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Description


===========

 


Complete rework of the conjuration summons and reanimation which makes being a conjurer or Necromancer fun and interesting. As requested.

 

This mod was on Nexus until recently. I removed it because I was not going to support it anymore because I felt that fixing so called bugs would remove the freedom this mod allows the user. Use this mod wisely and it works great! Save often so if something is broken by accident you can recover.

 

 

Requirements:


============

 


Skyrim.esm
Update.esm

 

Works with SSE!

Details


=======

 


Have you ever played a conjurer or Necromancer and abandoned the class because of the way it works?

 

For example: Your pets are more or less useless because they die fast, get lost or just don't work. The reanimated turn to ash within seconds after you zone. Your prized Thrall goes poof. You know what I mean here. Well this will change the way you view conjuration or necromancy.

 

My Conjuration key features:

 

1. All summons level with you!

 

Summons can become powerful allies because they stay 1.25 levels over you all the way to level 999. Not only that, but through the perk system they gain health, health regeneration, resistances, damage and speed. They ignore friendly hits and are clasified as teammates.

 

2. Summons last 1 day and port with you across zones so no more lost pets. Since the timer is reset upon zone change the summon will last forever.

 

3. You can have up to 6 active summons or reanimated through the perk system. HOWEVER, each active one takes away a portion of your Magicka until they die or you destroy them.

 

NOTE: Do not use summons for inventory storage because when they die the inventory goes POOF!

 

For the Necromancer in you:

 

4. Reanimated get health, damage, resistances, skills and more based on YOUR level and the perk tree. This makes even a level 1 NPC useful at level 100+ !

 

5. You can access your minions inventory! You can dress them and give them weapons YOU want them to have! You can use your reanimated as storage!

 

6. NO MORE ASH PILES!!! NADA! ZIPPO! Ash piles have been removed from the spells so if your reanimated die just cast again.

 

7. Each reanimation spell increases their power. So it is still advised to use the upgraded spell BUT you can pick one spell and stick with it all the way to 999 if you so desire.

 

8. You can raise things you couldn't and some things you shouldn't! Dead dragons will reanimate but will not move. Giants and Mammoths are really hard to control in dungeons but you can use them!

 

9. When you though you were powerful enough you learn a special spell and get a book at skill level 100, when and if, you take SoulMaster Perk! You will get a book and learn a new spell to RESURECT human NPCs (requires items). You can have up to 4 of these and they are blood linked to you. they take 20% of your damage and you take 20% of their damage.

 

Changes to bound weapons:

 

10. Bound weapons now last up to 10 minutes and are MORE powerful.

 

Changes to the perk tree.

 

(Note: Perks that affect magicka cost also affect cost to maintain summons and reanimated. The higher in the perk tree the less it costs to maintain them but 4 Magicka is minimum.)

 

(Note: Default heal rate is 2, Heal rate is out of combat health regen so minions recover quickly.)

 

Novice Conjuration:

 

Cast novice level conjuration spells at half magicka. Can have 2 minions. Raises Minion health regeneration by 1.

 

Apprentice Conjuration:

 

Cast Apprentice level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.

 

Adept Conjuration:

 

Cast Adept level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.

 

Expert Conjuration:

 

Cast Expert level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 1.

 

Master Conjuration:

 

Cast Master level conjuration spells at half magicka. Can have one more minion. Raises Minion health regeneration by 2.

 

Mystic Bindings:

 

Bound weapons do 100% more damage.

 

Soul stealer, Oblivion bindings, Conjuration dual casting unchanged at this time.

 

Necromancy:

 

Increase the minions physical damage resistance by 80 (armor rating)

 

Summoner30:

 

Can summon atronachs or raise undead twice as far away. Raised Minions get improved melee damage.(100%)

 

Summoner70:

 

Can summon atronachs or raise undead three times as far away. Summons and zombies get boost to weapon speed.(100%)
Atromancy:

 

Minions gain 20% crit chance modifier.

 

DarkSouls:

 

Minions have 100 points more health, magicka and stamina. Minions get 75% elemental resistance's.
Twin Souls (Now called Soul Master)

 

You can now be a real master of the dead!

