Skyrim

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Saverok007

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Saverok007

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11 comments

  1. ZombieJesuz
    ZombieJesuz
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    nether ritual is the best spell -- being able to reanimate a battered skeleton is sweet since you can't do that with vanilla spells
  2. eternalautumn
    eternalautumn
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    So... I wanted to try the Vile Art of Necromancy mod because some of the additions are exactly what Necromancy's all about but I don't think it would end well if I added it to my already heavily modded game. And other Necro mods are pretty blah. *This* one though, sounds very promising in terms of the spells offered so I'm going to put this one in. I like what you've done here. Necromancy is an extremely neglected school of magick.
  3. Saverok007
    Saverok007
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    jefthereaper:

    Have you got the latest version? The spells are with 2 new Merchants now.
  4. jefthereaper
    jefthereaper
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    note: do not add spells to the riverwood trader, seriously EVERYBODY does that
    its much more origional to for example
    place the books in a new chest with a dead necromancer skeleton beside the chest and a note about how this happened anyway
    or making a new necro merchant that travels the roads of skyrim

    i cant recommend adding stuff to vanilla vendors or chests, this will only mess up the game and other mods
  5. Saverok007
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    TheScarletDevil:

    Unfortunately sun damage in Skyrim is different to the oblivion one, instead it just blocks all regen and lowers the maximum HP, Mana and Stamina by about 60 in the sunlight instead of taking ongoing damage. I have tried to setup an ability that causes ongoing health loss in the sun but so far its not working so far.

    Agree that the increased cap perks are pretty overpowered right now, altho from a practical standpoint I feel that any more than 4 summons is too much since they start to obstruct movement indoors. I highly doubt people would be able to mass more than 10 minions except for some set piece battles, if there's a future update with more spells I might change some of the requirements.

    I will also try moving the spells off Riverwood trader (pretty odd for a tiny store like this to have these ancient and powerful spells) onto a specialised merchant. Haven't had the time to set this up yet tho.
  6. TheScarletDevil
    TheScarletDevil
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    Those are some very good spells, but maybe it might be better if the cap increases only by one for every level of conjuration excluding the Novice, and modifing the "Hundred Souls" perk to a "Five Souls" one.

    ex.
    Apprentice +1
    Adept +1
    Expert +1
    Master +1
    Five Souls +5

    Because i think it is extremely overpowered right now, considerationg that the new spells last forever.

    One more thing: The shades seems not taking sun damage, someone else have this "problem"?
  7. Saverok007
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    VonTawast:
    Its a very good idea, but unfortunately this is beyond my scripting abilities at the moment, since dead NPCs don't decompose automatically there will have to be a script that replace their body with a Draugr of a similar level. I might look into this in the future or prehaps another modder would take up this idea..
  8. VonTawast
    VonTawast
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    If it's possible you could add a spell like ''Decay'' or something like that which makes a normal NPC decompose faster so it becomes a rotten cadaver just like a Draugr (or Skeleton) in a matter of seconds, and then you could raise that NPC too. Just a suggestion and something I think would be cool.
  9. block2001
    block2001
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    oh ok makes sense thanks, in that case it works like a charm
  10. Saverok007
    Saverok007
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    block2001:
    The spells will only work on undead corpses (ie dead skeletons and draugrs), dead NPCs can already be raised with the dead thrall spell.