While empowering the "potent" versions of summons, this mod adds a simple but not trivial system for all summons (even the one added by mods) to become leveled companions capable of wonders.
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
Author notes
Translations are ok
File credits
Creation kit and Bethesda
Donation Points system
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Changelogs
Version 1.5
- Fixed issue with summoned horses now everything works properly
- Added a quick scan for the enhanced summons, when checking stats, and selecting "Cancel" you will now see generic actor values of the summon. (Helpful for MSFF and FSKF)
- now instead of combathealrate, will be improved the actor value heal rate that is more generic.
- a graphical effect has been added when enhancing summon
Version 1.4a
- Modified the way the Summon or undead minion gain all the feature of the mod. Just activate the summon, a cerulean activate label will pop up, this will resolve some issues of conflict.
PS: Fully compatible with all the new updates of my mods Magic support follower framework and Follower stealth kills framework.
Version 1.4
- Added analogical menu to disable or enable features of the mod (a book is added at start of the game)
Summons inventory open when dead
Summons leveling system
Summons becomes a Teammate
Please don't complain about analogic menu, there are plenty of mods that allow you to stash quest items.
A MCM menu will be added eventually
Version 1.3
- Fixed the alias filling script to work more efficiently and without dump stacks
- Fixed incompatibility with summoned mounts (like Arvak).
- Now all the menu options will appear only if the summon or minion alias is filled and thus becoming leveled and reaching the full potential.
- Removed the "Astral Bin" feature, which was too complex. Now, when the leveled minion or summon dies, simply opens a gift menu to recover most of the items given. Items given to summon that disappear when dismissed or killed are lost forever.
Version 1.2
- Fixed conditions on which the minions and summons ally alias is chosen, now it will target only the ones revived/summoned by the player.
- To set a proper respawning cycle of items reanimated minions on death will transfer all their belongings in a container called "Astral bin", accessible by activating the minion, the Astral bin is accessible only if contains valuables (Not armors or weapons). The astral bin will reset every 3 in game days.
This has been done to prevent the player to become over saturated with all the equip of dead minions etc. with the option to still pick up useful items from reanimated minions.
Version 1.1
- Replaced "sheathing hands" as trigger to turn summons and minions as full potential summons and minions.
- Fixed the version error posted in bugs.
This fix took me a lot of time because in the meantime i made a very big update on my other mod MSFF magic support follower framework, on which this mod is heavily synergized.
I will upload very soon a new version of MSFF, please visit the mod page to check all the news about the possibilities that this mod gives to MSFF and vice versa, and not only but also to Follower Stealth kills framework.
Version 1.0a
- I think i fixed some issues with the scripts, i suppose was CK fault while archiving .bsa.
- Fixed the version issue too.
Please give me feedback on the mod, if you like it or not, ideas etc. I'm ALWAYS open to constructive criticism.
La Bella Magia addendum - Full Potential Summons & Undead Minions System or FPSMS
But what this mod actually does?
- Summons and undead minions will become actual Teammates! What does it mean, summons and minions become "teammates"? - They will draw weapon with you, sneak when you sneak (the humanoid ones) - You can trade stuff, like a companion NPC (just speak to them). - You can command stuff (ask favors) like open doors, open locks, ask them to wait in a position, like a companion npc. Summons and minions will be set to 0 Morality, you can ask them anything. - A leveling system has been set up, they will become more powerful as they level. This means ANY summon or undead minion, works with modded summons too! You can edit their leveling just by talking to them. You can edit: Regen rate in combat of Magicka, Stamina, Health, Damage resistance and Physical attack damage. Also, but not editable, weapon speed will increase with level. And enemies of summons will suffer up to a scaling 50% magic resistance down while around summons or minions. - Summons or minions are in the way?? Dismiss them! Just click on them to banish or deanimate/Pulverize the minion. - You can only have 3 leveled minion or summon at time and 1 Ash Guardian (ash guardians are treated differently from the game)
Trading items to summons and minions advantages: 1- You will be able to trade items with summons, they will carry your stuff! 2- Humanoids summon like Dremoras will also equip some weapons and armors, you might fully equip your undead minion or Dremora! 3 - Some summons will also be able to use potions!
But this isn't the end...
Did you kill by accident a very important npc that was a Master trainer? Just revive him! While undead, all the trainers of the game can still train you, just talk to them. (I suggest you to use "Dead thrall" to not pulverize them).
And the added bonus:
All summons and undead minions will be compatible with: (With all their requisite)
All this set of additions, teammates, leveling, trading, training, dismissing, support spells and stealth kills i call it FULL POTENTIAL SUMMONS AND MINIONS SYSTEM (FPSMS).
Faq
Q: Does this mod make some changes directly to summons and spells?
A:YES, but the FPSMS doesn't need those edits, if you have other mods that make some changes on summoning and reanimating spells or creature conjured please feel free to edit, choose which to keep or not, or delete those edits in the first place. In the end, a Bashed patch solves everything. That being said, are minor edits, and they are kind like "fixes" for summons for the original game.
Q: How does FPSMS work?
A: Is all handled by a perk and a quest. That's it. When the player sheathes hands, it search like an impulse the closest fittest alias for a summon or a minion.
Q: Why some features of the FPSMS don't work (like an atronach cannot sneak)?
A:Well, some creatures are not meant to sneak, and they also miss the animations soooo.
Q:Why only 3 leveled summons and minion? I wanted 10000000000000000000000000000000000!
A: Is already balanced in my opinion.
But is compatible with >INSERT ENAI SAION OVERHAUL HERE<?
By the divines, yes! I'm very happy for your success Enai, but you created a horde of ZOMBIES for us other modders to deal with...