 

Spells affected in alphabetical list:

 

BoundBattleAxe
BoundBow
BoundSword
BoundSwordLeftHand
BoundSwordRightHand
ConjureDremoraLord
ConjureFamiliar
ConjureFlameAtronach
ConjureFrostAtronach
ConjureStormAtronach
DeadThrall
DreadZombie
MGRSummonDremora
RaiseZombie
ReanimateCorpse
Revenant

 

New Spell:
ConjureSpriggan - Almost anything can be raised but someone requested this and I removed call animals so it won't use it.

 

A couple maintenance spells you will get at start and one special skill 100 spell which is a spoiler. :)

 

Upgrading pre 1.3 after 1.2 the upgrade is automatic:
=========

 

1. If you want to keep your current minions, kill them and loot them otherwise go to step 2.
2. Save your game and exit to desktop.

 

3. Uninstall or Disable MyConjuration-Vanilla

 

4. Reload your new save and save it again without the mod installed. (absolutely must make a clean save)

 

4. Install the newest version.

 

5. Reload the clean save.

 

6. Reanimate your minions.

 

7. Enjoy!

 

Install
=======

 

Use NMM. It is better.

 

1. Extract the files to a temporary location.

 

2. Examine the folder structure and make corrections where necessary.

 

3. Copy files to (install folder)\Skyrim\Data\

 

4. Enable the MyConjuration-Vanilla.esp

 

5. Enjoy!

 

Uninstall
=========

 

Use NMM. It is easier.

 

1. Disable MyConjuration-Vanilla.esp

 

2. Delete the files/folders associated with the mod.

 

MyConjuration-Vanilla.esp
\scripts\mybloodkin.pex
\scripts\myconapplybloodkin.pex
\scripts\myconapplyzombiebuff.pex
\scripts\myconkill.pex
\scripts\myconkillbk.pex
\scripts\myconresurrect.pex
\scripts\myconshowi.pex
\scripts\mypotencyscript.pex
\scripts\mysummonbuff.pex
\scripts\myzombies.pex
\scripts\source\mybloodkin.psc
\scripts\source\myconapplybloodkin.psc
\scripts\source\myconapplyzombiebuff.psc
\scripts\source\myconkill.psc
\scripts\source\myconkillbk.psc
\scripts\source\myconresurrect.psc
\scripts\source\myconshowi.psc
\scripts\source\mypotencyscript.psc
\scripts\source\mysummonbuff.psc
\scripts\source\myzombies.psc
 

Incompatibility


===============

 


Any mod that affects the conjuration tree may conflict.

 

(Load Order):Put this file down in the list. I have it last in the load order and it works with 188 existing mods.

 

 

Known Issues or Bugs


====================

 


Sometimes (rare) the summons go aggro if you hit them to much and to hard. They are teammates so immune to damage. Use the spell to kill them or console.

 

Summons can be used as storage but they do not drop your items! Raised dead can be looted but like mentioned summons do not drop your items. I have verified this one.

 

Do not reanimate dismembered bodies.

 

 

History


=======

 

 

Version 1.4 

 

I reworked the game esp to now include DLC so there is two versions.

 

Updated all spells to work now as some were missed.

 

Minion run speed was increased to reduce teleporting and minions now teleport behind the player.

 

Adjusted the reanimation spells to actually work past level 50. In fact you can now reanimate any NPC regardless of spell at any level to 999.

 

Reanimated that were decapitated or dismembered should now reanimate with all their body parts.


Version 1.3

 

4/18/15:

 

Added an error check to zombies that if the game, for some reason decides to mark the minion for delete, the minion will be removed.

 

Added additional checking on distance if the minion becomes stuck completely due to being disabled by the game engine. It will try to move the minion 5 times and if it fails the minion gets removed form the array.

 

Conjuration summons now are player only. The spells used by the player are completely different than the spells used by NPCs. The NPC summons will NOT be added to the array anymore.

 

Added auto update feature so no more need to clean save.

 

Version 1.2

 

4/10/15 - Expanded the array of minons to allow for necromancer and summoner pets.
Remove an error when dispelling the zombie buff.

 

Version 1.1

 

4/6/2015 - Added additional error checking to the scan on Zombies to remove dead ones. This happens if you raise a zombie and it is not in the same zone and there are no slots.

 

4/6/2015 - Fixed the reanimation spells to work properly. Seem I missed something.
Version 1.0

 

Initial release. Planned to do downloaded content and tweak this based on feedback

 

Contact
=======
Message me here.

 

Credits

 

=======
Bethesda for this awesome game.

