Summoning Spell - Remastered
This mod attempts to make most of the vanilla summons closer to what you'd expect from a necromancer: more undead and melee creatures. To do this, we tried to make as few changes to vanilla Skyrim as possible.
Screenshots 7 screenshots
About this mod Machine translation
This mod attempts to make most of the vanilla summons closer to what you'd expect from a necromancer: more undead and melee creatures. To do this, we tried to make as few changes to vanilla Skyrim as possible.
Summoning Spell - Remastered
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Author:esuriddick
Development of this mod should be considered closed (barring errors).
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0.index
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1.Features
2.Requirements
3.Installation/uninstallation
- Known issues
- Incompatible
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1.Features
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The goal behind this mode is to give Magician more of a Necromancer feel while maintaining the same sense of progression as vanilla Skyrim. Finally, it attempts to answer some of the questions I have, such as: (1) Ghost wolves? Why not a hound? (2) Archer Skeleton Man? Why doesn't he need a weapon in case he needs to defend himself at close range? (3) A Mist who is basically a spellcaster? But why didn't I get a creature that would give me enough time to cast my own spell?
This mod does not add any new spells, scripts or meshes. Every change made uses existing assets and only modifies vanilla references, except in the specific cases listed below. It should be noted that these changes also affect NPC summoning spells. Changes to the name and model only affect the summoned version of the creature.
It should be noted that all testing was on a completely vanilla Skyrim (no mods other than this one).
The following changes have been made (levels and stats remain the same unless otherwise noted):
Summon the familiar
- Familiar name changed to "Death Hound".
- Familiar appearance and behavior changed to match the "Death Hound" (inherited the Death Hound's frost ability).
- Changed the spell and its corresponding parts to mention that it is a death hound.
Conjure Boneman
- Each time it is summoned, it will receive a random 1H melee weapon from the Draugr weapon pool.
Summon Flame Familiar
- Flaming Familiar's name changed to "Plague Carrier".
- The Flaming Familiar's appearance and behavior were changed to match the Death Hound (inherited the Death Hound's frost ability).
- A new effect had to be created to implement a more "disgusting" aspect to the Plague Bearers.
- Changed the scripts related to the Flaming Familiar so that the explosion is changed to a "Plague" explosion (the explosion used is from the Exploding Venomous Spider, so in terms of damage they are also related).
- Changed the spell and corresponding tome to mention it being a plague bearer.
Summon Meesman
- Mistman's name changed to "Wrathman".
- Mistman's appearance and behavior were changed to match one of the "Wrathman".
- Changed the spell and corresponding tome to mention it is a Wrathman.
- All Mistman's spells have been removed.
- Each time it is summoned, it will get a random 2H melee weapon from the Draugr weapon pool. These weapons are weaker compared to those provided by the original Summon Wrath spell.
Summon Wrathman
- Wrathman's name changed to "Guardian".
- Wrathman's appearance and behavior were changed to match one of the "Guardians".
- Changed the spell and corresponding tome to mention it being a guardian.
- Unlike the original guardian in the game, this guardian's height is set to 1 (versus 1.5).
- To prevent any unexploitable black goo from occurring in the event of a Guardian being dead/out of arms, an exact copy of the original race was created, but with different spells and scripts associated with it.
- Each time it is summoned, it gets a random 2H melee weapon from the Dragonbone class.
Summon Dremora Lord
- Dremora Lord's name changed to "Reaper".
- The Dremora Lord's appearance and behavior were changed to match one of the "Reapers".
- Changed the spell and …
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.