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Mage's Arsenal - Conjuration Overhaul
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Category: Magic
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Feb 8, 2012 @ 10:14am
Nov 8, 2013 @ 5:31am
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Description
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Mage's Arsenal - Conjuration Overhaul

By Remu Valtrez
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Version 3.3

I found that I really enjoyed using Conuration in Skyrim, but it was still lacking in the power department (in my opinion.) With the release of the Creation Kit, I decided I should change it more to my liking.


::: Update from 3.2 to 3.3 :::
Added in support for Dragonborn and Dawnguard DLCs. Tomes have been added to the Vendor Lists for the new DLC Spells.


:: Minor Update from 3.1 to 3.2 ::
Rebalanced out the perks that add extra summons. Removed Twin Souls rank 3, and added that extra summon to Conjuration Adept. Same amount of summons, just rebalancing the levels required.


:: Minor Update from 3.0 to 3.1 ::
Added in Support for Summon DB Assassin, as I missed the "Disallow Spell Absorb/Reflect".


::: Bound Weapons Overhaul Version 3.0 :::
With the reworking of the Bound Weapons system, base weapon damages were changed to equal regular Daedric weapon damages.

Mystic binding now has 4 perk ranks, each perk(Including Vanilla Mystic Binding) raising the Damage of Bound weapons by 25%, up to a new total of 100% damage bonus.

Each New Rank in Mystic Binding Increases the duration of that bound weapon by 20 seconds, up to 60 second bonus. This makes it so your bound weapon can last up to 3 minutes.


: Another Minor Update - From Version 2.4 :
Just changed all of the Vanilla Conjuration spells the disallow Spell Absorb/Reflect.


: Minor Update From Version 2.3 :
Fixed bug where spells were not showing properly in leveled lists for merchants.


:: Changes From Version 2.2 ::
I have lowered the amount of Summons you can have at one time to 5. Twin Souls still has 3 Ranks, while every Conjuration Rank had it's Extra Summon effect removed, other than Master Conjuration.

With 3/3 Twin Souls and Master Conjuration, you will have the new lowered cap of 5 Summons out.


Changes:

::: <Rank> Conjuration. :::

I have made it so every rank in Conjuration other than Novice increases the Summon Duration(as noted below), along with the halving of the magic cost of spells of that rank. In Addition to this, the Master Conjuration Perk allows you to Summon and additional Creature. The Skill level required to be able to get the perks remains unchanged.


Novice Conjuration - Skill Level 20:
Cast Novice level Conjuration spells for half magicka.

Apprentice Conjuration - Skill level 25:
Cast Apprentice level Conjuration spells for half magicka. Increases the Summon Duration for all Summons by 10 seconds.

Adept Conjuration - Skill level 50:
Cast Adept level Conjuration spells for half magicka. Increases the Summon Duration for all Summons by 15 seconds.

Expert Conjuration - Skill level 75:
Cast Expert level Conjuration spells for half magicka. Increases the Summon Duration for all Summons by 15 seconds.

Master Conjuration - Skill level 100:
Cast Master level Conjuration spells for half magicka. Allows for an additional Creature to be Summoned. Increases the Summon Duration for all Summons by 20 seconds.


This changes the perks that were just there to save you mana, and makes them into one of the biggest parts of Conjuration, as it should be.

Through Conjuration ranks, you Summoned Creatures will have a base duration of 120 seconds, far more reasonable and it gives the impression that you are actually getting better at Conjuration.

Alongside this, with the Atromancy Perk and the Necromancy Perk, your total Summoned Creature duration will cap out at 180 seconds. The bonuses for Duration are small, but I wanted to keep it balanced but still give the feeling that you are getting better at it.

:: Note ::

I have altered the Atromancy and Necromancy Perk, due to an unforseen bug messing with the amount the Durations would truely be increased by. Atromancy and Necromancy have been changed to a flat +60 Seconds to the Summoning Durations, the same amount that would be given in Vanilla. This was the only way I could get around the bug.

Descriptions of the Atromancy and Necromancy Perks have been changed to show the alteration in the effect.

Also, though the timer display under Active Effects for summons may say something else, with full Conjuration Rank perks, you will have 2 minutes, even though it says 1. I've tested it.

Alongside that, if you have full Conjuration Rank Perks and Atromancy/Necromancy, you do indeed have 3 minutes, even though the Active Effects timer only say 1. I do not know why it is off, but I doubt it is something I will try to fix; as I have no clue how and it's not detrimental, with the exception of being misleading.


::: Twin Souls :::

I altered Twin Souls along with the Conjuration ranks to allow you to have an additional summon, and I made twin souls have 3 ranks to it. I lowered the level down to 80, and you can get the next rank at 90, and the next after that at 100.

