Mod is now functional in Patch 8 thanks to Bibsan's new ImpUI version! Make sure to grab the "ImpUI Patch 8 CC fixes" version from the ImpUI page. Have fun!
Q. Will you be uploading this mod to the in game mod manager/mod.io?
A.Nope. I would have to essentially remake the whole mod in the toolkit to do that, and that is not something I will ever feel like doing, it is simply far too much work for me to consider. Q. Why are my characters heads floating/static/detached from the body?
A. The Animation Level of Detail setting must be set to HIGH to avoid this issue, this is a minor caveat of making heads with custom armatures.
Q. Race does not appear in the menu / My Tav's body is blue / I can't scroll down the CC Menu?
A. Make sure the two MAJOR requirements, Improved UI and Trips' Shader Packare both fully updated. If you are still on patch 6 make sure you are using V.1.5.0.0 of Trips' Shaders Q. Will you patch X Head mod or X Hair mod?
A. Heads: I wont be providing any head mod patches for this race, however if mod authors wish to patch their heads into this mod they are more than welcome to.
Hairs: I am happy to patch in hair/beard mods however I will only do so if the original author gives permission.
Q. How can I play as an Undead Tiefling?
A. Thanks to some changes Larian made in Patch 7, to play as a Undead Tiefling you only need Padme's Vanilla CC Colours mod from this page and Labotor's Half-Tiefs, they come with built in support for all the Undead Races (PLEASE NOTE this method only works on PATCH 7) I also recommend Labotor's Flora and Fauna horns for even more fun horn options, some of which are seen in the screenshots.
Q. How can I customize the Tattoo/Makeup textures, and how can I add body tattoos?
A. The undead are now all set up to make use of the wonderful Magic Mirror Menu mod, which makes customizing and swapping Makeup, Face and Body Tattoos, much more accessible! Please refer to the Menu's mod page for how to set it up.
If you wish to manually customize them, there is a Loose Data file under the optional files. You can drop this into your Baldur's Gate 3/Data directory. Under Generated/Public/UndeadRace/[PAK]_UndeadRace/_SharedAssets you will find several texture files that can be replaced with whatever makeup/tattoo atlases you like, just rename and overwrite!
The version 4 update is finally here, I have been working on and off on this update for a little while now as it has been an awful lot of work, I hope you enjoy it, so what's new?
!!DO NOT UPDATE THIS MOD WHILE ON AN EXISTING SAVE, YOU WILL NEED TO START A NEW SAVE IF YOU WISH TO UPDATE THE MOD!!
HUMANOID BODIES
The first thing you will likely notice when you start up the game is that there is a duplicate undead race, this is normal and fully intended! The new duplicate race has the exact same progressions/skills as the original race, with one big difference, it is using the regular Humanoid Body Type 1 and 2!
This means that all those cool armour mods you see on the Nexus can now be worn on your undead, I took on the gargantuan task of refitting all of the undead heads to this new body type, it was a LOT of work.
PHYLACTERY ADJUSTMENTS... AGAIN (I PROMISE THIS IS THE LAST TIME)
Yes I have updated the Phylactery progressions once again, and I believe I have finished wrangling this awful beast. Your Phylactery spells are no longer tied directly to the Phylactery you select, from now on when you reach levels 3/6/9/12 you will receive a passive selector option in your level up screen that will let you select the elemental spell of your choice. This means you can mix and match elements and are no longer tied to a set element per phylactery (though there is nothing stopping you from sticking to a chosen theme).
The reason for this is primarily that your spells will no longer vanish on load anymore! Yay! It also allows the player to have more freedom in customizing their lich, so a win-win I say.
A FEW LITTLE EXTRAS... I've added a few smaller things into the mod here and there that have been requested.
- Ghoul claws and bites are no longer once per battle, they now have a short 1 turn cool down. - Poison status healing no longer has a cool down. - Standing in poison surfaces or clouds will now heal the undead at the start of a turn, similar to how the Wave Mother's robe heals when standing in water! - The Undead Race has been whitelisted for use with BG3SX if that interests you... - Mummies now have custom bandage undies, they have also been added onto the mummy wraps you can find in the tutorial chest. - I have included an optional file that removes the forced mummy wrappings from the mummy subrace for people who don't want them. - Custom eye colours have been updated with a new colour parameter that allows you to change the colour of your Lich chest glow, and the Shadow Cursed cracks! Several other eye mods also support this feature such as Astralities Feywild Eyes and Demon Eyes and Padme's P4 Custom Eye Colours
There may be some very minor clipping on the legs of some armours with the bandages on the Mummy bodies, if it proves to be enough of an issue I will attempt to properly fix, but please be aware that I cannot test every outfit
Some of the kiss animations might look a little funny with the toothier/skull heads, not much I can do about this! Consequence of being a floating skull.
