Skyrim Special Edition
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Demon9ne

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Demon9ne

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About this mod

Improves the Sacrosanct Nord racial ability From Ancient Soil

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Improves the Sacrosanct Nord racial ability From Ancient Soil

Requirements

- Skyrim SE/AE
- Sacrosanct - Vampires of Skyrim

Installation

Auto-Install this mod with your mod manager. This mod is an ESL-flagged ESP.

To uninstall, enter an interior cell where you did not use the power last, and save your game. Uninstall in your mod manager.

Details

If you've played Sacrosanct, and you've played a Nord vampire in Sacrosanct, you know what this ability is. You probably cured yourself of vampirism just to no longer have it. This mod is an effort to fix two of its drawbacks: first, that you may want to loot downed enemies in combat without a pop-up by default, and second, that if you're halting the flow of combat to reanimate a corpse it ought to result in a summon less lackluster.

From Ancient Soil Revamp is only going to display its message box if you first put away (sheathe) your weapons/spells. Otherwise, you're just looting normally. If you choose to reanimate a corpse, this mod is going to arm it, armor it, and buff it for you, in one fell swoop. It is primarily a defensive summon, unless you are good at conjuration, which improves corpse offensive capability. Here's how it works (spoilers follow):

Spoiler:  
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- Humanoid corpses (NPCs, Draugr, Falmers, and Skeletons--if you have a mod allowing skeleton reanimation) are outfitted with conjured Nordic drain weapons, if they are unarmed and possess no weapons or equipped spells. They are conjured a bow and arrows if their archery skill is greater than or equal to their 1H or 2H skill, respective of the melee provision.
- It is your decision whether to leave equipped weapons on a corpse, add backup weapons to a corpse, or remove equipped weapons (to use the conjured ones), before reanimating. If the enemy AI is smart enough to swap to better weapons, it is probably most advantageous to add backup weapons. They are not forced to use any provided conjured weapons.
- Humanoid corpses gain a bonus to melee damage equal to your ((magicka / 1000) * conjuration) + (level / 2).
- Creature corpses gain a bonus to unarmed damage equal to your ((magicka / 1000) * conjuration) + (level / 2).
- Unarmored corpses gain bonus damage resistance, if you've removed all their "main armor slot" equipment first (Helm, Armor, Gauntlets, Boots).
- It is your decision whether to leave armor on a corpse or add armor to a corpse. For each piece you left them with (or added) the damage resistance bonus is reduced by a quarter. Because shields are unaccounted for, it's often advantageous to leave them one or provide one.
- Reanimated corpses (regardless of their equipment) gain buffed magic resistance equal to your (level / 2) + 10, min +10, max +50.

I'd still rather have the Breton vampire racial ability. Damned rocksucking Bretons.

Technical Details

- If you have a severe amount of lag in combat, there is no guarantee this will work appropriately. I'd recommend you sort the lag out before installing this.
- This mod makes no changes to AI. Reanimated corpses will behave however they would otherwise behave.
- Bonuses bestowed (damage/magic resistance) cannot allow their stats to exceed their vanilla maximums.
- Bonuses' amounts might be slightly off, due to rounding math.

Changelog

The Main File changelog is located both above and in the readme.

Credits

- ElminsterAU and the xEdit team, for SSEEdit
- Enai Siaion, for Sacrosanct - Vampires of Skyrim