Lap on 9/9/2002 at 23:11
(
http://www.durenmar-abbey.de/images/ISpic.jpg) Screenshot
This mod can be found at (
http://amoritz.bei.t-online.de/InfernalSummoningv1.zip) http://amoritz.bei.t-online.de/InfernalSummoningv1.zip
It should be up at Morrowind Summit, Euro-Morrowind, Morrowind-mods, and Morrowindfiles.com soon. Feel free to host it wherever.
Infernal Summoning Mod
Version: 1.0
By: Lap
Email: [email]l_a_p@hotmail.com[/email]
========================
Summary
-------
The mod lets you summon creatures with no time limitation through a balanced and roleplayish way. A must for all conjurers.
Features
--------
-The ability to summon and forever bind 25 different creatures to your service.
-New creatures with new models: Dragons, liches, boneraptors, glass and iron golems, skeletal guards, and balrogs.
-3 new dungeons.
-Unique system in which a summoned creature can be with you wherever you want (no more losing them after teleports and such).
-Balanced gameplay (This is a purist mod!).
-Will not screw up Morrowind (cleaned with TESAME).
(There's much more in the readme)
Forsythe on 10/9/2002 at 17:04
Quote:
Originally posted by Lap -New creatures with new models:
Dragons, liches, boneraptors, glass and iron golems, skeletal guards, and balrogs.
*grin* Wonder what Tuco's 1st reaction will be... ;)
Sinister Handed on 10/9/2002 at 20:59
Quote:
*grin* Wonder what Tuco's 1st reaction will be...
I'm sure we'll find out as soon as he posts a 1600 x 1200 .bmp of his character posing after killing one. ;)
Lap on 10/9/2002 at 21:32
Well Tuco might be pissed that the only bug that has been discovered is in summoning the dragonling lol. You still get to fight a dragon and the bug is easily remedied anyways. Or if your too lazy to fix the bug you can just consider the 1 ruby requirement a typo that really should read 50 rubies lol.
The bug was caused when I hastily changed the first ingredient from a large amount of gold (which I found doesn't work at all) to a single item. I will add this to the bug list and I will release a patch later when more people have a time to play and find bugs. Until then you have one of two options:
1. type in this in the console without the quotes "bra1->additem ingred_ruby_01 50" and then continue as normal. This just adds 50 rubies into the first brazier.
OR
2. Patch the esp yourself. Open up the mod in the editor. Open the script lap_summon2 and find the part that says...
if ( lapdragonling > 0 )
set fail to 1
set b1 to "bra1"->GetItemCount ingred_ruby_01
set b2 to "bra2"->GetItemCount ingred_emerald_01
set b3 to "bra3"->GetItemCount ingred_raw_ebony_01
set b4 to "bra4"->GetItemCount ingred_diamond_01
set b5 to "bra5"->GetItemCount ingred_raw_glass_01
if ( b1 == 50 )
Now change that "if ( b1 == 50 )" to if "( b1 == 1 )" and save the script and mod (NOTE: Saving lap_summon2 script takes forever but your computer is not frozen). You can now summon the dragon normally.
Sorry.
Lap on 11/9/2002 at 03:30
PATCH RELEASED!!!! Only 39k too
(
http://www.geocities.com/lap931/ISpatch1.1.zip)
or
(
http://morrowindstorage.netfirms.com/ISpatch1.1.zip)
Rememer to right click save as...
Read the patch readme and remember to uncheck the old version of the mod and also do not load any save game that contained the old version while the new one is active. You have to uncheck the old version. Load your save. Save your save, then exit morrowind, uncheck the old mod, and check the new mod. Sounds more complicated than it really is.
This patch will be availiable at morrowindfiles.com soon
Using this patch means you can ignore the post above as well as some other changes in the readme. You can now have more than one soulstone at a time...just not two active creatures.
Kilana on 12/9/2002 at 02:13
Great mod, :D... it is definately a better way of summoning creatures I think, but I havent fought the dragon yet...
Im sitting in the lair, Ive killed the raptor, but I dont see any dragon
Ive read all the journals and took the gems to see if anything would happen, I think I exited while I was standing next to my iron golem in the middle of the lair, :erg:.
I downloaded the original and the patch before I ran morrowind, so... I dont know if Im doing something wrong, or if its a bug.
Lap on 12/9/2002 at 02:52
Alright I tested out lerexis about 25 times and Lerexis never fell through the floor. I don't think Morrowind handles large creatures very well. This is probably why there aren't really any large creatures in Morrowind. Anyways in the event she does fall just go to the cave and type without brackets [placeatpc "dragonling_lap_lerexis" 1,1,1] . Sorry for the inconvience. I have never had a summoned dragon fall through by the way. I think they just dont like some dungeon models.
Kilana on 12/9/2002 at 03:25
Yay, my very first boneraptor, :D...
<img src=http://clanexcess.com/upload/img3d80097283b5f.jpg></img>
as for the dragon, I'll try that as soon as I get back from school tommorow(sleepy time now, :p). Was there supposed to be a dragon in the lair or was it supposed to spawn when I activated an object?
Lap on 12/9/2002 at 23:00
The dragon should have been there but I guess the floor in that cave room model is buggy. I even put EXTRA floor beneath that cave to prevent such a thing. =(. Sorry. Hope you still have fun though.
Kilana on 13/9/2002 at 02:09
I turned off the collision using the console to see if the dragon was outside of the room, and I did see it, it was 50 feet or so below the dungeon, I didnt feel like killing it there, cause the corpse would probably fall forever, lol... I spawned another dragon in the dungeon and killed it, :D.
Btw: there is a dialogue bug with the balrog summon, 3 choices pop up, but dont do anything when you click them, only way to escape is to reload a saved game. I havent tried out all the summons...
:(, a forest skeleton(from the woodenfel mod) soloed my iron golem, I had to kill the skeleton myself...