 

Tools Used

 

==========

 

7-Zip - http://www.tesnexus.com/downloads/file.php?id=15579
Readme Generator - http://HammondsLegacy.com/obmm/tools_readme_generator1.asp

 

Licensing/Legal
===============

 

You must contact me and obtain my permission before re-packaging any part of this mod. If I do not respond within 2 weeks, feel free to do whatever you like with this mod but do give credit.

 

MyConjuration-Vanilla.7z

MyConjuration-DLC.7z


  • Submitter
  • Submitted
    03/17/2017
  • Category
  • Requires
    none
  • Special Edition Compatible
    Yes

View File

 

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This is really nice! I'd always wanted to be able to keep my Familiar at higher levels but past..well..level 5 or so he became useless. Now I already have 2 familiars following me around and they're so much less fragile than the vanilla variety.

 

I've never been much into necromancy (I blame the Mages' Guild brainwashing me during my time in Vvardenfell) but I will be using the bound weapons as soon as I can get the spells.

 

Loving the mod so far, would love it even more if the minion catch-up move placed them BEHIND me rather than in front where they invariably get smacked with something far sharper than a rolled up newspaper!

Link to comment

This is really nice! I'd always wanted to be able to keep my Familiar at higher levels but past..well..level 5 or so he became useless. Now I already have 2 familiars following me around and they're so much less fragile than the vanilla variety.

 

I've never been much into necromancy (I blame the Mages' Guild brainwashing me during my time in Vvardenfell) but I will be using the bound weapons as soon as I can get the spells.

 

Loving the mod so far, would love it even more if the minion catch-up move placed them BEHIND me rather than in front where they invariably get smacked with something far sharper than a rolled up newspaper!

 

 

I just hated the way the game played as a necromancer so I created this mod to make necromancy and conjuration fun and interesting.

 

I place them in front of you for meat shields. :D  The reanimated are a bit more agressive as you will see once I get the video done. This mod is a blast to play. I really enjoy it anyway.

​I really like this concept.  Thank you for uploading here.  I completely missed it on Nexusmods.

 

Probably because it was sort of buried in the archives since it didn't get a lot of attention.

Link to comment

I like what this mod does but I wish getting the spells was a bit more immersive (books in random locations, leveled lists, or a quest to learn them would be nice), starting a new character and finding handfuls of new spells from the get go in your repertoire feels cheaty.

Link to comment

​Just choose a hard startup scenario.  I chose to be a Thalmor prisoner.  The Spriggan is powerful for a lvl 1 character, but I still die or get defeated with all the guards running through that place.  I could just make a mad sprint out of the place (already succeeded), but I want to figure out how to kill all the guards on my way out.  Lots of fun.

Link to comment

I like what this mod does but I wish getting the spells was a bit more immersive (books in random locations, leveled lists, or a quest to learn them would be nice), starting a new character and finding handfuls of new spells from the get go in your repertoire feels cheaty.

 

Originally I was going to do this but I just didn't  and still don't have time to juggle several projects. I really wanted an immersive quest with voice and all that but finally settled on just a book at level 100 Necromancy. I am retiring sometime this year and can give a lot more time to development so I may devote more time to this and make it a lot more interesting. I do have to rework this and partly why it was pulled from Nexus.

 

explained below:

 

Originally the spells were normal spells but as I found out the NPC spells and minions were becoming my pets! I ended up having to create all new spells and effects for the PC so it was released as a kind of cheat and bit OP at that.

 

With that said, I found out why the ash pile is necessary. Because when a minion dies it is just zero health and not dead. To keep them from re-spawning the developer swaps out the NPC for a ash pile. Since I removed the ash pile this causes another issue since I removed the mark for deletion from the script (ash piles are auto marked for deletion) so later the zombie pets will re-spawn as resurrected NPC!

 

I tried to rework the scripts but marking a dead minion for deletion causes the Minion to not be reanimated which defeated the purpose so I removed the mod from Nexus until I could determine what was best solution.

 

For me I just use console commands to delete the minions I don't want to re-animate. I didn't want to do it with kill minion spell since sometimes they complete block the PC from moving and it becomes necessary to kill them off and re-animate them after getting past them. I'm open to suggestions on how to fix this.

