The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Necromancy: Undead FX
 
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File Size
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41.414 MB
Apr 28, 2013 @ 1:54pm
Jul 22, 2016 @ 6:28pm
13 Change Notes ( view )

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Necromancy: Undead FX

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Description
From the ritualized bonewalkers of Morrowind to the decaying zombies of Oblivion, zombies are monstrosities. Skyrim introduced actual reanimation, a very interesting gameplay mechanic, but it causes the zombies to lose the appearance of being undead. This mod returns that undead-ness by giving all reanimated zombies a unique visual effect; perfect for conjurers, and necromancer hunters alike!

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Description
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Binding your soul to a corpse--giving it life and movement--puts a strain it, eventually dissintegrating the zombie, when the spell ends. Now this strain is immediately visible, giving zombies more visual variety and a more undead appearance.

-Dynamically adds a decaying/dissolving skin effect to all summoned NPC zombies, including yours and your enemies
-Works on zombies of all NPC races (Nord, Khajiit, Dark Elf, etc.), but not undead races(i.e. vampires) (Skeleton models for non-human races made by PROMETHEUS)
-Full MCM support
-Works on zombies raised with spells from DLC or mods
-Disenchantable amulet allows player to have FX
-Variety of Dynamic FX:
-Variety of different dissolved skin patterns FX
-Bodies dissolve further over time, and when reanimated multiple times
-Customizable with the Mod Configuration Menu

-Nexus version: (http://skyrim.nexusmods.com/mods/36158/?)

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Requirements
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Mostly NONE!

However: this mod may cause the brawl bug: it is recommended that you download the Brawl Bug Patch
(http://skyrim.nexusmods.com/mods/24020/) (If you don't wan't to download it, see instructions below)

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Uninstall
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No harm should be caused by improper uninstall, but the proper uninstall procedure is:
-Deactivate the FX, either through the Debug page in the MCM or the console command: Set USEnableFX to 0
-Save your game
-Disable the plugin
-Reload your game
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Compatibility/Bugs
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-The holes are an FX, and may be temporarily overridden by other FX from spells (eg. snow/wet effects from mods like Wet and Cold and Frostfall)
-Through the MCM, you can set it to refresh the FX whenever changing cells, to keep it on top
-Should work with any reanimation spells added with mods or DLC, and shouldn't conflict with any mods, except:
- May not work completely with 'Invested Magic'; Sorrien has made a compatibility patch between these two mods, and is keeping me updated on that situation
Sorrien's 'Undead FX and Invested Magic' Compatibility Patch: (http://steamcommunity.com/sharedfiles/filedetails/?id=143294286)

-May cause the brawl bug, (A bug where your opponent in a brawl act like you broke the rules, turning the friendly fisticuffs, into a fight to the death)
There are two ways to fix this: either download the Brawl Bug Patch: (http://skyrim.nexusmods.com/mods/24020/)
Or Disable the cloak spell (the part of the mod that causes the bug) for the duration of the fight:
-To disable either use the MCM (on the Debug page), or use the console command: Set USEnableCloak to 0
-To re-enable either use the MCM, or use the console command: Set USEnableCloak to 1

-Compatibility with mods that alter the Dark Souls perk has been restored
If you find any bugs, be sure to make a comment and tell me, so I can fix it as fast as possible, and please be specific; what reanimation spell you used, what other mods you are using, what was happening when the bug happened, and whatever other information you have is all useful

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Update Details
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V4:
-Removed changes to 'Dark Souls'; shouldn't be any major incompatibilities anymore
-Add dynamic degredation:
-A period of time After initial reanimation, the zombie will degrade further, and will continue to do so at regular intervals, if they are reanimated by a spell that causes total disintigration on death
-Corpses reanimated more than once(e.g. thralls) will degrade further each time they are reanimated
-FX added to all corpses that are reanimated, such as those reanimated through scripts
-FX should now work with True Necromancy thralls
-All spells can no longer be reflected/absorbed
-Mod Configuration Menu added
-FX added to enchantment, craftable with an unfilled black soul gem, or gainable through the MCM
-Disintegration "lead-in" is now part of a seperate FX, will no longer play when the FX is reapplied


V3:
-Dissolve FX will remain on corpses which are left over (such as thralls, or zombies summoned by the ritual stone power)
-Added version of the FX that will work on player
(type <help 'Living Undead FX' into console, then 'player.addspell <CODE>>, with whatever code ID it gives you)

-All FX are now treated as an ability, rather than some as a concentration spell
-Undead-Dissolve-FX will re-apply if a spell is cast on the Undead
-Underskin will automatically re-equip if it becomes unequipped

V2:
- Fixed the FX-script, so that "cleanup" when the effect ends actually happens
- Removed the check for "MagicSummonUndead" keyword; should now work with thralls, soul tear, and other non- disintegrate-on-death zombies
- Cleaned up the condition checks in general
- Added FX application via "perk" (a 'behind the scenes' perk, using one of skyrims built-in perk archetypes)(check above section for details on maintaining combatibilty)
- Mad various Parts toggleable via console commands

