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Sailor Cat

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actualsailorcat

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  1. actualsailorcat
    actualsailorcat
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    Patch 8: Larian fixed neither Undead Thralls (despite responding to my bug report) nor the longstanding bugs addressed by this mod, so if you spot something that's broken, leave a comment. Unlikely Larian'll fix it if it isn't related to someone's Second Life character.

    Undead Thralls Additional Summons is broken when upcasting. This is a vanilla bug. Fix here.
    Larian broke this at least once already with some console hotfix. Not sure what caused it this time, but I've submitted a bug report. When upcasting at 4th-level or higher, Undead Thralls' Additional Undead will come into effect for a split-second, allowing 4 targets, then drop to 3 targets.

    Balance Observations
    Hundreds of tabletop sessions + multiple BG3 campaigns as a necro. Conservative when it comes to player power level. With that in mind, this mod was made at launch for myself, to fix bugs or oversights I'd discovered. Balance-wise, most is either fine or can be avoided. Some claim Toggle Corpse Requirements is imbalanced. However, 5e's Sage Advice tells us we can recycle skeletons. What's more, Animate Dead can normally be recast to reassert control over its undead overnight. That is, you shouldn't lose them after a long rest. Those're two noteworthy sources of corpses crossed out in BG3. My main concern is the necrotic damage on the skeleton's shortbow, but I don't want to remove it in a necromancy patch that so many use (Skeleton Shortbow Nerf). My advice: avoid the extra reanimation options besides the 3rd-level melee skeleton. These were added by request, and are not in line with the mod's balance.

    "A SubMod of Animate Dead Plus Plus and Valkrana's Spellbook"
    If using this SubMod, please also download the fix from AD++ optional files. Otherwise, that mod will strip some undead of their Undead creature type, screw with Valkrana's Spellbook, erroneously add automation to undead, and probably more. It's still the case that this mod erroneously burns automation into some creatures, but I don't have the time to fix all these issues.

    Necromancy Expanded
    NE mod has baked in support for an early version of the automation. Because of that, NE creatures always have automation.

    Larian's mod manager and Mod.io
    Mod.io sucks. My mods work (mostly) perfectly fine as-is. There's little reason and no necessity to recreate mods in the Toolkit (which also royally blows for handling data) just to re-release on a dollar store mod platform.

    Toggles
    Toggle non-lethal attacks or take a short rest to add toggles to your character. If this doesn't work, either directions aren't being followed, or another mod is at fault. Turn toggles off and on if one stops working after a long rest.

  2. appoduece
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    My undead champion helped Gale get out of fire by kicking him.
    We were on the Duergar boats in the Underdark.
    Gale drowned. 
    10/10.
  3. Igorzona
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    Good day, dear author. Help or tell me what I'm doing wrong. I turn off automation for the dead, but outside of combat I can control them, but during combat the AI ​​controls them. Although I've already turned it on and off, the AI ​​still controls them during combat. ANd i also don't have  orange "Block Automation". How can this be fixed ?
    1. actualsailorcat
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      Sounds like a broken install, another mod interfering or using an outdated automation (such as Submod or Necromancy Expanded).
    2. Igorzona
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      I can give you a list of mods that I use. If you are ready to help me figure it out (maybe I really messed something up)
    3. Igorzona
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      the problem is that I don't use these 2 mods Submod or Necromancy Expanded
    4. Igorzona
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      I find problem and solve it thanx )
    5. actualsailorcat
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      Which undead
    6. Igorzona
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      Animation of the dead plus plus and added Undead Automation SE and they seemed to conflict somehow (strangely Nexus mod manager did not say anything about the conflict on disabling/enabling AI) I disabled the Undead Automation SE mod and the AI ​​turned off. But now I can't create undead anywhere now it requires a corpse. But when I left only Undead Automation SE enabled, I was able to summon undead (zombies, skeletons) without a corpse, but the appearance of the archer's skeleton changed.
  4. HazelRTX
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    Hey! I just did a pure modding session and only really added Dread Overlord and this mod along with some other things and I'm having an issue where I have unlimited summons, is this normal? I have script extender v24 installed too.

    https://imgur.com/a/qITmpRz
    1. actualsailorcat
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      You need the DO add-on, or to turn off corpse toggle.
  5. JoseMoley
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    Edit:  A reinstall made it work.  Going to file it under "Vortex likes to derp out"