 

With that said, I was not going to re-release this mod but opened my yap about it. :lol: 

Link to comment

​Just choose a hard startup scenario.  I chose to be a Thalmor prisoner.  The Spriggan is powerful for a lvl 1 character, but I still die or get defeated with all the guards running through that place.  I could just make a mad sprint out of the place (already succeeded), but I want to figure out how to kill all the guards on my way out.  Lots of fun.

 

Minimum level of minions is 5 and increments until level 10 at which time the minion is 11.25 and continues ~1.25 levels higher until level 1000. It is slightly OP at this stage but by level 10 a PC seriously playing a necromancer or conjurer will have serval pets so they are still a bit OP but can die under heavy combat conditions. 

Link to comment

A couple things about this mod and sexlab and why it is the way it is.

 

I guess I am weirddo since I have dangerous nights, defeat and all that but I don't like random spawns or always my PC getting hammered so I find this good looking NPC and well anyway can control them completely through bloodkin or reanimation. :) 

 

The dangerous nights settings for followers set to allow them to rape PC and set to scan only with a high chance will make your pets rape PC or another pet! :) 

 

If you kill a minion and sleep in the area where minion died that minion will rape PC or one of your minions! :) 

 

Link to comment

I think this mod quite unstable. Reanimated corpes are missing or disapearing very, REALY VERY often. I can't endorse this mod... :(

 

That's very odd, I've had 3 (un)lucky reanimated bandits with me for days now, mostly as pack mules but also meatsheilds, each has died a fair number of times but re-reanimated to serve again.

 

Have you got MyConjuration near the bottom of your load order?  It does not seem interfere with anything else and will even use mod added summons if you have any.

 

 I have had no problems with the mod so far despite having a rather overburdened load order for this play through (Far too many scripty mods for my computer). This is on Skyrim Legendary but it should be more stable on SSE due to lack of hundreds of SKSE reliant mods!

Link to comment

 

That's very odd, I've had 3 (un)lucky reanimated bandits with me for days now, mostly as pack mules but also meatsheilds, each has died a fair number of times but re-reanimated to serve again.

 

Have you got MyConjuration near the bottom of your load order?  It does not seem interfere with anything else and will even use mod added summons if you have any.

 

 I have had no problems with the mod so far despite having a rather overburdened load order for this play through (Far too many scripty mods for my computer). This is on Skyrim Legendary but it should be more stable on SSE due to lack of hundreds of SKSE reliant mods!

 

i tried to do that and restart a new character, but... it still unstable horribly. Every time i go to another place with fast tarvel, even just get in or get out some place, they disappear very often. REALLY VERY OFTEN, i say.

 

In my opinion, this minion missing problem is very serious. 

Link to comment

 

 

That's very odd, I've had 3 (un)lucky reanimated bandits with me for days now, mostly as pack mules but also meatsheilds, each has died a fair number of times but re-reanimated to serve again.

 

Have you got MyConjuration near the bottom of your load order?  It does not seem interfere with anything else and will even use mod added summons if you have any.

 

 I have had no problems with the mod so far despite having a rather overburdened load order for this play through (Far too many scripty mods for my computer). This is on Skyrim Legendary but it should be more stable on SSE due to lack of hundreds of SKSE reliant mods!

 

i tried to do that and restart a new character, but... it still unstable horribly. Every time i go to another place with fast tarvel, even just get in or get out some place, they disappear very often. REALLY VERY OFTEN, i say.

 

In my opinion, this minion missing problem is very serious. 

 

 

Humm. I haven't seen this but it may be due to other mods. Do you have any other mod that uses conjuration or necromancy? Maybe post your listing so I can see if this can be duplicated.

Link to comment

 

Humm. I haven't seen this but it may be due to other mods. Do you have any other mod that uses conjuration or necromancy? Maybe post your listing so I can see if this can be duplicated.

 

 

Oh, I use Empowered Magic for a long time but i heard, that mod has very high compatibility... that is making problem?

 

Anyway, this is my load order. [es7] mods are language translation patch for skyrim.

