The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Levelled Summons Redux
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59 Comments
MT Threat Jul 21 @ 8:22am 
Any progress on finding out about the summons + spell absorbtion problem?
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!
Bloodfart the goblin May 17 @ 9:54am 
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.
zergvsgenin Nov 26, 2014 @ 1:13pm 
Would this conflict with the Arch Mage mod here on Steam Workshop?
Seraphine Nov 21, 2014 @ 3:44pm 
Wish this worked for the mod "98 summonables"
Combatkat Sep 7, 2014 @ 9:13am 
This is a great mod which helps the spell users so we are not so reliant on the Destruction school alone. Thanks for the Mod and its followers too.
TheGreyLight  [author] Jun 18, 2014 @ 4:50pm 
Okay no worries then :) Glad its working for you now
ShardTooth Jun 18, 2014 @ 3:52pm 
k yep it was the two to gether causing it so im keeping this one
ShardTooth Jun 15, 2014 @ 5:21pm 
the only other summon mod i have is the illumanated atronarch mod
so it might be that but it was only happening when i have this mod active unless both together are whats causing it
TheGreyLight  [author] Jun 15, 2014 @ 5:16pm 
Okay, thanks for bringing this to my attention. I havent had this problem but ill look into it. :)

Do you have any other mods that might be in confliction?
ShardTooth Jun 15, 2014 @ 8:57am 
iv located an issue if you have a summon active at the time of an autosave it fails to load hard saves work fine though but when i walked through a door then died the game crashed and attempts to load that save closed skyrim abruptly if you could fix that it would be great if not ill just live with it cause this mod is awsome
TheGreyLight  [author] May 29, 2014 @ 4:18pm 
Thanks man! :)
kaiser20191981 May 29, 2014 @ 11:21am 
ahh yes is see ur point there. its still a good mod though makes ur summons usable at any level.
TheGreyLight  [author] May 29, 2014 @ 7:36am 
Not really im afraid :/ Maybe with the use of scripts but i dont want to overcomplicate this mod
kaiser20191981 May 29, 2014 @ 7:10am 
question here.. is it possible to give them the expert lvl spells once u hit say lvl 45 or so? even being lvled with the player they dont kick out enough damage as needed the demora lord is fine very powerful. just the atronachs. Very good mod over all though.
Phnxsmv Apr 13, 2014 @ 8:30pm 
One thing though, you cannot banish/expell your summons because they are too powerful. :P
Uzgul Mar 30, 2014 @ 7:05am 
Great work, used it before the update and only bug I found was due to spell absorption. Wanted to reinstall as doing a clean reinstall, but is it on the Nexus ? I'm trying to avoid stuff on the workshop.
In any case, great mod. Thanks.
Dresden69 Mar 20, 2014 @ 5:51pm 
Probably wouldn't work for a mod that adds summons to the archery tree right?
Michael. Providence. Feb 15, 2014 @ 1:52pm 
Love it. and great job!
MT Threat Feb 4, 2014 @ 4:40pm 
It seems I may have discovered a conflict. In skyrim there is a bug that causes summons to fail if the player has spell absorption. This was fixed by the unofficial skyrim patch.

Unfortunately it seems to have returned with this mod. I've tested this by disabling the mod, learning a new spell of the same type. (Conjure Dremora Lord) and attempting a summon. With this mod active it can take up to seven attempts to successfully summon the Dremora Lord. Without it summons fine each time.

I would like to continue using this mod and not have summons that become a joke at high level, but this with this problem in place will restrict my use of summons. I could remove the Atronach standing stone bonus, but that still leaves a potential 30% failure rate. (Atronach perk)

The summons, including the DLC extras can summon fine on the first attempt, or take many, many attempts to summon.

