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Cyan Ian

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audiogarden21

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About this mod

Adds four distinct spells: Defense, Allied, Turret, and Twincast Sentries that add a wide variety of possibilities to various playstyles from providing light and defense while attacking your enemies to enhancing your spells with additional firepower.

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This mod adds four types of sentry spells; Defense, Allied, Turret, and Twincast, each with "Greater" variants.

School: Alteration
Skill: Apprentice, Expert (Greater variant)

Description:

  • Defense Sentry: Create a magical Sentry that will attack your enemies for 60 seconds. Improves armor rating by 50/100.
  • Allied Sentry: Place a magical Sentry on an ally that will attack your enemies for 60 seconds. Improves armor rating by 50/100.
  • Turret Sentry: Place a magical Sentry at your location that deals area damage for 60 seconds.
  • Twincast Sentry: Create a magical Sentry that will mimic your spell attacks for an additional cost. Cast again to disable effect.

Each sentry will inherit the elemental properties of a destruction spell equipped in either hand. If no destruction spell is equipped, they will default to fire damage.

Casting sentries themselves grants Alteration experience, while their attacks grant Destruction experience.

Defense, Allied, and Turret sentries will attack every three seconds while in combat. Defense offers armor, while the Turret is stationary and fires area of effect spells at targets within your line of sight, specifically custom versions of Fireball, Ice Storm, and Chain Lightning.

Defense, Allied, and Twincast sentries provide light and act similarly to the Candlelight spell albeit with reduced effectiveness, and as such will dispel and be dispelled by sentries. They also cast custom versions of Firebolt/Incinerate, Ice Spike/Icy Spear, and Lightning Bolt/Thunderbolt. The light provided by light emitting sentries is also only active between the hours of 8pm and 7am or while in an interior space, however, some interior spaces aren't considered interior so there will be some locations where this effect doesn't activate.

Allied Sentry functions identically to the Defense Sentry but is cast on allies instead, specifically commanded actors (summons) and followers.

Twincast sentries also work with Destruction staves and elemental enchants on weapons, granting Destruction experience on use.

All sentries are mutually exclusive and thus only one can be active at a time, with the exception of Allied sentries. They also benefit from Alteration and Destruction cost reduction perks and items, as well as elemental damage increases from perks and items.

Memory: the mod will now remember the element of the last equipped elemental spell allowing finer control over which one is used regardless of what is equipped. Keep in mind, however, that this check is after checking for equipped spells in either hand and enchanted weapons in the right hand.

Weapon Enchants: sentries will now utilize the enchant element of any weapon equipped in the right hand when no elemental spells are equipped. This includes staves.

Candlelight: this spell is now a toggle. There is now a version available that removes changes to the Candlelight spell and the sentries themselves no longer emit any light.

My other mods:
Cyan's Aetherial Staff Mod
Cyan's Class Mod
Cyan's Conjure Allies Mod

Cyan's Dragon Priest Masks
Cyan's Dynamic Combat Mod
Cyan's Extra Perks Mod
Cyan's Perk Mod
Reflect Blows Blows