Skyrim

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1200 comments

  1. VictorIzotov
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    The mod works to some extent, it's really possible to arrange a bloodbath, but it definitely needs fixes. If you want a serious and elaborate zombie apocalypse, then I do not recommend it.

    About bugs:
    (English is not my native language, so if there are grammatical errors, I apologize)
    1) Zombies appear literally from all doors, even if it is illogical. And also in all places. I have met them even in distant ruins.
    2) I added 1 zombie to Whiterun, and over time their population even grew to 8, but when I got there, I didn't meet zombie. I tried everything - going back and forth, waiting for several days, enter houses, etc. Only prepared scenarios work.
    3) Barricades have bugs. Zombies and people get stuck in them in droves and complete chaos ensues :D
    4) It is only necessary to accidentally hit an ally once - the whole city will turn against you, despite the invasion of zombies :D
    5) Zombie walking animations sometimes break down and they just "fly" in a standing position.
    1. Psydeffexclone
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      i get what most of your problems are but the zombies will increase overtime it's not a bug.
      if you bothered to check the mcm menu you'll see that there's a setting for the spawn increase in all the cities, you can increase or decrease the spawn rate. 

      for example.
      solitude has zombie population "0" on day 1 and a has a spawn rate of 12 as day/time passes the number of zombies will increase to the amount of spawn rate you had it set to so by the 3rd day solitude now has atleast 24 zombies spawning and it will gradually increase each passing day. though occasionally you can cull their numbers by killing the zombies that spawn in that city. 
  2. Zeratass
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    How start it?
    1. ddmlink
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      Through the Mod Configuration Menu. There's Quick Scenarios to set all of the zombie populations quickly or you can set the populations on your own.
  3. cyanpanda
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    :) all working now
  4. Psydeffexclone
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    Needs a patch for the Draugnarok mod. since both are supposedly to be in an Undead faction. 
    and also i like to see some utter chaos and panic with both Undead factions going after everyone tag-teaming them.
  5. Seluron
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    I encountered the fact that zombies do not appear at all. You say that I should go to Whiterun and type set zzInfectedCity to 4 into the console. But I don't have Whiterun anymore))) Because I installed the "«Alone Empty Skyrim» mod which removes all capitals and cities. Maybe there is an option without Whiterun?) «Others» is at the maximum. I have only this two mods
    1. ddmlink
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      You should still have zombies spawning even if the cities are removed. Is there a spell affecting you every few seconds? That spell should be what spawns the zombies.
    2. Seluron
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      Well, Yes, using the mfg console, I checked the active effects of the player and one of them is called "ZOMBIES! There are many options here:
      elapsed: 1
      duration: 2
      magnitude: 0
      inactive: false
      HideInUi: true

      But it subsides quickly and no zombies appear. Also I found option in MCM «spawn controls» with Start Spawning Hour and End Spawning Hour. 

      UPD: I fiddled around with the various settings, then sadly pressed "reset" in scenaries and they started spawning!
  6. InferiorBanana
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    Hello, I have a tiny question about the Ancient Zombies that were posted in the images page, I play the mod on xbox and can't seem to find that specific zombie type in the spawns and I was just wondering if it's because the xbox version is a different version and doesn't have the Ancient zombies included or if I just missed something. Thanks to anyone who can answer :)
    1. ddmlink
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      The Ancient Zombie is from older builds (literally around the time Skyrim was released). It was renamed to just 'Zombie' later on.
  7. froogdude
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    Amazing mod! Really recommend it to everyone that wants to change up their Skyrim gameplay. I am having so much fun :)
    1. ddmlink
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      Thanks, glad you enjoy it!
  8. Swirldaddds
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    Hi there! I really want to use this mod as it looks like exactly what I want to add for a Horror Playthrough. My only question is; is there a quest or in game way to end/cure the plague? Or does it just stick around until all NPCs are dead or infected?
    1. ddmlink
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      At this time, there aren't any quests; it's just a sandbox with customizable scenarios. That said, there is a (customizable) algorithm that affects zombie populations to simulate zombies traveling, growing in numbers, and then dying out.

      Been a while, so I don't remember the specifics, but by default you should be able to pick Patient Zero, have the numbers swell considerably after several days, and then they start dying out due to "lack of food."
    2. Swirldaddds
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      Ahhh okay gotcha, so is there a way to "cure" the plague through the MCM? 
    3. ddmlink
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      There's a reset button, if that counts. You'll still have to kill any spawned zombies (or teleport somewhere and they'll clean up themselves) and any dead NPCs will stay dead. I usually just recommend keeping a separate save.
    4. Swirldaddds
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      That's perfect! Thanks for your help
    5. ddmlink
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      Sure thing!
  9. amiholamkaka2
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    bro i installed the mod but when i open the game and go to the MCM setting and i didnt found the 28 days days setting what should i do
    1. ddmlink
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      Hmm. I'm guessing other mods that use the MCM are working fine?
  10. Deathborne1
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    Hey! I play on Xbox and I love all things undead!

    I want to create a Lich with the Undeath mod that conquer the world with its zombie army!

    But I need to add myself to the Zombie Faction as a Lich (with Undeath mod Lich and the help of the Xbox Multi-Utility mod).

    But I don't have access to the PC game or Creation Kit so I can't dig into the files to find it.

