It's unfortunate this is so limited in regards to how many followers you can have in the beginning.
I was hoping this would be more like Blasphemous Revenants mod for Morrowind, where you could have as many skeleton revenants as you wanted so long as you had the materials to craft them
I'm not sure, since your minions are in the player's faction and unless the creatures from these mods are in that faction too, they will fight each other. You will have to keep them in different places and take selected groups of the undead with you.
The Ring of Companionship mod has rings that prevent npc's from attacking each other, including creatures. The rings don't need to be equipped to work, as long as they're in their inventory it will prevent them from fighting each other.
The Active Inventory mod can be used to easily access companion inventories, including creatures.
Is there any way you could add a spell that dismisses followers or kills created creatures? I ask, as whenever I accidentally kill one of my following undead, they still count as following me, meaning that I cannot gain any new undead followers. I can still create more undead, but none of them are capable of following me now.
Latest version of OBSE. And I try activating after they die, but it doesn't make them "unfollow" me. And when they disappear from the world, that's that, I lose an entire minion slot. So basically, I accidentally kill my follower, the slot's either gone forever or I lose a *lot* of progress unless I saved recently. Just in case it matters, I also do not have any mods that would conflict with your mod, that I know of. Closest would be Midas' spells, but I made sure to check that one and your mod works fine with it.
Well, shouldn't matter too much now. Oblivion's decided it's had enough of being modded and corrupted all my saves. Still, would be a decent addition to have something to dismiss all followers as a failsafe. Sry I can't help more, but hope I was at least mildly helpful?
The mechanic of dismissing activates right when they die. Just checked if it works if the player himself kills a minion and it works. It might be that you are running a mod that affects all creatures and tracks their death. Try removeallitems on the mob and see if it works. May be the game thinks it's not dead or something.
Looks good, new necromancy mods are always nice to see, will test this. Edit: So, I´m currently playing a character with this mod and everything seems to be working fine, I haven´t encountered any glitches and it´s pretty fun, I especially appreciate the teleport spell, it makes traversing the Overworld and dungeons much more bearable, as I don´t have minions constantly dying from traps. Two things that would be cool to see in this mod are: 1.Alternative ways to raise the necromancy level other than raising minions and eviscerating bodies, maybe reading books,studying bodies,gaining experience from using the necromantic summons this mod adds or making stronger minions give more points. 2.This one is more of a personal prefence but maybe there could a version where you gain a minion slot every 50 necromancy levels instead of every 100 levels, being stuck with just one minion in the beginning is a bit boring so I think this could be cool.
However I can't increase the limits since it would break the balance :) It's supposed to be hard in the beginning but gets easier once you gain 150. I'm working on an interesting way to start with 150 but at a great cost.
Usually I play with mods that don´t have a cap on minions, so I just needed some time to get into the mechanics, after I got used to them, I found it pretty enjoyable.
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I was hoping this would be more like Blasphemous Revenants mod for Morrowind, where you could have as many skeleton revenants as you wanted so long as you had the materials to craft them
The Active Inventory mod can be used to easily access companion inventories, including creatures.
Edit: So, I´m currently playing a character with this mod and everything seems to be working fine, I haven´t encountered any glitches and it´s pretty fun, I especially appreciate the teleport spell, it makes traversing the Overworld and dungeons much more bearable, as I don´t have minions constantly dying from traps. Two things that would be cool to see in this mod are: 1.Alternative ways to raise the necromancy level other than raising minions and eviscerating bodies, maybe reading books,studying bodies,gaining experience from using the necromantic summons this mod adds or making stronger minions give more points. 2.This one is more of a personal prefence but maybe there could a version where you gain a minion slot every 50 necromancy levels instead of every 100 levels, being stuck with just one minion in the beginning is a bit boring so I think this could be cool.
However I can't increase the limits since it would break the balance :)
It's supposed to be hard in the beginning but gets easier once you gain 150. I'm working on an interesting way to start with 150 but at a great cost.