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The cause is basically the summoning mod change is located in the same file (Which is why I made mods combining it with my AP ones) so the Larian gift bag will overwrite the file to make its change and thus undo this mod.
Due to how Larian gift bags load in game, they will always load after all your other mods that kick in when you start the game up. Meaning they'll always overwrite directly conflicting files simply due to being added to the load list later.
If you want to use both an AP change and this mod, I have some mods on my workshop that combine this change and my AP mods.
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Hello gamers, I noticed one bug (or so it was intended), but if with this mod or its other version (Unlimited Summons) you enable the gift (bags with gifts) for 8 action points, the summon limit will again be equal to 1. I don't know if this mod is supported, but I have to warn you about it.
If you have any AP change, or even the official gift bag AP change mods, these edit the same file and very likely the cause of your issues.
If this is the case, I have some mods on my workshop that do summon limit and AP changes to avoid the problem.
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NOW i see this post & yes i have the gift bag active. perhaps you should put this in your description to avoid issues like mine in the future. ty vm for getting back to me btw, i will look at your other mods. i had basicly abandoned the idea of multiple summons.
It means a lot of these character related hard limits can be changed by editing it, but if you want to edit multiple things with mods they will clash unless done with the same mod (all edits done at once to avoid conflicts)
If this is the case, I have some mods on my workshop that do summon limit and AP changes to avoid the problem.
If Necro overhaul is not noted as conflicting with AP overhauls, they will not use the same method to achieve this effect. In which case you'd just have two mods doing the same thing in different methods, so while it won't cause issues, it's likely you'll only gain the benefit of one. (i.e set summon limit to 3, then to 5, it stays at 5)
If it uses the same method, it would conflict with AP change mods, so it'd be mention in comments, or the description. I do not why either method would increase the summons per spell regardless, though I'm only familiar with my own method to increase the summon limit.
I'm not sure what's causing that otherwise though, this changes a single value that shouldn't impact any spells specifically - if it did, it would impact all of them too.
For Bloated Corpse Necromancer Overhaul only adjusts explosion damage and empowers it at summoning level 10. Nothing like double summon. Will have to try more necromancer summons when get access.
I'm not sure of the specifics beyond that, but that would be my best guess as to why you're getting two. Level scaling in number, perhaps.
Giftbag - source meditation, animal emphaty, hagglers, fort joy mirror, pot power and endless runner.
This just increases the simultaneous maximum to 3, it shouldn't change the behaviour of summons otherwise, nor impose a limit on different summons (unless such is a basegame limitation, but I don't remember that to be specific about it)
Anyone knows if there is mod to have different summons?
This has no dependancies either as its a base game file. Anywhere in the load order is fine as long as nothing conflicts with it and the gift bag AP mod stays off.
In particular Larian mods load during gameplay, not loading screen, so they will always win mod conflicts.
That means AP changes in the Gift bag by Larian must be off for these to work - those are enabled individually through the pause menu during gameplay, so just leave that off and you should be fine.
This should be the one if you want basic AP Boost rather than the insane one.
This one will conflict with most AP edits and is intended for people who just want the summon change.
I very much enjoy summoner and all the goodies but the darn summon limit at one limits my craziness my friend and I enjoy. I'm not super smart with mods or modding in general so sorry if i sound dumb lol. I normally ask my best bud how to do most of it (him and I share the same exact mods as to not confuse me lol) if i need to share my mod list to see if i can run this mod or not i will gladly do so or another mod i can do. anyways thank you for your cool mods and the hard work u do (I have many mods of yours).
If you meant AP enhanced (one of my mods) and not AP enhancer (do not know if this exists, if it does then it likely has the above issue) I have some mods that are basically this plus AP enhanced for players who want to use both - as using each separately, one will overwrite the other and delete some of the changes in the process.
Mods have an infoblock at the side on steam workshop, next to the image. If a mod is for DE, it will say "Version: Definitive Edition" over there.
Try finding a mod with infinite incarnate duration to test with perhaps?
If nothing else you could load this after the other mod in the load order - this may overwrite some of the initiative stuff though given this edits a player based file only the majority of the init mod should remain intact.
The file the edit is made to is one that contains a lot of settings, so it's possibly a mod overwrite issue.