Skyrim

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WDog367

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WDog367

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From the ritualized bonewalkers of Morrowind to the decaying zombies of Oblivion, zombies are monstrosities. Skyrim introduced actual reanimation, a very interesting gameplay mechanic, but it causes the zombies to lose the appearance of being undead. This mod returns that undead-ness by giving all reanimated zombies a unique visual effect; perfect for conjurers, and necromancer hunters alike!

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Description
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Binding your soul to a corpse--giving it life and movement--puts a strain it, eventually dissintegrating the zombie, when the spell ends. Now this strain is immediately visible, giving zombies more visual variety and a more undead appearance.
-Dynamically adds a decaying/dissolving skin effect to all summoned NPC zombies, including yours and your enemies
-Works on zombies of all NPC races (Nord, Khajiit, Dark Elf, etc.), but not undead races(i.e. vampires) (Skeleton models for non-human races made by PROMETHEUS)
-Works on zombies raised with spells from DLC or mods
-Variety of hole-pattern effects, with (slightly) varying sizes, depending on ownership of the "Dark Souls" perk
-Minimal use of scripts: should be safe to uninstall with no repercussions (However, see safe uninstall insctructions below)!

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Requirements
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Mostly NONE!

However: this mod may cause the brawl bug: it is recommended that you download the "brawl bug patch plugin" mod:
(http://skyrim.nexusmods.com/mods/24020/) (If you don't wan't to download it, see instructions below)

Some mods may require special steps to ensure compatibility (see instructions in section below)

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Uninstall
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No major harm should be causes by improper install, however the proper, and safest uninstall procedure is:

-Enter the console command "help US 3". You should recieve a list of variable names and their values including:
USApplyToCorpse
USApplyToUndead
USEnablePerk
USUseFXCloak
USUsePerkCloak
-Set all of these to 0, using the console command 'set to 0'
eg.'set USApplyToCorpse to 0'
'set USApplyToUndead to 0'
'set USEnablePerk to 0'
'set USUSeFXCloak to 0'
'set USUsePerkCloak to 0'
-Kill all summoned undead in your cell, or wait for the effects to expire
-Wait 24 in-game hours (for good luck)
-Remove from your load order

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Compatibility/Bugs
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-The holes are an FX, and may be temporarily overridden by other FX from spells (eg. snow/wet effects from mods like Wet and Cold and Frostfall)
-It should work with any reanimation spells added with mods or DLC, and shouldn't conflict with any mods, except:
-If using another mod that alters the "Dark Souls" perk (e.g. SkyRe), this mod might overwrite that mods changes, to avoid this:
-Load my mod above the other in the load order
-Open the console and enter the command "set USEnablePerk to 0"
*if the other mod alters the spell aplied by "dark souls", but not the perk itself, this isn't necessary, this mod and the other should run in harmony
*Disabling the perk won't majorly affect this mod; the only change will be that vampires and other undead won't recieve the FX

- May not work completely with 'Invested Magic'; Sorrien has made a compatibility patch between these two mods, and is keeping me updated on that situation
Sorrien's 'Undead FX and Invested Magic' Compatibility Patch: (http://steamcommunity.com/sharedfiles/filedetails/?id=143294286)

This mod may cause the brawl bug, (A bug where your opponent in a brawl act like you broke the rules, turning the friendly fisticuffs, into a fight to the death)
-it is recommended that you download the "brawl bug patch" mod (http://skyrim.nexusmods.com/mods/24020/)
-If you do not wish to download the brawl bug patch, the part of this mod that causes the bug can be disabled, temporarily:
-Open the console and enter the commands "set USUsePerkCloak to 0" and "set USUseFXCloak to 0" beforehand
-Reset them after the brawl with "set USUsePerkCloak to 1" and "set USUseFXCloak to 1"

If you find any bugs, be sure to make a comment and tell me, so I can fix it as fast as possible, and please be specific; what reanimation spell you used, what other mods you are using, what was happening when the bug happened, and whatever other information you have is all useful

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Update Details
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V3:
Features:
-Dissolve FX will remain on corpses which are left over (such as thralls, or zombies summoned by the ritual stone power)
-Added version of the FX that will work on player
(type 'help "Living Undead FX" into console, then 'player.addspell ', with whatever code ID it gives you)

Behind The Hood:
-All FX are now treated as an ability, rather than some as a concentration spell
-Undead-Dissolve-FX will re-apply if a spell is cast on the Undead
-Underskin will automatically re-equip if it becomes unequipped

V2:
- Fixed the FX-script, so that "cleanup" when the effect ends actually happens
- Removed the check for "MagicSummonUndead" keyword; should now work with thralls, soul tear, and other non- disintegrate-on-death zombies
- Cleaned up the condition checks in general
- Added FX application via "perk" (a 'behind the scenes' perk, using one of skyrims built-in perk archetypes)(check above section for details on maintaining combatibilty)
- Mad various Parts toggleable via console commands

Future Plans: Add More Dissolve/Hole Patterns, Fit the Elf Skull a bit more 'snuggly', add laceration/wound type effects (as people have requested), add FX effect as an enchantment

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Thanks
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PROMETHEUS -- Big Thanks for permission to use beast skeleton models
(http://steamcommunity.com/profiles/76561197985771206/myworkshopfiles/?72850)
Nexus:(http://skyrim.nexusmods.com/users/88348)

Sorrien -- Thank you for keeping me updated on compatibility and for your patch (and for making it so quickly)

Check out:
PROMETHEUS' beast skeleton mod: (http://steamcommunity.com/sharedfiles/filedetails/?id=116563547)
Nexus Version:(http://skyrim.nexusmods.com/mods/28957)

Sorrien's compatibility patch for 'Invested Magic': (http://steamcommunity.com/sharedfiles/filedetails/?id=143294286)
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Tools and Tutorials Used
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Hanaisse tutorial for the roundabout Blender-to-Skyrim export process
(http://tesalliance.org/forums/index.php?/tutorials/article/111-creating-skyrim-armor-in-blender-part-1-understanding-skin-partitions-nifskope/)
Blender -- Free 3D modelling program
(http://www.blender.org/)
Niftools -- Developers of blender nifscripts and nifskope
(http://niftools.sourceforge.net/wiki/NifTools)