Find better spell costs for the config - You can help with this one. If you tweak those settings and find a balance you think is nice, please let me know.
Follow and Wait modes - So that minions aren't always following, but can instead be told to wait sometimes.
It will be cool if summoned undead will count as pacified enemies, so they will have followers option and better collision/follow method with languages skills overhaul.
It won't be updated for a while. I have other life priorities. Magnitude, intelligence, willpower and mysticism all come together to increase the quality of the minion (HP, equipment, etc). For details, read here. I'm not sure if everything works correctly but at the very least, it boosts HP.
I believe I have done this, just need to test some more (the language mod seems to be not ported yet) but if I can get ChebGonaz's approval, I can provide it to them to host on this page maybe
Yes, no problem Lordbok. Maybe the easiest way is for you to make a mod submission to nexus like "Cheb's Necromancy (Android)" or something and upload it.
Hiya, love your work! I have run into a couple of minor issues but am nevertheless enjoying your mod so far.
First, Necromancy spells made with spellmaking have no gold cost for creation and no magicka cost. I believe this is because I am using Kab's Unleveled Spells. I have no problem with this, but wanted to let you know.
Second, I had an amusing incident when I had 1 skeleton following me into town. Each time I would exit from an interior (a shop in this case), it would duplicate. The duplicates would then cause the same behaviour and after repeatedly exiting the same shop, I couldn't move as I was surrounded by a horde of skeletons. Gave me a good laugh to be honest! Killing my summons before going to town prevents this. Also found it can be exploited for the skeletons' loot drops.
I haven't tried repeating this, but I will put in a bug report if it's reproducible; should be easy to test.
Necromancy spells made with spellmaking have no gold cost for creation and no magicka cost. I believe this is because I am using Kab's Unleveled Spells. I have no problem with this, but wanted to let you know.
It might be due to me having no clue what to set the spell cost values to
RE:Spell Costs, I messed around with the Chance Cost A, Chance Cost B and Chance Cost Offset values in mod settings and I didn't notice any difference in spellmaking price or magicka costs.
After a quick test, I found the duplication bug is reproducible on my setup only if I have all my mods enabled, and only when exiting shop buildings (marked orange on map by default) If I test with only your necromancy mod active, the bug does not appear. I haven't yet begun trying to single out which mod conflicts but I have a log file with a long list of the spawns as they happened, not sure if you'd wanna look since it only happens due to conflicting mod(s).
Well, I suppose I should kill my minions before going to town anyway for RP reasons xD
Not sure I have enough info yet, should I put it into an actual bug report now?
EDIT: Not necessary, I messed with load order and moved it closer to the bottom, no duplicating issues now!
Thank you, I'm glad you were able to reproduce and figure it out. If you want to figure out exactly the circumstances that causes that duplication conflict and open an issue, maybe I can look into fixing that. But since it's only happening when other mods are there, I don't fancy my chances.
For me, that happens because of "transparent windows" mod. I'm disabled it and everything is ok. At least, with duplication glitch. Skeletons often clip through the walls, don't know why
I am loving the mod so far, however I have encountered some really annoying issues:
1. The skeletons have collision. While normally this is fine, I find it rather cumbersomeness as having a few skeleton while exploring in town will cause me to get stuck in rooms.
2. The skeleton just clips into the roof or floor when dealing with elevated surfaces. It's rather alarming when you are a squishy necromancer with a stick missing 99% of your hits,
2. The skeleton just clips into the roof or floor when dealing with elevated surfaces
The code for this is pretty wack and not easily improved. Daggerfall doesn't seem to have modern pathfinding like I'm used to working with (like A* or Dijkstra) but instead some funky stuff from 1996 which was faithfully carried over 1:1 by DFU. That makes it pretty hard for NPCs to navigate around like how the enemy can't figure out how to reach you from behind a table. Following the player properly with this approach is not easy for me to pull off.
Maybe in the future someone will do a pathfinding overhaul mod for DFU which adds something more modern and easy to work with.
