#Ritual Summoning

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mellow briar
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Alternate magic system for conjuration allowing for materials to be used to summon longer lasting creatures

Daedra - https://www.nexusmods.com/morrowind/mods/58366
Necromancy - https://www.nexusmods.com/morrowind/mods/58369

I welcome any feedback.

Future possible plans: Dwemer creatures - use scrap to make a companion, Animals - Train nix hounds, rats, and other natural creatures, Kwama Whisperer - Train a kwama that grows along with you as you get stronger, and maybe a mod adding the antronachs from atronachs expanded, possibly integrating it with Tamriel Mainland and hand placing things there. Just future ideas if these are popular.

Nexus Mods :: Morrowind

This adds balanced rituals to summon daedric creatures for extended periods of time, placing them throughout the world. Also adds a summoners tower in the northeast of Vvardenfel and a new basement to

Nexus Mods :: Morrowind

This adds balanced rituals to raise undead for extended periods of time, placing them throughout the world both by hand and in a few leveled lists. Also adds a new quest in caldera. Now you can become

calm imp
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Interesting. I like how you are trying to integrate this into the game. BCOM compatibility is very welcome as well. Do you, by any chance, use any of the modlists? I assume that you tested the mods with some other mods yourself.

mellow briar
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I don't use any official mod list, but I have a ton of mods, basically every major quest mod minus the space ones, BCOM and some extra stuff for balmora aldruhn and sadrith mora, tamriel rebuilt and all similar mods, and a bunch of other stuff. Nothing should really conflict tho since most places where things were put are either out of the way, or in a place explicitly touched by BCOM (so unless your using huge overhauls very different from BCOM you should be good. And worst case one of the books gets covered or is floating, not perfect but definitely not game breaking.

Pretty proud of one of the placements actually, in telvani location, in vanilla it's on a cabinet, in becoming it's resting on a bed, same place just moved and tested so it naturally works with both 😄

I think there is only one mod Ive heard of that puts something behind the caldera governers manor that might conflict, don't remember the mod name but whatever it puts there might be covered by the new training facility

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Haven't tested on Tes3mp yet but plan to, will see if it works with that as well (theirs a chance summoning causes multiple creatures to spawn, but that wouldn't be the end of the world)

calm imp
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btw do you have a list of all the cost stuff (magicka, HP, ritual chance etc.) listed somewhere?

mellow briar
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Not easily accessible, but when you find a ritual it will tell you the Magicka/hp cost when you try to read it before you get option to perform, as for chance it is the same calculation in base Morrowind for spell success (except it acts as if fatigue is always full, since the idea is rituals take a little bit and aren't really middle of combat things)

So just plug in your wis, luck, and conjuration stats along with Magicka cost and you will get a success chance (successes may be biased slightly to success)

Costs also are similar to the spells to summon the creaturea in the base game (for those that exist there) so if you have a summon scamp spell from vanilla theirs a good chance the ritual will have the same success rate (but require extra materials and inflict a long term magic binding Magicka debuff) in exchange for 2 - 3 day duration

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So possible to get ritual you ahave basically 100% chance to cast if stats are high enough

Also spells that summon multiple creatures are usually cheaper than their individual counterparts, so zombie hoarde spell would be cheaper than doing individual zombie spell multiple times

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I also love that the ing costs now also make it so people other than alchemists have a reason to go shop around for magical reagents and finding who sells what things you need for your rituals

mild isle
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Or it’s implied?