Hey guys, it's been some time since I've touched this mod. I know I've been inactive as I have taken a break from modding (work life, lack of interest, etc). I've had an update sitting on the back burner for a while now but unfortunately I won't able to complete it in the near future due to my graphics card burning out (5+ year old laptop...). I had a few bug fixes plan, race specific skeletons, skeleton armor, shield compatibility fix for skeletons, and a few other minor things. I also was looking into getting more human like zombies (adding the gore effects found on the blood on the ice quest corpses to models instead of using draugr - haven't found any real zombie assets to use yet).
Anyways... if anyone has any new questions you can shoot me a new PM here or on the official TES forums (I'm more active there). I probably won't be going through a large backlog of messages/posts.
Also, I've updated permissions so that people can do translations without asking me. Again, wanted to get the update out beforehand but that will have to wait.
I also think the 3 summon limit is enough since you can also conjure 2 additional summons. You could always add an MCMenu option. Speaking of the MCMenu, I'd like to see an option to configure how many corpses it takes to advance your necromancy skill.
Why not make an optional file with a higher limit. Some of us necromancers have secret lairs, and I have to tell you, three thralls is NOT enough to guard my castle.(and I multiple mods that add things like dawnguard assaults on your player home, I NEED THIS to protect my stuff)
I would like to see a more progression based system when it comes to the minion limit, as you go through the ranks, your limit increases by one, so by the end, you could have a total of six to seven minions to mess with.
I don't know ANYTHING about papyrus, but my suggestion about picking up corpses is when you select it, the script would copy its stats before hand in a different body, then reapply them when you drop the corpse.
Another cool feature would be the function to dig up graveyards as long as you have a shovel in your inventory, aswell as adding random corpses beneath the land at random where you can only see them with "detect dead", and dig them up! ( Of course, you have to limit how many corpses there would be in a single cell).
Just for silly purposes, you could add the option to raise animals, and they would attack you right after you reanimated them.
This is one of my favorite necromancy mods available on the nexus atm. I do ask like some of the others that you would make a mcm option allowing us to control unlimited undead though. My prob isn't so much that I must have ultimate power as much as I just don't feel I can work so well with only 3. I would like to make a legion of undead to use as guardians around my abode the hard way. Also I need more due to the fact I use a multispawner. Ty, also good work. "claps"
IDK if its ur mod that does it but my game seems to crash from time to time when i do stuff in ur mod, for example when i drop/pickup or walk through doors with a corpse, is it a bug from ur hand? or is it my skyrim/pc that dosent seem to work with it?
A user was asking about everyone hating you, its a pain. I understand immersavenes , but you could keep your elicit activities on the DL. This is a mod to fix just that issue. It's called Corpse Preparation: hate quest removedhttp://www.nexusmods.com/skyrim/mods/61740/? Install it any time it works. No one hates you anymore.
I have a problem with soul trapping the black soul gem altar, I tried empty and filled grand soul gems (with grand souls) and no matter what, light or no light, the soul trap doesn't work, it's still a grand soul gem. (Using Perkus maximus/vile art of necromancy btw.)
PS: Yes, I got the message after hitting the next level of necromancy about the altar, it made no difference.
PPS : I fixed it by going to skyrim vanilla wiki, and adding THAT spell to my spell list, and using it instead, maybe you should add your own soul trap spell, instead of modifying a vanilla one, for people who use Perkus Maximus. Just a suggestion. (Fixed, for now.) Also, grand soul gems need to be empty, for anyone wondering.
I agree with those requesting higher limits on summoning; As an undead lord, I'd like to have at least six guards protecting my home as well as a couple that can come with me.
Also, wondering if there is some way to reliably store corpses when you're not in the cell with them; a Corpse Pile or something to store numerous dead bodies. It can be frustrating to bring back 10 bodies for later use, leave the cell, then come back and discover that all of your corpses are gone.
I have already removed the limit on summons, though it still requires leveling and normal progression, but there is no limit to the active summons, the issue I am working on right now is that only the first 3 are potential followers(still reverse engineering) and the provided scripts have a lot of issues compiling(60% failure rate due to non standard references...) to remedy this, so I will likely need to make my own scripts to link in up to this mod and run as a separate esp file. My main goal is 50 potential followers, no separate limit on thralls. I do not guarantee this as it is just a side project of mine and I have a lot of projects on my list, but I am working on it. Edit: I have fixed the compiling issue. Now I am retrofitting the scripts to work with more than 3 followers, as I dont know what I am specifically looking for, I am just adjusting values that seem to relate to things that relate to the follower tags and altar script.
What you are looking for is to add more kFollowers in "_CPTN_CPQ11SKUI". That is the "quest" that allows you to have commands such as "Follow me" once you raised up a 4th (or more) undead.