    So, I'm doing something wrong and I was wondering if someone could give me advice.  the toggles do not appear when I short rest or toggle non-lethal.  I installed this mod using Vortex, plus the Undead Thralls fix listed as a prereq.  What could I be doing incorrectly?
  6. Rabenwacht
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    It seems Melee Skeletons are not affected by undead thralls - additional summons if cast using life essence
    1. actualsailorcat
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      Probably symptomatic if the damn reason the fix was needed to begin with. I'll look into it.
  7. delesthor666
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    Hello there !! best mod ever i should say , just wanted to bring to your attention this mod Necromancy extended: Raise Corpse spell for Baldur's Gate 3 - mod.io maybe to give you some awesode ideas to implement in your mod , it would be the ultimate necromancer experience i think , thanks again for your awesome mod
    1. actualsailorcat
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      Thanks, but I've intentionally avoided this sort of thing. Besides the inherent balance issues, there were a lot of Glut annoyances from users and prospective modders early on that soured me to the idea.
  8. LilLupus
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    Is there some way to disable the toggles? I love the mod, but I really dislike that it clutters my passive features tab, I like to look at it from time to time to reflect on a character's growth and having the toggles there breaks my immersion. I realize you can disable them momentarily, but they come back after every short rest.
    1. actualsailorcat
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      By "disable" I assume you mean "remove" given the context, since you can disable them just fine. The answer is no, because Larian fucked hidden passives in patch 8, like many other things. So blame Larian. :(
    2. LilLupus
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      Yes, I meant something like hide or remove, even more because I'll likely use the default setting for the whole game. It's a shame it used to be doable, but I'll live. Anyway, thank you for your great mods.
    3. actualsailorcat
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      Yeah, unfortunately, it was hidden before P8. I don't like it cluttering the sheets either.
  9. georgesmith344
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    Finally figured it out, don't know if it's possible to delete comments hence this edit
    1. actualsailorcat
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      Sounds like it doesn't like some modded warlock subclass. Did you add a new one recently? Away for a few days and can't check details.
  10. umbrella09
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    I have localized this mod into Chinese because previous translations were too outdated to use. How should I submit the translated XML file to you to complete the embedded localization?
    1. actualsailorcat
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      It's generally better to upload your own TL to Nexus where possible, so you don't have to get in touch with me whenever you need to update (and so you can get DP if you want), but you can send me the file in a DM.
    2. umbrella09
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      ok
    3. MrDDDDD
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      hi,请问下大佬打算什么时候上传汉化mod哇,这几天重新下载了博得3,逛了一会nexus发现这个mod的汉化都有点老了,现在就等你的汉化补丁了哈哈
  11. spookydan
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    Currently I am not at a point in the game to test later summons but "Undead thralls" doesn't seem to work on "Animate Skeleton (Melee)" from this mod, even when I do have the Undead thralls fix.
    It does work on the vanilla archer skeleton and zombie.
    Level 3 spell slot only gives 1 skeleton, Level 4 gives 3, though I should note they still get the profiency bonus and extra health.
    I've tried the undead thralls fix both above and below this mod, so I don't think it's a load order issue (nothing I have below SHOULD matter I think)
    This is all assuming the melee skeletons aren't intentionally reduced in number for balance etc of course.

    EDIT:
    Okay so this is actually a mod conflict with something, so going to check that instead.
    I guess something was making a change to undead thralls unexpectedly.
    Sorry for false report.
  12. Lexington25
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    Sailorcat, I know this is not your mod but, I would not sure how to bring it to your attention if you wanted to take it over and update it for the people or make one of your own. It would go so when with your site of nerco mods. Maybe you have heard of it, "True Animate Dead" the creator appears to have orphaned the mod. I appears to work for the most part but, I am sure it could us a few updates. The modder created and spell call Animate Thrall that reanimated the actual body of the dead, it doesn't have the zombie look (body). I figured it does not hurt to bring it up and see if you were interested. I provided the link. I am sorry to bring this up on your mod forum. I know you are active with your mods, and this would be the easiest way to see what you thought about creating your own or working with what was already there. I am happy to move the discussion somewhere else if there even is a discussion. Thank you for your time.

    https://www.nexusmods.com/baldursgate3/mods/3003?
    1. actualsailorcat
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      Nah, not looking to adopt someone's mod. Don't even have enough time for my own.
    2. Lexington25
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      I get it, thanks for the response. it was a long shot I wanted to take. I use a few of your mods myself so, you are my resident Nercotech haha.
    3. actualsailorcat
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      I get it. Glad you're getting something out of mine, at least. (u_x)/