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  1. 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.
  2. actualsailorcat
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    Patch 8 Compatible
    If a necromancy-related mechanic in BG3 isn't working as intended, you can report it here.


    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.


  3. PeacefullyEpic
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    Hey, actualsailorcat. With this mod, it does cause my Aura of Hate to apply to shovel and summoned melee skeletons and stuff as it's supposed to, but for some reason it causes the Aura of Hate to add 0 damage to their attacks instead of 5 like it's supposed to. Notably, it does add the damage to my own attacks correctly.

    Update: I've tested it now by reclaiming and rebreaking my oath, and I tested it with the Infernal Rapier's Planar Ally: Cambion, which Aura of Hate works with correctly in the base game. In both cases, the Aura of Hate only applied +0 damage.

    This might just be a mod conflict, but I don't have any other mods that modify paladin auras, so I wouldn't expect it to be.

    I'm not super familiar with modding, so I apologize if there's information I'm leaving out.
    1. mrreaper999
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      I seem to be having the same issue.  Did you ever figure it out? It shows the aura applying to all my undead, but that it adds 0 damage.
    2. actualsailorcat
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      I'll check.
    3. actualsailorcat
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      Just confirmed again. It works (check combat log). It shows 0 on the description because it doesn't like the description params I'm feeding it.
    4. mrreaper999
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      Gosh, I should have checked that, apologies.  Yeah, it's working properly then, just not showing in the tooltip.

      Thanks for all your hard work!
    5. actualsailorcat
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      Np. Didn't want to f*#@ with the tooltip to add something static, but I may as well 
  4. LeiYaBQ
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    accidently removed animate dead from one of my save by the remove toggle ,now all the toggles are disappear ,is there any way to add it back?
    1. LeiYaBQ
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      all good now, using passive toggle many time to bring it back
  5. alatari
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    My undead are now roaming around camp.  I  can't remember which mod added that.
    It's this mod, right?
    Automation is off.  (Glow-in-the-dark skellies don't have the archer Archtype AI  and run right at Owlbear momma with only a bow and 1 HP )
    I'm trying to equip (SummonEquip mod) Glow-in-the-dark skellies with xbows and they are fast and ALL over the place taking a while to return to the sleeping bag area. If I enter turn based mode; they have no movement left on first round.
    18 running skellies does lag my laptop :/

    Stand still,wouldya? Pleeeeeezzzeeee?

    If it's not your mod, sorry.   
    I'll asking around.
    Maybe Valkrana's, maybe Undead Overlord (Astarion will take that after reading the Thayan tome; if I don't like it then will remove it.)
    1. actualsailorcat
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      I'm not dealing with SummonEquip mod-related AI stuff, but they don't run outside of camp, so you can equip them there. Laptop gives the impression that specs are just too low for 18 skellies, but I'll keep an eye on it. For now, you can revert to the previous version of Valkrana's Spellbook if it impacts your performance.
  6. Guess Im the only one with issues using the new flesh golem, didn't see anything in search. Its likely a conflict? it spawns as dead, 0 hp and like acts like its gonna crash the game but doesn't, just messing the frames up and makes it unplayable. So far its actually the only summon I have an issue with.

    I actually just checked and the death shepherd is having problems too.
    1. actualsailorcat
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      Neither death shepherd nor flesh golem are from this mod.
    2. Are they from one of your others? I didnt see a list of summons that was, I dont use anything other then dread overlord and these 2 are bundled in under the spell that summons the others for this mod, if im not mistaken.

      Mb, I think its Valkrana's Skeleton Emporium, would it be better to post over there? i just seen the multi selection spell layout on an image. if thats true Ill just go there and leave a post, see if anyone knows anything, ty in advance either way.
    3. actualsailorcat
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      While Skeleton Emporium does add death shepherd, it doesn't have any issues. It doesn't add the flesh golem, though (skeleton emporium). What you're using might be the "SubMod" that has issues, and has both of the creatures.
  7. karlken
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    Will the bug with Dread Overlord mod and Death Cleric subclass be fixed soon? Thanks for this amazing mod btw.
    1. actualsailorcat
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      I don't fix DO bugs, but what bug?
    2. karlken
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      DO class have 2 abilities that count as necromancer cantrips, which affected by the passive of death cleric but it doesnt bring up the UI to select just one target, so those abilities are technically unusable. Things are back to normal when I uninstall AD++. The creator of DO said you're aware of this issue a while ago so I thought I should ask here, sorry if I bothered you. 
    3. actualsailorcat
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      It's fine, but it was fixed an update or two ago.
    4. karlken
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      ooh, I didn't realize, my bad :") 
  8. FuriousApple
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    Im assuming all this stuff works for the newer Death Domain Cleric subclass?
    1. actualsailorcat
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      It's pretty class agnostic except for some warlock bullshit and other class specific changes, yeah.
  9. Tiax2ii
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    Is there a version of this mod or another mod that restricts the Aura of Hate to only allies? I really don't enjoy making act 2 way more difficult by having Aura of Hate apply to every single undead enemy. 
  10. CountWorgen
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    Are the crossbow skeletons part of the summons? I read about it in the patchnotes, never seen them as an option tho. Is it part of your extra Undead summon mods perhaps? 
    1. actualsailorcat
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      There are several that use xbows in some of my mods (and others'), yeah. But that aside, there are base game skeletons that use xbows that are affected by the changed.
    2. CountWorgen
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      I see. Much appreciated!
  11. Tiax2ii
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    Is this mod compatible with 5e spells? 
    1. actualsailorcat
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      Yeah
  12. Lilly112
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    No Corpse for Animate Dead is not working.