Future Plans: Add More Dissolve/Hole Patterns, Fit the Elf Skull a bit more 'snuggly', add laceration/wound type effects (as people have requested), add FX effect as an enchantment

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Thanks
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PROMETHEUS -- Big Thanks for permission to use beast skeleton models

Sorrien -- Thank you for keeping me updated on compatibility and for your patch (and for making it so quickly)

Brodual and svaalbard -- doing video features of my mod

TonyCubed2 -- Using my FX in his mod Sands of Time/Way of the Dovahkiin

Check out:
PROMETHEUS' beast skeleton mod: (http://steamcommunity.com/sharedfiles/filedetails/?id=116563547)
Nexus Version:(http://skyrim.nexusmods.com/mods/28957)

Sorrien's compatibility patch for 'Invested Magic': (http://steamcommunity.com/sharedfiles/filedetails/?id=143294286)
Sorrien's Undead Races mod: (http://steamcommunity.com/sharedfiles/filedetails/?id=144587974)

TonyCubed2's Way of the Dovahkiin: (http://www.skyrim.nexusmods.com/mods/12452/)
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Tools and Tutorials
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Hanaisse tutorial for the roundabout Blender-to-Skyrim export process
(http://tesalliance.org/forums/index.php?/tutorials/article/111-creating-skyrim-armor-in-blender-part-1-understanding-skin-partitions-nifskope/)
Blender -- Free 3D modelling program
(http://www.blender.org/)
Niftools -- Developers of blender nifscripts and nifskope
(http://niftools.sourceforge.net/wiki/NifTools)
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173 Comments
W_Dog  [author] Apr 22 @ 11:19am 
@Whis San: there's an amulet you can craft, to add the effect to yourself. I think the recipe is just a black soul gem, at a forge; or you can check out my friend's mod Undead Races
DAVID_HOTZ Apr 22 @ 8:11am 
i want this for my own charakter :D this would be soooo coool
W_Dog  [author] Dec 1, 2016 @ 9:51pm 
@Atrophy:
That sounds like my old friend, the brawl bug.

Actually, I just made an update that includes some checks to stop it. It's only on the nexus at the moment, so you can download it here -> http://www.nexusmods.com/skyrim/mods/36158?

It also improves a lot of the ways the mod works in the background, so I would recommend it. although, it drops a few smaller features, so if you want to keep using this version from the workshop, you can download the Brawl Bug Patch which should stop it as well
-> http://www.nexusmods.com/skyrim/mods/24020/?
Atrophy Nov 30, 2016 @ 7:37pm 
Run into a little bug that I've isolated down to this mod.
When entering a brawl with Hofgrir 'Horse Crusher' outside of Riften, at the stables, through the dialogue "Must be dangerous living outside the walls", it consistently triggers combat, "So you want a real fight eh", and he draws a weapon... The brawl either ends in death or you can sheath your fists/weapons to forefit.
I isolated it down to only official files, dawngard, hearthfire, dragonborn, high res 1, 2 and 3, to make sure it wasn't a conflict with any of my other mods and it still occurred.
I like this mod though, but for now its disabled :)
Nexus Jul 21, 2016 @ 2:16am 
No problem. This is the one. http://www.nexusmods.com/skyrim/mods/58069/? . I am reanimating Orchendor, but the effect is not applying. It actually worked this one time along with the dead thralls mod, but the next day it ceased to work again. The only reanimation spell I use is the default Dead Thrall one. I used it on Chief Yamarz one time but that didn't work either. I have invested magic so I got the patch for it as well. I got this from the Nexus, update 5 v3 I believe.
W_Dog  [author] Jul 20, 2016 @ 5:22pm 
@Nexus: Hi, sorry for the slow reply, but I'd recently uninstalled Skyrim (and when I reinstalled it, workshop downloading started messing up, a royal pain), so it took a while before I could take a look at this.

Anyways, is the Better Dead Thralls mod you're using this one or this one or some other one? I did some quick testing on both, and they seemed to be working fine. If you're still having the problem, could you give me some more information?

Does it work with other reanimation spells? How many different bodies have you tried dead thrall on? as well as anything else you think might be useful
Nexus Jul 18, 2016 @ 11:10am 
I'm using this in conjunction with the Better Dead Thralls mod but it isn't working. I've de and reanimated my thralls several times, with the Dead Thrall spell. Any idea why? I've set the degradation chance to 100.
W_Dog  [author] Jul 13, 2016 @ 7:12pm 
@Timeplitter: very cool, thanks for including it
Timesplitter Jul 13, 2016 @ 5:20pm 
This mod has been included in "THE ULTIMNATE LORE FRIENDLY SKYRIM MODS COLLECTION", updated 07/13/2016. Thank you for your wonderful addition to this collection. Please check it out at http://steamcommunity.com/sharedfiles/filedetails/?id=106745968 .
Elfendrago Jun 4, 2016 @ 12:00am 
thanks