About this mod
Stops the annoying Conjurer, from the Official Spell Tomes DLC, from attacking the player at the beginning of a new game.
- Requirements
- Permissions and credits
This mod does two simple things. First, it changes the Conjurers A.I. package so the conjurer is no longer actively compelled to hunt down and attack the player. He now just uses a generic A.I. package that all Conjurers have and will only attack the player when the player encounters him and is seen or made aware of the players when you wander into his spawning location. Lastly, I relocated the Conjurer to a logical location where other Conjurers are found. I decided to leave the location as a mystery for you to discover him on your own. This is to encourage exploration. He is just a generic Conjurer anyhow. The only thing that makes him special is the random Spell Tome that on his dead corpse. However, I'll leave you two hints. He is found outside of a Fort somewhere deep in the wilderness. He is not found at a fort so obvious that you can easily find it off the side of one of the main roads. This adds a level of randomness to his confrontation with the player because every play through is always different.
This mod also accomplishes another thing that could be considered a fix. The conjurer that is added by the DLC contains a leveled random Spell Tome. However, the chances are you never found anything but a low-level Spell Tome off of him since he always attacks at the beginning of the game when your character is at a low level. With this mod, this is now corrected, and you can take advantage of the higher leveled spell tome, because your character could be at level 5 or at level 50 by the time you encounter this specific Conjurer.
The other thing I need to point out is that I made no deletions or created any new references. It simply made changes to two DLC vanilla records making this mod merge-able with a Bash Patch and have very little to no conflict. The only conflict would be is if you are using another mod that changes the Conjurer from this DLC or changes the worldspace that he is relocated to. It's possible it could have a compatibility issue with Unique Landscapes, but I highly doubt it. If you see any conflicts, just let me know and I'll see about making a patch for it.
Known conflicting Mods:
- Balanced NPC Level Cap - Logical Levels for All NPCs - It overwrites the AI Package back to vanilla which makes the Conjurer hunt your down, breaking the very nature of what this mod intends. Place this mod after it so it's change wins. This will break the leveling changes of that mod back to vanilla, but it is only one NPC so you probably will never notice. He will just be more chalanging than other conjurers after level 28.
- Unused OCOv2 Eyes and DLC Characters Incorporated - This mod changes the eye color of a single hostile NPC (the Conjurer) to brown. Honestly, not worth patching so just let this mod overwrite it. I very much doubt that anyone will notice the eye color of the NPC as he is simply a generic hostile NPC.
When in doubt, always load this mod after mods that change NPCs in any way or this mod will be broken. This includes Name, Faces, Hair, Eyes, Stats, Behavior, Outfits and Leveling. Keep in mind that this mod only effects one single character, so the effect it has on any other mod that overhauls NPC is minor and will most likely be unnoticed.
IN CASE YOU MISSED THE MESSAGE, THIS MOD:
- ...can be merged with Bash Patch.
- ...contains zero new records or deleted references.
Hope you enjoy it.