I prefer the vanilla 2 summon limit, considering these summons are now sufficient tanks by themselves.ġ) Unpack with NMM or drop into your data folder. However, I don't like that mod's changes to the conjuration tree (allowing 4 summons). You WILL NEED ANOTHER MOD to make your summoned creatures last longer in duration -> I recommend "invested magic" for atronachs. That was what I used to test this buff for balance with the frost atronachs. You WILL NEED ANOTHER MOD to make conjuration affect magnitude -> I recommend "Skyrim Spells Restored". What this means is that at level 200, your summoned creatures will suck. Without this buff, unarmed damage never increases, even if you mod their levels to increase. For instance, unarmed damage is used by summoned frost atronachs. It will modify health, stamina, magicka, unarmed damage, one-handed, two-handed, marksman), damageresist (armor), magicresist, health regen, stamina regen, magicka regen, and combat health regen. Summon, cast one buff spell, and you are on your way. This is meant to play as a conjuration summoning mage with high-level enemies mod, uncapped. They are balanced at 100, and beasts at 500. I used the Call to Arms spell, made it conjuration based (so it can scale), and tested with atronachs at conjuration skill 100 and 500. Using creation editor, summoned creatures can be made to scale by level, but not by skills, so they fall behind. I created this because I was unable to find anything that would help scale my summons in advanced levels. It buffs the rest of the party, which is appropriate for summons especially since they do not scale well past level 100, which is what this spell helps to balance. A few pictures can go a long way to inform people about your mod and make them more likely to want to play it.This is a full group buff spell for summons as well as the party. You can also click “Add/edit images
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