Jump to content

1 Screenshot

About This File

Now Available

 

Skyrim is full of beasts. Not one of them has ever been told to come here.

OBeastcall is a idea rebuilt on OStim NG, and it kept nothing but the idea. The creature table lives in the mod. The menu is a vanilla message box. Skyrim.esm is the only master — Dawnguard and Dragonborn beasts are used when you have those DLCs and quietly skipped when you don't. No SexLab. No JContainers, no UIExtensions, no MfgConsoleFunc, no papyrus extender, no CreatureSummoner.

 

And it does the one thing the manual route never did: it asks first.

If you've ever started a creature scene by hand in OStim and watched the game die on the spot, that's why. Nothing checked whether an animation actually existed for that pairing before building the scene. OBeastcall spawns the beast, asks OStim's own library whether there's something to play, and only then starts anything. No match, no scene — it clears the beast and tries the next one, up to five candidates, and tells you plainly if that pairing has no animation installed. It doesn't crash, because it never guesses.

 

What's included:

  • Beastcall — cast on yourself, pick what you want from the menu, and it arrives. 15 kinds across two pages: Canine, Sabre Cat, Bear, Troll, Chaurus, Spider, Werewolf, Draugr — then Falmer, Skeever, Spriggan, Horse, Riekling, Dwarven Spider, Horker. Plus Surprise me, which pulls from anything the mod knows about.

  • 22 creature variants behind those kinds — ice wolves and dogs and death hounds all live under Canine, frost trolls under Troll, and so on

  • Asks OStim before it starts — the check that makes the difference between a scene and a crash

  • Cleans up after itself — a beast you summoned leaves when the scene ends. A creature that was already standing in the world is left exactly where it was.

  • No dependency stack — one plugin, one master, four scripts

  • No MCM, because it doesn't need one. Both spells are handed to you the first time the mod loads, under Conjuration.

 

There's a detail in that cleanup worth naming, because it cost a playtest to find. Creature scenes are paired animations — both actors share one synced graph. Remove the beast a moment too early and the human never gets released: they walk around fine and can't attack or cast, forever. OBeastcall waits for OStim to confirm the pairing is actually done before anything disappears.

 

This isn't a port. There was nothing left of the original worth porting — every line of it was holding up dependencies that no longer need to exist.

 

Requirements

  • OStim Standalone (NG) 7.3+

  • OCreatures Revived

  • At least one creature animation pack converted to OStim — Baka creatures for ostim Billyy Creatures, MNC, Anub Creatures, any of them

  • SexLab is not required

 

Installation

  1. Install with your mod manager.

  2. Load the game. Both spells are added on their own, under Conjuration.

That's it — this mod ships no animations, so there's no behavior engine step here. Your creature packs still need theirs.

 

Beta notes The summoning spell is the one I've actually put through its paces, and it's the one this release is built around. Rile Up — the aimed spell, cast at a creature to have it take you where you stand, or at a person to call something down on them — is in the package but still under test on my end. It's here because holding a finished spell hostage helps nobody, not because I'm calling it done.

 

If you take this out, the reports I want:

  • Beastcall on a canine first — the easiest beast in Skyrim to have an animation for. Menu opens, beast arrives, scene starts?

  • The two-page menu — does "More..." and "Back" behave, and does "Surprise me" actually find something?

  • Cleanup — after the scene, does the summoned beast leave, and can your character still attack and cast? That last part especially.

  • Rile Up, if you try it — aimed at a creature, and aimed at a person. Tell me what happens either way.

  • The refusal message — if you get told there's no scene installed for a pairing, that's the mod working. Tell me which pairing, so I know where the library is thin.

 

Free mods stay free, always. This one's public and it stays public — patrons just get the next thing first.

Thank you for keeping the atelier lit. 🖤

 

Credits The idea comes from Summon Nasty Critters, and credit for it belongs to its author. This is a rebuild on a different framework and shares no code, no assets, and none of its dependencies with the original.

 

 

18+. What you call, you keep company with.



×
×
  • Create New...