UPDATE FEB 2021: Having another pass at this mod this coming week, have been going through the bugs listed here and in the bug report seeing what I can do. Currently I have 1 known issue left to fix, 9 fixed already. There are some issues that have been reported that I haven't yet been able to confirm after looking into them, any info players might have on these would be greatly appreciated.
Todo list:
Spoiler:
Show
Skelemen brutes reanimating for free- confirmed, will fix.
Fixed list:
Spoiler:
Show
Base skeletons not following
Creatures beating the snot out of Bjorn
Necro level up notification inaccurate
Base zombie follow dialogue goosed
DISASTEROUS lair bug trapping zambos and skelemens guarding the lair for the rest of their lives- massive thanks to StevenC21 for not just finding this bug but digging through my horrible decade old code to find the cause and share it with me!
Baerlorn going on a mad one the second you enter anvil and the player getting blamed for it (he no longer goes on a mad one... but you CAN recruit him as a necromancer. We'll see how that goes.)
Hounds not having any AI packages (utter tekkers)
Bugs in Zombie proginator code hopefully eliminated- when sent to lair, would instead choose package to follow itself. Lead to a confirmed CTD on my machine, likely to be responsible for other CTDs people have been seeing with Progenators. Will keep an eye on this one.
Check for 'replete shambles' creature was actually checking for Flesh Leviathan, meaning you were blocked from creating if you already had the ultimate flesh creature. Fixed!
Unconfirmed list:
Spoiler:
Show
Skeletons still beefing with necromancers- cannot recreate on my machine. Possibly the result of a mod incompatibility. Will double check factions.
Minions disappearing between load screens- unable to confirm with relatively low (<10) minion count- creatures would sometimes get lost, but would always find their way back.
Some characters getting stuck unable to carve bodies- apparently related to level, could not confirm. Would appreciate any further reports from people who are seeing this issue.
If anyone has anything that's bugging them about the mod and isn't listed above now is a good time to let me know, I'll do my best!
Hey MrBear, hope you are doing well in life, donated to you to show my appreciation for making this mod in the first place, hope that you will return to us soon, but only when you are ready.
Because 1.6 is really buggy. Base skeleton and zombie don't follow, They attack Bjorn, "Go to lair" order is really buggy. Do you have these same problems?
from what I understand everyone has these issues, they were supposed to be fixed in a "1.7" patch, but sadly MrBear did not get the chance to release it as of yet
Struggling to figure out what's going wrong here. The carving knives work, the journal displays my stats as it should, but the base skeletons just do *not* follow me, nor do they obey orders, save for disassembling them. I downloaded version 1.6 where it should've been fixed, but there's a .txt file in it that says it's version 1.5.2.
But it has the .ini setting for pet aggressiveness.
Furthermore, when I left the Necromancer's Inn for a bit and went back, the skeletons had vanished, but still counted against how many undead creatures I could have active.
I don't know what I'm doing wrong here. I have the latest version of Pluggy and OBSE. I don't know what this would be incompatible with - as far as I know, the closest thing would be Av Latta, and that modifies spells, not follower mechanics. Could Ultimate Leveling be doing it? It's not easy to just uninstall either of them to check though.
I seem to have a problem When i create a skeleton it won't follow me and it will just roam the Inn and if he sees Bjorn he attacks him Update: It seems that this is a bug with 1.6 version and it does not exist in older versions. So Mr bear didn't fix anything he just fucked it up. But the problem with minions attacking Bjorn still exists
OBSE has detected a script error Please check obse.log for details ** Script Error: Script 7000eb88 in file "Myserious Bear's Epic Necromancy.esp" ** Too few args for format specifier OBSE: deinitialize
1039 comments
Todo list:
Fixed list:
Unconfirmed list:
If anyone has anything that's bugging them about the mod and isn't listed above now is a good time to let me know, I'll do my best!
!::! Fred
Had a question. Which version of the mod are you using?
Do you have these same problems?
The carving knives work, the journal displays my stats as it should, but the base skeletons just do *not* follow me, nor do they obey orders, save for disassembling them. I downloaded version 1.6 where it should've been fixed, but there's a .txt file in it that says it's version 1.5.2.
But it has the .ini setting for pet aggressiveness.
Furthermore, when I left the Necromancer's Inn for a bit and went back, the skeletons had vanished, but still counted against how many undead creatures I could have active.
I don't know what I'm doing wrong here. I have the latest version of Pluggy and OBSE. I don't know what this would be incompatible with - as far as I know, the closest thing would be Av Latta, and that modifies spells, not follower mechanics. Could Ultimate Leveling be doing it? It's not easy to just uninstall either of them to check though.
Did you find out how to fix this?
When i create a skeleton it won't follow me and it will just roam the Inn and if he sees Bjorn he attacks him
Update: It seems that this is a bug with 1.6 version and it does not exist in older versions. So Mr bear didn't fix anything he just fucked it up. But the problem with minions attacking Bjorn still exists
Please check obse.log for details
** Script Error: Script 7000eb88 in file "Myserious Bear's Epic Necromancy.esp" **
Too few args for format specifier
OBSE: deinitialize