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Showing results for tags 'summons'.

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  1. Have you ever wanted to summon three mimic tears? How about seven? Like the Redmane/Leyndell/Mausoleum knights but disappointed that they don't come with respective soldiers? Thanks to modding tools you can easily fix this by: Finding your regulation (I recommend using Mod Engine 2 and copying your game's regulation into the 'mod' folder if you don't have one already) Open your regulation.bin with Smithbox (Make a name for the project, select the folder the regulation.bin is located [if you are using Mod Engine 2 - %/Mod Engine 2/mod] and select the game's .exe [steam/steamapps/common/ELDEN RING/Game]) Under Param Editor, go to BuddyParam and find the name of whichever summon you want to increase the spawn of Copy and paste the row until you have the desired amount (anything higher than 10 will probably cause issues) When you are finished, File>Save All Modified Params If you want to mix and use multiple summons (ex. Rotten Stray + Pest + Rat): Choose the summon that will be equipped to spawn all entities and copy its Trigger SpEffect ID (triggerSpEffectId). [Rotten Stray is 235000] Find the other summons you would like to use and paste this id into copies of your preferred summon (make a copy of Pest/Rat and paste 235000 into triggerSpEffectId. When you spawn a rotten stray, a pest and a rat will now spawn with it. If you copy the id into the original params instead of using a copy, you will break the other summons and they will no longer spawn with their own ashes.) Again, when you are finished, File>Save All Modified Params Image of me summoning a rotten stray, pest, rat, winged misbegotten, and putird corpse using the rotten stray ashes:
  2. Looking for someone to author or advise how I can go about making my undead summons silent outside of combat. I find their constant grunts and noises tiresome.
  3. I just wanted to throw out here into this awesome modding community a request to summon/find familiar/Beast companion a giant badger. I love that we have sheep, chickens, panthers, displacer beasts, bears, wolves, etc... I was just kinda hoping we could get a badger too? Maybe it level scale with Tav kinda; like beastmaster companions can. Thanks you guys! "Unafraid of toil". <3
  4. I don't know about anyone else but I was kinda sad when I first played and saw that my familiar was just named the animal that it was (every character I've played in D&D who has had a familiar has given it a name and has bonded with it) but nevertheless I continued and figured it wasn't that bad - until I recently made my ranger OC character and saw that the companion summons have names! But as cool as the Latin names for the animals are, if it's going to have a name other than 'Wolf' or something I'd prefer it to be one that I chose, ya know? Can someone please make a mod, or direct me to a mod if one already exists (I'm new to this) to be able to change these summon names? (Can commission if need be) Thanks!
  5. Someone should make a mod that adds several "Gate Keys" that allow you to call on certain spirits from the astral realm and instead of summons taking a certain amount of magika it should be a summon til the spirit dies and it takes magic over time, plus the ability to summon multiple spirits with your keys, essentially, gate keys from fairytail
  6. Here is my request. I am wanting a mod that, through a button bound by an MCM, will allow me to teleport all of my currently active followers, pets and summons to my location. I am neither looking for a spell that would do this, or a massive follower overhaul that would provide this feature as an extra. If anyone could make this mod for me, or be so kind as to direct me to one that does this, I would be most appreciative.
  7. Hey folks. I mostly dabble in modding, but lately I've been working on a bigger project for my current playthrough. This mod involves a couple of summon animal spells, like tiny cute foxes, just because I like them. (Useless in battle; fun to be followed around by.) My problem is -- I cannot figure out a way to get rid of the little yelp + sudden death of the animal upon the end of the summon. Is there any actual way to do this? I know it's pointless, but man, it just hurts my heart to hear the little death yelp of my summoned friends. I tried googling and searching through other mods to see what the solution to this might be, but so far I am STUMPED. If anyone has suggestions (or knows of a solution), I'd love to hear them. Thanks!
