gdarknight Posted June 12, 2008 Share Posted June 12, 2008 I was wondering if there is a master global to flag the number of summoned creatures (especially scripted). I know how to do this for my own mods, but I would like compatibility with other mods. Is there a way to do this without making a new esm and having everyone update their mods? :wallbash: Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 12, 2008 Share Posted June 12, 2008 I was wondering if there is a master global to flag the number of summoned creatures (especially scripted). I know how to do this for my own mods, but I would like compatibility with other mods. Is there a way to do this without making a new esm and having everyone update their mods? :wallbash:The maximum number of followers and summoned creatures is controlled by a game setting. Almost every mod at this point that affects spells, companions, or summons has this already changed. iMaxPlayerSummonedCreaturesiNumberActorsAllowedToFollowPlayer The real question is what you are planning to do based on these. If you are planning to alter them in your own mod, it may be ill-advised since this would likely create conflicts that may force people to use your settings, instead of whatever is needed for their mods. Scripting any sort of changes, or reading this though scripting is also not suggested. Most people have something that increases these two settings already, and if they don't, they don't need to do anything more than open up the CS and hunt down the two settings themselves. They can even do this to an existing mod if they're already close to the 253 limit. Additionally, only the part that pertains to followers is used in the case of custom summons, and even then all you'll be greeted with is an annoying message every now and then saying you have too many followers. Link to comment Share on other sites More sharing options...
gdarknight Posted June 12, 2008 Author Share Posted June 12, 2008 I was wondering if there is a master global to flag the number of summoned creatures (especially scripted). I know how to do this for my own mods, but I would like compatibility with other mods. Is there a way to do this without making a new esm and having everyone update their mods? :wallbash:The maximum number of followers and summoned creatures is controlled by a game setting. Almost every mod at this point that affects spells, companions, or summons has this already changed. iMaxPlayerSummonedCreaturesiNumberActorsAllowedToFollowPlayer The real question is what you are planning to do based on these. If you are planning to alter them in your own mod, it may be ill-advised since this would likely create conflicts that may force people to use your settings, instead of whatever is needed for their mods. Scripting any sort of changes, or reading this though scripting is also not suggested. Most people have something that increases these two settings already, and if they don't, they don't need to do anything more than open up the CS and hunt down the two settings themselves. They can even do this to an existing mod if they're already close to the 253 limit. Additionally, only the part that pertains to followers is used in the case of custom summons, and even then all you'll be greeted with is an annoying message every now and then saying you have too many followers. I was hoping to check the current number summoned or following, so you couldn't over summon by using several mods with scripted "summonable" creatures. Example: if you leave the max summon to 1, summoning a creature from my mod would either dispel a summon from say...Midas, or inform me that I had to wait. Link to comment Share on other sites More sharing options...
Vagrant0 Posted June 12, 2008 Share Posted June 12, 2008 I was hoping to check the current number summoned or following, so you couldn't over summon by using several mods with scripted "summonable" creatures. Example: if you leave the max summon to 1, summoning a creature from my mod would either dispel a summon from say...Midas, or inform me that I had to wait.In that case, no, you can't. Any sort of script wouldn't be able to distinguish between a summon which was created as part of a scripted spell, and a companion. Vanilla summons were managed in that way, and the vast majority of people hated that system. With the introduction of mods which add many stronger spawns and areas to the world, you can actually need more than 1 summon at a time. And what's the point of using a summon mod if it will interfere with other magic mods, or other summons? People who download those mods typically like having the ability to go running around with 5-6 summoned creatures behind them. Essentially, don't bother with this "feature" few people will like it, and trying to do it would only be a waste of time that you could spend making your mod better. Link to comment Share on other sites More sharing options...
gdarknight Posted June 12, 2008 Author Share Posted June 12, 2008 Sounds good. I'm not trying to drive myself nuts on this. Link to comment Share on other sites More sharing options...
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