    Anyone who can dig it up for me would be sooooo appreciated! Thanks!

    I need the BaseID (or RefID) of the Zombie faction (zzZombieFaction) of this mod. 
    1. ddmlink
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      Sorry I never got back to you.

      Try xx000D66
      I'm sure you know already, but xx will be the position of the mod in your load order. Let me know if that's what you were looking for.
    2. Deathborne1
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       Unfortunatly it does not work with the xx=08 (its 4th in the custom mods load order so Skyrim+update+DG+DB+HF+3mods... should be 08?) and it says "not a valid FormID" ... but then I found that xx=06 does work... but even tough the result is different it says "That FormID is not a faction :(", as if its a valid one, but not a faction.

      I may be doing something wrong so Im trying so see in any order and stuff, if there is any ways to make this work. If you have another clue or code let me know!

      Thank you for your quick answer!
    3. Deathborne1
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      Im not sure, maybe the anniversary edition mess us the load order position with all the CC .esl and I can't seems to know how many there are... (On console I can't see them in the load order), well I know there are 74 total... but do they affect the xx positioning?

      If I have all the DLC and all the CC, and its position 4 after that... It would be xx=... still looking for it.

      EDIT : Its seems not to interfere, according to https://en.uesp.net/wiki/Skyrim:Form_ID
      EDIT : When I target a zombie in game its ID is "zzZombie2Script FF001436" But xx=/=FF it seems.
    4. ddmlink
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      Well, I could just make this easier and add a button that adds the player to a new zombie ally faction. I'll see if I can't find some time either tomorrow or Monday.

      Edit: Thinking on that a bit, it's weird that it's giving you the script attached to the zombie (I use the Zombie2Script to control stats, resurrection chance, etc.) and not the zombie itself. But yeah, that FF should be the position. So FF000D66 should be the ID for the zzZombieFaction.
      Either way, I'll still look.
    5. Deathborne1
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      That would be awesome, sir. 

      It would prevent me from tinkering with Undeath, Multi-Tool, Cheat Room and your mod. 

      With all the other « be a better necromancer » mods out there (Undeath, Path of Transendence, Corpse Preparation - True Necromancy, and many more...) I think it could be fantastic to lead your own Zombie Uprising Necro-Hype mod, be in the faction, spread the disease yourself even, I think I speak for a lot of people, but giving you the chance to resist the invasion or lead it, would be awesome.

      again thank you for your time, and gj with the mod.

      Edit : Just giving you a few ideas if you ever want to expand the mod I know you may be somewhere else, but still, There could be battles à la “Skyrim at war” where you start by infecting the army defending Dawnstar, and then as your infection and kills progress you eventually wipe it out. You could get buff per city wiped, abilities to spawn more zombies at the start of a battle or more powerful ones, so there is progression, smaller settlements like Riverwood first, then cities like Farlkleath, and Fortified ones last (because you would need those powers most likely). Anyway, a lot you could do if you look at your mod the other way around! Peace! :)
    6. ddmlink
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      Just giving you a status update: it's basically done. I just added a couple spells - one for adding/removing yourself from the zombie ally faction, and a targeted version so your followers can be added as well.

      I'm still doing some testing to see how NPCs react, and I'll need to do some additional testing to make sure I properly strip Mod Config Menu elements from the Xbox version. Hopefully I'll have it uploaded tomorrow. I'm on-call at work this week, so it's limiting my time a bit.

      Yeah, when I first started modding 28 Days, I thought about doing a zombie campaign where you were on the side of the zombies. As the mod went along, it became more and more of a sandbox. There's already some good Necromancer/Lich mods out there (like the ones you named), so I personally don't see a need to add in some of that stuff. These days, I work with Joov on YouTube with ideas, and I enjoy it as it forces me to improve my programming and modding skills. If somebody wanted to do a campaign like that, I don't think I would be opposed to the idea, but it would require changing and locking certain settings.
    7. Deathborne1
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      I understand. Skyrim is a good game, but a 10 years old one too.

      Thank you for your support, as always, let us know when its realsed.

      GL and TC man.
    8. Deathborne1
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      Any update sir? (I'm eager to try it! haha)! :D
    9. ddmlink
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      So many updates today!

      I had to update my PC version of Skyrim so I could test and make sure things worked without SKSE, my Xbox had to do an update, and now my Xbox copy of Skyrim is doing an update.

      But hey, I also updated the mod on Bethesda.net. I just want to test it but everything else wants to update first...

      Edit: Tested with a new character. Half of the zombies were purple (missing texture). Archiver did not pack them even though I told it to. Had to manually copy the files into the ExportXboxOne folder. Packer properly worked that time. In other words, you should be all set!
    10. Deathborne1
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      Works like a charm! On to conquer Tamriel!

      Thanks a lot! And take care out there.

      Edit : Only on new games it seems, while the usual 28 days spells are added to an existing game. Those two factions ones won't appear unless I start a new game. If something needs to be done, let me know. If not ill restart a fresh game, no biggie.
    11. ddmlink
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      I probably put them in the wrong "if block" for the version update. It's already midnight where I am, so I will check tomorrow.
    12. ddmlink
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      Don't bother with the update I put on Xbox today. I'm still looking into the issue.
    13. Deathborne1
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      Sure. And thanks for doing this, again.