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OFFICETEST

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14 comments

  1. Legend323232
    Legend323232
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    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. 
    1. OFFICETEST
      OFFICETEST
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      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
    2. DocP42
      DocP42
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      are you saying it buggy from experience? Or is this just an assumption?
  2. Nic0caine
    Nic0caine
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    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.
  3. artinminecrafter
    artinminecrafter
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    Can you join the necromancers? Like a worm cult thing?
    1. OFFICETEST
      OFFICETEST
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      no there just like very powerful necromancer that will always have strong reanimated minions and just a stronger necromancer  varient
    2. artinminecrafter
      artinminecrafter
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      Oh sad..
      In the old description you wrote something about being able to join them
  4. 2gtandknives
    2gtandknives
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    Hey, really interesting.

    I would be good if you format the description a little more and give some technical details, such as:


    • Which creatures are of a new race (and so would need a patch for SkyValor)
    • Are vanilla leveled lists effected?
    • Where are the new locations (if there are any) so that we can maybe have a shot of determining if there are conflicts?
    • Are any new creatures put on random encounters (which would be very cool)?
    • How does this interact with Lawless and other bandit overhauls?
    1. wisewheezer
      wisewheezer
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      +1 
      particularly interaction with other bandit/enemy mods (I use a few to keep the game interesting late game)
    2. OFFICETEST
      OFFICETEST
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      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.
  5. Torpisoulii
    Torpisoulii
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    I'd like to know more about the moody skies you have. How can I achieve this for my necro playthrough?
    1. OFFICETEST
      OFFICETEST
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      its just the regular in game skies i did not download any like graphics mods
  6. dannydidit818
    dannydidit818
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    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. 
  7. MandatoryPeanut
    MandatoryPeanut
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    Sounds interesting! Will be trying this out