  8. EDIT: I managed to fix this, but I have another problem. I want to heal only attackers, which attack in close combat (no any projectiles including spells), but this not work - when I cast fireball, I get healed. Can anyone help me please? Here is my script: Scriptname CH_LifeLeechScript extends ActiveMagicEffect Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked) Actor Attacker = (akAggressor As Actor) Float RP = Game.GetPlayer().GetLevel() ;restore health based on player level if (akSource as Spell) == None && akProjectile == None Attacker.RestoreAV("Health", RP+15) endif EndEvent
  9. I am a lvl 34 nord werewolf, with all the perks in "totem of the brotherhood line". When i use howl of the pack, my two werewolf pack members choose to not attack certain enemies. They do attack enemies as bandits, draugr and most animals, but they do not attack vampires, spiders, death hounds, and I'm sure lots of other enemies as well. I've tried to disable my mods. but they are still passive. Help please!!!
  10. Glinstone Sorcerer Ashes - By itself is well... garbage.... Upgraded Version - Summon a Glinstone sorcerer with 2 Lazuli sorcerers for close combat Twinsage Sorcerer Ashes - A little more survivability but still.... meh Upgraded Version - Summon a Twinsage Sorcerer with 4 Lazuli Sorcerers for close combat Raya Lucaria Soldier Ashes - even at end game at +10 they get their cheeks clapped Upgraded Version - Cuckoo Knight (Sword & Shield), 2 Greatsword Soldiers, and 2 Sword & Shield w/ Crossbow Soldiers (When i mean "Soldiers" I'm referring to ones with the cuckoo surcoats and brass shields)
  11. So, the title says it all lol... I know that we can use the mimic and that's fine and add all. Role playing as a Carian Knight Noble I've always wanted to have Summonable puppets who once served the royal family and died in the line of duty but wanted to come back as puppets to honor their oaths even in death. 3 Puppets 2 Carian Knights Outfit: Carian Knight Armor Weapons: Carian Knight Sword & Shield with the ash of war Spells: Glintblade Phalanx and Carian Piercer 1 Carian Sorceress Outfit: Nobles Set (Navy Hood with noble outfit) Weapons: Carian Regal Scepter & Glintstone Kriss Spells: Magic Downpour, Magic Glintblade, and Carian Phalanx How to obtain: Buy them from Preceptor Seluvis for 5 Starlight Shards
  12. Anyone savvy think it would be possible to set certain summonable NPCs to be made as spells for summoning? I really enjoy Blaidd as a character, or the woman who helps you fight Godrick or even the Mage from the boss just before. But Elden Ring feels rather empty between fights and travel. Sure there's NPC to visit, questlines and dungeons a plenty. But it's rather lonely without friends to play with so I was curious if you could set NPCs as spell summons. It would also have them summoned not in the ghastly summon aura, but as their interactable model. For proof of concept, have a spell summon Blaidd as his normal NPC with his combat moveset as an ally to the player. One that can be summoned anywhere and assist summon could be. I think there are certain spell types that have the summon follow the player, so if he was able to do that that would be cool. I'd just like to have a friend to fight the horrors of the lands with me.
  13. would it be possible to make it so npcs stop panicking whenever you have summons with you? it caused some quests to bug (when my friend came in the owlbear cave with his giant spider for exemple.)
