The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Levelled Summons Redux
69 Comments
Zaldin 25 Aug, 2019 @ 12:26am 
anyone know if this mod still functions? i'm not really seeing much of any growth in my constructs.
Link117 5 Nov, 2018 @ 2:04pm 
does this still work?
なかの31 18 Nov, 2016 @ 6:37pm 
This mod doesn't work, the summons are spawning with their native levels.
rodbaker82 19 Mar, 2016 @ 4:55pm 
How does level actually effect a summons stats? For example if a level 2 familiar has 60HP 205SP and 5pts of damage, than what does a level 20 familiar's stats change to?
Raynel 17 Mar, 2016 @ 6:45am 
Be aware that this only affects spells learned via tomes. I learned conjure flame atronach from the first college of winterhold quest and was upset that it didn't level my summon until I realized I hadn't learned it from a tome and that was the problem.
Carl!!!! 20 Jan, 2016 @ 5:10am 
Is this compatible with Invested Magic (modifies the spells to last a lot longer for an "investment" of magicka while the spell is active?
Pringlend 30 Nov, 2015 @ 10:04am 
Hello again. One more issue I have discovered is my Flame Thrall and Frost Thrall do not change to Potent after I get the perk for it. The Storm Thrall changes to Potent Storm Thrall though. How can I fix this?
Pringlend 18 Oct, 2015 @ 9:22am 
Hello, I love the mod. However, I think I am having a problem with spell absorbtion. I have the Unofficial patch and summons were'nt getting absorbed before your mod. But after installing your mod It's back to absorbing my summons if I have any type of spell absorbion. I followed your instrcution's on not having learned the summons before the patch, in fact it was a new character I started with your mod. Any help would be greatly appreciated.
magegang  [author] 9 Oct, 2015 @ 11:53pm 
Because thats OP. Conjuration is one of the easiest skills to level :p
Machacasaurio 9 Oct, 2015 @ 8:14am 
Why not levelet to the player's conjuration level?
MT Threat 21 Jul, 2015 @ 8:22am 
Any progress on finding out about the summons + spell absorbtion problem?
Corvo Attano 30 May, 2015 @ 10:01pm 
Alright, thanks anyway!
magegang  [author] 30 May, 2015 @ 7:12pm 
No idea, sorry dude. Ive never used MO, ive always just used NMM. There would probably be a youtube tutorial on it I would guess.
Corvo Attano 30 May, 2015 @ 6:44pm 
@TheGreyLight Well, its not really that problem that I can't manager them, its really because I use Mod Organizer and it differentiates between a nexus mod and a non-nexus mod. Thank you for the explanation though. I don't know how MO determines which mods are nexus mods and which are not, but if you know of a way that I could "transfer" them so-to-speak, I would greatly appreciate it!
magegang  [author] 30 May, 2015 @ 6:20pm 
@Corvo Attano Some of the more popular ones are on the nexus. The reason I dont put them all up, and the reason why I prefer steam workshop, is that its 20x easier to upload and manage mods on the workshop than it is the nexus. Because my modding style is lots of smaller mods (as opposed to a few big ones), the workshop is easier to use. :)

If you wanted to you could compress the mods you download from steam and then use them in the NMM.
Corvo Attano 30 May, 2015 @ 5:41pm 
TheGreyLight, I have a question. Have you ever thought about moving your mods to the Skyrim Nexus? It may seem silly, but I have around 80 mods that I use and around 30 of them are through Steam and its getting messy to keep track of them all. Sorry if I could around as rude, but managing so many mods on two different sites has gotten to me. Thank you in advance for your reply, hopefully!
я воняю 17 May, 2015 @ 9:54am 
I isn't my place to ask anything of you, but you should be aware that the mod series does undo the Unofficial Bugfix patch to spell absorption (Atronach perk/stone etc.) eating your Conjured creatures. I did some testing by disabling and re-enabling these mods in rotation, and they were indeed the cause.

I was able to fix this myself in the creator in a few minutes tops, but I think you should know just in case you should feel it necessary to change this yourself for all users.

Other than that, cheers for making Conjuration useful in ways other than not being the only target.
magegang  [author] 15 May, 2015 @ 6:55pm 
Yep, basically.
r4pt0r 14 May, 2015 @ 3:09am 
So am I right in saying that even basic familiars will stay useful into later levels?
magegang  [author] 24 Apr, 2015 @ 5:26pm 
In response to the recent changes to steam which allow creators to charge for mods:

To be honest im really dissapointed. One of the best things about modding is that it was free and available to everyone. It is was community creating imaginitive content for other people to enjoy. There were no restrains to what could be done. It was such a special thing for me as a creator to share my little piece of the world with everyone, and paying for mods really ruins it.

I can understand why steam would think that this would be beneficial for the creators. Supporting creators for thier works seems like a good idea in theory. But it isnt about the money, its about the joy of creating, and having others experience your creation...
magegang  [author] 24 Apr, 2015 @ 5:26pm 
...I always used to get so much excitement from viewing the front page, and looking at all of the amazing content everyone has created. All of it free and available for everyone to enjoy. Soon it will just be a wall full of numbers and closed doors. It will be a dissapointment, looking at all the content you could have if you were richer. These days it seems like every game is becoming pay to play.

Modding should be free. If you really want to support creators steam, have an ad show before download. This way the content is still free, and creator still get a bit of money for their work. Monitzation is going to kill this community. It will suck all the life and joy out of modding for everyone.

