Summoning explained
Resummon Conjuration Summons to encourage spell variation.
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About this mod Machine translation
Resummon Conjuration Summons to encourage spell variation.
TLDR is at the bottom.
So you love magic, especially those beautiful flame atronachs, right?
Bethesda Employee 1: What if we capped their level at 5?
Bethesda Employee 2: What if they like them and want to use them at higher levels?
Bethesda Employee 1: We give them an 80 skill level bonus, raising their level to a whopping 10!
That's why I bring you this mod. But what does it do?
- Summons have been re-summoned, now they scale based on your level and gain higher level caps.
- Atronach:0.7xPlayerLevel
- Fire: Level 4 to 20
- Frost: Levels 12 to 25
- Storm: Level 20 to 30
- Powerful Atronach: 0.8xPlayerLevel + increased stats
- Fire: Level 18 to 60
- Frost: Level 24 to 70
- Storm: Level 28 to 80
- Dremora Lord:0.8xPlayerLevel
- Level 25 to 80
- Thrall: 0.9xPlayerLevel + increased stats
- Mighty Thrall: 1.1xPlayerLevel + increased stats
Other changes
- Elemental Potency is untouched, but it is no longer a raw increase in stats, its main purpose is to unleash higher level summons for mages. If you don't invest in magic and just use staves, you can still benefit from the base cap increase.
- Atronach now deal more damage based on their destruction skills, which obviously increases their level (and yours indirectly). They will now deal x2 damage on 100 damage.
- Flamies have learned to use fire spells. Only Sals can do this for some reason. Their main purpose is to support damage or even serve as a distraction, rather than being your main source of damage.
- Frosties now have 265 armor (previously 30 armor) and some extra health (around 100-150). They're supposed to be a tank, but it doesn't really make a difference. They are still slow and will most likely lose 1v1 than enemies of the same level, but remember their main role is to deal tank damage for you and buy you some time.
- The storm is no problem. They are healthier than Flamies but not more than Frosties. More damage than Flamies to make up for their increased cost. It's your choice if you want to invest more magicka into a more powerful atronach, or you can choose a "weaker" one. That's the point of this mod. Makes all atronachs feasible.
-Dremoras now have better health pools and damage dealers due to their new lower levels. They should still defeat most enemies of the same level 1v1, but will be completely destroyed by 2 or more enemies, depending on how the AI handles the encounter. With this setup, they are weaker than vanilla dremora, and will only start scaling after reaching level 30.
- Corrected some CharacterClass of some atronachs.
- Fixed Storm Thrall spell. It has a false lightning bolt and no chain lighting.
- Once you unlock a new spell or perk, spell play now feels fluid and no longer feels like stairs.
notes:
There are 2 versions. Both are the same but one adds a helmet to all warrior dremora like my other mod Helmeted Dremora
If you use this mod, please select the helmet version and remove the helmet mod, otherwise the dremora will be at vanilla level 46.
This mod is for difficulty mods, higher level enemies, Rebalanced Encounter Zones, etc. Otherwise this mod is a bit cheaty.
The Revelations "compatibility" patch will eventually come, I'm pretty good at making mods and it looks like what I want to do won't be easy. You can use Apoc in this mod, it's just that those summons won't have any of these changes.
Update: I've tried the apocalypse patch. I got it working on my build of the game, but I can't (because I'm terrible at) make it a patch, I will have to upload my own version of Apocalypse and if it gets updated the changes will disappear.
It's actually easier if you learn how to do it: open CK, select apocalypse and mark it as the active file. Searching for casts of apocalypse summons, changing their stats based on my own changes, 90% of the time you have to increase their health pool or they will be useless early on (some summons will end up with 100-150 hp at l …
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.