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JaySerpa

Uploaded by

BarryMeyers

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19 comments

  1. ShawnDriscoll
    ShawnDriscoll
    • member
    • 86 kudos
    Hey. I killed some necromancers. I used a reanimation staff to bring them to life. Their bodies are trying to use the after death bear bodies. So they are naked with no heads following me around. I'll do more testing.

    ADDED:
    I removed this mod, and NPCs reanimate with their original bodies now.
    1. Morticia01
      Morticia01
      • member
      • 33 kudos
      I have had the same issue, but with reanimation spells .

      You other ports work without any issues. Thank you for porting jayserpa's mods.
    2. ShawnDriscoll
      ShawnDriscoll
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      • 86 kudos
      Good. So I'm not going crazing, then. Ha!
    3. BarryMeyers
      BarryMeyers
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      • 131 kudos
      Sounds like LE SPID is misbehaving again, given how out of date it is. My theory is that LE SPID is not reading all the conditions despite what I wrote, so it is giving the bear decay effects to the wrong NPCs. Normally, I would fix this like how I fixed the same issue for Enchanted Items for NPCs, but this is one of the less popular backports and that I no longer release backports anymore, due to life.

      Maybe adding more stronger conditions would work rather than rewriting the existing SE SPID conditions, as the LE SPID seems to have some unresolved bugs.
    4. Tenkuro09
      Tenkuro09
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      • 21 kudos
      I check on TES5Edit and noticed the LE version of Undead FX is massively outdated in comparison to it's SE counterpart. Some of the patch has this line "[26051225] < Error: Could not be resolved >" which means it's missing those parts is from the Undead FX mod. not the patch made by JaySerpa or BarryMeyers themselves.
      I'm just an amateur Modder but i believe possible solution here is to port the Undead FX SE version into an LE and replace the old LE version
  2. redmoon626
    redmoon626
    • member
    • 0 kudos
    Unsure what the problem is. I have all the mod requirements, I don't have any mods that alter faces or armor, but the decay effect won't show up on the already dead NPCs.
    1. BarryMeyers
      BarryMeyers
      • member
      • 131 kudos
      ¯\_(ツ)_/¯

      Wish I knew how to fix your vague load order.
  3. Rodr1sen
    Rodr1sen
    • member
    • 13 kudos
    Hello, sorry for the question, does this affect the size of the save file when leaving the bones (according to what I read it is MCM) or something? Since I use immersive creatures I believe 100% spawn. They are many
    1. BarryMeyers
      BarryMeyers
      • member
      • 131 kudos
      This mod only uses SPID to distribute a spell which adds the decay effect as a visual effect, like fire or healing glow. It does not add new objects or that sort.
  4. swordman03
    swordman03
    • premium
    • 9 kudos
    and here is me waiting for tes 6 be like: https://i.imgur.com/8MtS6dN.jpg
    and this: https://screensider.com/images/albums/258/6Seemo-md.jpg
  5. lefttounge
    lefttounge
    • supporter
    • 232 kudos
    So, what mods would be considered incompatible with this mod?
    1. BarryMeyers
      BarryMeyers
      • member
      • 131 kudos
      ¯\_(ツ)_/¯

      I don't know. I cannot think of any mods that would interfere with the records nor the scripts. I don't think any exist at the moment.
    2. lefttounge
      lefttounge
      • supporter
      • 232 kudos
      Hmm...Well what about Hunterborn?
      So it gives a script to an animal, where I can skin it, get its meat, and bones, via a pop up menu.
      Will it potentially clash with this mod in any way?
    3. BarryMeyers
      BarryMeyers
      • member
      • 131 kudos
      Most conflicts are easily patched through xEdit. If the two functionalities do not interact, function-wise, then it should be fine to have both mods running both their scripts.
    4. lefttounge
      lefttounge
      • supporter
      • 232 kudos
      Groovy 
  6. Gemez
    Gemez
    • member
    • 2 kudos
    my friend, can you recommend me jayserpa's mods that are safe to merge?
    1. BarryMeyers
      BarryMeyers
      • member
      • 131 kudos
      Technically many mods are safe to merge. You just have to know how a .esp file and records work. I've merged completely unrelated and random mods together with no consequences due to my knowledge. I can't provide all the detailed explanations as this would be too long of a post.
  7. cronodoug
    cronodoug
    • member
    • 13 kudos
    An immersion mod that I never thought I would see in LE. Thank you very much for this backport!
  8. PlopAndFloc
    PlopAndFloc
    • member
    • 33 kudos
    Thank you very much.
    I have both the AE and Oldrim edition of Skyrim, but I prefer to play on Oldrim, for the better looking ENB, and have been converting mods for my own purpose. I though this wasn 't possible to convert it. As a fan of Red Dead Redemption 2, I'm glad I was wrong xp 
    I will test it this evening, and report if it works with mod added fauna like Animallica or Mihail mods.

    Again thank you very much for releasing mods on Oldrim, not many of us are playing it, but we appreciate the effort. Take care.