Currently, the Undead Subrace disguise options are working just fine however they are lacking the appropriate portraits (currently appears as Drow) I do not know how to fix this, but once I find a solution it will be done.
Undead subraces have NOT been tested on hirelings and at this current moment I will not be troubleshooting hireling related issues, as undead hirelings are currently not a supported part of this mod.
Really love this mod! I noticed it says new in V4.3 that there's skeletons. I'm probably being an idiot, but I can't find how to make a skeleton character in the CC.
Currently I'm on the latest version 4.5. Are the skeletons only available in V4.3?
This mod is incredible! I'm just curious if its possible to get an option for the Lich to use Human(or even Githyanki) animations instead of Elf? Either way, amazing work thank you :)
thank you for this mod and the work you put into it. Would it be too much to make Dragonborn undead graphics in this mod. I can see that might be a bridge too far :)
I know you said that conversion to modio is not in your interest, but this mod is so damn good that I wish you would reconsider <3, most people in the bg3 discord that join have paid interest in this mod that I linked them to go with the necromancy class/subclass
idk if anyone told you that already, but there are undead dialgue options!, i havent seen many yet (still on act 1), but i had one at conversation with Florrick
I absolutely love the look of the eyeless wight head, was wondering is there a way to get that on a regular human Tav? (I'm currently using your Urvir head for an evil necromancer playthrough and it's great too)
This isn't something I personally planned to do however I suppose it'd be quite quick and easy to do it, I'll see about adding an optional file for the heads on vanilla races once I'm done with this update I'm working on (should hopefully be done this week)
bonjour j'ai une question étant novice dans le modding , dois-je utiliser le impui patch 7 ou alors le patch 8 ? car nous sommes sur la version 8 actuellement et je ne comprends pas trop ou dois je aller xd enfaite certain de mes mods installer nécessite le patch 7 et d'autres le patch 8 cc comment faire dans ses cas la ? ce mod demande le 8 cc mais le sous mod banshee demande le 7 que doit je faire ?
The Banshee subrace relies on this mod, so you should refer to the requirements of this mod for it. You should be using the Patch 8 CC fixes version of ImpUI.
désolé moi non plus je ne parle pas anglais , donc si j'ai bien compris je doit utiliser le patch 8 CC mais est ce compatible avec le patch 7 de impui ? enfaite mon problème c'est que la plupart de mes mods requière le patch 7 uniquement du coup je suis dans une impasse car je ne c'est pas si je doit utiliser le patch 8 cc et est ce que il sera viable sur les mods nécessitant le patch 7 uniquement désolé de mes question et merci des réponses Sorry, I don't speak English either, so if I understand correctly, I have to use patch 8 CC, but is it compatible with patch 7 from Impui? In fact, my problem is that most of my mods require patch 7 only, so I'm stuck because I don't know if I have to use patch 8 CC and will it be viable on mods requiring patch 7 only? Sorry for my questions and thank you for the answers.
If you're playing on Patch 7 still then this mod will work with the Patch 7 version of ImpUI, but if you're playing on Patch 8 then the Patch 8 version should be required. I'm afraid I'm clueless about mods still requiring Patch 7 ImpUI on Patch 8, I'm not even sure if the Patch 7 version of ImpUI works on Patch 8.
843 comments
A. Nope. I would have to essentially remake the whole mod in the toolkit to do that, and that is not something I will ever feel like doing, it is simply far too much work for me to consider.
Q. Why are my characters heads floating/static/detached from the body?
A. The Animation Level of Detail setting must be set to HIGH to avoid this issue, this is a minor caveat of making heads with custom armatures.
Q. Race does not appear in the menu / My Tav's body is blue / I can't scroll down the CC Menu?
A. Make sure the two MAJOR requirements, Improved UI and Trips' Shader Pack are both fully updated. If you are still on patch 6 make sure you are using V.1.5.0.0 of Trips' Shaders
Q. Will you patch X Head mod or X Hair mod?
A. Heads: I wont be providing any head mod patches for this race, however if mod authors wish to patch their heads into this mod they are more than welcome to.
