Alright, that should be good, prices are hopefully changed for the better. If I f***ed something up tell me and I'll try to fix it, otherwise, I'm kinda leaving this whole mod on the wayside, no more significant updates. Remember to DISPEL ANY AND ALL ACTIVE INVESTMENTS BEFORE UPDATING, I am not responsible for your magicka value getting f***ed up due to this.
If you have access to the console you can fix your broken Magicka. 1. Remove anything that adds to Magicka. 2. Open the console and use the command "player.dispelallspells". (You can confirm that you have no Magicka modifiers on the Magic screen, under Active Effects) 3. Use the command "player.forceav Magicka 0". Your Magicka should be white if it worked. I just did this on one of my characters and it worked perfectly.
I am aware that this mod was last updated five years ago, so support for it might be limited, but I was wondering if this mod is compatible with mods that add new spells which would be applicable to the effects of this mod? I last used another mod similar to this, but chose to uninstall it because of its not interacting nature with the spells added by a mod that functions similarly to Oakflesh or Stoneflesh. Anyways, I am not really expecting an answer, solution, or even a response, I am just curious if anyone has made a patch or something for it to be more compatible.
Whenever I use Reanimate Corpse, the target freezes in a walking animation. It sems that when i use "recycleactor" in it, it works normally but I am not sure. Is that a bug, does anyone else have this? What can i do about that? Raise Zombie works fine!
I think I figured it out. In order to invest in a spell, you must have the following amount of Magicka available. Spell Cost + Investment Cost + 1(approx.) The reason you need 1 extra Magicka is that if you lose all of your Magicka, an invested spell is dispelled. So when you cast the spell, the sequence is something like this: 1.The Magicka is deducted as above 2. The reanimation animation (lol) begins 3. The game dispels it because you are out of Magicka. 4. The animation completes. This results in a dead body standing upright, looking like a zombie.
Would it be possible for this mod to add a patch for anniversary content? I'm mostly wanting an update for the new necromancer skeleton and zombie summons.
Honestly the only part of the previous version I actually used was the effect replacer for the mage armor spells. You wouldn't have an SE version of those would you?
I love this mod so much! But I have a recurring weirdness, I hope someone can help. I have two zombies at the moment. Often when I enter a cave or dungeon, one or both will turn around and go back outside and then are completely GONE. They are not outside and not coming back and in my magic menu, the summon is still active. Is that bug in this mod here?
I'm trying to figure out how to add more spells from other mods to the invested magic casting style but l have never used SSEEdit much before, is there anywhere l can look to see how to add them?
The main thing is to add the script to the magic effects, which I'm not sure if it's possible to do that in SSEEdit, I used the CK to do it myself, but I'm fairly inexperienced. Once the script is added, you can edit the rest of the stuff with SSEEdit though.
Semi-experienced modder here wondering how I would go about increasing the summonable count with the Ordinator patch. I've found your MAGINV, but when I add additional values or entries that increase the "Modify Commanded Actor Limit", it doesn't seem to have an effect on the summon count. Any idea how I would go about increasing it from a max of 5 to a higher number? Wanting to play a character whose only combat prowess is that he animates the dead around him (all lvl ups going into Magicka) eventually resulting in an army of undead lol
Sorry for the late response, I was away from home for about 2 weeks, and It's been a very long time since I've even thought about any of this stuff so my apologies for any discrepancies. From what I can remember, I never edited any MAGINV, not even sure what they are tbh. If you want a simple way to increase the limit, just buffing the perks that already have increases is the simplest, though adding perk entries to other perks isn't much more difficult at all. Using March of Oblivion as an example and assuming you already have the CK and all the necessary files open, just type "wastwin" in the search bar of the Object Window and you should see the perk as the only entry, double click on it and look down to Perk Entries, where there should be three values all of 1.00, double click those and look on the right of the new window and you'll see" value = value + [1.00]", changing the 1 to 2 should give you +2 max summons per 250 max mana as an example. The process should be similar for any of the other perks. And don't forget to save of course. If you have any further questions don't hesitate to ask, I often explain and remember things badly, so I won't mind having to clarify.
Really do wish you would support Apoc, since 99% of users use it. Still, this is a lovely mod, and I'll keep on using it myself. Makes my necromancer builds feel more alive.
It's not specifically that I don't want to support Apoc, it's that I'm not working on the mod anymore and the last thing I was working on was Apoc. It's not especially difficult either, it's just quite tedious.
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If I f***ed something up tell me and I'll try to fix it, otherwise, I'm kinda leaving this whole mod on the wayside, no more significant updates.
Remember to DISPEL ANY AND ALL ACTIVE INVESTMENTS BEFORE UPDATING, I am not responsible for your magicka value getting f***ed up due to this.
1. Remove anything that adds to Magicka.
2. Open the console and use the command "player.dispelallspells".
(You can confirm that you have no Magicka modifiers on the Magic screen, under Active Effects)
3. Use the command "player.forceav Magicka 0".
Your Magicka should be white if it worked.
I just did this on one of my characters and it worked perfectly.
Is that a bug, does anyone else have this?
What can i do about that? Raise Zombie works fine!
Spell Cost + Investment Cost + 1(approx.)
The reason you need 1 extra Magicka is that if you lose all of your Magicka, an invested spell is dispelled.
So when you cast the spell, the sequence is something like this:
1.The Magicka is deducted as above
2. The reanimation animation (lol) begins
3. The game dispels it because you are out of Magicka.
4. The animation completes.
This results in a dead body standing upright, looking like a zombie.
Edit: Get it, necro.... Hahahaha.... -.-
But I have a recurring weirdness, I hope someone can help.
I have two zombies at the moment. Often when I enter a cave or dungeon, one or both will turn around and go back outside and then are completely GONE. They are not outside and not coming back and in my magic menu, the summon is still active.
Is that bug in this mod here?
Once the script is added, you can edit the rest of the stuff with SSEEdit though.
From what I can remember, I never edited any MAGINV, not even sure what they are tbh.
If you want a simple way to increase the limit, just buffing the perks that already have increases is the simplest, though adding perk entries to other perks isn't much more difficult at all.
Using March of Oblivion as an example and assuming you already have the CK and all the necessary files open, just type "wastwin" in the search bar of the Object Window and you should see the perk as the only entry, double click on it and look down to Perk Entries, where there should be three values all of 1.00, double click those and look on the right of the new window and you'll see" value = value + [1.00]", changing the 1 to 2 should give you +2 max summons per 250 max mana as an example.
The process should be similar for any of the other perks.
And don't forget to save of course.
If you have any further questions don't hesitate to ask, I often explain and remember things badly, so I won't mind having to clarify.
It's not especially difficult either, it's just quite tedious.