[MOD] The Conjurer's Artifacts

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imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

[MOD] The Conjurer's Artifacts

Post by imsobadatnicknames »

Adds six special items that can be used to summon various creatures.

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I recently saw someone comment on the Nexus page of my Fighter Guild Services mod asking if the system I use for the guild companion service could be used for an actual conjuration mod. While I don't think my quest-based mods can be used to approrpiately make up for actual conjuration spells, I thought that, while someone else figures how to implement actual conjuration spells, I could do a little something to hopefully scratch that itch and also provide players with a bit of a fun treasure hunt.

This mod adds six special artifacts that can be used to summon a variety of creatures. Each time you use them, they will randomly pick what creature they summon:

Wand of Summon Vermin
It summons either 5 rats, 5 bats, or 3 imps.

Bracelet of Summon Wild Beast
It summons either a bear, a tiger, a giant spider or a giant scorpion.

Amulet of Summon Undead
It summons either a ghost, a skeleton, a wraith, or a zombie

Ring of Summon Atronach
It summons either a fire atronach, ice atronach, flesh atronach or iron atronach

Emerald of Summon Monster
It summons either a centaur, a giant, a nymph, a spriggan, a harpy, a dragonling or a gargoyle

Ruby of Summon Daedra
It summons either a fire daedra, a frost daedra, a daedroth or a daedra lord

Each item needs a week to recharge between uses (there will be a popup telling you when you can use it again). Every summoned creature disappears after 20 in-game minutes.

When you first start up the mod, your quest log will reveal the location of every artifact. There's no time limit to obtain them. Have in mind that if your quest log says someone has the artifact, they WILL use it against you if they catch you trying to steal it.
EDIT: I also made an alternate version that doesn't reveal the location of the artifacts to you at the start of the game, but rather lets you find out their rumored location by asking NPCs about news.

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Installation:
Unzip the file inside /StreamingAssets/Questpacks.
If you're starting a new game, the mod will start up automatically. To use it with an old character, you'll have to open up the console and type STARTQUEST CAMASTER to get it running.

Uninstallation:
Delete the Questpack.

Notes:
-Depending on what region you're in when the mod starts up, some of the quests to obtain these artifacts might not trigger appropriately. E.g. if you're in Orsinium when you start up the mod, the quest to obtain the Ring of Summon Atronach won't trigger because there are no Mages Guild buildings in the region. You can fix this by moving to a different region and using the console to manually start the artifact quests that failed to initialize (AQUEST1 is the Wand of Summon Vermin, AQUEST2 is the Bracelet of Summon Wild Beast, and so on)
-Since these artifacts count as quest items, you can't sell them or drop them. The only way to get rid of them once you obtain them is to use the console to end the quest they're associated with.

Nexus link:
https://www.nexusmods.com/daggerfallunity/mods/179
Attachments
Conjurer's artifacts Alternate.rar
(16.26 KiB) Downloaded 101 times
Conjurer's artifacts.rar
(15.95 KiB) Downloaded 102 times
Last edited by imsobadatnicknames on Mon Mar 29, 2021 9:18 pm, edited 3 times in total.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Baler
Posts: 225
Joined: Thu May 23, 2019 1:39 am
Location: Earth

Re: [MOD] The Conjurer's Artifacts

Post by Baler »

very cool, looking forward to trying this out!
Thank You for sharing!

andromacus
Posts: 113
Joined: Sat May 23, 2020 9:07 am

Re: [MOD] The Conjurer's Artifacts

Post by andromacus »

That's a great one!

Just one question: do you think could be possible that, rather to have all the locations immediately available in the log, you have to discover them by asking to people? For example, while asking for "Any news" you may get a random chance to get an answer like "I've heard that the <name of artifact> is hidden in <name of dungeon> in <name of country>"

I think this would add a bit more of excitement with the discovery

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] The Conjurer's Artifacts

Post by imsobadatnicknames »

andromacus wrote: Sun Mar 28, 2021 10:06 am That's a great one!

Just one question: do you think could be possible that, rather to have all the locations immediately available in the log, you have to discover them by asking to people? For example, while asking for "Any news" you may get a random chance to get an answer like "I've heard that the <name of artifact> is hidden in <name of dungeon> in <name of country>"

I think this would add a bit more of excitement with the discovery
Yeah, that's possible! I should've thought of that. I'll change that as soon as I have the chance.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] The Conjurer's Artifacts

Post by imsobadatnicknames »

andromacus wrote: Sun Mar 28, 2021 10:06 am That's a great one!

Just one question: do you think could be possible that, rather to have all the locations immediately available in the log, you have to discover them by asking to people? For example, while asking for "Any news" you may get a random chance to get an answer like "I've heard that the <name of artifact> is hidden in <name of dungeon> in <name of country>"

I think this would add a bit more of excitement with the discovery
I did it!
Attachments
Conjurer's artifacts Alternate.rar
(16.26 KiB) Downloaded 95 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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