Allies SE
Added a feature and dialogue option to ask your followers and friends to hit you with damaging spells. What is useless to most people has a huge impact on characters who cannot work with the Atronach Birthstone to regenerate Magicka on their own.
Screenshots 5 screenshots
About this mod Machine translation
Added a feature and dialogue option to ask your followers and friends to hit you with damaging spells. What is useless to most people has a huge impact on characters who cannot work with the Atronach Birthstone to regenerate Magicka on their own.
Allies of Atronach
Atronach birthstone's ability to help characters
This is a simple mod I made for a character who is a mage born under the sign of Atronach. I'm using Kryptopyr's Disparity mod, which makes the Atronach Birthsign work the same way as in previous games, completely denying the player the ability to regenerate Magicka and making it completely dependent on absorbing spells. My character isn't an alchemist either, so he has a little problem staying alive.
At some point I had to fill my Magicka with a fire-breathing Nordic Pillar Trap and asked myself: why do I need to rely on these random events? Can't I just ask my fellow mage to do this in a controlled way?
Well, with this mod you can do it. This mod adds a dialogue option to certain NPCs so they will start casting a modified Flames spell that lasts about 15-20 seconds. You can ask your followers, as well as priests, court wizards, wizards from the College of Winterhold, or your friends (relationship level >= 1, value that can be modified in the MCM). This will start a brief animation package with your ally hitting you with said spell. These spells cannot harm anyone but you. I also implemented the Magicka drain effect, since asking NPCs to cast spells through packages doesn't actually cause them to run out of Magicka.
In case something bad happens, your allies will stop casting if you interrupt them with dialogue, or start healing.
Another feature is a smaller one that automatically triggers a similar animation, but using Firebolt instead. Power is available via magic menu or key (set in MCM). This power has several advantages: First, it can be used in combat - it will find a random ally nearby, causing them to stop everything they are doing to help you. Secondly, you can also target certain summoned creatures - Raiders of Fire and Tempest, Seekers and Emberspawners.
Version 2.0 adds support for Dremoras, Dragon Priests (who are not normally summoned but can appear under the influence of Konahrik's Mask), several friendly ghosts and ghosts: Arniel Gane Ghost, Spectral Assasin, Sovngarde Hero and Ancient Dragonborn, as well as modded creatures. You now have an "Add Actor" spell, which will allow you to add a summoned actor to the compatibility list. (Cast again to remove it). Note that not all creatures can cast spells, so not all creatures are compatible (for example, a frosty astronaut simply can't do it). (You can view the compatibility list in the MCM Debugging section)
In version 2.0 I've fixed the animation/packing issues to some extent. Aimed spells now hit five times and the flames last for a fixed duration, although I still get the occasional hiccup. Overall, the experience should now be smoother and less annoying. Additionally, the default behavior has now been changed: pressing the button will also cause the humanoid NPC (shown below) to cast fire, just like you want it to, while other summoned creatures will shoot you with targeted spells.
Keep in mind that Magicka Drain has an effect on NPCs, so if your companion only casts for half a second, that might mean they only have 50
Magician :D
When you hold the ward, a dialogue activates so you can refill Magicka with the correct perks. Note that you will not gain any experience by doing this. In version 2.0 I removed this necessity and the dialog option just checks if the NPC is in the correct faction/has Magicka/destroy, restore, etc.
This mod makes it easy to make your character uncontrollable, but at the same time, I found that I couldn't ask my followers to provide me with Magicka, which was a weird thing since they had a lot of them.
MCM options include:
Configurable fake spell power (25%-300%) (fixed in version 2.0),
Configurable optional hotkey …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.