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Levelled Summons Redux
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Oct 30, 2013 @ 1:28am
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In 1 collection by TheGreyLight
Levelled Summons Redux + DLC Add-ons
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Description
BRIEF: This is a redo of one of my oldest and most popular mods Leveled Summons. In short, it makes all creatures summoned by the player level up as you do!



As stated in the brief, this mod enables you summons to level with you. This simply means that whatever level your character is, your summons will be the same.



In the remaking of this mod I have adressed some concerns that were raised previously. This remake includes the following new features:
  • Creatures summoned by NPCs will not be affected by this mod.

  • The level of the summon will never be lower than the vanilla value.*


The creatures that this mod affects is as follows:

  • Familiar

  • Fire Atronach

  • Frost Atronach

  • Storm Atronach

  • Dremora Lord

  • Flame Thrall

  • Frost Thrall

  • Storm Thrall

  • Flaming Familiar


Note! If you are using on a previous save where you have already learnt conjuration spells, you may need to use the console to remove those spells and then re-learn them using spell tomes (not through adding the spell directly using the console).


I have made DLC versions of this mod, which affect the summonable creatures added by Dawnguard and Dragonborn respectively. These are are optional add-ons.

Dawnguard Add-on

Dragonborn Add-on



Enjoy :)

*For example, the vanilla level of the Dremora Lord is level 46. If your level is below level 46 (for example, 30), then the level of the Dremora will be 46 (and not 30). However if you are above level 46 (lets say 50), the level of the Dremora will be your level (in this case 50).
58 Comments
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Corvo Attano May 30 @ 10:01pm 
Alright, thanks anyway!
TheGreyLight  [author] May 30 @ 7:12pm 
No idea, sorry dude. Ive never used MO, ive always just used NMM. There would probably be a youtube tutorial on it I would guess.
Corvo Attano May 30 @ 6:44pm 
@TheGreyLight Well, its not really that problem that I can't manager them, its really because I use Mod Organizer and it differentiates between a nexus mod and a non-nexus mod. Thank you for the explanation though. I don't know how MO determines which mods are nexus mods and which are not, but if you know of a way that I could "transfer" them so-to-speak, I would greatly appreciate it!
TheGreyLight  [author] May 30 @ 6:20pm 
@Corvo Attano Some of the more popular ones are on the nexus. The reason I dont put them all up, and the reason why I prefer steam workshop, is that its 20x easier to upload and manage mods on the workshop than it is the nexus. Because my modding style is lots of smaller mods (as opposed to a few big ones), the workshop is easier to use. :)

If you wanted to you could compress the mods you download from steam and then use them in the NMM.
Corvo Attano May 30 @ 5:41pm 
TheGreyLight, I have a question. Have you ever thought about moving your mods to the Skyrim Nexus? It may seem silly, but I have around 80 mods that I use and around 30 of them are through Steam and its getting messy to keep track of them all. Sorry if I could around as rude, but managing so many mods on two different sites has gotten to me. Thank you in advance for your reply, hopefully!
I isn't my place to ask anything of you, but you should be aware that the mod series does undo the Unofficial Bugfix patch to spell absorption (Atronach perk/stone etc.) eating your Conjured creatures. I did some testing by disabling and re-enabling these mods in rotation, and they were indeed the cause.

I was able to fix this myself in the creator in a few minutes tops, but I think you should know just in case you should feel it necessary to change this yourself for all users.

Other than that, cheers for making Conjuration useful in ways other than not being the only target.
TheGreyLight  [author] May 15 @ 6:55pm 
Yep, basically.
=(e)= r4pt0r May 14 @ 3:09am 
So am I right in saying that even basic familiars will stay useful into later levels?
TheGreyLight  [author] Apr 24 @ 5:26pm 
In response to the recent changes to steam which allow creators to charge for mods:

To be honest im really dissapointed. One of the best things about modding is that it was free and available to everyone. It is was community creating imaginitive content for other people to enjoy. There were no restrains to what could be done. It was such a special thing for me as a creator to share my little piece of the world with everyone, and paying for mods really ruins it.

I can understand why steam would think that this would be beneficial for the creators. Supporting creators for thier works seems like a good idea in theory. But it isnt about the money, its about the joy of creating, and having others experience your creation...
TheGreyLight  [author] Apr 24 @ 5:26pm 
...I always used to get so much excitement from viewing the front page, and looking at all of the amazing content everyone has created. All of it free and available for everyone to enjoy. Soon it will just be a wall full of numbers and closed doors. It will be a dissapointment, looking at all the content you could have if you were richer. These days it seems like every game is becoming pay to play.

Modding should be free. If you really want to support creators steam, have an ad show before download. This way the content is still free, and creator still get a bit of money for their work. Monitzation is going to kill this community. It will suck all the life and joy out of modding for everyone.

Even though im not actively creating mods anymore, all of my mods will remain free forever. Im really sorry this has happened, an I wish it werent the case.