Stonemotmot Posted March 19, 2012 Share Posted March 19, 2012 Hello, I was wondering how to make the game allow multiple summons with the creation kit I know it can be done but I have no idea where that value is stored. Link to comment Share on other sites More sharing options...
cannabis4200000 Posted March 19, 2012 Share Posted March 19, 2012 (edited) I have absolutely no idea but find the Twin Souls perk and go from there Edited March 19, 2012 by cannabis4200000 Link to comment Share on other sites More sharing options...
Stonemotmot Posted March 19, 2012 Author Share Posted March 19, 2012 I figured it out. You do use the Twin Souls perk. In the perk's window open its perk entry and change the value from 2 to something else and thats the number of summons. Link to comment Share on other sites More sharing options...
elseagoat Posted March 19, 2012 Share Posted March 19, 2012 I figured it out. You do use the Twin Souls perk. In the perk's window open its perk entry and change the value from 2 to something else and thats the number of summons. I am more interested in finding out how Twin Souls actually works. I know it modifies the commanded actor limit, but I wonder if there is a way to modify that limit without using Twin Souls, so that say, you could have 3 minions with the perk, and the perk would increase that to 5. It would also be nice to know how it works with reanimated characters, there seems to be separate spells for reanimated undead WITH the perk and without. I would really like to overhaul conjuration and make it so that reanimated undead are more like companions, with cool scripted abilities to make them do things like cause plagues or consume soul gems to become more powerful. Basically, I would like to have Twin Souls work for atronachs, but not reanimated undead. Having lots of trouble with this. Link to comment Share on other sites More sharing options...
Stonemotmot Posted March 19, 2012 Author Share Posted March 19, 2012 I am more interested in finding out how Twin Souls actually works. I know it modifies the commanded actor limit, but I wonder if there is a way to modify that limit without using Twin Souls, so that say, you could have 3 minions with the perk, and the perk would increase that to 5. It would also be nice to know how it works with reanimated characters, there seems to be separate spells for reanimated undead WITH the perk and without. I would really like to overhaul conjuration and make it so that reanimated undead are more like companions, with cool scripted abilities to make them do things like cause plagues or consume soul gems to become more powerful. Basically, I would like to have Twin Souls work for atronachs, but not reanimated undead. Having lots of trouble with this.Yeah sry cant help you there Im really new to this. If I was to try something like that though; I would begin by learning how to add new perks and maby duplicating twin souls and seeing where I could go with that. Link to comment Share on other sites More sharing options...
Cronos988 Posted March 19, 2012 Share Posted March 19, 2012 I figured it out. You do use the Twin Souls perk. In the perk's window open its perk entry and change the value from 2 to something else and thats the number of summons. I am more interested in finding out how Twin Souls actually works. I know it modifies the commanded actor limit, but I wonder if there is a way to modify that limit without using Twin Souls, so that say, you could have 3 minions with the perk, and the perk would increase that to 5. It would also be nice to know how it works with reanimated characters, there seems to be separate spells for reanimated undead WITH the perk and without. I would really like to overhaul conjuration and make it so that reanimated undead are more like companions, with cool scripted abilities to make them do things like cause plagues or consume soul gems to become more powerful. Basically, I would like to have Twin Souls work for atronachs, but not reanimated undead. Having lots of trouble with this. Well, you can use modifiy command actor value in any perk, not just twin souls. You could, for example, modify novice conjuration to give +1 additional summon every 10 skill levels and then let Twin souls double that amount by using multiply value. I think perks generally stack, so it should apply all the bonuses. Maybe the addition needs to have a higher priority though, I am not sure how exactly the command actor value works myself. The perk effect has a spell of any of the 5 different sorts of conjuration as a prereq, so it is possible to make a version that works only on the Atronarch spells, though I am not sure what the effect of that would be. Command actor value seems more like a global variable to me, since atronarchs and Zombies overwrite each other. Link to comment Share on other sites More sharing options...
elseagoat Posted March 19, 2012 Share Posted March 19, 2012 I figured it out. You do use the Twin Souls perk. In the perk's window open its perk entry and change the value from 2 to something else and thats the number of summons. I am more interested in finding out how Twin Souls actually works. I know it modifies the commanded actor limit, but I wonder if there is a way to modify that limit without using Twin Souls, so that say, you could have 3 minions with the perk, and the perk would increase that to 5. It would also be nice to know how it works with reanimated characters, there seems to be separate spells for reanimated undead WITH the perk and without. I would really like to overhaul conjuration and make it so that reanimated undead are more like companions, with cool scripted abilities to make them do things like cause plagues or consume soul gems to become more powerful. Basically, I would like to have Twin Souls work for atronachs, but not reanimated undead. Having lots of trouble with this. Well, you can use modifiy command actor value in any perk, not just twin souls. You could, for example, modify novice conjuration to give +1 additional summon every 10 skill levels and then let Twin souls double that amount by using multiply value. I think perks generally stack, so it should apply all the bonuses. Maybe the addition needs to have a higher priority though, I am not sure how exactly the command actor value works myself. The perk effect has a spell of any of the 5 different sorts of conjuration as a prereq, so it is possible to make a version that works only on the Atronarch spells, though I am not sure what the effect of that would be. Command actor value seems more like a global variable to me, since atronarchs and Zombies overwrite each other. Noticed that. I removed the summonundead keyword from the spells list there, will see if that works. Possibly, when you summon (reanimate) an undead, it will not give you the bonus this way. Hopefully that will work. Link to comment Share on other sites More sharing options...
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