Even though im not actively creating mods anymore, all of my mods will remain free forever. Im really sorry this has happened, an I wish it werent the case.
zergvsgenin 26 Nov, 2014 @ 1:13pm 
Would this conflict with the Arch Mage mod here on Steam Workshop?
Hinter Knight 21 Nov, 2014 @ 3:44pm 
Wish this worked for the mod "98 summonables"
Combatkat 7 Sep, 2014 @ 9:13am 
This is a great mod which helps the spell users so we are not so reliant on the Destruction school alone. Thanks for the Mod and its followers too.
magegang  [author] 18 Jun, 2014 @ 4:50pm 
Okay no worries then :) Glad its working for you now
ShardTooth 18 Jun, 2014 @ 3:52pm 
k yep it was the two to gether causing it so im keeping this one
ShardTooth 15 Jun, 2014 @ 5:21pm 
the only other summon mod i have is the illumanated atronarch mod
so it might be that but it was only happening when i have this mod active unless both together are whats causing it
magegang  [author] 15 Jun, 2014 @ 5:16pm 
Okay, thanks for bringing this to my attention. I havent had this problem but ill look into it. :)

Do you have any other mods that might be in confliction?
ShardTooth 15 Jun, 2014 @ 8:57am 
iv located an issue if you have a summon active at the time of an autosave it fails to load hard saves work fine though but when i walked through a door then died the game crashed and attempts to load that save closed skyrim abruptly if you could fix that it would be great if not ill just live with it cause this mod is awsome
magegang  [author] 29 May, 2014 @ 4:18pm 
Thanks man! :)
Blackfire Valkryie 29 May, 2014 @ 11:21am 
ahh yes is see ur point there. its still a good mod though makes ur summons usable at any level.
magegang  [author] 29 May, 2014 @ 7:36am 
Not really im afraid :/ Maybe with the use of scripts but i dont want to overcomplicate this mod
Blackfire Valkryie 29 May, 2014 @ 7:10am 
question here.. is it possible to give them the expert lvl spells once u hit say lvl 45 or so? even being lvled with the player they dont kick out enough damage as needed the demora lord is fine very powerful. just the atronachs. Very good mod over all though.
Phnx 13 Apr, 2014 @ 8:30pm 
One thing though, you cannot banish/expell your summons because they are too powerful. :P
Uzgul 30 Mar, 2014 @ 7:05am 
Great work, used it before the update and only bug I found was due to spell absorption. Wanted to reinstall as doing a clean reinstall, but is it on the Nexus ? I'm trying to avoid stuff on the workshop.
In any case, great mod. Thanks.
Carl!!!! 20 Mar, 2014 @ 5:51pm 
Probably wouldn't work for a mod that adds summons to the archery tree right?
Azmyth Hawkin 15 Feb, 2014 @ 1:52pm 
Love it. and great job!
MT Threat 4 Feb, 2014 @ 4:40pm 
It seems I may have discovered a conflict. In skyrim there is a bug that causes summons to fail if the player has spell absorption. This was fixed by the unofficial skyrim patch.

Unfortunately it seems to have returned with this mod. I've tested this by disabling the mod, learning a new spell of the same type. (Conjure Dremora Lord) and attempting a summon. With this mod active it can take up to seven attempts to successfully summon the Dremora Lord. Without it summons fine each time.

I would like to continue using this mod and not have summons that become a joke at high level, but this with this problem in place will restrict my use of summons. I could remove the Atronach standing stone bonus, but that still leaves a potential 30% failure rate. (Atronach perk)

The summons, including the DLC extras can summon fine on the first attempt, or take many, many attempts to summon.

Good job otherwise, summons are still viable at high levels thanks to you.
magegang  [author] 22 Dec, 2013 @ 2:45pm 
@IDaring Specs Try putting this before invested magic. If that doesn't work then they are just uncompatible. Im not to sure as ive never used IM.
magegang  [author] 22 Dec, 2013 @ 2:44pm 
@rottingluck Reanimations are always the level of whatever body you have raised, so no.
FeralFluid 22 Dec, 2013 @ 6:23am 
so, this doesnt work with the dead thrall?
Specsifier 5 Dec, 2013 @ 12:16pm 
Love the mod, but I can't get it to work alongside the "Invested Magic" addon. Instead of doing what I hoped and leveling the summons up, it turned them back into 60 second 'helpers' (if you can call them that). If I goofed and did something wrong or if the two mods are just incompatable, I'd love to find out.
SWAG233 19 Nov, 2013 @ 9:03am 
i finally figured it out heheh
Kittyhavoc 18 Nov, 2013 @ 3:42am 
It still works fine with Fire and Ice Thralls as well as with Dremora.
Kittyhavoc 18 Nov, 2013 @ 3:38am 
There is also another thing, but it's more of a vanilla problem. Conjure Storm Thrall actually conjures Storm Atronach, and while it still stays forever, it doesn't scale with level, which is major disappointment. Any suggestions\mods to fix this?
magegang  [author] 17 Nov, 2013 @ 8:03pm 
Flame thrall is fine, I didn't need to alter it too much as only one spell uses it (so you wont need to relearn it if you are using a previous save). You can just learn that spell through the quest as normal and it will work.
Kittyhavoc 17 Nov, 2013 @ 5:14pm 
How do i get a Flame Thrall with this mod? It's given for the quest, not with a book.
GakFace 6 Nov, 2013 @ 4:16am 
MrAptronym Nov 1 @ 3:10am
So few comments here? I am super excited for this, as my Conjuror was just reaching utter uselessness at lv ~60. This is pretty much needed if you use high level scaling mods.

This is exactly why this mod looks appealing. At lower levels the Dremora Lord was fun, but high levels? He dies in one or two hits.
YASHKA 5 Nov, 2013 @ 11:37pm 
Soviet approved!
flyingblueice 5 Nov, 2013 @ 12:59pm 
really harkon? meet my lev 81 storm atronach.