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I'm sure it'll get updated to the new version of CE once it comes out. Bearing in mind that the update might have to come out first, before an update can be made. I have no idea of funcom will release a preview version for modders to use to update their mods. I know that other studios do that for a few other games though
The vanilla sorcery has a shallow grave you can use to raise a single zombie minion permenantly, which is probably why the summon zombies spell doesn't have a summon limit. The zombies themselves from the spell have very little health, so they don't last long. Also the spell itself might be hardcoded to randomly summon a zombie every so often while the spell is active, which would make it difficult for anyone to alter. But that would be up to Celeantor to look into it.
No worries, a lot of people forget that load order can affect a lot of mod related items.
If you're using any mods that also edit the same records as Sorcery Tweaks does, you might need to rearrange the load order (make sure Sorcery Tweaks is at the very bottom of the load order). Failing that, try uninstalling and reinstalling Sorcery Tweaks.
If those options don't work for you, you might have to go through your mod list to find what might be affecting your ability to use spellcasting. That is assuming you use more than just Sorcery Tweaks. It certainly does sound like a mod conflict to me.