--- SCRIPTS --- The only thing that I can really give you full permission to use are the scripts. I've included the source files for a reason, so feel free to use them. If you have any questions regarding the scripts, then feel free to send me a PM here on the Nexus.
FISS was made by Lord Conti. You will have to talk to him regarding permissions for those files. --- ART ASSETS --- All meshes, textures, and sounds are from other authors. You will have to ask them for permission to use those. See credits for more details on these authors.
--- THE MOD OVERALL --- If you want to use this mod for your own mod, then you will need Grohiik's and dogtown1's permissions to use their art assets. Alternatively, you may contact me (which you will have to do anyway) and I can create a version of the mod for you that doesn't use their assets. Translations are allowed.
Ddmlink's Living Will Permissions:
If this work becomes publicly unavailable for a period of one month, or if the author (Ddmlink) publicly abandons this work, then the following freedoms are granted...
You are free to upload this file to other sites. However, some authors may require you to get permission to redistribute their assets.
You can convert my file so that it works on similar games.
You can modify my file however you wish, so long as you: 1) give the authors credit proportional to their contribution to the final work, and 2) distribute the final work under the same terms.
I have no experience with licensing or laws so I wouldn't be surprised if there is a flaw in there somewhere. The idea, though, is that if I am no longer able to or willing to work on this mod, then I would like for someone to continue working on it. Of course, you'll have to follow the permissions set by the other authors whose resources this mod uses.
File credits
Ryuujin for the original 28 Days on Oblivion.
Bethesda for the Elder Scrolls series and the release of the Creation Kit.
Grohiik for use of his Zombie Draugr textures.
dogtown1 for his Skyrim Monster Mod. CD Projekt RED for allowing use of their Witcher creatures.
Undeadfan666 for help with adding the correct blood.
Kaius93 for helping me debug some issues.
Qurion for advice and help.
Jackalhead for use of the draugr skeleton that does not cause instability
SoundEffectsFactory on YouTube for the cool door bash sound
Shana for the Open Door script http://forums.bethsoft.com/topic/1352976-a-working-open-door-spell/
Changelogs
Version 0.8.4
+Added infected blood which can be used as a poison on actors. Can be looted from zombies.
+Added UILIB so that FISS users can properly rename their custom scenarios as well as provide a description for them
+Added message to inform player that there may be no zombies left when population is very low.
+Added minimum horde population size. The population for all cities will not drop below this number. *NOTE: I'd recommend leaving it at 0 for the time being unless you want infinitely respawning zombies in every hold. I plan on doing more with this feature.
+Removed greeting message.
+Zombies not spawning should be fixed now
Switched to .esp file
Version 0.8.1
+ Tweaked the way that zombies spawn. They no longer spawn while you are in an interior, but can still chase prey inside.
+ Fixed Default Values in MCM
+ Added the Quick-Start Scenarios to the MCM and retired the old menu. Everything is now in the MCM.
+ Added "Safe Walls" scenario
+ Added in Spawn Times to control the hours of the day that zombies are allowed to spawn. By default, this is all 24 hours.
+ Added in Custom Scenarios that you can customize down to the last setting, save them, and load them up in-between saves! You can save up to 10 Custom Scenarios. This feature requires FISS. Get it here: http://www.nexusmods.com/skyrim/mods/48265/?
Version 0.8.0
Fixed follower commands and bumped max number up to 15
Added "Last Stand" scenario
Added Frenzied infected Actors
Added Claim Door spell. Zombies will not spawn from claimed doors
Added optional plugin to hide Spawn Zombies spell effect in the UI
Version 0.7.9
Added a barricade lock override.
Added ability to prevent spawning of zombies by type.
Fixed Horde Population entering negative values.
Beasts no longer turn into zombies
Cleaned the mod with TES5Edit
Version 0.7.8
+Fixed "Spawn Zombies" spell not being cast.
+Optimizing was done.
+Added Horde Growth and Migrations.
+Added some siege damage. Needs more work.
+Added in SkyMoMod creatures.
+Any zombie type can now spawn from doors.
+Fixed spawning of more zombies than there should have been.
+Probably more...
Version 0.7.7
Nekker attacks now
Improved infection system for NPCs
Zombies do not spawn at doors owned by the PlayerFaction
Added "Cure Disease (Other)" spell
Version 0.7.6
Doors can now be barricaded (and unbarricaded)! There is a max of 5 allowed.
