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Rumblin

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kwhynot40

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36 comments

  1. vanhout57
    vanhout57
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    For those who were looking for a DE of this mod, here is the link to the conversion I made
    https://www.nexusmods.com/divinityoriginalsin2/mods/452
  2. roninpanther
    roninpanther
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    Anyway to gogogadget this over to Definitive Addition?
  3. tunaicen
    tunaicen
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    why didnt you just added a corpse req for archers? or increased both summon duration and cd?
  4. woodlandcoyote
    woodlandcoyote
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    [deleted]
  5. Nikonthenet
    Nikonthenet
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    Awesome mod, gaving so much fun with this! Thanks

    Would love a sword and shield skeleton. Maybe one that uses 'provoke' and / or 'Battering Ram' from the warfare skill line. It could be created by combining 'Summon Skeleton' with a random 'Warfare' skill ... just a wishful idea!
    1. ZerdLR
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      Well, the incarnate already does that with Power Infusion. Maybe all you should want is to change the visuals of the incarnate to a Warrior Skeleton
    2. Nikonthenet
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      I've been using an incarnate Gheist, which has been much fun so far!
    3. KSForrer
      KSForrer
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      I'm working on making such a mod myself Nikonthenet, all the features you would expect in a summoned skeleton but I can't seem to get the skillbook to show up in traders inventories nor can I get its crafted item combination to work (returns different skillbook for some weird reason)

      Maybe the maker of this summon skeleton mod will read this and my private message I sent to them and offer me some help/advice on what I am doing wrong.
    4. Nikonthenet
      Nikonthenet
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      I did some Fallout4 modding and found the community here to be very helpful, so hopefully! I've not yet tinkered with DOS2 so can't offer help myself. You could try posting in the forums for help.

      All the best.
    5. savemodder687@gmail.com
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      If you have 10 summoning, the skeleton warlord you get with this mod has both those.

      Edit: Nevermind, thinking of a different mod.
  6. shadowrem
    shadowrem
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    Thanks for the great mod, too bad is not compatible with Summon life extended mod by Avalonica
    1. Avalonica
      Avalonica
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      I simply can't edit other peoples mod's and upload them. Technically I could make a patch, but it's a bit overkill. If you are a bit daring I posted a FULL tutorial on how to edit this mod yourself in the post section, search for Tutorial:
      https://www.nexusmods.com/divinityoriginalsin2/mods/19/?

      EDIT:
      If I would have "free hands" with this wonderful mod, oh dear... You would see mass summon archers, and then I would make the single summon into a perma pet for archer and 1h sword, that way you would always have a skeleton active at your side and then "mass summon" (like totem) the others when battle starts... oh.... I am tingling all over at the potential with this mod....... ^-^

    2. kwhynot40
      kwhynot40
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      I assumed the distribution permissions were public, but apparently you can't find them anywhere. The TLDR is anyone can do whatever they want with the mod. I don't even really care about credit, but would certainly be nice. I'll throw a blurb in the description, but if you want to fork off it, or revamp it, or whatever else; don't let me stop you.
    3. Avalonica
      Avalonica
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      Music for my ears! I'll be gentle with it! And of course credit you as the original author.
    4. darkboya
      darkboya
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      Come back Avalonica! Bring the D2 necro spirit in this game once and for all!
  7. Susaphone
    Susaphone
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    Thanks for the mod. Would you please add a skeleton mage?

    Thank you.
  8. JediSword
    JediSword
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    Looks really good. and I'll definitely give it a try. But wouldn't it make more sense to make the skeletons require a dead body like Raise Bloated Corpse? In exchange you could make them last 1 or 2 more rounds.

    EDIT: If the idea of any corpse turning into a human skeleton doesn't feel right, you could make them Necromancy-Polymorph rather then Necromancy-Summoner.
    1. JediSword
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      I've spent a couple of hours trying to get the editor to work. I was able to open up the mod's file in the editor. but the tables you described didn't seem to have anything in them, also I'm not sure what I'm meant to do after putting in the values.

      Also; it would be pretty cool if the skeletons were the same species as the caster. know if that's possible?
    2. JediSword
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      After playing the game more and realising how already existing necromancy skills work I rescind this criticism. The way the skeletons are summoned fits, as well as their duration and cool down. although I also now realize that a lot of the already existing necromancer NPCs such as Tarquin and the necromancer dog in the cemetery both summon skeletons and skeleton archers that work almost identically to this mod, but they look slightly different and have different names. Such as the skeleton archer is instead called "long dead bowman" and wears rags. It would make a lot of sense to simply give the player the ability to learn these skills. possibly also adding them to skill venders and give them a more typical crafting recipe.
  9. Malko74
    Malko74
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    Really good idea but seems too underpowered. I wish i could edit it to make it viable in Tactician mode.
    Nice work anyway !
  10. BloodyRelight
    BloodyRelight
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    I love you.