Bit late, but mainly it's the fact this doesn't work properly. For example, I kill a draugr with a Dragonbone arrow AND Dragonbone bow and it just respawns sometimes...
I believe I fixed the immortal draugr. Been using this mod through a few playthroughs. Used to have enemies sometimes just keep getting back up no matter what. It mainly happened to draugr.
My fix: In SSEEdit, look at the Magic Effect BBDrau_ResurrectionAbilityEffect (form ID xxx6fE68). In this MGEF, a script is used called BBDrau_ResurrectionAbilityScript. Look at the script properties. One of the script properties called trulyundeadq has a missing reference. (it was looking for a quest with editor ID 'trulyundeadq' which does not exist in the file) Replace the missing reference with one that does exist: editor ID trulyundeadqDUPLICATE001 (form ID xxxA287C)
Then I did the same thing for MGEF Draugrreviveselfability (form ID xxx6AD4C) and its script, draugrevive. Then the same with the rest of the MGEF's, and their relevant scripts.
Ever since then, it seems to me that the whole mod has worked as intended. 1.6.1170.
Do not change the names of the script properties, only property values.
This might be a bit much to ask but do you think you could provide a comment with a precise instruction how to fix the mod in SSEedit for all the people who are not as proficient with script ediing?
Thanks though for all the information you have provided already.
It does in the sense that it will add the spell effect to the player and its name is janky as well like Res undead effect 1 or somehting like that - but the script isnt built to handle the player resurrecting so its added to the player but does nothing. Thats why my comment below states you need a check built in and why i made a check myself. If you want a quick fix just rename the 2 spells it adds to you as a vampire as like undead aspect: Your skin is white and people will notice - or whatever make it lore friendly for youself. Orrrr the mod creator could add a check so we dont have to worry about it orrr he could take my version... either way
Yeah, but what about YOUR character if you're a vampire. Vampires should be able to be kill except by some special means like a shot directly in the heart with silver or fire ONLT. Not by someone's stupid sword or their arrows unless there blessed with Holy water or something. Yet all through the game ANYTHING can kill you.
As much as I like this mod, I ended up turning it off because you have to kill the undead with the actual spell damage for them to stay dead. I would add an option to where when you hit a corpse with a power attack with a normal weapon, it prevents them from resurrecting. And if you're a werewolf, "feed" is replaced with "mangle" which provides no benefit but prevents the undead from being restored. Otherwise vampire dungeons turn into slow inevitable death as a werewolf as it's not possible to heal or deadead the undead until you revert
Great job! I think that this mod have logic - all time we have examination if draugr health = 0, then we should resurrect a corpse or not. This logic create a problem with examination. It should ne ones. What if script will have the secont moment? Verification check. If before was resurrect this "graugr", then after this move we will have 0% ressurect
YO WUT? We have got to figure out how to modify things like that to trigger the stay down effect. I have a holy conjured restoration magic sword that is supposed to do sun damage that doesnt keep them down either.
Fantastic mod. My thoughts: it would be nice to be able to kill them while they revive, even if the revive was faster. I would also like to know if there is some keyword that I can add to a modded spell to make them kill undead. For example inquisition, which is a holy conjured sword using restoration magic.
117 comments
What needs to be fixed?
Which parts are buggy?
My fix:
In SSEEdit, look at the Magic Effect BBDrau_ResurrectionAbilityEffect (form ID xxx6fE68).
In this MGEF, a script is used called BBDrau_ResurrectionAbilityScript. Look at the script properties.
One of the script properties called trulyundeadq has a missing reference.
(it was looking for a quest with editor ID 'trulyundeadq' which does not exist in the file)
Replace the missing reference with one that does exist:
editor ID trulyundeadqDUPLICATE001 (form ID xxxA287C)
Then I did the same thing for MGEF Draugrreviveselfability (form ID xxx6AD4C) and its script, draugrevive.
Then the same with the rest of the MGEF's, and their relevant scripts.
Ever since then, it seems to me that the whole mod has worked as intended. 1.6.1170.
Do not change the names of the script properties, only property values.
@Thalaranc
I'll give it a try and see how it goes.
This might be a bit much to ask but do you think you could provide a comment with a precise instruction how to fix the mod in SSEedit for all the people who are not as proficient with script ediing?
Thanks though for all the information you have provided already.
In SSEEdit, add conditions to the relevant Magic Effects forms (in the spell list and/or the magic effects list) with these values:
"equal to"
"0" [for comparison value]
"getisID"
"player - "prisoner"..."
Vampires should be able to be kill except by some special means like a shot directly in the heart with silver or fire ONLT.
Not by someone's stupid sword or their arrows unless there blessed with Holy water or something.
Yet all through the game ANYTHING can kill you.