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This page was last updated on 21 July 2020, 12:40PM
- Changelogs
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Version 1.6
- Creatures and necromancers no longer attack eachother. Sorry about that one!
- Shambles can now use their special ability as intended, attracting all hostile enemies to attack them instead of your squishier creatures at the cost of bloodlust.
- The remains pot will no longer become unactivateable upon occasion.
- Sentinals no longer lose their weapons or spawn infinite weapons due to their redesign.
- Killing someone whilst both infected and soultrapped will no longer hard crash the game.
- The player logbook will now accurately track stats like number of creations and number of necromancers who have joined your lair, instead of seemingly making up a random number.
- Blood Defences now check to see if they have been placed right instead of just appearing and charging you the bloodlust.
- Crime detection when chopping up bodies in public no longer causes extremely high bounties to reset.
- You can now change the aggression of your creatures in the mystserious ini (data/ini). This means you can lower it to a value of 20 to bring them into towns with you without them attacking NPCs, but still defending you from enemies.
- You can also now apply a multiplier to creature speed. Currently set to a default of 1.2 to make gameplay a bit smoother, it can be increased or decreased to whatever your dark heart desires. How lovely!
- The skeleton sentinal is now a unique and powerful creature like the Zombie Progenator! Weilding a claymore and lightning magic, the Sentinal will collect its own bloodlust when fighting, and any skeletons following it will provide their bloodlust too. It will then use this power in combat to protect it's followers with shields or heal them when damaged. It will use a degree of logic in this, reserving bloodlust for the badly damaged and only buffing melee followers unless it has a huge amount of bloodlust to spare.
- The player no longer has to squat and activate necromancers to give them orders- instead it is a dialogue option. If you give a necromancer an order they are not inclined or able to follow (like recruiting a necromancer above your level or telling them to follow a skeletal avatar that doesn't exist) a notification will explain why.
- creatures and necromancers have now moved to a token+package system as apposed to scripted package changes. This should result in more reliable behaviour.
- Bloodworks are now smaller, roughly the same size as spawnpods.
- Blood and Hell hounds no longer require 3 ingredients; it only costs one vampire dust or firesalt.
- Necromancers and battlemage paladins no long come to your lair if it is in the shivering isles, and you will not gain any fame for your actions there.
- Creatures are now incapable of entering combat with the player or anyone in the player faction.
- The necromancy level up message will now tell you your current level.
- If creatures commit crimes like assault or murder, the bounty will now be added to the player if they are visable to a witness of the crime.
- Fresh zombies created by the Ancient Zombie (now renamed Zombie Progenitor) will decompose after 2-3 days unless upgraded. Until then however, they no longer require coffin space in your lair!
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Version 1.5.2
- Bugfixes:
- Gravedigging missing mesh bug
- zombie infections effecting baseactors instead of individual actors
- flesh titan menu breaking after selecting "never mind"
- Minions not attacking some creatures (like rats and crabs)
- Incorrect prices for silvered and ornate carving knives
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Version 1.5.1
- BugFixes:
- Necromancer's Altar not responding after being moved or placed fixed
- Annoying debug messages upon entering or leaving lair removed
- Failed cell recognition- mod now recognises up to four cells around your altar as being part of your lair, including ownership, reset cancelling and object building
- INI moved to avoid being eaten by OMM
- Depreciated patrol/hunt dialogue removed from skeleton avatar
- Flesh Atronach sizes readjusted, no more baby atronachs!
- Confusing message upon upgrading fresh zombie fixed
- Skelly Guardian Brute/Ancient zombie Wait packages fixed
- possibly more... I didn't keep a log this time!
- Crime detection:
- Harvesting a body is now a crime! Currently a 1,000 gold bounty is added if you are spotted, and people will react as if you have murdered someone, though this will not add to your kill or murder counter and will not trigger the DB quest
- Currently, anyone who is not a necromancer or in an evil faction will freak out if you carve a body up in front of them, even if they are a follower.
- In order to trigger the crime event, the murder of a disabled npc by the player is simulated. The mod already removes all record of this happening in the same frame, but it's also no problem to change the crime bounty or how people react if people think it would work better. Bear in mind that the reaction dialogue has to come from an in-game dialogue that can be spoken by all races- obvious examples include other crime dialogue (theft, trespassing) or speech mini-game reactions ("Urgh! That's foul!"). I just felt that murder reactions felt the most natural, of the options I had discovered so far.
