Hello, and thank you for your amazing contribution to the mod community,so here's my question: I know a couple of undead mods here on nexus need a Lux patch cause they alter some of the dungeons and would like to know if this is the case with your mod. To be honest judgin by the size of the mod i don't thin it's the case but just to be sure. Thanks in advance.
That would explain why people kept reporting the skeletons as foxes even though I triple checked the plugin for anything that would cause it. I do wish people would take into account their other mods when reporting bugs. I'd make a patch but I'm not active in Skyrim modding at the moment.
as a skeleton fan, i love this mod. Only problem is, im having invisible creatures show up in brittleshin pass.. so far. I do not have any mods that add skeletons, nor do i have beast skeletons. Only thing pertaining to skellies are Praedys Skeletons replacer, and the mod that makes skeletons emerge from the ground, which i can see you have as well in your screenshots.
Ran into some invisible fox(?) enemies in places where skeletons usually spawn after installing the mod. They were in Brittleshin pass, Broken Fang cave and the crypt in Whiterun. I checked out if there were any conflicts in xedit and there were none so I don't know what went wrong and I also have SPID installed.
Had the same thing happened a few times too. For me, it was skeletons placed at the entrance of Boulderfall Cave by Hand Placed Enemies. The two skeletons in questions are xx0849B3 and xx0849B4.
I am using the latest version that supposedly helps to fix this issue, but they were still level 1 invisible foxes. I also tried to disable-enable them, resurrect them, recycleactor them, and they remained the same.
Well it's clearly an incompatibility issue with mod added skeletons, which I suspected because I never had that issue when in my game. However it still makes no sense to me what would be causing this. I've gone through the template chains and the base templates I created don't use "Fox" as their default race (as many vanilla templates do). So there should be no template issues with that but clearly there is.
I was looking at some other skeleton companion mods and noticed that none of them can display armor? I'm going to try it either way but thought I'd asked if you whether the changes you made here would apply to companions based on skeletons? Like the undead one you can create with the Bone Forge in Gallows Hall.
Compatible, yes. But you will have two sets of summoning spells that do similar things that you will be able to learn. If you want to avoid that, you can go into the SPID distribution ini in this mod and add a ; to the start of all the lines which start with "Item"
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Thanks in advance.
I am using the latest version that supposedly helps to fix this issue, but they were still level 1 invisible foxes. I also tried to disable-enable them, resurrect them, recycleactor them, and they remained the same.
Uninstalling your mod fixes them.
Ah well, thanks for having tried! The diversity was great.
Like the undead one you can create with the Bone Forge in Gallows Hall.
Could somebody explain how to get their glowing eyes back in sseedit? TYIA