Skyrim Special Edition

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Eccentric Team

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ddmlink

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145 comments

  1. ddmlink
    ddmlink
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    v0.8.6
    Just uploaded the update that adds in "Walkers." You can set it so that only draugr-based types will walk, or only werewolf-based types will walk, or both! Or set it back so that they can run again. It needs a bit of tweaking to accommodate for foot slide, but it isn't a big issue. In order for them to use their walk animations, you will need the optional addons that I will publish after I post this comment. They aren't necessary for this feature, but it improves the visuals a bit.

    Do note that reloading a save may cause them to move at full speed again as the engine doesn't always save it. Just kill them and let them revive or spawn elsewhere and they should "remember."

    Also keep in mind that by replacing animations, it will replace animations for other creatures. For example, the draugr-based addon will replace the animations for draugr and ash spawn as well. And the werewolf addon will replace werewolf (player included) animations too. Hence why they are optional.
  2. Psydeffexclone
    Psydeffexclone
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    after trying both versions for LE back then and now i can definitely say this mod has potential but unfortunately it's being held down by the same issues i had with this mod on LE.

    - it refuses to save and load any custom scenario's that i had made for my playthrough.
    not only that everytime i had to load a save it keeps setting's to zero and others settings disabled anything that,that was enabled on that profile. i had to constantly set things back up again everytime i load save. 

    -Custom Scenario Gone when you create a new game or loading an old save file.

    -Zombies that, that were enabled or disabled will spawn or not spawn.

    -stat's for the zombies are set 0 when you load any of the custom scenario's you made.

    -Scenario settings are completely disabled when you try to load the scenario you made "If" you can even  load it.

    as much as i want to keep this mod i am going to ditch it, due to those problems unless it has been fixed. 
  3. OoFoxiioO
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    Anyone else run into a problem where they had, no exaggeration, like 40 different "missing masters"?
  4. jamstraz
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    is there a version that DOESN'T add in the Witcher creatures and just uses zombie models?  I saw an older video devoid of the nekkers etc.  Wondering if that version still is on the site.
    1. ddmlink
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      There's an option to turn each zombie type off in the MCM. It prevents playing as them as well. You can turn them off/on anytime without issues.
  5. ISpeakDovahzul
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    Hey, not sure entirely what happened, but for some reason the settings spell isn't appearing in my inventory, all the other spells from the mod are, but that one seems important
    can i ask for the spell id so i can console command it to myself?
    1. ddmlink
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      You should be able to use the MCM if you have SkyUI.

      I'm not able to check for the spell ID right this second, but if you use the console command
      help "28 Days: Settings"

      That should give you the ID.
  6. CurvingFyr3
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    Would this work alongside other 28 days mods and draugnarok? Balance aside I mean lol. Would it crash my PC form too many actors, would the scripts play nice? I know the vampire 28 days mod works with draugnarok, so i'm assuming this one would too, but i'm more worried about the two 28 days together. Similar mods sometimes rely on the same instance of the same script and can't both use it at once.
    1. ddmlink
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      If the 28 Days of the Strain works with draugnarok, then this will too.

      The main compatibility issue is that 28 Days of the Strain uses the same plugin name (28 Days and a bit 5.esp) so they'll just overwrite each other. Even if you renamed one, I'm not sure how compatible they would be since I've never tried.

      Best thing would be for someone to make a compatibility patch, but you might be able to get away with making a merged plugin. Again, I haven't tried, so results may vary.
  7. nanashi50
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    Does this still have the same limitation as when it first came out on LE? Which was zombies spawned from doors, meaning no zombies in the wilderness.
    1. ddmlink
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      Yes, they still only spawn from doors, including cave entrances. Not quite the same as spawning in the wilderness, though.
  8. Revakyol
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    This mod is definitely a lot of fun! I did come across one issue though, it seems to be somewhat incompatible with XP32 Maximum Skeleton. If the player becomes a zombie, the camera is sent into the floor under the player's feet. I was only able to fix it by disabling XP32. Thanks again for the mod!
  9. Ashcrawler
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    Is there a way to ally yourself with the dead while being a living character? I have two characters at the moment, one being a "living" zombie and another that's a lich, and I really want to have both allied with the dead whilst still having my characters using their living models through the options, or would I have to add myself to the faction with console commands to manage that?
  10. Kikbutts
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    How can I setup custom scenarios ? I would like to start the game as the patient zero, you did mention in the FAQ that the player should use Touch of the worm king but I can't find the item.
  11. AtlanticEX
    AtlanticEX
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    Hello, just wanted to say that I really enjoy your mod. However, I do have a question. So usually when I kill the infected in a certain area, a new horde immediately comes. I wanted to know if it was possible to make it so that zombies in an area stay dead once you've exterminated them all? I want to attempt to restart society in Skyrim. Thanks!
    1. ddmlink
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      There is. Each Hold has its own zombie population counter. If you bring this down to 0, then the zombies will stop spawning in that Hold.

      For performance reasons, only 20 zombies will be out at a time, but you can always adjust this number as well. 

      The MCM has a population tab where you can view and change the Hold population numbers. If it's a high number, then that would be why they keep respawning so quickly.