  14. A while back, I built a small mod that taught a spell to summon a demon, while also adding a hidden perk that would summon a player-hostile version when they were at low health. Since I know next to nothing about scripting, the old version was hacked clumsily together from Avoid Death & Konahrik's Privilege's scripts.It worked correctly, as far as casting the spells, but the negative summon was never hostile to the player. I learned later that this is because hostile "summons", like from the Atronach Forge, are actually placed via script, rather than conventionally summoned. This time around, I copied & edited the same scripts, later incorporating bits from Dragonborn's Dremora Merchant script. Again, the rebuilt AD/KP version works fine as written, just no intended hostility. The newer version is meant to pull the NPC from its cell and fight the player, but while it DOES compile successfully, it doesn't seem to work during testing. Nothing is spawned in, and adding a second set of lines to move the NPC BACK to the cell causes errors that prevent compiling. I'll post all 3 versions below. Any input would be massively appreciated. <3Just keep in mind that you're talking to an idiot script-wise, so posting lines of code will get across better than trying to explain that I should closing a function or something :wink: Working, non-hostile code: Scriptname _TESTSummonBadEndScript extends ActiveMagicEffect actor property selfRef auto hidden float Property PercentHealth = 100.0 Auto float property HPthreshold = 0.20 auto float property effectChance = 0.90 auto EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster endEVENT Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) ; ; debug.trace(self + " Enter Bleedout"); if (selfRef.getActorValuePercentage("Health") < HPthreshold) ; cast badend spell PercentHealth = GetTargetActor().GetAVPercentage("Health") If PercentHealth < 0.6 BadEndSpell.Cast(GetTargetActor()) EndIf if (selfRef.getActorValuePercentage("Health") > HPthreshold) EndIf EndIf endEvent Spell Property BadEndSpell Auto Compiled, broken code: Scriptname _TESTSummonBadEndScript extends ActiveMagicEffect actor property selfRef auto hidden float Property PercentHealth = 100.0 Auto float property HPthreshold = 0.20 auto float property effectChance = 0.90 auto ObjectReference Property _TESTSummonNPCHostile Auto EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster endEVENT Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) ; ; debug.trace(self + " Enter Bleedout"); if (selfRef.getActorValuePercentage("Health") < HPthreshold) PercentHealth = GetTargetActor().GetAVPercentage("Health") If PercentHealth < 0.6 _TESTSummonNPCHostile.Moveto(game.GetPlayer()) EndIf if (selfRef.getActorValuePercentage("Health") > HPthreshold) EndIf EndIf endEvent Final, uncompilable version: Scriptname _TESTSummonBadEndScript extends ActiveMagicEffect actor property selfRef auto hidden float Property PercentHealth = 100.0 Auto float property HPthreshold = 0.20 auto float property effectChance = 0.90 auto ObjectReference Property _TESTSummonNPCHostile Auto ObjectReference Property _TESTSummonStorageMarker Auto EVENT OnEffectStart(Actor Target, Actor Caster) selfRef = caster endEVENT Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked ) ; ; debug.trace(self + " Enter Bleedout"); if (selfRef.getActorValuePercentage("Health") < HPthreshold) PercentHealth = GetTargetActor().GetAVPercentage("Health") If PercentHealth < 0.6 _TESTSummonNPCHostile.Moveto(game.GetPlayer()) EndIf if (selfRef.getActorValuePercentage("Health") > HPthreshold) if (selfRef.getActorValuePercentage("Health") > HPthreshold) PercentHealth = GetTargetActor().GetAVPercentage("Health") If PercentHealth > 0.6 _TESTSummonNPCHostile.Moveto(_TESTSummonStorageMarker) EndIf EndIf endEvent
  15. Necromancers can animate/summon skeletons, ghouls, zombies, and if you have the shadow moon lantern equiped you can summon a Shadow. can we just make summoning Shadows, Wraiths, and a Shadow Mastiff as additional undead options for Necromancers?
  16. I am requesting a mod that allows the same character to summon multiple familiars of different types. I'd like my main character to be able to have Scratch, Shovel, and Us (and maybe Quothe) at the same time instead of having to ensure each familiar summon is learned by a different person. If there is already a mod that allows this, I sincerely apologize. I did attempt to search for one using various keywords but didn't find one. If you are aware of one, please direct me to it. Thank you for your time and work.
  17. Invested Magic is an awesome mod, but unfortunately it precludes adding new spell mods due to immersion (the costs and durations are always totally skewed). This is unfortunate, because there are a lot of great spell mods out there, such as "Midas Magic" and "98 Summonables," etc. Does anybody have any idea what is involved in converting an existing spell pack such as these to the "Investment" philosophy of spell casting? Is this a project anybody would be interested in undertaking? Any advice on how to get started would be welcome, but an experienced modder who's willing to help make this a reality would be the best! The scope could be big or small. A minimum goal would be to put out a handful of new "necromancy summons" (eg. skeletons, skeleton army) tailored for Invested Magic. Thanks for checking out this thread!
