you mean by random despawning though? I'm glad you like the mods!
random despawning: when i was using the toggle summons i'd occasionally have them disappear between zones or fast traveling like you mention in the known issues. sorry, should have been clearer. thanks for the reassurance, it's working great so far. hopefully that means i did a good job instead of the sorta job i usually do in xedit
Just a heads up, that'll happen with any version. It's a base game engine issue. I added it as a disclaimer to avoid people complaining ahead of time.
Also, if you want to save a plugin slot, you can xedit the original summon spells and just delete the script effect part. Then set the summon mgef to 999,999,999 duration on each spell.
thanks! yeah, i figured it'd happen regardless, it's just easier to deal with without the mana reservation stuff imo. a little cheaty this way but i can live with that. thanks for the help, i'll probably take a look at that stuff soon since i wanna mess with some of it anyway
Hello, Been using the toggle version since you put it out.
Question: How does experience work? Since I'm only casting the spell once, am I making it harder to level my skill? Or does it tick every minute or something? Thank you.
Just on cast. Since you're probably casting less, yes it is somewhat slower. Skills level super fast now, so I haven't noticed much of a problem. Especially if your summons die a lot.
Making it increment the player's skill would create too many more problems, it's something I might eventually look into if I can solve those, but no promises.
Cool, thanks for the answer. I haven't really had a problem. It is more a curiosity thing. there are a lot of useful conjuration spells, so maybe if I only cast conjure creature would it be a problem.
Hello, having some fun with the mod but a bit confused on if there is something wrong or my expectations are incorrect.
I am level 50 conjurer, tried summoning my skeleton and my mana went from
474 -> 390
saw the 30 second script icon and the summon timer that is not going down which is good
Tried to unsummon by pressing summon again:
390 -> 346 initially and then -> 386
So is the reserve mana the part that is not refunded and the initial summon cost also not refunded? Why does unsummon cost and refund different amounts of mana? Not sure if I am expecting the wrong things and I also have no other mods that affects any spells.
That is strange. Did you have a fortify magicka spell or blessing that expired during this? And you reset by casting the same spell, not the spell named "Reset Conjurations"? If you unsummoned within the first few seconds of summoning (before the FX finishes usually) this can cause the background refund script to not catch that you summoned it in the first place.
Initial summon cost behaves like normal vanilla spells and recharges, just the reserve shouldn't. There's a cast cost on unsummoning because this is impossible to change, but that will also behave like normal and recharge.
Try the troubleshooting from the description. Unequip any fortify magicka enchantments and cast "Reset Conjurations" and that should fix any weirdness (this will also undo any "player. modav Magicka" console commands you may have done).
hum, i think it would be cool to change the summon golden saint/dark seducer spell you get from "the helpless army" into a lesser power for the toggle summon version.
273 comments
I don't love it either, but there should only ever be one at a time and it will go away in 30 seconds.
There's also a (fake) duration added to the abilities from the toggles. This is purely so you can see what you have active on your HUD. vanilla limits this to 3 effects at once though, some HUD mods may allow more.
-Hunting down the bound armor group spell tomes is a huge annoyance if I want to simplify the summon armor toggle spell, could you add them to a vendor or something? I added a mod that adds these spells to the frostcrag spire vendor but she doesn't sell the bound armor tomes for some reason, perhaps because the toggle changes it? (though it does still have the bear summon tome for some reason)
-While I do love the magicka reserve cost for toggle spells, is there a way to just have a version that has none? I would do the infinite duration option, but I want to be able to have essentially a targeted dispel for each spell, otherwise I have to keep doing a full dispel on myself just to remove my conjured spells. It wouldn't be as much of an issue but conjuration spells can get in the way, between forcing your armor/weapons to be equipped (until you repair them) and summons can get in the way/mess with stealth.
Second point, yes. Yesterday I updated toggle spells with a new reserve formula, passive XP gain, and a settings menu to adjust (or disable entirely) these features. I'm going to duplicate those changes here, but the caveat is this will no longer be compatible with Toggle Spells (because it's included there now).
Oh nice! I didn't realize you already updated the other mod! Doing amazing work! Thanks for the reply, great to hear from creators like you!
effectively the script and weapon/armor piece are different, the
compiled hex string (which is what matters) is the same. I should be
able to just expand compatibility with this mod to other mods like
LateNite which seem to add more variants.
His mod is partially compatible by default. Since he created it by overwriting the bound MGEFs (that I don't touch at all here), the ones that replace the base bound items will work (mostly, he edits the spells for axe, bow, and mace. Load this after and they will work too).
For his completely new items, he used the blank Bound Armor Extra 1-10 and Bound Weapon Extra 9-10 MGEFs the devs left for modders. To make a those play by this system, I would make new abilities using those MGEFs, and a script for each new spell.
I'm working on a complete rewrite of this and toggled spells, which should hopefully be out tomorrow. After that I can look at a compatibility patch if it's something you want.
2. Cast Reset Conjurations and wait 5 seconds.
either way though, i absolutely love these toggle mods. indespensible QOL, thank you so much
edit: idk why i posted this before i tried, but i did whip something up by just copying the toggle esp, deleting all the summon references but leaving the bound ones, and having it load after the duration esp. seems to be working so far but please do let me know if i'm screwing up a script or otherwise borking my save lol
What do you mean by random despawning though? I'm glad you like the mods!
Also, if you want to save a plugin slot, you can xedit the original summon spells and just delete the script effect part. Then set the summon mgef to 999,999,999 duration on each spell.
Question: How does experience work? Since I'm only casting the spell once, am I making it harder to level my skill? Or does it tick every minute or something? Thank you.
Making it increment the player's skill would create too many more problems, it's something I might eventually look into if I can solve those, but no promises.
I am level 50 conjurer, tried summoning my skeleton and my mana went from
474 -> 390
saw the 30 second script icon and the summon timer that is not going down which is good
Tried to unsummon by pressing summon again:
390 -> 346 initially and then -> 386
So is the reserve mana the part that is not refunded and the initial summon cost also not refunded? Why does unsummon cost and refund different amounts of mana? Not sure if I am expecting the wrong things and I also have no other mods that affects any spells.
Initial summon cost behaves like normal vanilla spells and recharges, just the reserve shouldn't. There's a cast cost on unsummoning because this is impossible to change, but that will also behave like normal and recharge.
Try the troubleshooting from the description. Unequip any fortify magicka enchantments and cast "Reset Conjurations" and that should fix any weirdness (this will also undo any "player. modav Magicka" console commands you may have done).
(the default 120s versions 00018DBC/00018DBD)