bugs bugs bugs, this reeks of bugs (no offense). Too many addons or changes. Could you please put a compatability section up? Otherwise this would be an instant download.
not really like i just duplicated some npcs gave them new spells and allow them to reanimate as many as possible i did add some reanimation spells to some other npcs like falmer or draugr but nothing game breaking
Hi, i try this mod at the beggining of the game, was getting out of Helgen cave with Ralof, when we face immediately 1 master necromancer and 5 skeletons who oneshoot my level 1 character ^^
what am i supposed to do ? Disable the mod and levelling ? is it normal ?
Thanks for your replies, and sorry for my english, i'm french.
For the bandits, I placed them manually and gave them perks and spells to enhance their ability to reanimate more bodies. I also added some new spells to certain bandits, but this shouldn't cause any issues. I believe I gave regular necromancers the Twin Souls perk to make them stronger. The new structures I added are mostly in remote locations, so they shouldn’t interfere with other mods. Even in cases where there is some overlap, it's just minor merging. I also placed new enemies along roads where the player travels, but I'll look into how they interact with random encounters. As for other overhaul mods, there shouldn’t be any major conflicts. I mainly gave mage bandits reanimation spells and perks, but if any issues arise, I'll make adjustments.
This would go really well in a horror-themed mod list. Obsidian Weathers for darker nights and bleaker sunlight, Dark Forests for more dead trees, Graveyards of the Tundra and Hanged Man's Tree for mood, maybe "Death Consumes All" or "Olenveld" as main quest lines. Good stuff overall.
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what am i supposed to do ? Disable the mod and levelling ? is it normal ?
Thanks for your replies, and sorry for my english, i'm french.
In the old description you wrote something about being able to join them
I would be good if you format the description a little more and give some technical details, such as:
particularly interaction with other bandit/enemy mods (I use a few to keep the game interesting late game)
The new structures I added are mostly in remote locations, so they shouldn’t interfere with other mods. Even in cases where there is some overlap, it's just minor merging. I also placed new enemies along roads where the player travels, but I'll look into how they interact with random encounters.
As for other overhaul mods, there shouldn’t be any major conflicts. I mainly gave mage bandits reanimation spells and perks, but if any issues arise, I'll make adjustments.