Hey ik this thread is old but I'm trying to find out how to keep the vanilla effect of reanimations turning to ash. I use The Dark Arts mod and it makes it so any reanimations you or npcs make never turn to ash and I wanna reverse it so I can earn the ability with perks and stuff. I'm trying to figure out the magic effect/script in the Dark Arts mod or vanilla I need to disable or patch back in. Can anyone help?
Any news of if/when you'll be able to get the update out? You mentioned waiting until after for a port, and I would love to see these fixes over on SSE. Thanks for the great mod btw.
Not really a priority since further testing has revealed the reanimate effect as bugged at the engine level. e.g. you can still break summons even with this mod. Plus, making this compatible with other mods is a huge pain, making it useful to only a very small number of people.
Not sure what's wrong, but my reanimated minions won't follow me through loading doors. I did make a bit of changes to this mod based on qruk000's comment/suggestion though. I also increased zombie alias amount from 4 to 20 and patched Ordinator's necromancy perks and effects to work with it.
I'm so disappointed with Bethesda that over 10 years since Skyrim released, I thought it was a feature that your reanimated zombies would die off like that when going through new cell or whatever you want to call it. I always thought this might be a bug but yup it's a freaking bug, Bethesda's stupidity design I guess because they never bother to playtest and check if people want to build Necromancer style. This fix should be on unofficial patch and thank god for mod author for your work <3
I install the mod, reanimate 1 bear and I enter in the first cave I saw, the bear was disintegrated. Nice mod (piece of s#*!) and that is version 3, can't imagine what it was before.
You can certainly try to uninstall it on an existing play-through, but given the way Skyrim mods work you do so at your own risk. This is not unique to my mod or the way it is implemented.
I see that you put 4 aliases for reanimated npcs, does it mean that this mod only supports up to 4 reanimated npcs? In other words, if i'm using another mod which allows reanimate more than 4 npcs, then the 5th and next reanimated npcs won't be supported by this mod?
If that's really the case, is there any chance to make it support more than 4 reanimated npcs?
I'm working on a new version, I can see whether it makes sense to increase the number of supported NPCs. It isn't possible to support an arbitrary number, though.
Arbitrary, as in an unspecified value prior to run-time. Quest Aliases have to be created manually on a Quest. Which means that you will always run in to the possibility of running out of aliases.
The only reason there are four right now is to avoid contention.
Hello, your mod is wonderful! But does it fix the regen of dread zombie&dead thrall? I found that u removed the corresponding effects from those spells, but didnt find any changes in game. Probably it's because of SSE, but Dark Souls and the reanimate shader visual effect seem to work fine
UPD: I hunted out the problem. It didnt work because you used vanilla "crSummonThrallFortifyHealRate" effect inside "NEP_ReanimateFixFortifyHealingSpell" which was used on zombies. But it is an Fire&Forget/Aimed effect! I created exact copy of this ("NEP_crSummonThrallFortifyHealRate"), changed it to Constant/Self and replaced Vanila effect with new one inside your spell. So it now works as indeed ^^
U.P.D_2: Could I use your mod as part of my SSE mod? I am trying to fix broken magic mechanics, so your sripts and quiest method would be very helpful. I cant add that mod in requirements of mine, because i need to edit a couple of scripts a bit (for my mod works properly) and because of different game version. I know that you allowed using assets in other mods, but anyway must ask to know for sure ':D
U.P.D_3: I found another bug. After thrall died and was re-resurrected, it doesnt get health bonus again. Save reload or fast travel could fix it, but it's very unpleasant anyway.
U.P.D_4: I solved that unpleasant bug from U.P.D_3: just by moving condition (HasPerk(Dark Souls) = 1) from spell's conditions to function's conditions: I created new funcion again ( "nep_AbFortifyHealth") :3 Also i replaced event OnDeath() event to OnDying() event inside "nep_zombiealiasscript", so cleaning zombies after their death always works correctly, and you have not to wait when your already-dead zombie would be deleted from quest's Aliases by replacing new zombies.
I tested everything with Dead Thrall and Dread zombie. And i found that the dread zombies don't turn to ash if they were raised by Dead Thrall before (i killed them by console). I also found that it could be fixed by rasing another few zombies and rasing not-ashen body after. Seems that problem was Aliases, so I replaced OnDeath() to OnDying() in their scipt and it worked perfect for me.
The health regen didn't work for me at all, too. I checked zombie's health by console before, after I hit them and after 10 sec, and their heath rate hadn't changed since hit. It should heal 1%/sec out of combat, but it isn't. I used 3.0 version, but I ported it to SSE (perhaps the issue because of that, but I doubt it).
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If that's really the case, is there any chance to make it support more than 4 reanimated npcs?
Another question, is it possible to increase the number of zombie aliases manually by editing the alias records?
The only reason there are four right now is to avoid contention.
UPD: I hunted out the problem. It didnt work because you used vanilla "crSummonThrallFortifyHealRate" effect inside "NEP_ReanimateFixFortifyHealingSpell" which was used on zombies.
But it is an Fire&Forget/Aimed effect!
I created exact copy of this ("NEP_crSummonThrallFortifyHealRate"), changed it to Constant/Self and replaced Vanila effect with new one inside your spell.
So it now works as indeed ^^
U.P.D_2: Could I use your mod as part of my SSE mod? I am trying to fix broken magic mechanics, so your sripts and quiest method would be very helpful. I cant add that mod in requirements of mine, because i need to edit a couple of scripts a bit (for my mod works properly) and because of different game version. I know that you allowed using assets in other mods, but anyway must ask to know for sure ':D
U.P.D_3: I found another bug. After thrall died and was re-resurrected, it doesnt get health bonus again. Save reload or fast travel could fix it, but it's very unpleasant anyway.
U.P.D_4: I solved that unpleasant bug from U.P.D_3: just by moving condition (HasPerk(Dark Souls) = 1) from spell's conditions to function's conditions: I created new funcion again ( "nep_AbFortifyHealth") :3
Also i replaced event OnDeath() event to OnDying() event inside "nep_zombiealiasscript", so cleaning zombies after their death always works correctly, and you have not to wait when your already-dead zombie would be deleted from quest's Aliases by replacing new zombies.
As for the OnDying event, this was not reliable in my testing. OnDeath always triggers, OnDying does not.
The health regen didn't work for me at all, too. I checked zombie's health by console before, after I hit them and after 10 sec, and their heath rate hadn't changed since hit. It should heal 1%/sec out of combat, but it isn't. I used 3.0 version, but I ported it to SSE (perhaps the issue because of that, but I doubt it).
OnDying() sometimes fails to trigger so replacing OnDeath() will result in bugs. Both handlers can coexist, so this shouldn't be an issue, though.