Hairs: I am happy to patch in hair/beard mods however I will only do so if the original author gives permission.
Q. How can I play as an Undead Tiefling?
A. Thanks to some changes Larian made in Patch 7, to play as a Undead Tiefling you only need Padme's Vanilla CC Colours mod from this page and Labotor's Half-Tiefs, they come with built in support for all the Undead Races (PLEASE NOTE this method only works on PATCH 7) I also recommend Labotor's Flora and Fauna horns for even more fun horn options, some of which are seen in the screenshots.
Q. How can I customize the Tattoo/Makeup textures, and how can I add body tattoos?
A. The undead are now all set up to make use of the wonderful Magic Mirror Menu mod, which makes customizing and swapping Makeup, Face and Body Tattoos, much more accessible! Please refer to the Menu's mod page for how to set it up.
If you wish to manually customize them, there is a Loose Data file under the optional files. You can drop this into your Baldur's Gate 3/Data directory. Under Generated/Public/UndeadRace/[PAK]_UndeadRace/_SharedAssets you will find several texture files that can be replaced with whatever makeup/tattoo atlases you like, just rename and overwrite!
The version 4 update is finally here, I have been working on and off on this update for a little while now as it has been an awful lot of work, I hope you enjoy it, so what's new?
!!DO NOT UPDATE THIS MOD WHILE ON AN EXISTING SAVE, YOU WILL NEED TO START A NEW SAVE IF YOU WISH TO UPDATE THE MOD!!
HUMANOID BODIES
The first thing you will likely notice when you start up the game is that there is a duplicate undead race, this is normal and fully intended! The new duplicate race has the exact same progressions/skills as the original race, with one big difference, it is using the regular Humanoid Body Type 1 and 2!
This means that all those cool armour mods you see on the Nexus can now be worn on your undead, I took on the gargantuan task of refitting all of the undead heads to this new body type, it was a LOT of work.
PHYLACTERY ADJUSTMENTS... AGAIN (I PROMISE THIS IS THE LAST TIME)
Yes I have updated the Phylactery progressions once again, and I believe I have finished wrangling this awful beast. Your Phylactery spells are no longer tied directly to the Phylactery you select, from now on when you reach levels 3/6/9/12 you will receive a passive selector option in your level up screen that will let you select the elemental spell of your choice. This means you can mix and match elements and are no longer tied to a set element per phylactery (though there is nothing stopping you from sticking to a chosen theme).
The reason for this is primarily that your spells will no longer vanish on load anymore! Yay! It also allows the player to have more freedom in customizing their lich, so a win-win I say.
A FEW LITTLE EXTRAS...
I've added a few smaller things into the mod here and there that have been requested.
- Ghoul claws and bites are no longer once per battle, they now have a short 1 turn cool down.
- Poison status healing no longer has a cool down.
- Standing in poison surfaces or clouds will now heal the undead at the start of a turn, similar to how the Wave Mother's robe heals when standing in water!
- The Undead Race has been whitelisted for use with BG3SX if that interests you...
- Mummies now have custom bandage undies, they have also been added onto the mummy wraps you can find in the tutorial chest.
- I have included an optional file that removes the forced mummy wrappings from the mummy subrace for people who don't want them.
- Custom eye colours have been updated with a new colour parameter that allows you to change the colour of your Lich chest glow, and the Shadow Cursed cracks! Several other eye mods also support this feature such as Astralities Feywild Eyes and Demon Eyes and Padme's P4 Custom Eye Colours
Currently I'm on the latest version 4.5. Are the skeletons only available in V4.3?
Would it be too much to make Dragonborn undead graphics in this mod. I can see that might be a bridge too far :)
(I'm currently using your Urvir head for an evil necromancer playthrough and it's great too)
So thank you
ce mod demande le 8 cc mais le sous mod banshee demande le 7 que doit je faire ?
The Banshee subrace relies on this mod, so you should refer to the requirements of this mod for it. You should be using the Patch 8 CC fixes version of ImpUI.
Sorry, I don't speak English either, so if I understand correctly, I have to use patch 8 CC, but is it compatible with patch 7 from Impui? In fact, my problem is that most of my mods require patch 7 only, so I'm stuck because I don't know if I have to use patch 8 CC and will it be viable on mods requiring patch 7 only? Sorry for my questions and thank you for the answers.