  18. Ever since I played the dragon age series, I have had a deep seated hatred of timed buffs and whatnot. I frequently have my whateverskin and bound weapons and summons end in the middle of a fight, and even on small dungeons I have to refresh them multiple times. I am requesting a mod to change this. I'm not well versed in modding, but I think the easiest idea would simply to change it to having some sort of magicka drain. So for example, if a spell costs 50 magicka to cast, and lasts for one minute, instead make it cast 50 magicka per minute, for as long as you have enough magicka. Thank you in advance for any interest in creating this mod, and I will happily answer any questions that may arise.
  19. I would like to be able to cast a summoned creature further away. 5 times further would be great.
  20. For those who don't know, the Persona series follows the idea that your personality can manifest itself into a monster, a Persona. Which can fight on your behalf and grant you powers, help you make friends and pick up chicks. (yip) I am not a modder. If I was, I'd be shiiiiiiiiiiit. But food for thought, Shout activated summon? Mod shout "Persona" Personas themselves could just be existing summons with a colour swap and scale change, maybe a elemental change. Or you could get creative. Just an idea I had. Maybe it's not an original idea, but I've not seen it yet having already searched the word Persona. I guess in a way, Durneviir is already a persona in that respect. Shout his name and out pops the magic dragon. Maybe as a gaf, the persona has Music follow it? Battle theme? The enemy, they'll never see it Com-IIIIIING!
  21. okay this started out as a request for just the dragons aspect summon ancient dragonborn ability as a master level spell but then i figured why stop there? So i made a list of some summons i think would be great additions to add variety without going to far out of the box. I know this is a long list so don't feel obligated to do them all if anyone is interested in giving these a shot. Once again though, summon ancient dragonborn was the original goal here so that should be the focus if anyone makes any attempts. looking for a mod(s) that would add high level conjuration spells allowing the player to summon the unobtainable dlc spells/creatures like -werebear -maybe werewolves -dremora butler, merchant, and bardic drum as spells -various ranks of lurkers -high seekers -various ranks of gargoyles -dragons aspect ancient dragonborn -gatekeepers from soul cairn -new spriggans (matriarchs i think?) -various reiklings -deathbrand ghost maybe even summon vahlok, ghost of miraak, ahzidal etc. I also think some of the vanilla creatures would make great summons like Charus reaper/hunter, various frostbite spiders but beefed up so they actually do stuff, maybe a spectrel centurion or some of the named draugr like olaf, etc. anyway basically just trying to get a better variety of summons for end game ish gameplay and this list is basically me spitballing. I know there are a lot of summoning mods out already but I find that most of them either have way too many new spells or just not the right ones for me.
  22. Has anyone ever thought that summoning an esper as a non party ally would be pretty neat? like not as a guest or in the party, but instead of the other party members dissapearing the esper summons like any other NPC field ally that follows you around like a puppy and murders things around you. I'd also like to see All 6 party members on teh field at once, but I've heard that the engine itself may limit that fundamentally. It might be an issue for espers to level up if summoned by allies tho. honestly can't remember how or if espers level with this version of the game
  23. so i tried to make a mod for the first time today. to summarise how it went, i started trying to change stats on the fox race realized i needed to make a new race file to change the base stats, and then all the actors turned invisible. in light of that ive realised i may need some help. the basic idea of the mode is to include, at least, the iconic final fantasy summons in a quest to obtain them as conjuration spells. there would be tiers of power/usefulness for the summons that would be as follows. tier 1: carbuncle; fenrir; siren tier 2: shiva; ifrit; ramuh tier 3: leviathan; titan; garuda(not paricularly iconic but its the only wind one with similiar strength to the other two that i know of) tier 4: odin; phoenix; bahamut (i would put alexander but it seems like he would be far too much work.) eventually others could be included like diablo, anima, maduin, etc but for now i figured id mention the bare minimum of what i hope to accomplish. the quest would give you carbuncle at the start of it to give you a starting point and task you with defeating the others in combat to procure the right to summon them. doesnt have to be a quest, there could be just books hinting at their location. that seems more final fantasyey. if anyone want to get in contact with me to maybe answer some questions i have or maybe collaborate on it and make it a joinproject kind of thing thatd be great or if any far more talented modder wanted to take over the project and just let me help here and there on what i can thatd be awesome also.
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