Fixed the bug where infected players would not get back on their feet properly.
Fixed essential status not being removed from the player in some cases.
Version 0.7.5
Zombies now properly spawn from multiple doors
Fixed The Hive and Patient Zero Quick-Starts
Added basic follower commands
Added couriers to deliver the latest news
Zombies are more customizable by type
Version 0.7.2
MCM configuration added
Replaced bad skeleton.nif file. Fixed crashing that occurred while moving to another location
Version 0.7.0
Reworked the way that zombies spawn at doors. Uses PlaceAtMe instead of recycling 20 zombies
Spawning Infected from diseased actors no longer factors in the current zombie population. This way, more infected will spawn.
From what I have seen and tested, the mod no longer outputs any errors or warnings to the Papyrus log. Hopefully this means the mod is stable.
Version 0.6.3
Barricades removed. They will be re-implemented later.
Added correct blood to the zombies. Thanks, Undeadfan666!
Zombie screen cap added. This allows you to limit the number of zombies that will appear at one time. Keep in mind this also limits infected actors becoming zombies.
Fixed the crash in Riverwood.
Version 0.6.2
Changed file to a master file. Makes everything far more stable.
Zombies spawn from doors (not quite like how I want them to though).
Spooky Weather added.
Version 0.6.1
Removed a background script in an attempt to improve performance. Keyword: attempt.
Added methods of spawning from Hall of the Dead instead of "On Player." See "Zombie Migration" in the Game Settings. Also required for zombies to spawn.
Zombies can no longer steal or loot weapons or even use them. It never was intended from the start.
Version 0.6.0
Zombies have been weakened (again).
Zombie buffs have been included for those who feel that zombies are too weak.
Infection for Actors now use Ryuujin's replacement method, fixing every bug Actor-related.
The mod is now more stable (but still has an occasional crash).
+These changes are currently only for non-mutations+
Version 0.5.9
City population menus fixed
Zombie disease added! Includes NPCs and Player Infection! Disable/Enable player infection and set the chance that Actors are infected!
New zombies (thanks to dogtown1). Yes, they're playable
A little bit of balancing (although it still needs work)
Version 0.5.8
Settings Spell added when mod starts. The book is still there just in case
Zombies now spawn by the Player and are recycled (see our/Ryuujin's Oblivion version). Look in the ReadMe for known bugs
Placeholder Zombies in the other Holds are gone.
Because of the change above, the Ancient Zombie is removed. But they'll be back... Eventually...
Version 0.5.7b
Zombies now have their own meshes, which should solve the texture issue.
Sandbox idea and menu scripts are in testing in Whiterun (and only Whiterun).
Weakened Zombies (Lower health and deal less damage). Ancient Zombies remain the same as before
Removed the activator for the menu. The menu is now activated by script (can be slow during combat)
Scripts are actually included this time
Menus are 95% complete and have been reworked (behind-the-scenes, of course) in preparation for next update
Version 0.5.6b
Player can control the Zombie Resurrection Chance. Starts at 0%
Version 0.5.5b
Menus have started being constructed
A Nexus-exclusive mod. Requires the Skyrim Script Extender (SKSE) v1.6+. Without this, ZOMBIES WILL NOT SPAWN! So install it and launch it. This mod requires the latest update of Skyrim (as of 9 April 2013)
FISS is necessary in order to use one of the features of this mod, but is not required for the mod itself.
================== Things to be added: ================== +Improved Damage Visuals +Refugee Camps/Evacuation Centers +Zombie Slayers +Better Followers +More Quick-Start scenarios +Bug fixes
=========== DISCLAIMER: =========== It is recommended that you use separate save files with this mod active, as characters WILL die. Not to mention that the scripts can be intensive at times and you don't want them baked into your save file.
=================== What this mod does: =================== This mod simulates a zombie outbreak within Skyrim. Rather than creating a single questline, the mod offers a variety of scenarios, each with different settings and can be customized at any time with the Mod Configuration Menu. Start with a small outbreak and watch as the zombie plague wipes out everyone! With the ability to barricade doors and customize almost everything with the MCM, the player is given a sandbox environment to play with. Have a pleasant Apocalypse! ^_~
=========== Installation: =========== I recommend that you install and use Nexus Mod Manager (NMM), which will do all of that for you. Gopher has a video with instructions on using it here:
1. If you haven't installed it already, you'll need SKSE. Gopher has instructions for this here:
2a. (Optional) If you don't like the changes that SkyUI makes, but you need to keep the Mod Configuration menu, then you can install SkyUI-Away.