- (In case you were curious- the disabled Npc that gets endlessly moved, murdered and respawned every time you carve a body now is a copy of Rindir. Guy always bugged me)
- Gravedigging:
- If you have a shovel, you can now dig graves! This is mentioned so much in conversation, lorebooks, notes etc throughout the game, and I always thought it could make for some cool gameplay, so now it's in. The mod dynamically adds activators to gravestones the player looks at, and these can be interacted with to exhume the grave, triggering a sequence of sound effects and adding a dug-up grave object at the players feet. This is filled with clothing, a little gold, and the remains of a body- if you're lucky and get a fresh one, it'll have flesh. Be careful though- grave robbing is a serious crime in Cyrodiil, and anyone nearby will hear you and investigate.
- When digging graves, an invisible AOE spell checks for nearby upstanding citizens close by, and triggers some unique search behaviour if there are. There is also a chance for a 'disaster', in which you fail to exhume the grave, and cause a much louder sound that alerts actors in a much larger radius. This chance decreases as your necromancy skill grows.
- The 'search for graverobber' function is pretty unique ai behaviour, and so might seem confusing to players the first time they see it. Essentially, anyone nearby who fits the bill of a responsible citizen will draw their weapon (or light a torch if its dark) and approach the source of the sound. Throughout this, they will say "who's there?" "what's that?" etc at intervals. If they find the player during this time, they will shout thief, and call the guards. If they don't, they go back to their daily routine. I'm open to feedback on how this should work, though.
- Currently, actors must have a relatively high responsibility (high enough to report theft, at least) to investigate sounds, or else they will just say generic crime-ignore dialogue and carry on about their day. "What? I didn't see a thing."
- Actors must ALSO have some degree of confidence to investigate sounds at night, else they will say generic fear dialogue and flee. "RUN AWAY!"
- As a few scripts are used in this process, by default only four non-guard actors may be alerted by a sound. This number is customisable in the ini, though if you are grave-digging when there are more than four people around, you're probably doing something wrong...
- By default, graves will reset after three days have passed since digging them. This is unrelated to cell resets, so you can walk through the graveyard and even check the contents of the grave during this time, and it will not affect the grave resetting. The number of days before a grave is reset is opened to customisation in the ini, and can be set to whatever value you like.
- Dynamically added activators and containers are removed and properly deleted after use. This will occur the next time you enter the cell, which means technically, it's possible for these two objects to remain in your save file forever if you never go back to a grave's location after digging it. Since there is a finite amount of graves however, save bloat isn't a HUGE problem- even if you dug up every grave in cyrodiil and then never returned to any of them, it would only add the same amount of objects as a large player home.
- Mod was tested for save bloat by digging up every grave in green-emperor way, and comparing save file sizes before and after- there was a difference of about 30-40kb before and after. Save files with less playtime on other characters were bigger, suggesting the difference is negligible. After leaving the cell and re entering after three days, the filesize had returned to just a couple of kb higher than it's original size. Green emperor way accounts for about a third of the total number of graves in Cyrodiil.
