1 items

File information

Last updated

Original upload

Created by

Oblivion6871

Uploaded by

Oblivion6871

Virus scan

Safe to use

Tags for this mod

279 comments

  1. Oblivion6871
    Oblivion6871
    • premium
    • 46 kudos
    Sticky
    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.
  2. Vulkunos
    Vulkunos
    • supporter
    • 0 kudos
    ty ty ty ty, perfectly done!!
  3. rubberbunz
    rubberbunz
    • premium
    • 1 kudos
    Thanks for the mod and update! Possible bug. I do install my mods manually. Your previous update had LongerConjuration.esp and the current update with an added "s" LongerConjurations.esp. This caused my game to CTD on startup via OBSE. I fixed it by deleting the "s" in the file name and plugins ini. So far mod is working as intended.
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      Oops, good catch. Thanks! Fixed now.
  4. Kingfisher422
    Kingfisher422
    • member
    • 0 kudos
    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.
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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).
    2. Kingfisher422
      Kingfisher422
      • member
      • 0 kudos
      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!
    3. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      Update is live, use the toggle menu spell to set no cost. If you use my toggle spells mod, use this or that one. Not both.
  5. Kingmewtwo
    Kingmewtwo
    • member
    • 0 kudos
    I've run into some issues with the mod. Using fortifying enchantments for Magicka seems to have a negative drawback with this mod, instead of restoring the Magicka used on the summon, the spell sets your Magicka to it's base number. Second issue, upon fast traveling, the summon will get lost in transit and there's a chance that your Magicka will not be refunded unless the summon dies.
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      The only interaction with Fortify Magicka is the reset spells which:

      This spell is for bugs. Not regular gameplay. TAKE OFF ANY FORTIFY MAGICKA ENCHANTED ITEMS BEFORE CASTING

      it's bolded and all caps in the description. To turn off a summon, just cast the same spell you used to summon it again. It will work fine with Fortify Magicka.

      As for summons disappearing on fast travel, that's a vanilla issue. You can see if with any normal, unmodded long duration summon too. Wait a few seconds before resummoning and the script will catch and correct your Magicka.
  6. zebraoracle
    zebraoracle
    • member
    • 0 kudos
    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). 
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      It means they won't conflict, but no new spells whether added by a mod or created yourself will have extended durations.
    2. zebraoracle
      zebraoracle
      • member
      • 0 kudos
      Gotcha, thanks!
  7. Ted95
    Ted95
    • premium
    • 15 kudos
    Ignore
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      Did I miss them? I thought they were included in the 999999999 version.
    2. Ted95
      Ted95
      • premium
      • 15 kudos
      You did, I apologize, I'm not sure why I had the brainfart and thought you didn't.
  8. Darkaxt
    Darkaxt
    • premium
    • 18 kudos
    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.
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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.
    2. Darkaxt
      Darkaxt
      • premium
      • 18 kudos
      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.
    3. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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.
  9. burk1337
    burk1337
    • premium
    • 0 kudos
    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.
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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.
  10. daredwizard
    daredwizard
    • member
    • 0 kudos
    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
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      1. Unequip any fortify magicka gear.

      2. Cast Reset Conjurations and wait 5 seconds.
    2. daredwizard
      daredwizard
      • member
      • 0 kudos
      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!
  11. splatterpop
    splatterpop
    • supporter
    • 10 kudos
    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
    1. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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!
    2. splatterpop
      splatterpop
      • supporter
      • 10 kudos
      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
    3. Oblivion6871
      Oblivion6871
      • premium
      • 46 kudos
      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.
    4. splatterpop
      splatterpop
      • supporter
      • 10 kudos
      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