About this mod
Uses Dynamic Activation Key to allow you to seamlessly and intuitively dismiss your summons.
- Requirements
- Permissions and credits
- Changelogs
One of the main issues I've had in my playthrough as a necromancing no-gooder was the reaction of people to my less-than-sightly army of the recently departed and assorted creatures bound loosely to my will from the planes of Oblivion. So, I decided to make a mod to make it less time-consuming to manage this issue. Enter Dismiss Friendly Conjured Creatures. No more "Keep that magic away from me!" comments and no more jail time for bringing a zombie into Whiterun. Simply look at your minion, hold the Dynamic Activation Key, and activate it. Poof, problem gone.
This mod requires Dynamic Activation Key. In the future, I will likely include a version without this requirement, but for now, this will suffice. The mod is flagged as an ESL, so it won't take up an ESP slot. The mod is compatible with both Skyrim 1.6.x ("AE") and 1.5.x ("SE"). Load order does not matter, and this mod can be safely installed in the middle of a playthrough (uninstalling is not recommended). The mod is technically compatible with everything, but do report any issues and I'll see about addressing them.
- Install SKSE. Gamerpoets has a great tutorial on how to do this!
- Install Address Library for SKSE plugins. This is installed through your mod manager (I recommend MO2).
- Install PowerOfThree's Tweaks. This is done through your mod manager.
- Install PowerOfThree's Extender. This is done through your mod manager.
- Install Dynamic Activation Key. This is done through your mod manager.
- Install this mod. This is done through your mod manager, which will guide you through the scripted install.
Done!
This idea is partially inspired by "Guiding Light - Clairvoyance Reimagined" by Parapets.
A big thank you to JaySerpa, for a centralized way of managing hotkeys.
Of course, the thank you extend to everyone who has helped me with scripting and modding in general.