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Version 1.5
- Bugfixes:
- Cost inaccuracies for creatures across the board
- Creature upgrades taking resources without upgrading
- Inaccurate cost of daggers in dialogue
- Spelling mistakes across dialogue,books and in-game text
- Duplicating hellhound
- NPC menu loop
- Bjorn talking at the speed of sound
- Arena gate reverted (checked out of mod)
- All land tears fixed
- Accidental edits to cells and objects removed
- Skeletal weapons left behind after upgrade/destruction
- Spell not added to player at necromancer’s inn
- Towers never working again after first running out of bloodlust
- Fresh zombies having bugged infections on spawn
- Spawnpods calculating passage of time incorrectly
- Altar menu looping in some circumstances
- Hounds losing their fx after saving and reloading
- Bloodworks and Spawnpods losing fx after leaving and reentering
- A pair of priests floating in the black void of nothing for two hours at the start of the game, teleporting to a necromancer lair, walking out and returning to their normal lives instead of spawning in the Leyawiin church
- Bug making hounds, some skeletons and ancient zombies unable to wait
- Carving bodies with parent enable refs caused them to stay naked on the floor forever
- Heal Undead spell couldn’t actually heal the undead
- Call Skeletal Avatar spell couldn’t actually call a skeletal avatar
- Doors opened in the wrong direction in the Necromancer’s Inn
- Balance Changes:
- All creature costs rebalanced
- All creature levels, health and damage rebalanced
- More rewards for leaving lair:
- Amount of skin and bone able to be gathered from a corpse doubled
- Speed of Bloodworks and Spawnpods halved (ini configurable)
- Price of daggers dropped massively, damaged dropped to 2 across all
- All creature move speeds increased
- Initial necromancy skill gain speed almost doubled
- Necromancy skill gain speed slowed with each level up
- Configurable multiplier for necromancy skill gain speed added to ini
- Skill gain for creating and upgrading creatures increased
- Weight of bones and skin all set to 1 (non destructive, ini configurable)
- Bloodlust gained from creatures fighting halved
- Bloodlust gained from fighting increased
- Skeletal avatar now levels with player
- Muh Immersion changes:
- Bloodlust system deactivated until first body harvested- no more blood lust notifications for non-necro chars
- Obvious necromancer’s inn location moved, map marker disabled on start
- Clues hidden in the game world for new location
- Any knife can now be used to carve bodies, though not as well
- Attempt at immersive messages when carving first body
- Most messages can now be disabled in ini
- Other Changes:
- Removed all of the Elemental Magic content and associated assets
- Removed useless and broken patrol/hunt feature
- Rewrote every single line of text or dialogue in the mod
- e v e r y w o r d w a s a w f u l
- Holy shit I was lame when I was sixteen
- Spawnpods and bloodwork menu reworked; no ‘activate/deactivate’ function
- Building a lair now converts ownership of cell to player and prevents respawn/reset
- Adjacent interior cells to lair also claimed, can be built inside
- Deathbending spell removed and replaced with three separate spells
- Necromancer’s Urn actually able to build things without being ONE HUNDRED PERCENT FACING UPRIGHT ON THE FLATTEST SURFACE DESCOVERED BY MAN
- Effect added for bloodlust gain
- Various creatures resized to stop them banging their heads on the roof
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Version 1 - 1.4
- Various fixes and edits by myself and players: Big thanks to clilesra, Y33A, and everyone else who contributed to making the mod better during this time.
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- Author's activity
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July 2020
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21 Jul 2020, 12:40PM | Action by: MysteriousMrBear
Attribute change
File '1.5.2 update (for 1.5.1)' category changed to Old versions.
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02 Jul 2020, 7:12PM | Action by: MysteriousMrBear
Mod article added
Epic Necromancy 1.6 Update and 'Roadmap' (2020)
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02 Jul 2020, 4:07PM | Action by: MysteriousMrBear
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Description changed.
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02 Jul 2020, 4:05PM | Action by: MysteriousMrBear
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Description changed.
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02 Jul 2020, 3:33PM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.6
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02 Jul 2020, 3:30PM | Action by: MysteriousMrBear
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Epic Necromancy [version 1.6]
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02 Jul 2020, 3:22PM | Action by: MysteriousMrBear
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File 'Epic Necromancy' category changed to Old versions.
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02 Jul 2020, 3:22PM | Action by: MysteriousMrBear
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File 'Epic Necromancer' changed to 'Epic Necromancy'.
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02 Jul 2020, 3:22PM | Action by: MysteriousMrBear
File added
Epic Necromancer [version 1.6]
June 2020
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30 Jun 2020, 9:08AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.5
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30 Jun 2020, 9:07AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1 - 1.4
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30 Jun 2020, 9:06AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.5.2
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30 Jun 2020, 9:05AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.5.1
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30 Jun 2020, 8:57AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.5.2
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30 Jun 2020, 8:57AM | Action by: MysteriousMrBear
Changelog added
Change log added for version Pre 1.5
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30 Jun 2020, 8:56AM | Action by: MysteriousMrBear
Changelog added
Change log added for version 1.5
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30 Jun 2020, 8:56AM | Action by: MysteriousMrBear
Changelog added
Change log added for version Pre 1.5
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30 Jun 2020, 8:53AM | Action by: MysteriousMrBear
Attribute change
Name changed to 'Mysterious Bear's Epic Necromancy'.
Summary changed.
Description changed.
November 2017
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13 Nov 2017, 9:09PM | Action by: MysteriousMrBear
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long description changed
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