This job still works fine existing problems 1. Most of the summons will not be teleported within the map (some can, and can even enter the camp, the specific conditions are unknown), but they can be gathered across regions.
2. The summoned object does not unlock the follow button
3. Summons cannot use weapon skills. The community has relevant mods to solve this problem.
4. You cannot change the weapons and equipment of the summoned objects and display the inventory through conventional methods, but you can use unconventional bugs to bypass the restrictions. The methods before patch 3 and patch 4 are still available.
Solutions to some problems: 1. Take out the spell in the prepared spell bar and then put it back. You need to wait for the death animation to finish playing and the avatar to disappear before proceeding to the next step. This operation will reset all related functions, including removing the return to death buff.
2. The summons will not follow the teleportation. Instead of using party members, use the summons to open the map for teleportation. Party members will automatically follow the summons for teleportation (multiple summons require multiple teleportations)
3. If some unknown problems occur after a long rest, it is recommended that you cancel the summons and put the corpse into the inventory, and take it out and resurrect it when needed (use the weight elimination bag to store the corpse. If the corpse is too heavy, there are mods available in the community that increase the pickup weight. )
I still hope that the author will return to update, or someone can take over this project. Before the emergence of new modules, this mod is still the only option (single function, there are other multi-functional mods with this work, but it is too redundant for me)
The game closes immediately after the resurrection of the corpse. I launched the game a couple of days ago, everything worked correctly. I haven't noticed any updates in the game these couple of days, maybe something in the background has been updated. But now the game closes when a corpse is resurrected.
There may be a conflict with other mods, but I don't know which ones. There is a mod for resurrecting any NPCs. Maybe they're in conflict...
Firstly, I love the mod, and you did a great job on it!
Slight bug I'm having sometimes though. Upon resurrecting, sometimes it will be a pile of gore with the NPC's abilities sliding around following me.
Not a major game-halting issue as they do dismiss properly, it's just happening and thought I'd let you know. I'm not sure the cause. It happens randomly and I could cast it on one dwarf and it be fine, and another it mushes him before giving control to me. Can't pinpoint a factor for it.
I'm currently having an issue where I resurrected a Mindflayer while fighting Ketheric, and post fight, it died but it has not been removed from my summons and is a glitched pile of... mindflayer. I'm not sure if it's related, but with said corpse following me, I think it's causing my first ever interaction with the Emporer while fighting off the Githyanki to make him aggro. I cannot get rid of the summon :/
I ran into a similar issue. Had left my summon behind right before the end of Shar's Gauntlet, then went to moonrise, after a while I noticed there was a lone blue dot away from my party in moonrise. Turns out it was a pile of viscera that was was supposed to be my animated marcus. Dead, can't be dismissed, can't be ressurected. If I stuff him into a container or throw him into a chasm, he'll pop back up. For now I just keep him in a bag of holding.
Especially the option to drop your undead in some place to later re-animate again would be nice. Sometimes you don't want 5 or more undead walking all over the place and making a huge ruckus with their nose and VFX.
Any chance of a version of this mod that only works on humanoids and keeps the base zombie statline? Love the idea of this mod but its incredibly overpowered. I just want the zombies to look like their actual corpses
An Ai control version like Animate Dead ++ would be sweet to speed up turns.
Also reading here that stuffing all my defeated higher level enemies into a Bag of Holding "for later use" probably causes them to break pathing makes me sad.
+1 on the VFX complaints. Would fine if that effect was just played on resurrection but then just have them get the speak to dead glowy eyes.
113 comments
existing problems
1. Most of the summons will not be teleported within the map (some can, and can even enter the camp, the specific conditions are unknown), but they can be gathered across regions.
2. The summoned object does not unlock the follow button
3. Summons cannot use weapon skills. The community has relevant mods to solve this problem.
4. You cannot change the weapons and equipment of the summoned objects and display the inventory through conventional methods, but you can use unconventional bugs to bypass the restrictions. The methods before patch 3 and patch 4 are still available.
Solutions to some problems:
1. Take out the spell in the prepared spell bar and then put it back. You need to wait for the death animation to finish playing and the avatar to disappear before proceeding to the next step. This operation will reset all related functions, including removing the return to death buff.
2. The summons will not follow the teleportation. Instead of using party members, use the summons to open the map for teleportation. Party members will automatically follow the summons for teleportation (multiple summons require multiple teleportations)
3. If some unknown problems occur after a long rest, it is recommended that you cancel the summons and put the corpse into the inventory, and take it out and resurrect it when needed (use the weight elimination bag to store the corpse. If the corpse is too heavy, there are mods available in the community that increase the pickup weight. )
I still hope that the author will return to update, or someone can take over this project. Before the emergence of new modules, this mod is still the only option (single function, there are other multi-functional mods with this work, but it is too redundant for me)
There may be a conflict with other mods, but I don't know which ones. There is a mod for resurrecting any NPCs. Maybe they're in conflict...
Firstly, I love the mod, and you did a great job on it!
Slight bug I'm having sometimes though. Upon resurrecting, sometimes it will be a pile of gore with the NPC's abilities sliding around following me.
Not a major game-halting issue as they do dismiss properly, it's just happening and thought I'd let you know. I'm not sure the cause. It happens randomly and I could cast it on one dwarf and it be fine, and another it mushes him before giving control to me. Can't pinpoint a factor for it.
Any help would be appreciated π
Cheers! π
Especially the option to drop your undead in some place to later re-animate again would be nice. Sometimes you don't want 5 or more undead walking all over the place and making a huge ruckus with their nose and VFX.
Also reading here that stuffing all my defeated higher level enemies into a Bag of Holding "for later use" probably causes them to break pathing makes me sad.
+1 on the VFX complaints. Would fine if that effect was just played on resurrection but then just have them get the speak to dead glowy eyes.