I'm soon going to be making an update to this mod to give them unique visual effects. At the same time I am also creating an amalgamated version that includes the living armours, the skeletons and my golem NPCs in to one file to save for individual patching.
I'd agree that it might work well with these ones in particular. I just had to remove the original draugr SFX because it had placed the glow incorrectly on the model.
I would also love to be able to apply those phoneme properties to mesh, so that they will move their jaw when they speak. That just seems so much more complicated than anything I have done yet.
What kind of errors? This mod edits levelled lists for warlocks.
My apologies. I think I fixed the issue, but I needed to recompact the formIDs again, so if a patch was created that uses Revenant Mages as a master, then they will need to be remade.
It's something I can definitely do. You can summon dragon priests in the base game and ayleid liches in the creation club mods, so this should fit in just fine. I just need to figure a way to balance it.
Consider this the "lite" version of the mod. I want to expand in to making skeletons using all the NPC exclusive stuff they couldn't do before, like crossbows and duel wielding.
Users keep reminding me for a ESL-tagged version of my work, but my mods quickly grow beyond the capacity for that, so I will release this as is while I work on it.
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How about to add more glowing to their eyes,like you did with zombies?
I would also love to be able to apply those phoneme properties to mesh, so that they will move their jaw when they speak. That just seems so much more complicated than anything I have done yet.
My apologies. I think I fixed the issue, but I needed to recompact the formIDs again, so if a patch was created that uses Revenant Mages as a master, then they will need to be remade.
Users keep reminding me for a ESL-tagged version of my work, but my mods quickly grow beyond the capacity for that, so I will release this as is while I work on it.