Skyrim Special Edition

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Fantafaust

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Fantafaust

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About this mod

Play a necromancer, or perhaps a healer?
Annoyed that you can really only kill enemy undead, or make them run away?

Well so was I.
This mod adds several new spells, new weapons, and new enchantments to fix what I feel was a huge oversight.

Permissions and credits
Why should I be interested in this?

Do you play a necromancer, or perhaps a healer who happens across a lot of undead?
Have you ever been annoyed that you can really only kill enemy undead, or make them run away?

Well so have I.
While searching for a solution to this issue, I came across this mod:
Turn Undead TO YOUR SIDE by Jeffljtj
This is a great little mod that got me interested in making this, my mod. His already did almost the exact same thing, however, his replaced all vanilla instances of Turn Undead, and did not effect weapon enchantments.
People in his comments section wanted a version of it that instead added new spells, and also touched on weapons.
Then I noticed it hasn't been updated since 2012.

So I figured, hey, I could probably make a mod that can do that as well as what those other guys wanted. So after a day of learning how to work the CK(plus like a year, who's counting?), I did exactly that.
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Turn Undead is a good little combat oriented utility spell. But honestly, it's not that great. So I have made several new spells similar to Turn Undead and Healing, some new weapons and staves, and a new weapon enchantment all based in Restoration, since in my opinion it's pretty lame that Healng is just about the only type of spell that uses Restoration and really, it just makes sense.
I've even done a few edits to the Dawnguard Spells as well.

Necromancers are a little more fun for me now, and maybe this will make them more fun for you too.

So, what do we get with Command Undead?

New Spells:
  • Conscript Lesser Undead
  • Conscript Undead
  • Conscript Greater Undead
Magical bindings that temporarily inserts your will into the mind of an undead enemy. It will retain all of its abilities, but use them in your service instead of whatever pointless thing it was doing before.
This set is basically exactly like Turn Undead, and retains the momentary push effect. But then it converts the enemy undead's faction to a companion for the length of the effect, thereby "Conscripting" it to come to your defense and follow you around.

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  • Compel Lesser Undead
  • Compel Undead
Maliciously battering an undead enemy to the ground, while warping its motivation, you show it where it belongs; At your feet.
This set is basically Repel Undead, and as such it retains the repel spell's main component of a high push amount and an AoE. As with the spells above, enemies affected by this spell are forced into your servitude for a time.

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  • Enslave the Undead
If it kills them, too bad, they weren't strong enough to serve you anyways. If it doesn't kill them, you gain a servant/servants who, when the effects of the spell wear off, will be easier to kill than they would have been before. If you want to do that, anyways.
This spell staggers and lights undead enemies on fire in an area whilst forcing them to serve you.
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  • Unholy Restoration
  • Unholy Restoration Greater
You have learned to channel specially tuned magicka straight into your body with no restriction. An unliving body is a lot more resilient than that of the living, and has room to spare for rampant energies. However, living beings are filled with both magicka and life energy, all they are capable of containing usually, and their bodies can be burnt out as the magicka attempts to escape this cramped "container".
Therefore, these spells heal you when undead, and damage you while living. Perhaps you might find this useful, if only you were undead yourself...
Probably best used with mods that add the opposite effect to regular healing spells. And when you're a vampire.

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  • Augment Undead
  • Augment Undead Greater
You strengthen the bonds of the magic that provides a body with its unlife, while reinforcing certain concepts and impetuses within their sad, bleary minds.
This set reinforces the body and mind(or at least impetus) of your undead minion. It gives health, stamina, and protection from fear effects.ie some sad sap decides to try and turn your undead.

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  • Mannimarco's Corruption
Stendarr and Molag Bol aren't the only powerful beings interested in the goings on with the undead  in Tamriel. Let the living fear your presence, and your undead invigorate at your touch!
This is mostly the same as Stendarr's Aura from Dawnguard, except that it harms the living, and heals friendly undead in melee range of yourself.
(found in secret room in Hjerim)
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  • Bind Enemy Spirit
  • Summon Bound Spirit
Used on weakened enemies(bleedout, on knees), you can enslave them while transforming them into a ghost, making them far more powerful than they were in life. They can then be summoned at any time for 60 seconds, and if you find a stronger enemy you can use the binding spell to replace your previous spirit.
(Find the gem in Bleakfalls Barrow after word wall)

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  • Sever Magicka
Allows you to drain and completely remove an NPC's magical capacity, and upon doing so, gives a permanent bonus to your magicka.

New Perks:
  • Black Pact
  • Open Undead Inventory
These perks are automatically given, but Black Pact only activates at 60 conjuration and if you know at least the Revenant spell in terms of reanimation spells.

New Enchantment:
  • Conscript Undead
This weapon enchantment is learned and applied in the usual way, and has the same progression as Turn Undead's weapon enchantment. The effect of a successful weapon hit is the undead enemy's servitude for as long as the effect lasts.

New Armor:
  • Bloodworm Helm(found in Morvunskar)
  • Thrall Armor and Weapon set
The Bloodworm Helm gives the Essence Drain Spell which is improved as you raise your conjuration skill, Thrall Armor set gives bonuses to the undead wearing it. This would include the player, if they are undead...

New Weapons:
  • There are staves(staffs, plural) of every spell.
  • There are 3 each of varying power enchanted steel and iron weapons, as well as 3 each of several bows, all sporting the new weapon enchantment and appropriately named. Hopefully they're all appropriately spelled as well.
  • New staff, Staff of Worms, casts Dead Thrall 10 times before needing to be recharged.

Old Edited Spells:
  • Heal Undead
  • Necromantic Healing
The dark powers that flow through you to heal the undead... continue to do nothing to your living enemies? What? That can't be right. Ah yes, that's been fixed now.
Like the mods that alter standard restoration spells to damage the undead, these spells do the same. But opposite.


Old Edited Items:
  • Necromancer's Amulet
I've edited this to have a new keyword, and if you're wearing enough other items with that same keyword, it'll stop the negative effects of the amulet from effecting you. ie, the Troll Helm, Black Robes(Hjerim), or holding the Staff of Worms(Hjerim)

Distribution:
Every spell tome, staff, and weapon, has been put in an appropriate leveled list via a script to allow you access to them through standard gameplay, ie looting stuff or vendors where you find the turns items. Should be safe without a Bashed patch and everyone should be quite alright, though Bashed patches are rather nice to have anyways.

I have also personally placed several spell tomes, and weapons, and an armor set in various Necromancer related locations in Skyrim. Most are tucked away into little corners of the dungeons, but rest assured they are in places you would definitely see, or are reasonably easy to see from the focus of the area.

And what about Lasting Undead?
This is a separate file version of some edits to the vanilla reanimation spells that increases the duration of those spells as well as the level cap that they can reanimate.
Includes a script that prevents undead from turning to ash unless they're holding garlic, which you of course can place on them manually. I got that idea from the old Necromancy 101 mod.

I made this for those who just want lengthier reanimate spells.
These edits exist in the main file as well.

Current level settings:
Raise Zombie     -    30
Reanimate Corpse - 60
Revenant:       -     120
Dread Zombie:   -  240
Dead Thrall:    -    255

CREDIT:
Jeffljtj
He deserves a lot of credit here for the concept of the main mod. I just took mine a bit further is all.
Aertyr and D&D
For the damage to opposing type in spell