Good job otherwise, summons are still viable at high levels thanks to you.
TheGreyLight  [author] Dec 22, 2013 @ 2:45pm 
@IDaring Specs Try putting this before invested magic. If that doesn't work then they are just uncompatible. Im not to sure as ive never used IM.
TheGreyLight  [author] Dec 22, 2013 @ 2:44pm 
@rottingluck Reanimations are always the level of whatever body you have raised, so no.
rottingluck Dec 22, 2013 @ 6:23am 
so, this doesnt work with the dead thrall?
Astral Spectrum Dec 5, 2013 @ 12:16pm 
Love the mod, but I can't get it to work alongside the "Invested Magic" addon. Instead of doing what I hoped and leveling the summons up, it turned them back into 60 second 'helpers' (if you can call them that). If I goofed and did something wrong or if the two mods are just incompatable, I'd love to find out.
vern_how3 Nov 19, 2013 @ 9:03am 
i finally figured it out heheh
n7stormreaver Nov 18, 2013 @ 3:42am 
It still works fine with Fire and Ice Thralls as well as with Dremora.
n7stormreaver Nov 18, 2013 @ 3:38am 
There is also another thing, but it's more of a vanilla problem. Conjure Storm Thrall actually conjures Storm Atronach, and while it still stays forever, it doesn't scale with level, which is major disappointment. Any suggestions\mods to fix this?
TheGreyLight  [author] Nov 17, 2013 @ 8:03pm 
Flame thrall is fine, I didn't need to alter it too much as only one spell uses it (so you wont need to relearn it if you are using a previous save). You can just learn that spell through the quest as normal and it will work.
n7stormreaver Nov 17, 2013 @ 5:14pm 
How do i get a Flame Thrall with this mod? It's given for the quest, not with a book.
GakFace Nov 6, 2013 @ 4:16am 
MrAptronym Nov 1 @ 3:10am
So few comments here? I am super excited for this, as my Conjuror was just reaching utter uselessness at lv ~60. This is pretty much needed if you use high level scaling mods.

This is exactly why this mod looks appealing. At lower levels the Dremora Lord was fun, but high levels? He dies in one or two hits.
Myzfit Nov 5, 2013 @ 11:37pm 
Soviet approved!
flyingblueice Nov 5, 2013 @ 12:59pm 
really harkon? meet my lev 81 storm atronach.
TheGreyLight  [author] Nov 4, 2013 @ 2:30pm 
@Zeke (LTT for Skyrim Cards) Oh really? Thats great! Thanks for checking that for me :)
Bender B. Rodriguez Nov 4, 2013 @ 6:47am 
I checked the health of my summons without relearning the spells with the console, and they seem to be leveling correctly, because my Flame Atronach has about 230 health and I'm level 21. Great work mate!
Booty Warrior Nov 3, 2013 @ 7:30pm 
Excellent work. I'm going to use invested magic:unlimited servants with this. OP? I'm the fucking dragonborn. :P
Ruin Stormshower Nov 3, 2013 @ 5:16pm 
Can you make it so that higher level atronachs have stronger spells and that potant versions will have new spells (like fireball etc.)?
Junkzillabox Nov 2, 2013 @ 6:00pm 
Yeah, I did that after looking at what was different in the mod using the ck.
TheGreyLight  [author] Nov 2, 2013 @ 4:49am 
I would reccomened using the console to remove them and then using the console again to give yourself the spell tomes again.
Junkzillabox Nov 2, 2013 @ 4:31am 
So, since I'm loading from an older save, does that mean i gotta relearn the spells again, looks like I may have to since I already learned the vanilla version?
TheGreyLight  [author] Nov 1, 2013 @ 8:53pm 
@Ruin Stormshower The Potentcy perk that makes them stronger? Yep. The 'Potent' atronachs will have upped stats. All the other perks work the same as well :)
TheGreyLight  [author] Nov 1, 2013 @ 8:51pm 
@Arrow Albert Nope. It will never cap out. Your summons can reach whatever level that you can :)
TheGreyLight  [author] Nov 1, 2013 @ 8:51pm 
@sorceresses_rule Yep, they work as normal now :)