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SeaSparrow

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Shekhinaga

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26 comments

  1. summons from "Daedra SE" by 4thUnknown can't be dismissed
  2. BoredLizard
    BoredLizard
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    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!
  3. ElTikol
    ElTikol
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    an absolute must-have for conjurer playthroughs! Thanks!

    Would it be possible to make the summons disappear/fade-out instead of 'dying' when dismissed?
  4. srsx55
    srsx55
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    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".
  5. WredWolf
    WredWolf
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    I've wanted this so much for so long that I was trying to figure out how to do it myself. Thank you for doing it so much better than I could have!
  6. Derwan
    Derwan
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    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.
  7. okamimiyazaki
    okamimiyazaki
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    This is also great for when your summons block a doorway or hall!
  8. dcollins016
    dcollins016
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    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.
    1. dcollins016
      dcollins016
      • member
      • 1 kudos
      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!
  9. Assassin4022
    Assassin4022
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    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!
    1. Shekhinaga
      Shekhinaga
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      That is... fairly simple, actually. I will see about making an optional addon.
    2. Assassin4022
      Assassin4022
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      Thank you so much!
  10. CrymsonCrane
    CrymsonCrane
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    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!
    1. Shekhinaga
      Shekhinaga
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      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?).
    2. LuciusPortanius24
      LuciusPortanius24
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      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.