 

Skyrim.esm=1
Update.esm=1
[ES7]Skyrim-Kor.esp=1
Dawnguard.esm=1
[ES7]Dawnguard-kor.esp=1
HearthFires.esm=1
[ES7]HearthFires-Kor.esp=1
Dragonborn.esm=1
[ES7]Dragonborn-Kor.esp=1
[JmV]LTTF.esm=1
Unofficial Skyrim Legendary Edition Patch.esp=1
Skyrim Project Optimization - No Homes - Full Version.esm=1
ApachiiHair.esm=1
ApachiiHairFemales.esm=1
ApachiiHairMales.esm=1
SGHairPackBase.esm=1
OblivionHairPackAIO.esm=1
Unofficial Skyrim City Patch Modified.esm=1
hdtHighHeel.esm=1
MFVM.esm=1
EFFCore.esm=1
phiNoFF.esm=1
RaceCompatibility.esm=1
ElinRace.esm=1
ElinRaceTaint.esm=1
ElinRace_AIO_HairPack.esm=1
ElinRace_AIO_HDT_HairPack.esm=1
fox_shop.esm=1
Extra Encounters Reborn - Basic.esm=1
ElinRace Enemy NR.esm=1
[1] renn_Cell Map Key.esm=1
Cutting Room Floor.esp=1
Weapons & Armor Fixes_Remade.esp=1
Weapons & Armor_TrueWeaponsLvlLists.esp=0
Clothing & Clutter Fixes.esp=1
Remodeled Armor Merged.esp=1
RobesReplacer.esp=0
ForswornHAIR.esp=0
imp_helm_legend.esp=1
aMidianborn_Skyforge_Weapons.esp=1
BBP_ArmorPack.esp=1
BBP_ArmorPack2.esp=1
FoxMerged.esp=1
MergedBikiniArmor.esp=1
_ArmorCollection.esp=1
Merged MOD Items.esp=1
Merged MOD Items - 2.esp=1
Merged MOD Items - 3.esp=1
TW3Weaponry.esp=1
crossbows_basic_collection_en_ll.esp=1
prvti_heavyarmory.esp=1
Hothtrooper44_Armor_Ecksstra.esp=1
Hothtrooper44_ArmorCompilation.esp=1
hothtrooper44_ArmorPatch.esp=1
immersive weapons.esp=1
WeaponsArmorFixes_ImmersiveWeapons_Patch.esp=1
TCOSS.esp=1
CardWeapon.esp=1
More Interesting Loot for Skyrim.esp=1
Unique Uniques.esp=1
Unique Unique.esp=1
Ancient Pack.esp=1
ZTH.esp=1
Complete Crafting Overhaul_Remade.esp=1
Complete Crafting_TrueWeaponsLvlLists.esp=0
Wintermyst - Enchantments of Skyrim.esp=1
DragonShoutVoice.esp=1
RaceCompatibilityUSKPOverride.esp=1
FISS.esp=1
SkyUI.esp=1
LessIntrusiveHUD.esp=1
SkyTweak.esp=1
towConversation.esp=1
UIExtensions.esp=1
AHZmoreHUD.esp=1
AMatterOfTime.esp=1
Dual Sheath Redux.esp=1
Dragon Soul Relinquishment.esp=1
HearthfireMultiKid.esp=1
ProudspiremanorTNF_BP.esp=1
VHTNF_BP.esp=1
hjerimtnf.esp=1
HoneysideTNF.esp=1
BHTNF_BP.esp=1
MoreBanditCamps(Explorer'sEdition).esp=1
Extended Encounters.esp=1
Gifts Of The Outsider.esp=1
Forgotten DungeonsAll.esp=1
AKSkyrimUnderground.esp=1
Populated Solstheim.esp=1
Populated Skyrim Legendary.esp=1
Rebirth Monster.esp=1
Skyrim Immersive Creatures.esp=1
Skyrim Immersive Creatures - DLC2.esp=1
High Level Enemies - SIC.esp=1
OBIS.esp=1
OBISDB.esp=1
OBIS Loot.esp=1
ElinRace Enemy NR.esp=1
ElinRace Enemy NR ElinHeart.esp=1
Extra Encounters Reborn - Dawnguard.esp=1
Extra Encounters Reborn - CSP.esp=1
Extra Encounters - Dragonborn.esp=1
DeadlyDragons.esp=1
Bring Out Your Dead - Legendary Edition.esp=1
Vigilant.esp=1
Unslaad.esp=1
LocalizedGuildJobs.esp=1
Run For Your Lives.esp=1
Dragon Stalking Fix.esp=1
Gildergreen Regrown.esp=1
The Paarthurnax Dilemma.esp=1
HelmetToggle2.02b.esp=1
JaxonzEnhGrab.esp=1
DawnguardArsenal.esp=1
EmpoweredMagic.esp=1
EmpoweredMagic - 원본.esp=0
Apocalypse - The Spell Package.esp=1
Apocalypse - More Apocalypse.esp=1
Colorful_Magic.esp=1
Improved Dragon Shouts - Legendary.esp=1
mslVampiricThirst.esp=1
Vampirelordroyal.esp=1
Royal Bloodline & Vampiric Thirst Patch.esp=1
ShowRaceMenuAlternative.esp=1
AcquisitiveSoulGemMultithreaded.esp=1
zzzSXP.esp=1
PerkUP-Archery.esp=1
PerkUP-TwoHanded.esp=1
PerkUP-Alchemy.esp=1
Perkup Merged (Except Twohanded, Archery).esp=1
PerkUP Merged (- 4 Magics, Twohand, Archery).esp=0
SGHairPackAIO.esp=1
HHairstyles.esp=1
KS Hairdo's.esp=1
Brows.esp=1
12FemaleBrows.esp=1
TheEyesOfBeauty.esp=1
MikanEyes All in one.esp=1
SGEyebrows.esp=1
marriagemod - alpha v3.esp=1
marriagemod - hf.esp=1
