Now the Grummite summons from Mihail's mod will all be able to benefit from the player's perks. There are also two alternate versions, one where each grummite variant received some buffs, and another with a brand new Grummite variant.
Now the Grummite summons will all be able to benefit from the player's perks.
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Author notes
If you're going to tweak this and re-upload it here on nexus, don't forget to credit Mihail.
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MihailMods
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Changelogs
Version 1.2m
Switched up magi's spells to be more coherent with their lore (or my interpretation of it, at least). They previously had a Firebolt/Ice Spike spell - which didn't feel "rudimentary" to me - those were removed and in their place I gave each magus variant a flame/frost cloak spell. I know cloak spells are technicaly more advanced than firebolts and ice spikes, but in-game - after playing with this new version for a while - I felt like the cloak spells fitted the magi fighting style I envisioned much better than the now-removed spells.
Version 1.2b
In previous versions, the grummite variants had physical and magical resistances that grew with each strenght tier, it ended up making them too tanky and near invencible. To resolve that, I simplified their "streghtening-with-each-tier" method and made these resistance values equal between all variants, focusing solely on health bonuses. As to their damage, their increased poison damage output was not touched - so they're still deadly when given room to strike multiple times.
Version 1.1m
Changed Magi's combat style, removed their ward spell to make them more offensive in combat and tweaked their skill levels to streghten their magical damage output.
Version 1.0
Initial release
-Description-
Now the Grummite summons from Mihail's mod will all be able to benefit from the player's perks.
There are also two alternate versions, one where I took the liberty of buffing each grummite variant added in the original mod and another where I added a whole new variant, the Grummite Magus, who previously appeared in the Shivering Isles expansion for Oblivion.
The optional changes are as follows:
Spoiler:
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On the "buffed" version: To reflect their use of rudimentary magic, specifically their totems and amulets, I gave each variant a little bit of magic resistance and some "out-of-view" armor to make them last longer in the battlefield - as I felt like they died too easily when fighting multiple enemies. I also gave all grummite variants a buff to their poison damage output, proportional to their strenght tiers (Swampbeater<Boglooter<Fogmugger) and a new critical hit capability. All of these changes led me to increase the base summoning cost of all variants, in proportion to their new buffs.
On the "magi" version: Apart from changes to the existing variants, I've also added a brand new variant, the Grummite Magus. These Magi are powerful magic users who are often armed with magical staves and possess the power to turn invisible. The Demented Magus is specialized in frost spells, while the Manic Magus is specialized in fire spells. These grummite variants are really powerful and can only be summoned by skilled conjurers - even the Manic and Demented mages cannot, although some of them are trying, and its in the inventory of these few daring mages that you'll find the book that teaches its summoning spell.
You still need Mihail's original mod, don't ask me to make a standalone version, I wont. Also, it is not needed, as this patch's (light) plugin simply overwrites the original's one, not counting toward the plugin limit.