Making this work is too easy. The mod author just saved it in the wrong form. Open it in the CK, save it in the CK, close. Then use a mod organizer to move this to after any AI mods and you're working. I have four mods that alter Serana and Nether's Follower Framework, and Serana doesn't raise corpses ever but uses her destruction spells and drain with abandon. HFGL.
Could you make a more comprehensible guide on how to make this work? I love Serana but I hate that she resurrects literally everything i kill, I just want her to use a sword and drain but I don't know what I should do to make this mod work...
Here's how I got it to work. These directions are for Vortex; I set up rules in Vortex to force changes in my LO, I only use LOOT for conflict detection, and I don't use MO, so ymmv.
1) ***In your game, dismiss Serana (if you're not in the middle of the DG quest chain), travel (regular; fast travel can sometimes do wonky things with followers, mounts, and dogs). Save the game, exit completely. Reload that save, travel to another zone, save and quit. This is standard for any mods; anything that does more than add questless weapons and armors needs to not be on you or in the same zone. 2) In Vortex, click the "PLUGINS" tab on the left sidebar. This shows the mods installed, their LO, and the actual .ESP filenames, which are not necessarily the same as the mods. 3) At the top bar for Vortex, underneath the games, the third button is "MANAGE RULES". Click this, and a pop-up page will open. At the bottom of this pop-up, there are two drop-down selectors with "select" between them. 4) Go through the drop downs and set "SeranaNoNecromancy.esp" "Must Load After" "x". For X, pick an .ESP that is after AI modifiers but BEFORE other mods that affect her specifically (in my case, Serana No Hood and Serana ReImagined). To the right of these three drop-downs is a button that says "ADD". Click this. ***You will see a red bar warning you that the .BSA is incompatible, meant for Skyrim LE. You can ignore this. 5) In the main (MODS) button in the sidebar, your mods are listed by the author's name for them. DEPLOY up top should be highlighted; click that. This is where Vortex sorts your LO based off of what I imagine is Nexus's suggestions, but it will also incorporate your rules. ***One final note: do NOT import Serana into any follower mods, or other mods that modify companion behavior. Leaving her out will keep another mod from changing her, and I can verify this works with NFF. I have a Lydia (vanilla) in NFF and Sofia and Serana out of NFF, and all three work together perfectly. GLHF!
nice work! I do not and will not download the SE version. all the files are Ctrl+C and Ctrl-Ved from the original version. from what i read 90% time the files are compatible. I shall link dis thread to main page.
Vortex just threw an "incompatible BSA" error, stating the BSA is compatible with Fallout New Vegas, which (if true) would suggest that the author simply used an obsolete BSA utility to pack it. Sounds weird, but that would explain why it doesn't work for me.
I guess the fix would be to extract the BSA then re-pack its loose files using the SSE tools. Meanwhile, I have uninstalled it since it doesn't work. Maybe I can find a different mod to control Serana's egregious shot-blocking necromancy.
Imagine being such a shitter that your answer to someone asking a question is "why are you using Vortex". That's the equivalent of a child asking me why the sky is blue, and I respond with, "Why are you asking about the sky on Earth? Why don't you ask about why the skies of Venus are dyed red like dusty blood?" It's completely incoherent nonsense.
Plus, I've been using Vortex for years and I much prefer it over MO2, yet I don't tell people who prefer MO2 that they're wrong, because that would be an asshole move, wouldn't it?
This mod is great, only one problem with it, you left these spells in serana's spell list: CommandDaedra ConjureFlameAtronach ConjureFrostAtronach ConjureGargoyle ConjureStormAtronach the whole point of a mod like this is to stop your companion from having their own companion.
The point of the mod was to remove Serana's necromancy. Atronachs and gargoyles are daedra, not undead.
If you want to remove all of her conjuration spells, either modav her conjuration down to a negative value so she can't cast any of those spells, or go into the CK or SSEdit and remove her spells yourself.
Giving this a shot. I've had a few instances where Serana's necromancy magic caused my other followers or world guards to attack my party. I have had 4 followers excluding serana and they never caused any issues with eachother. But as soon as I dismissed Lydia and brought in Serana, the infighting started.
Googled the issue a few times found this had happened to others too. So hopefully this works. *cheers*
Serana is still using necromancy with this addon. However, I do have AFT managing Serana (http://www.nexusmods.com/skyrimspecialedition/mods/6656/?). Not sure if there is a conflict. In the AFT subconfig for Serana the tickbox for use vampire magic is unchecked. So I know both mods can potentially disable some of her spells.
With this mod, she throws waaaay more lightning and frostbolts than anything else. So she's quite the mage follower. So it does get her into companion conflict much less than without.
I have reduced my total companions to 2 (Inigo + Serana) at this point.
i found solution for me i reset all magic to default in aft, deleted this mod, click on serana - removespell 00101060 this worked for me 5 hours of gameplay no reanimations test in large city + dungeons + forest/outdoors bears etc she still have RaiseZombieLeftHand in her spells but doesnt use it anymore when she level up she use RevenantRightHand instead and doesnt have it in her spell list in aft.
well, serana is just a pain in the a** to modify, my mod removes her spell(vanilla spells only) whenever she gets it back, unless other mods add other necro spells which are not in the vanilla version, it should work fine.because I tested with manually add spells to her via in-game console, and all the spells will get removed.
