cumbrianlad Posted August 23, 2020 Share Posted August 23, 2020 Solved: See post below for solution. Read this one for background. Merhaba! I'm testing my conjuration staves and they're mostly fine, but when testing the Dragon Priest staff at level 50, he used a conjuration spell that he is not meant to use until level 65. All my 'Summon' NPCs are PC Level Mult with the factor set to 1.00, so he should have been level 50 and conjure one of my level 36 creatures. He uses levelled spells and the creature he summoned was in his levelled spell set to 65. Any ideas why he could conjure this? It makes him way too OP! It's pretty important, because several of my summoned actors use levelled spells, cloaks, destruction spells, conjuration spells. I can do a lot more tests to try and see if the rest are using the correct spells, but that'll take a lot of time. My assumption was that making them PC level Multiplier, every time they are summoned they will spring up at the correct level with the right spells. If not, my entire system of making them good but not OP simply falls apart! If I knew a console command to tell which spell they were using it'd be easier. The conjuration spell being wrong was obvious. A wolf using a stronger poison cloak than it should be, or a sprite using a 90 firebolt, rather than an 80 is not so easy to check. I could think they were OP and tone them down, when they were just using the wrong spell! Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 25, 2020 Author Share Posted August 25, 2020 Yippee! I still don't know why the levelled spell wasn't working correctly, but My Priest now conjures the correct creature! I added the 4 conjuration magic effects into one spell and conditioned them to work between levels, run on subject and added the ability to the priest. At player level 50 (and his level 50) he now conjures the Skeletal Captain, rather than the Overlord. Since this works so well, I'm going to do the same for his chain lightning spells. Link to comment Share on other sites More sharing options...
thumbincubation Posted August 27, 2020 Share Posted August 27, 2020 I never realized you could set different level conditions in the same spell. That sounds mighty handy. Link to comment Share on other sites More sharing options...
cumbrianlad Posted August 28, 2020 Author Share Posted August 28, 2020 I only found out through desperation and trying stupid ideas! It comes in extremely handy. For one thing, I had several versions of the same chain lightning magic effect to use in the levelled spell. They are now all gone and replaced with one spell that lists several progressively stronger magic effects... it's all a lot neater. the inspiration came from the 'Fists Of Steel' Perk which applies a different bonus depending on which kind of heavy gauntlets are equipped. Link to comment Share on other sites More sharing options...
thumbincubation Posted September 4, 2020 Share Posted September 4, 2020 That is awesome. Thank you for posting it. I have been toying with the idea of overhauling the flame and storm atronachs, to get stronger spells for the potent versions, and get rid of chain lightning to avoid bounties. Maybe this will make things a bit easier. Link to comment Share on other sites More sharing options...
cumbrianlad Posted September 5, 2020 Author Share Posted September 5, 2020 That is awesome. Thank you for posting it. I have been toying with the idea of overhauling the flame and storm atronachs, to get stronger spells for the potent versions, and get rid of chain lightning to avoid bounties. Maybe this will make things a bit easier.Hopefully. I detest area effect spells being used by 'friendly' NPCs. Serana can totally wreck the assault on Castle Volkihar if the player is a high enough level for her to be using 'Chain Lightning'. Even Illia can disrupt her own quest in 'Darklight Tower?' by hitting a follower with her area effect frost spells. Why Beth ever thought this was a good idea, I'll never know. With my own followers/pets, I just give them targeted spells of a higher magnitude to avoid this issue. So, I make Firebolt for example and just up the damage to be equivalent to Fireball greater or lesser, depending what I want... no more issues with followers turning allies against the player! Link to comment Share on other sites More sharing options...
thumbincubation Posted September 7, 2020 Share Posted September 7, 2020 Agreed 100%. I haven't looked at all the summons yet, though I see some of the storms have chain lightning and some only have lightning bolt. What I've got so far (extremely wip) is the normal firebolt for flame atronachs and incinerate for potents. Storms have lightning bolt and potent storms have thunderbolt. I tried giving them a few different options, like flames, but they seem to spam them instead of the powerful spells I gave them. Upped their levels a bit, too, so far. So instead of a flame atronach being level 5 and a potent being level 10, they're at 10 and 20, though that may climb a bit more later. Still mostly testing right now, to make sure I don't break things. If/when I get the vanillas scaled to where i want them, then I may toy with the idea of a standalone aoe atronach, for when the player is alone, which would have flame cloak, fireballs, wall of flames or even firestorm, if high enough level. Link to comment Share on other sites More sharing options...
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