Twin Souls - Skill Level 80:
Allows you to summon an additional creature.(+1 to your current total)

Twin Souls 2 - Skill Level 90:
Allows you to summon an additional creature.(+1 to your current total)

Twin Souls 3 - Skill Level 100:
Allows you to summon an additional creature.(+1 to your current total)

With this the summon cap is at 5, which I find to be much more reasonable for a Master Conjurer to have instead of 2, or infinite, as some mods have changed it to.


::: Summoning :::

These are the summons I have added into the game, as I felt there weren't enough Summons, especially of the Undead type that you do not have to try to kill someone first(ha) to use.

Summon Draugr - Summon a Draugr to aid you. Modified by the Novice Conjuration Perk.

Summon Draugr Wight - Summon a Dragur Wight to aid you. Modified by the Apprentice Conjuration Perk.

Summon Draugr Scourge - Summon a Draugr Scourge to aid you. Modified by the Adept Conjuration Perk.

Summon Draugr Deathlord - Summon a Draugr Deathlord to aid you. Modified by the Expert Conjuration Perk.

Summon Dragon Priest - Summon a Dragon Priest to aid you. Modified by the Master Conjuration Perk.


All new summon spells have been placed into the leveled lists of Conjuration Vendors (Phinis Gestor, Farengar, Nelacar ect.).

Summons have been reworked and rebalanced.


::: Miscellaneous :::

Dark Souls is no longer modified by this mod, unfortunately, sorry to those who liked the idea, it just was not working out how I imagined it to.

As for the duration extensions, Summon Familar has been added to the Atromancy Perk, so it's Duration will also be doubled. It has not been aded to Elemental Potency, however.

No Conjuration spells are affected by Spell Absorbtion(Atronach Stone).


If you like the mod, give that rate up button some love! :D
If not, post a comment and let me know why :)
156 Comments
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Willoloh!! (ATR) Jan 20 @ 5:22am 
Hi, love all ur overhauls but have a small request. Increase the maximum level I can raise. even with my conjuration max and all perks I wish i could for example get a warmonger as my deadthrall but his level is too high and i just cant.
lonewolfs Nov 30, 2013 @ 4:18am 
i test with this mod (and all my other mod) and none problem. i only a problem with this mod + the mod conjuration tweak.
RemuValtrez  [author] Nov 30, 2013 @ 3:46am 
Hmm. Try unsubscribing and resubscribing. I've only heard of this issue once and that was pre-DLC.
lonewolfs Nov 30, 2013 @ 3:26am 
yes i have all dlc and mass of mod but none on magic (apart all your mods)
RemuValtrez  [author] Nov 29, 2013 @ 11:49pm 
Hmm. You have Dawnguard/Dragonborn installed, yes? Outside of that, unless you have another mod that messes with bound weapons, I cannot say.
lonewolfs Nov 29, 2013 @ 4:40am 
i have a problem with Mystic binding in rank 1,2,3 or 4 : with this perk the spells of binding weapons no work (no weapons appears despite the spell launch well) any idea ?

the problem comes right mystic binding because I test without this perk and it works normally.
MrWolfington Nov 15, 2013 @ 3:45am 
Also... Uhm.. I have a personal request. Is there any way that the summons that you do can have the "reanimate" sort of glow to them? I've noticed that more often than not I can't tell if my undead servant is with me still or murdered and that the draugr that is walking towards me is actually not my slave.
MrWolfington Nov 15, 2013 @ 1:51am 
Don't worry, my character is just a newbie necromance. And I don't really use the atronarch stone (I think that's the one with the spell absorbtion problems?) and if I do get, I'm sure there is a mod out there that can fix that bug without affecting vanilla perks and what not.
RemuValtrez  [author] Nov 14, 2013 @ 3:59am 
Haha that it does ;P
But, as I said, I -did- reupload the previous version of this mod for those without Dawnguard/Dragonborn. So the only thing you'll miss out of this one is the adjustments to new summon spells to make it so Spell Absorption does not affect them(In all about 3 spells).
So until you do get Dragonborn, you can still play with the previous version of the Conjuration Overhaul(Mage's Arsenal - Conjuration Overhaul - No DLC Support is the mod title).

The only other thing I will point out before you potentially go get it is that you -may(probably)- lose perk points that were put into my newly added perks, due to it being a different .esp. There's nothing I can do about it though :/ Sorreh!
MrWolfington Nov 14, 2013 @ 3:52am 
Gosh dang! I need to get the Dragonborn DLC then. Your magic overhaul mods are definitely worth it, makes playing a necromancer fun again.