I have an issue with raising skeletons (I haven't played long enough to be able to raise anything else). I manage to get my hands on Black soul gems and I fill them. Even use the body the soul came from, but the preperation table won't accept the Black soul gem as a valid material. It still insists on void salts. Is anyone else having this issue, or do you use custom black soul gems for this mod, as I was just using vanilla black soul gems? I use a lot of mods and before I go tearing through my mod list, I was wondering if I could find a simpler explination (I use the Immersive College of Winterhold mod, which provides an alter to make black soul gems, but as far as I'm aware, those are vanilla gems.)
What do you mean exactly? I tried adding more CPFollowers in the script properties(kFollowers + alias in CPQ07Follower ) as well as in the altar script but it doesn't work. Have you actually managed to have more than 3 undead follow you?
Hey, my friend, you replaced Catgut and Scrapmetal models with Bags. Please enlighten me? Where do I find these bags, or where can I get Cutgut and scrap metal? Two days wasted looking for something that is simply not on the map, or so hard to find, I don't know which direction to go next.
I am having a major issue where while in the realm of lorkan setting up my character I get super high corruption for seemingly no reason at all. Over the course of like 3 mintes. I have like 80 mods so its probably some bizarre compatibility issue. But I was wondeirng if anyone else is having this issue.
Catgut and scrap metal can be bought from general merchants. Scrap metal can be bought from blacksmith merchants. Scrap metal can be crafted if you can craft Steel armour (blacksmith perk).
Also I've found catgut, scrap metal and void salts in alchemy trader stock in the Mages' College (the guy knows his customers).
Version 1.3.2 Added new catgut/scrap metal models by Batmanna (more to come soon) Added new effects/sounds associated with soul corruption Added functionality to prevent the player from moving when picking up a corpse or harvesting bonemeal until the action is complete Fixed a bug which caused dropped corpses to not appear in front of the player Fixed bugs with placing a corpse on the altar Fixed bugs with managing revenant levels Fixed a bug in which the silence effect was ineffect in certain situations (e.g. Festus in the destroy the DB quest) Changed default MCM controls (e.g. Drop Corpse) to an invalid key instead of Escape Added MCM options to remove corpse preparation abilities from the spell list (e.g. Drop Corpse) Added MCM option to disable corpse interaction when sneaking.
sorry but mod is done for. its unstable and buggy. i would say its not updated but i mean there's no much difference between fully completed and bug fixed 2014 mod and 2022 completed mod. this mod is undone and buggy. i recommend you to not download it. even though its amazing in features and all. really great. but really buggy, unstable and grindy sometimes.
Anyone know of a way to make sure the corpses you collect and thralls you created retain their original look from the body collection all the way to the moment you raise them? Only mod I know that can do the first part is SL Defeat but I'd really rather not install that mod just to perform that. And even then, it wouldn't matter as the looks will change the moment you put them on the preparation table.
I'm only a basic Creation Kit user and knows the basic functions of it but if you point me in the right direction I might be able to improve on that on my own though. Please advice.
Hey there, Defeat is been updated and runs quite well now, at least for me and I have more than quite a few, well chosen mods. You can disable some features as well. Time to put those corpses in a bag : P
My friend was editing his local version of this mod and shared it with me. I've play-tested it few hours too, looks good so far.
You can try out his version as well here, it's just a modified .esp, you'll still need the original mod files. Dear author, you're free to post it as an optional file on your mod page or ask me to remove the link. I hope it's alright for me to share it here.
I use Frostfall, Campfire, Undeath, Requiem v2.0.2 and Legacy of Dragonborn together. In this version Soul corruption scripts and hate-for-carrying-coprse scripts have been removed. I've found they load the game too much with Frostfall scripts and make Requiem too hard and bothersome.
Futhermore, and this is NOT included here, I tuned down carryweight malus for carrying corpses because in Requiem you're already have around 150-200 carryweight in total and 180 malus on top of that is overkill. You can adjust it easily by using xEdit: "spells", spells with "burden" in their names, edit magnitude, save.
Here's the loadorder I use:
Spoiler:
Show
Campfire Undeath Remastered LE version Undeath Classical Lichdom LE version Undeath Classical Lichdom LE - The Ascension (Lite) Legacy of dragonborn Frostfall Requiem Requiem x campfire and frostfall compatibility patches Legacy of Dragonborn compatibility patches (merged into one .esp) Corpse Preparation - True Necromancy Requiem reqtifier patch
Hello, friend. I'm not sure if I'm reading this correctly on my side, but it looks like your mod overwrites Azura's star (including Black variant) and makes them one use like the regular soulgem. To fix this, you can use xEdit to edit those two Daedric Artifact: The Black Star (00063b29) Daedric Artifact: Azura's Star (00063b27)and copy keyword "ReusableSoulGem" from base game into your .esp. Cheers.
I like this mod but I wish you would allow us to turn Soul Corruption off. I'm pretty sure this isn't playing well with the heavy scripting from Frostfall and it's turning my game into a quagmire in cold regions.
881 comments
Anyways... if anyone has any new questions you can shoot me a new PM here or on the official TES forums (I'm more active there). I probably won't be going through a large backlog of messages/posts.
