Very cool mod, but I am experiencing an issue with the Night Blades. I summoned two of them, but when I speak to them individually to get them to stay, one will always keep following me. If I tell the one who is still following me to follow me again, then the other one who was staying resumes following. It is possible I have some sort of mod issue somewhere, but was wondering if anyone else encountered this?
Ah, if duplicate dudes turn out to be the issue then I will just have to go adventure and find some new recipes. Again, thanks for your work on the mod and looking forward to playing it more. Got a whole slaughter corner setup in my creepy vampire house full of harvested organs...
Heya! Quick question, I have the scroll "Raise Warrior" and I got all the ingredients but the spell just makes a "bound helm" is there something I'm missing?
The scripted spells do work for sure but there might be an issue elsewhere. A couple more questions to narrow it down: - have you tried with this mod enabled only, so we can eliminate a conflict? - are you on OpenMW (scripts behave slightly differently)?
Using the "You are just a N'wah" modpack but it's using original morrowind and not Open MW, but I can throw this mod in a another morrowind instance and give it a go. :)
I think I found the issue you may have been having and resolved it. It looks like you need to visit the Seyda Neen Census Office to get the scripts started, as per the original Way of the Necromancer mod. Once I did that, I got the scripted messages on casting of Raise spells.
Oh, I see. I did want to change how the scripts are initialised eventually. I'll make the fact that they are initalise d in Seyda neen more obvious on the mod page
Cool! This is very welcomed mod as using the body parts is the real way doing it like in Oblivion there are lot of body parts/zombie parts in necromancer places which of course suggests same that they are rising the undead using the body parts... so this gives lot more meaning for the necromancing differencing it from the normal magic. In Morrowind that difference is quite small I think. By the way is the icons from Heroes of Might and Magic 3 they look so familiar? Thanks for the mod!!!
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Do you get a message when you cast the spell?
Were you able to summon other minions?
A couple more questions to narrow it down:
- have you tried with this mod enabled only, so we can eliminate a conflict?
- are you on OpenMW (scripts behave slightly differently)?
I did want to change how the scripts are initialised eventually.
I'll make the fact that they are initalise d in Seyda neen more obvious on the mod page
By the way is the icons from Heroes of Might and Magic 3 they look so familiar? Thanks for the mod!!!