This mod completely overhauls the Conjuration skill. It retains the default spells, settings and actors, just adds much more.
This mod adds one Ring of Chaos to Oblivion which provides a completely redesigned Conjuration system right on top of the existing game engine, without changing any of the default spells, actors, or stock settings!
For a complete list of features, (MAJOR) updates available in the latest v1.2 release, and installation instructions, visit the Phinix Master Summon Mod Page.
Essential features briefly outlined:
* Summon virtually any generic creature in the game depending on your skill level and magicka, including many which were not available for summoning (or at all) before.
* Fully scaled leveled summons for balance, capped to max scalable levels per class (Apprentice, Journeyman, Expert, and Master) so creatures you can cast as an Apprentice don't become too powerful once you are able to cast multiples of them as a Master, etc.
* Multiple scripted summons allow you to conjure multiple creatures and even a certain number of the same creature depending on their (and your) levels, without changing any global game options.
* Intuitive menu options: Choose either Over World or Under World creature lists, and whether to summon from Apprentice, Journeyman, Expert, and/or Master sub-lists for each (available depending on your level.)
* Many options for commanding your summoned creatures including "Dispel all Summons" (now available individually as well), "Attack" and "Defense" modes, enhanced follow AI (including a new "Recall Summon" system), scripted horses, "Sustained Summoning," and more.
* No stock game creatures, spells, items, or options were changed in any way, for maximum compatibility with all future mods and expansions.
* Summoned creatures will never attack you unless you attack them repeatedly first, nor will they attack guards or city folk unless you specifically tell them to...
* Perks for skill level increases including casting cost reductions on multiple instances of the same creature, gradually increased summon duration for all creatures, access to higher class level creature lists, etc.
* New unique scripted magic effect creatures (flaming fireball hurling zombies, etc.)
* More...
Change log Some of the new features:
* Summons will now always appear directly in front of the player, fading in from 256 units away (though they might be a little closer by the time they are fully faded in if they're really fast.)
* Casting costs now based on your Intelligence and Conjuration skill (no more fixed costs.)
* Added an independent Dispel command to each summoned creature's activation menu, so now you can dispel only certain creatures as well as using the existing "Dispel all Summons" option from the main menu.
* Added a new function to the main context menu: Recall Summons. Now you can instantly teleport your summoned creatures back to you no matter how far they might have wandered.
* Changed the default AI follow distance for summons from 0 to 195, which works out to roughly 4-6 feet from the player. (Before they were always right on your heels, which was bad.)
* Added a new black unicorn to the Underworld Master list; the Nightmare. This horse is as fast and strong as the unicorn, plus it has various scripted magical enchantments such as self-illumination, which works much better than a torch or the greenish Light spell when combined with its ethereal flames. Also, both the Overworld Unicorn and the Nightmare both have the ability to run on water...
* Sustainable summons (with configurable magicka penalty as of v1.21)