3. (Optional) Install FISS. It's used for custom scenarios, but isn't required for anything else.
4. Then you can finally download and install this mod. Again, NMM is recommended.
5. Run skse_loader.
================= Starting the Mod: ================= Wait a minute or two after loading your save, and you will be able to access the Mod Configuration Menu. From here, you will be able to control all of the mod's settings. Control where zombies spawn from, how powerful they are, and more! Or you can select a scenario. Scenarios are pre-built configurations to get the mod started very quickly. I will be adding more scenarios as the mod is updated.
Currently the pre-built scenarios are:
The Hive A random city has become a hive for a horde of zombies. If left undisturbed, the zombies will spread and infect other cities.
Patient Zero Somewhere in Skyrim there is a lone infectee, who is likely to infect others, and they in turn will spread the infection to new cities. However, since there aren't many infectees at first it is likely to go unnoticed and thus infest more cities before a response can be formed.
Dawn of the Dead All of Tamriel has been overrun with the dead as the graveyards and recently deceased rise up in unholy life forming an instant and horrific army.
Last Stand All of Skyrim, with the exception of a single Hold, has been taken over by the undead. Can the living survive its last stand?
Safe Walls Zombies are rising all throughout Tamriel and are attempting to breach the walls of the cities. Perhaps those inside the walls can simply wait out the Apocalypse?
====== Spells ====== Barricade Door: You are also given the Barricade Door power. Use it to barricade doors to prevent zombies from getting through! No barricade is perfect, however, and zombies have a chance to break through. By default, how well the door is barricaded depends on the mean average of your lockpicking and smithing skills ((lockpicking + smithing)/2). With the Mod Configuration Menu, this can be overridden, so for role-playing purposes a mage can "lock" the door with magic.
Cure Sickness (Other): With this, you can cure other NPCs using store-bought potions and ingredients with the "Cure Disease" effect.
================== NPC Topic: Orders ================== You can also issue orders to NPCs to help evacuate refugees. This is still experimental, however, and may not be perfect.
Lastly, you can find couriers in inns and ask for the latest rumors. Just remember that they tend to travel a lot and could possibly be carriers...
============================================== Common Questions (or could have been common) ============================================== Q. How do I become a zombie? A. Make sure that Player Infection is enabled (it is by default) and become infected with Touch of the Worm King. Once that is done, simply die. Keep in mind that this will not work if you are already Undead.
Q: A zombie broke came through the door I just barricaded... A: Zombies have a chance to break a seal on a barricaded door based on the strength of the lock.
Q: When I arrived in a town, lots of zombies came out the houses, but nobody seems to have died before I got here A: The increase in zombie population while you're absent is simulated mathematically rather than by actually killing NPCs.
Q: Where's all the zombies? A: First, make sure you have SKSE installed and are running it. Next, go check one of the couriers at an inn to find a place that is infested. If you're certain that the zombies should be in this town try moving to another town and coming back again.
Q: Can I simply wait out the zombies like in the movies? A: The zombies will never die of old age, however, their tendency to migrate, and the rate at which their ranks swell will decrease over time making it easier to cleanse Tamriel of zombies later rather than sooner.
======================= Known Incompatibilities: ======================= +None as of right now.
============ Known bugs: ============
Zombies may get stuck behind doors.
Zombies spawn from doors that they aren't supposed to spawn from
If the screen limit value is extremely low, more zombies may spawn than there are supposed to be.
Sigrid teleports back to her home (usually naked) after becoming a zombie.
If an infected actor becomes a zombie at around the same time that the Player does, the zombie may not recognize the player as an ally and attack them.
=========Uninstall:=========MANUAL: Remove all files packaged with this mod. It is best to fully uninstall this mod even if you plan on playing it again later instead of un-checking the .esm in your manager/load order as this will ensure that the scripts from this mod won't be running and consuming resources.
Nexus Mod Manager: Just deactivate the mod in the mods tab to remove all of the files.
A trailer video made by Skijarama. Very impressive, I'd say.
Eccentric needs a few more members to help create 28 Days and other fantastic mods. If you want to lend a helping hand, then send me a PM!