any chance you could also give the summons that dont have a weapon, a weapon? Like the xivirai , the wraith, all the ones that SHOULD have one?
And/Or make the undead summons not like ...snail speed. I have to resummong every fight even with the longer duration, cause my dude is 10 rooms back staring at a wall.
I've tested this and it's possible, but they're each limited on what they can use. Wraiths can only use one handed, xivilai only two handed.
I didn't implement it here for a few reasons. First is that rebalancing the summons seems out of scope for this mod, and better fitted to be a separate one. The second is compatibility, if I edit the summons directly like that this mod would not be compatible with any other summon balancing or buff mod.
In my other mod, Toggle Spells I did address both of those (sort of). With the perks, summons will get increased speed (skeletons can zoom pretty fast), and xivilai, wraiths, skeletons, and dremora can copy your bound weapons.
So it doesn't seem fully compatible. If I load yours after Yami's , the dark seducer / golden saint powers dont get updated to lesser powers, and if I load it before, they do not get the duration buff.
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.
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!
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.
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.
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!
286 comments
And/Or make the undead summons not like ...snail speed. I have to resummong every fight even with the longer duration, cause my dude is 10 rooms back staring at a wall.
I didn't implement it here for a few reasons. First is that rebalancing the summons seems out of scope for this mod, and better fitted to be a separate one. The second is compatibility, if I edit the summons directly like that this mod would not be compatible with any other summon balancing or buff mod.
In my other mod, Toggle Spells I did address both of those (sort of). With the perks, summons will get increased speed (skeletons can zoom pretty fast), and xivilai, wraiths, skeletons, and dremora can copy your bound weapons.
https://www.nexusmods.com/oblivionremastered/mods/2434?tab=description
Wish I could lower summon damage to match mine on master.
-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!
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.
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.