Improved Adoptions.esp=1
Improved Adoptions Patch.esp=1
Improved Adoptions DLC houses.esp=1
Spouse Daily Routine.esp=1
Marriable Serana.esp=1
MFVM_Hearthfire_Patch.esp=1
Marriable Serana HF.esp=1
SeranaDialogEdit.esp=1
EFFDialogue.esp=1
FCO - Follower Commentary Overhaul.esp=1
Relationship Dialogue Overhaul.esp=1
RDO - Cutting Room Floor Patch.esp=1
RDO - USLEEP Patch.esp=1
RDO - EFF v4.0.2 Patch.esp=1
MarryMe.esp=1
Nausicaa's Tweaker.esp=1
Better Stealth AI for Followers.esp=1
ScarabFollowerTweaks.esp=1
SexLab-AmorousAdventures.esp=1
Fort Dawnguard Overhaul.esp=1
Merged Location.esp=1
MiraakFollower.esp=1
ElinRace NewNPC.esp=1
Immersive Citizens - AI Overhaul.esp=1
ElinRace - Use Monli custom BBP Body.esp=1
XPMSE.esp=1
dD - Realistic Ragdoll Force - Realistic.esp=1
EnhancedCharacterEdit.esp=1
FNIS.esp=1
CharacterMakingExtender.esp=1
ElinRace_Voice.esp=1
Proper Aiming.esp=0
sandboxcylinderheight.esp=0
LFox Blacksmiths Have Metals.esp=0
RichMerchants.esp=0
Atlas Legendary.esp=1
Atlas Compass Tweaks.esp=1
DungeonQuestAwarenessRedux.esp=1
crimsonquestmarkers.esp=1
RitualQuestMarkers.esp=1
DragonPriestMaskQuestMarkers.esp=1
BarenziahQuestMarkers.esp=1
EastEmpireQuestMarkers.esp=1
jiubquestmarkers.esp=1
HackAndSlash.esp=1
headtrack.esp=1
Illustrious HDT Cloaks.esp=1
SMEssentialPlayer.esp=1
AddItemMenu2.esp=1
AutoRechargeWeapons.esp=1
IRHS.esp=1
HavenBag.esp=1
Dual Wield Parrying_SKSE.esp=1
TKDodge.esp=1
SMIM-FarmhouseFlickeringFix.esp=1
SMIM-DragonbornTernFix.esp=1
SMIM-DungeonsCliffsIceSkirts.esp=1
WAF_CCF_SIC Patch.esp=1
OBISCCOR&IA8.esp=1
DawnguardArsenal_CCOR Compatibility Patch.esp=1
Fort Dawnguard Overhaul - Dawnguard Arsenal Patch.esp=1
Rebirth Monster - USLEEP Patch.esp=1
Rebirth Monster - CRF Patch.esp=1
Rebirth Monster - WAFR Patch.esp=1
Rebirth Monster - Clothing & Clutter Fixes Patch.esp=1
Rebirth Monster - Immersive Weapons Patch.esp=1
Rebirth Monster - SIC Patch.esp=1
Rebirth Monster - OBIS Patch.esp=1
Rebirth Monster - OBISDB Patch.esp=1
dD - Enhanced Blood Main.esp=1
dD-Larger Splatter Size.esp=1
dD-DG-DB-Immersive Creatures EBT Patch.esp=1
Grass On Steroids.esp=1
RevampedExteriorFog.esp=1
[2] renn_Cell.esp=1
Immersive Sounds - Footsteps.esp=1
LSFX-Audiosettings.esp=1
Windfull Skyrim.esp=1
CFD-ChangeFollowerDifficult_English.esp=1
Auto Unequip Ammo.esp=1
bear lighting.esp=1
ElinRace NPC.esp=1
milkary_npc.esp=1
milkaly_Dradonborn.esp=1
Elin follower.esp=1
Elin follower - 복사본.esp=0
Elin NPC.esp=1
Dolls.esp=1
ElinRace Hearthfires Children.esp=1
Bashed Patch, 0.esp=1
Dual Sheath Redux Patch.esp=1
Brawl Bugs CE.esp=1
MagicUnderControl.esp=1
The Grace of Divine.esp=1
UnblockActivateNoWereNoMap.esp=1
PotemaCrashFix.esp=1
Random Vampire Attacks in Towns Disabled.esp=1
dD-No Spinning Death Animation Merged.esp=1
Realistic Melee Range.esp=1
Lost Art of the Blacksmith.esp=1
Realistic crime report radius.esp=1
ultimatedurnehviir.esp=1
ultimateodahviing.esp=1
MiraakSwordRealisticReach.esp=1
Dawnguard - Join As A Vampire.esp=1
Azura'sStar.esp=1
RealisticHumanoidMovementSpeed.esp=1
Shut Up Harpies.esp=1
No Killmoves, No Killcams, No Killbites.esp=1
Housecarl Greetings Fix.esp=1
Realistic-Voice.esp=1
Size Does Matter HF.esp=1
Skyrim Shadow Striping Fix.esp=1
GreenWaterFix_v2withDawnguard.esp=1
VLCollisionFix.esp=1
Invisibility Eyes Fix.esp=1
No Dragon LODs v2 full.esp=1
Weightless Items - Mongoose Mix.esp=1
Unlimited Amulets+Rings.esp=1
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Humm. I haven't seen this but it may be due to other mods. Do you have any other mod that uses conjuration or necromancy? Maybe post your listing so I can see if this can be duplicated.