Just checked CK to make sure - Mancon, Serana does not use those spells. By default, she uses her own version of Raise Zombie, marked as "DLC1RaiseZombieRightHand", which has reference xx011f35.
Mod Creator, maybe you can help clarify; what's stopping this mod from working just by removing this spell from her SpellList in the actor menu in the CK? I mean, yeah, that's going to mess with compatibility when it comes to other Serana mods, but...
Unfortunately I cant find a mod that disables necromancy on all npc like remove the reanimate spell completely from the game, If you are able to do it, that will be great. I assume you might have an Idea because you have this mod that disables it for serana only.
54 comments
1) ***In your game, dismiss Serana (if you're not in the middle of the DG quest chain), travel (regular; fast travel can sometimes do wonky things with followers, mounts, and dogs). Save the game, exit completely. Reload that save, travel to another zone, save and quit. This is standard for any mods; anything that does more than add questless weapons and armors needs to not be on you or in the same zone.
2) In Vortex, click the "PLUGINS" tab on the left sidebar. This shows the mods installed, their LO, and the actual .ESP filenames, which are not necessarily the same as the mods.
3) At the top bar for Vortex, underneath the games, the third button is "MANAGE RULES". Click this, and a pop-up page will open. At the bottom of this pop-up, there are two drop-down selectors with "select" between them.
4) Go through the drop downs and set "SeranaNoNecromancy.esp" "Must Load After" "x". For X, pick an .ESP that is after AI modifiers but BEFORE other mods that affect her specifically (in my case, Serana No Hood and Serana ReImagined). To the right of these three drop-downs is a button that says "ADD". Click this.
***You will see a red bar warning you that the .BSA is incompatible, meant for Skyrim LE. You can ignore this.
5) In the main (MODS) button in the sidebar, your mods are listed by the author's name for them. DEPLOY up top should be highlighted; click that. This is where Vortex sorts your LO based off of what I imagine is Nexus's suggestions, but it will also incorporate your rules.
***One final note: do NOT import Serana into any follower mods, or other mods that modify companion behavior. Leaving her out will keep another mod from changing her, and I can verify this works with NFF. I have a Lydia (vanilla) in NFF and Sofia and Serana out of NFF, and all three work together perfectly. GLHF!
Edit: Never mind, here. I've ran the esp through CK and the bsa through Cathedral Assets Optimizer. It should work now:
https://mega.nz/file/ft50FBCa#GkuWyFYKxpRrD5VuVFNTXekDUpwwnI862Ja5D-uQY0k
Edit: Not working, guess it's not compatible with the latest AE version of skyrim..
I guess the fix would be to extract the BSA then re-pack its loose files using the SSE tools. Meanwhile, I have uninstalled it since it doesn't work. Maybe I can find a different mod to control Serana's egregious shot-blocking necromancy.
Plus, I've been using Vortex for years and I much prefer it over MO2, yet I don't tell people who prefer MO2 that they're wrong, because that would be an asshole move, wouldn't it?
ConjureFlameAtronach
ConjureFrostAtronach
ConjureGargoyle
ConjureStormAtronach
the whole point of a mod like this is to stop your companion from having their own companion.
The point of the mod was to remove Serana's necromancy. Atronachs and gargoyles are daedra, not undead.
If you want to remove all of her conjuration spells, either modav her conjuration down to a negative value so she can't cast any of those spells, or go into the CK or SSEdit and remove her spells yourself.
Don't b&@*$ about stuff unrelated to the mod.
To get Serana to stop raising zombies - Remove her conjuration skill.
Open console mode
Click on Serana 02002b74
Enter modav conjuration -10000
This makes her conjuration spells cost over 5000 magicka so Serana won't use them.
Googled the issue a few times found this had happened to others too. So hopefully this works. *cheers*
With this mod, she throws waaaay more lightning and frostbolts than anything else. So she's quite the mage follower. So it does get her into companion conflict much less than without.
I have reduced my total companions to 2 (Inigo + Serana) at this point.
she still have RaiseZombieLeftHand in her spells but doesnt use it anymore when she level up she use RevenantRightHand instead and doesnt have it in her spell list in aft.
i found solution here
https://www.nexusmods.com/skyrim/mods/25131/?tab=1&navtag=https%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D25131%26preview%3D&pUp=1
also here depend of her level
http://en.uesp.net/wiki/Skyrim_talk:Serana/Archive_6#Serana.27s_spell
maybe you can add this to your mod one should work depending on her level
removespell 00101060 (RevenantRightHand)
removespell 02011F35 (DLC1RaiseZombieRightHand)
removespell 000C969E (RaiseZombieLeftHand)
removespell 000CAB64 (ReanimateCorpseLeftHand)
removespell 000CAB66 (RevenantLeftHand)
Mod Creator, maybe you can help clarify; what's stopping this mod from working just by removing this spell from her SpellList in the actor menu in the CK? I mean, yeah, that's going to mess with compatibility when it comes to other Serana mods, but...