Just trying out this mod for the first time and I'm loving it. I usually play as a Witchhunter, and I decided to do a 180 and play a vampire necromancer, and this mod is perfect for it.
Do you have any thought on integrating this with the Necromancer faction aka Mannimarco? It could be cool if we could train with them and if they were the merchants for the spells.
EDIT: With Necromancer class, it says I have 3X INT for increased magery, but I only have 1X INT spell points. Idk for sure if this is a mod bug, but I figured I'd bring it up.
EDIT 2: It seems to be an issue with the Necromancer class. With the mod still enabled, I created a new character with only Improved Magery 3X, and the spell points were correct. When I made another Necromancer character, they were still wrong. Idk what the issue is with the class you made. Maybe the order of the advantages/disadvantages matters? Maybe there are too many disadvantages bc I can't use as many as you did in custom character creation.
I was able to fix it by changing the "SpellPointMultiplierValue" to 3.0 in my save's SaveData file. The value for the name was right, but the multiplier itself was set to 1.0
106 comments
Currently pending improvements/additions:
anyway, what is magnitude do(in spell maker)? it's increase health, damage, both, hit chance of minion or what?
First, Necromancy spells made with spellmaking have no gold cost for creation and no magicka cost. I believe this is because I am using Kab's Unleveled Spells. I have no problem with this, but wanted to let you know.
Second, I had an amusing incident when I had 1 skeleton following me into town.
Each time I would exit from an interior (a shop in this case), it would duplicate. The duplicates would then cause the same behaviour and after repeatedly exiting the same shop, I couldn't move as I was surrounded by a horde of skeletons.
Gave me a good laugh to be honest!
Killing my summons before going to town prevents this. Also found it can be exploited for the skeletons' loot drops.
I haven't tried repeating this, but I will put in a bug report if it's reproducible; should be easy to test.
Thank you for your work!
It might be due to me having no clue what to set the spell cost values to
After a quick test, I found the duplication bug is reproducible on my setup only if I have all my mods enabled, and only when exiting shop buildings (marked orange on map by default)
If I test with only your necromancy mod active, the bug does not appear. I haven't yet begun trying to single out which mod conflicts but I have a log file with a long list of the spawns as they happened, not sure if you'd wanna look since it only happens due to conflicting mod(s).
Well, I suppose I should kill my minions before going to town anyway for RP reasons xD
Not sure I have enough info yet, should I put it into an actual bug report now?
EDIT: Not necessary, I messed with load order and moved it closer to the bottom, no duplicating issues now!
At least, with duplication glitch. Skeletons often clip through the walls, don't know why
1. The skeletons have collision. While normally this is fine, I find it rather cumbersomeness as having a few skeleton while exploring in town will cause me to get stuck in rooms.
2. The skeleton just clips into the roof or floor when dealing with elevated surfaces. It's rather alarming when you are a squishy necromancer with a stick missing 99% of your hits,
The code for this is pretty wack and not easily improved. Daggerfall doesn't seem to have modern pathfinding like I'm used to working with (like A* or Dijkstra) but instead some funky stuff from 1996 which was faithfully carried over 1:1 by DFU. That makes it pretty hard for NPCs to navigate around like how the enemy can't figure out how to reach you from behind a table. Following the player properly with this approach is not easy for me to pull off.
Maybe in the future someone will do a pathfinding overhaul mod for DFU which adds something more modern and easy to work with.
Do you have any thought on integrating this with the Necromancer faction aka Mannimarco? It could be cool if we could train with them and if they were the merchants for the spells.
EDIT: With Necromancer class, it says I have 3X INT for increased magery, but I only have 1X INT spell points. Idk for sure if this is a mod bug, but I figured I'd bring it up.
EDIT 2: It seems to be an issue with the Necromancer class. With the mod still enabled, I created a new character with only Improved Magery 3X, and the spell points were correct. When I made another Necromancer character, they were still wrong. Idk what the issue is with the class you made. Maybe the order of the advantages/disadvantages matters? Maybe there are too many disadvantages bc I can't use as many as you did in custom character creation.