 

 

Oh, I use Empowered Magic for a long time but i heard, that mod has very high compatibility... that is making problem?

 

Anyway, this is my load order. [es7] mods are language translation patch for skyrim.

<snip>

 

 

It is very possible due to changes in the conjuration tree and the conflict may be because scripts run from separate spells and are accessing the perks but not verifying the perk. I would say you probably be better off not using this mod. 

 

Edit: One of the main problems with this mod is the mark for deletion inside the engine. If another mod actually overrides the mark for deletion then the resurrected or reanimated will vanish after approximately 5 minutes. With the scripts I have I do not mark any mobs for deletion and at the same time I do not clear the flag when resurrected or reanimated. on the next update I will address this with making sure the target, if marked for deletion, is cleared. I think this can be done which should eliminate some of these issues.

can you add wave of energy that comes of bound weapons like the red two handed sword in solistien

I'll have to look. If the effect exists in vanilla otherwise no because I want this mod to remain independent of all other mods

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It is very possible due to changes in the conjuration tree and the conflict may be because scripts run from separate spells and are accessing the perks but not verifying the perk. I would say you probably be better off not using this mod. 

 

Edit: One of the main problems with this mod is the mark for deletion inside the engine. If another mod actually overrides the mark for deletion then the resurrected or reanimated will vanish after approximately 5 minutes. With the scripts I have I do not mark any mobs for deletion and at the same time I do not clear the flag when resurrected or reanimated. on the next update I will address this with making sure the target, if marked for deletion, is cleared. I think this can be done which should eliminate some of these issues.

 

Ah... Many thanks to your explanation. If i wasn't suffered by that mark of deletion problem, I must keep this mod in my favorite mods list. 

 

So, I'll wait your update. God bless Myconjuration mod. 

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  • 1 year later...

Sorry this has been a very long time since I did any update. I even forgot this file existed here.

 

I have updated to 1.4 which now includes DLC content.

 

I am trying to maintain two different sites so I forgot this one has the older version. This update was more in a response to a reported bug at Nexus. I decide to rework it from the ground up in the esp file. I addressed several issues I found with minions and spells not working as I intended them.

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