Also, I've updated permissions so that people can do translations without asking me. Again, wanted to get the update out beforehand but that will have to wait.
http://www.nexusmods.com/skyrim/mods/56379/?
I don't know ANYTHING about papyrus, but my suggestion about picking up corpses is when you select it, the script would copy its stats before hand in a different body, then reapply them when you drop the corpse.
Another cool feature would be the function to dig up graveyards as long as you have a shovel in your inventory, aswell as adding random corpses beneath the land at random where you can only see them with "detect dead", and dig them up! ( Of course, you have to limit how many corpses there would be in a single cell).
Just for silly purposes, you could add the option to raise animals, and they would attack you right after you reanimated them.
PS: Yes, I got the message after hitting the next level of necromancy about the altar, it made no difference.
PPS : I fixed it by going to skyrim vanilla wiki, and adding THAT spell to my spell list, and using it instead, maybe you should add your own soul trap spell, instead of modifying a vanilla one, for people who use Perkus Maximus. Just a suggestion. (Fixed, for now.) Also, grand soul gems need to be empty, for anyone wondering.
Also, wondering if there is some way to reliably store corpses when you're not in the cell with them; a Corpse Pile or something to store numerous dead bodies. It can be frustrating to bring back 10 bodies for later use, leave the cell, then come back and discover that all of your corpses are gone.
Edit: I have fixed the compiling issue. Now I am retrofitting the scripts to work with more than 3 followers, as I dont know what I am specifically looking for, I am just adjusting values that seem to relate to things that relate to the follower tags and altar script.
An awsomly smart work.
What you are looking for is to add more kFollowers in "_CPTN_CPQ11SKUI".
That is the "quest" that allows you to have commands such as "Follow me" once you raised up a 4th (or more) undead.
What do you mean exactly? I tried adding more CPFollowers in the script properties(kFollowers + alias in CPQ07Follower ) as well as in the altar script but it doesn't work. Have you actually managed to have more than 3 undead follow you?
Can you help me?
I have like 80 mods so its probably some bizarre compatibility issue.
But I was wondeirng if anyone else is having this issue.
Catgut and scrap metal can be bought from general merchants.
Scrap metal can be bought from blacksmith merchants.
Scrap metal can be crafted if you can craft Steel armour (blacksmith perk).
Also I've found catgut, scrap metal and void salts in alchemy trader stock in the Mages' College (the guy knows his customers).
How do i exactly add more followers?
Planning on updating so models for next release.
-----
Version 1.3.2
Added new catgut/scrap metal models by Batmanna (more to come soon)
Added new effects/sounds associated with soul corruption
Added functionality to prevent the player from moving when picking up a corpse or harvesting bonemeal until the action is complete
Fixed a bug which caused dropped corpses to not appear in front of the player
Fixed bugs with placing a corpse on the altar
Fixed bugs with managing revenant levels
Fixed a bug in which the silence effect was ineffect in certain situations (e.g. Festus in the destroy the DB quest)
Changed default MCM controls (e.g. Drop Corpse) to an invalid key instead of Escape
Added MCM options to remove corpse preparation abilities from the spell list (e.g. Drop Corpse)
Added MCM option to disable corpse interaction when sneaking.
I need more minions than 3
Is this compatible with Ordinator? It doesn't sound like it honestly
Can you store bodies for reanimation later?
I'm only a basic Creation Kit user and knows the basic functions of it but if you point me in the right direction I might be able to improve on that on my own though. Please advice.
You can try out his version as well here, it's just a modified .esp, you'll still need the original mod files.
Dear author, you're free to post it as an optional file on your mod page or ask me to remove the link.
I hope it's alright for me to share it here.
I use Frostfall, Campfire, Undeath, Requiem v2.0.2 and Legacy of Dragonborn together.
In this version Soul corruption scripts and hate-for-carrying-coprse scripts have been removed.
I've found they load the game too much with Frostfall scripts and make Requiem too hard and bothersome.
Futhermore, and this is NOT included here, I tuned down carryweight malus for carrying corpses because in Requiem you're already have around 150-200 carryweight in total and 180 malus on top of that is overkill. You can adjust it easily by using xEdit: "spells", spells with "burden" in their names, edit magnitude, save.
Here's the loadorder I use:
Campfire
Undeath Remastered LE version
Undeath Classical Lichdom LE version
Undeath Classical Lichdom LE - The Ascension (Lite)
Legacy of dragonborn
Frostfall
Requiem
Requiem x campfire and frostfall compatibility patches
Legacy of Dragonborn compatibility patches (merged into one .esp)
Corpse Preparation - True Necromancy
Requiem reqtifier patch
I'm not sure if I'm reading this correctly on my side, but it looks like your mod overwrites Azura's star (including Black variant) and makes them one use like the regular soulgem.
To fix this, you can use xEdit to edit those two
Daedric Artifact: The Black Star (00063b29)
and copy keyword "ReusableSoulGem" from base game into your .esp.Daedric Artifact: Azura's Star (00063b27)
Cheers.