Hey! Late to the party and working on a new list for this year's playthrough. On the off-chance this is an existing or configurable functionality though, (and you're still interested in dabbling with the mod) I thought I'd ask: Any way to make reanimated corpses become corpses when dismissed as opposed to ashes as when timing out/dying? That'd add a lot of interesting balanced functionality to the mod, let you save the corpse for later if you can think to release the spell. Just a minor ask from an aspiring necromancer! Hope you're doing well!
Great work on the mod. It's become an essential one in my playthroughs.
Works on almost all summons for me except the feline familiar provided in the Odin - Skyrim Magic Overhaul mod. Does your mod make exceptions for certain types of familiars that would cause this? The `Dismiss` prompt appears when I hold the SHIFT key but the message that appears after pressing E will say "This summon cannot be dismissed".
Not sure if it's possible, but I'd love support for unique conjuration visuals, like the ink-based summons from Abyssal Tides Magic. Banishing one of these using this mod uses the normal conjuration portal, when really it should use the portal that summoned them.
I get the text "You cannot dismiss someone else's summon" when I use the command on my conjures. Has anyone else encountered this issue and have a fix? I assume it's conflicting with another mod.
For anyone that has the same issue, I got it to work by selecting a different version of the mod in Vortex. Working great now and a new must have mod, thank you!
This mod is awesome! By any chance, could you make an addon that allows us to dismiss other entities summons? I have followers that summon daedra that need to be Thanos snapped away too. Thank you again for the mod!
Works very nicely, long gone are the days of shooting an arrow into the back of my Summon's head. It works with other summons added in by mods too, though for some reason, not all of them. The Putrid Imp from Arcanum, upon trying to dismiss them, gives out a notification saying that I can't dismiss them. The Putrid Imp can engage in dialogue, so maybe that has something to do with it? Not too sure, but honestly, it's pretty inconsequential to me. Nice work!
The putrid imp is excluded on purpose, actually. Although I probably went a bit too overboard with the safety checks. I'll see about adding a whitelist (maybe SPID patches?).
Apparently the Putrid Imp from Arcanum (original) does not function properly, such that later unofficial fixes (e.g. this one) explicitly removes it and its related spells.
26 comments
On the off-chance this is an existing or configurable functionality though, (and you're still interested in dabbling with the mod) I thought I'd ask:
Any way to make reanimated corpses become corpses when dismissed as opposed to ashes
as when timing out/dying?
That'd add a lot of interesting balanced functionality to the mod, let you save the corpse for later if
you can think to release the spell.
Just a minor ask from an aspiring necromancer! Hope you're doing well!
Would it be possible to make the summons disappear/fade-out instead of 'dying' when dismissed?
Works on almost all summons for me except the feline familiar provided in the Odin - Skyrim Magic Overhaul mod. Does your mod make exceptions for certain types of familiars that would cause this? The `Dismiss` prompt appears when I hold the SHIFT key but the message that appears after pressing E will say "This summon cannot be dismissed".