Conjuration Limit Fix

⭐ ⭐ (702 endorsements) 📥 199,665 downloads 📌 v1.4.1 📅 4/19/2024
🟡 Updated this year

By Asrak · Magic - Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 2/8/2026 📅 Created: 4/19/2024
⚠️ Install Order · 5 steps
1🛠️ SKSE64 — Skyrim Script Extender 64 Download ↗
2🔧 USSEP — Unofficial Skyrim Special Edition Patch Download ↗
3🖥️ SkyUI — SkyUI (MCM framework) Download ↗
4🧩 Address Library — Address Library for SKSE Plugins Download ↗
5🔧 SSE Engine Fixes — SSE Engine Fixes Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 Analysis

  • 👍 0.4% endorsement rate
  • 🏆 #3 of 16 Magic - Gameplay mods in this game by downloads

📋 About This Mod

Modders resource/gameplay overhaul using Noah's PEPE mod to enable new perk entry points related to conjured actor limits.

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Requirements:

Address Library

Scrambled Bugs

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v1. 0 - initial release

v1. 01 - split out the ESP since that is just for mod authors

v1. 2 - Fix for potential CTD and added new perk entry point

v1. 3 - fixed the new perk entry point since I forgot to actually have it do anything...

v1. 4 - Fixed issues with reanimations not obeying limits and added 3 new entry points

V1. 4. 1 - fixed console spam, added convenience feature to keyword pool, and disabled anti-keyword entry point

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Compatibility:

Tested with 1. 5 and 1. 6. 1170 (should be compatible with all AE version as well)

Unknown if compatible with VR

Don't know of any DLL mods that would be incompatible but technically possible.

Only works on spells using the 3 vanilla MGEF archetypes: Summon Actor, Reanimate Actor, and Command Summoned Actor. Effects like bend will are purely script based and do not interact with the summon limit system.

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How it works:

In vanilla skyrim, whenever you summon/reanimate/command summoned actor, it checks the Mod Commanded Actor perk entry point for the current summon and dispels the oldest commanded actors until its below this limit. However, it only checks based on the current spel. If you condition the mod commanded actor limit entry point, you will end up with inconsistent behavior depending on what order you summon/reanimate which is frustrating and leads to difficulties in gameplay.

This mod seeks to fix that in a way that is relatively simple to use and relies on parsing keywords to create separate pools of summons while keeping the vanilla pool as is.

- The Mod Commanded Actor Limit entry point is unchanged and contributes to the "vanilla pool" which starts at 1 by default.

- All summons/reanimations that don't have a keyword named "MagicSpecialConjuration" can use vanilla pool slots.

- Any keyword that contain "MagicSummon" in the editorID will create a new pool that starts at a limit of 0 (so you need to have a perk that increases that limit). If you include BaseOne somewhere in the editorID as well it will default to a limit of 1.

- Commanded Summoned Actor MGEF's will instead use keywords that contain "MagicCommand"

- When summoning/reanimating, the game will now go through and fill slots starting with the keyword slots and finally the vanilla pool

- The game will preferentially dispel the oldest summon in a keyword defined pool before dispelling a vanilla pool summon, allowing you to have non-overwriting pools of atronach's and undead, for exampl

🤖 AI-enhanced — based on mod data

Conjuration Limit Fix overhauls Skyrim's summon/reanimated actor limit, allowing mod authors to create separate pools of conjured actors that won't overwrite each other when resummoned, and to decouple them based on keywords and perk entry. With 702 endorsements and nearly 200k downloads, it's a popular utility for magic-focused modding.

✨ Key Features

Overhauls the summon/reanimated actor limit in Skyrim.
Enables mod authors to create separate pools of conjured actors that won't overwrite each other when resummoned.
Allows decoupling conjured actors based on keywords and perk entry.

📊 Pros & Cons

✅ Pros

  • Community-approved with 702 endorsements and nearly 200k downloads.
  • Solves a real pain point for conjuration mages—no more losing your atronach when you summon a familiar.
  • Gives mod authors powerful tools to design custom summoning systems without conflicts.

⚠️ Cons

  • Requires mod authors to update their mods to take advantage of the new pools—won't affect existing summons automatically.
  • As a framework mod, it's not a plug-and-play fix; you'll need compatible mods to see the benefits.
  • Potential compatibility risk with other mods that alter conjuration mechanics or actor limits.
🎯 Is This For You?
For Skyrim modders and players who love conjuration builds and want more control over summoned creatures. Also for mod authors who want to create custom summoning systems without overwriting each other. Skip if you're a casual player who just wants a simple tweak—this is a framework that requires compatible mods.
📦 Install:Easy· Under 1 minute

💡 Beginner Tips

  • If you're using a mod manager like Vortex or MO2, just download and install—no extra setup needed.
  • Pair this with conjuration overhaul mods that explicitly support it to see the new pools in action.
  • Check the mod's compatibility notes on the Nexus page before adding other magic mods to your load order.

📊 Mod Details

Game
Skyrim Mods
Author
Asrak
Version
1.4.1
Downloads
199,665
Endorsements
702
Category
Magic - Gameplay
Created
4/19/2024
Updated
2/8/2026

🧩 Commonly Used Together

Users add these mods to the same collections — a real compatibility signal, not an AI guess.

🔧 How to Install Skyrim Mods

Download from Nexus.

📖 Full step-by-step install guide for Skyrim →

Visit the official mod page for specific installation instructions for this mod.

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