Custom summon spells

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Assassinace
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Custom summon spells

Post by Assassinace »

I'm posting this as much for my own use as everyone elses.

It may be posted elsewhere but not as far as I know and this is easier.

I'm not sure who originally posted this but here it is.
(You have to have Bloodmoon for this to work)

You have to make your new Summon Spells with the Construction Set. Here is some instructions on how to make them. I found this over on the official forums.

1. Look for the ID under GamePlay-Settings-Magic called "sEffectSummonCreature04" rename it to the creature you want to summon. In my example the new name was "Summon Ogrim"

2. Under the same section look for the ID "sMagicCreature04ID" rename it to the exact ID of the creature you want to summon. Whatever this is called is the creature that is summoned if the ID isn't valid nothing is summoned. The creature ID I used was Ogrim_summon which is consistent with the default ones.

3. Find your new spell under GamePlay-Magic effects give it icons sound effects a school (don't know if it has to be conjuration but probably does ) etc. Then make a spell under spell making that uses this new effect give your self the new spell in game and voila.(You have to have Bloodmoon for this to work)
Last edited by Assassinace on Thu Jul 08, 2004 8:43 pm, edited 1 time in total.
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Stumpytheguar
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Post by Stumpytheguar »

<edited to remove 'spam' content>
Last edited by Stumpytheguar on Sun Nov 21, 2004 11:40 pm, edited 1 time in total.
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Post by Assassinace »

Thanks for the info.
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Post by Enlil »

can u add to the settings or must you replace the current summon?
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Post by Assassinace »

Although I am not 100% (Haven't tested it yet) I believe you can add rather then replace.
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Post by Eraser »

Veet did this the other day making bound greaves :P
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Post by Veet »

Well technicaly you are replacing but the effects stated there are not used in the game so no one will miss them.

And I did Pauldrons too :wink:
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Post by Zalzidrax »

But couldn't that cause problems if everybody is replacing the same thing and tries to use it in TR? Or am I missing something?
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Post by Assassinace »

Veet if we replaced summon 5 for example and somone in a different mod (Or even with TR) did as well would there be a conflict?
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Post by Veet »

Yes there would be. any mod utilising thoes spell effects would be incompatible with another mod using the same effect.
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Post by Assassinace »

In that case yuck. I was getting hopefull too.
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Post by Zalzidrax »

Only 2 unused slots afaik. That's pretty limiting...
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Post by Enlil »

Then this would have to have its own core-approved status to work. Here is my idea:
For the effects that are not used, we could use some sort of spell book type thing. A player could have the option to put his learned spell into the book(only ones that would actually work with summoning of course). Then every day he would have the option to activate his book and change the spells that s/he has memorized. If s/he doesn't change the spell out then they remain in the players spell list for use. That way we could have more than five.

Or you could make it so the player just casts them from the book. It will take magic from the player in the amount specified for the spell.

Make the book a quest and a unique item.
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Post by shandrazi »

why just a book? Why not any item? skull of corruption, sanguine rose,...
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Post by Zalzidrax »

Casting them directly from the book would negate the need for using the extra spell slots. I don't think you can change the spells in game, though I may be wrong, so memorizing them really isn't an option.

And there are only 3 extra spells. The summon creatures one through three are the call wolf, call bear, and summon bone wolf spells. So there is only 4 and 5. And the spell named EXTRA SPELL.
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Post by Assassinace »

No you can't change spells. It's only summons you can add and there are only 2 slots.
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Post by shadowmoon »

i made a sanguine rose that scripted the appearance of daedra including dremora lord and ogrims, its floating arround the custom items somewhere. no spell effects were edited.
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Post by Assassinace »

That's done through scripting thoug. I've seen several pretty cool spells through scripting. However they don't use different spell affects they use scripting. You could do workarounds for several spells that way.
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Post by Enlil »

the extra spell is not negated. The number of summon spells is expanded to include a great many creatures. This book idea make them ALL accessible to the player but only allows a certain number at a time(that is the game restriction).
This enables to the player to use any of the new summon spells(he or she has bought or learned).
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Post by Zalzidrax »

I believe that if these slots are used at all in TR, it would be cool to use them for unique types of magic, like necromancy for example. So you cast the necromancy summon and it summons a placeholder item with a script that gives you a choice of what manifestation of the necromantic arts you want to use, and then removes the item so the player never knows it's there. Of course it would make the time portion of the spelll irrelevant, but that is a bit less kludgy (I think) than having to use an item. The only problem is that we still only can make two additional types of magic.
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