306 ratings
Necromancy: Undead FX
Rate  
Favorite
Favorited
Unfavorite
File Size:
Posted:
Updated:
41.379 MB
Apr 28, 2013 @ 1:54pm
Feb 12, 2014 @ 5:54pm
12 change notes ( view )

Subscribe to download: Necromancy: Undead FX

Subscribed
Unsubscribe
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!

----------
Description
----------
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/?)

----------
Requirements
----------

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)

---------
Uninstall
---------
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
----------
Compatibility/Bugs
----------
-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

----------
Update Details
----------
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

----------
Thanks
----------
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/)
----------
Tools and Tutorials
----------
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)
157 Comments
< >
ManOnFire Dec 26, 2014 @ 4:20am 
is this compatible with what is dead may never die??
Alcox the Great Sep 28, 2014 @ 6:02am 
This mod is amazing, but the skin resets after you revive the corpse again. Is there anyway to fix that?
Prometheus Sep 22, 2014 @ 7:10pm 
hey is it out of the question if i ask that you change the undeads constant noise. please consider making some sort of noise filter in the mcm or perhaps adding alternative noises that are less anoying than the vanilla ones. only reason i ask is cause i cant find any. also i love this mod
noboy007 Sep 12, 2014 @ 11:08pm 
it wont work ive trieed everything :(
Just Davinci Aug 8, 2014 @ 5:30pm 
Hey W_Dog, thanks for posting this mod here. the Nexus is a bit buggy today huh? anywho, love the death/decay look it adds. this plus the necromesis mod = the best necromancer experience ever.
W_Dog  [author] Jun 11, 2014 @ 2:28pm 
@KBz | Ghost Nappa: Yes, and I recommend SKSE for anyone who isn't using it.
KBz | Ghost Nappa Jun 6, 2014 @ 7:15am 
Does it work for skse?
W_Dog  [author] May 11, 2014 @ 6:06am 
@srbalough: The FX work on the player, and can be easily applied by wearing an amulet added in the mod; If you have SkyUI installed, you can give it to yourself in the debug section of the MCM, otherwise you can craft it at a forge using an unfilled black soulgem. It's called the "Necromantic Amulet"
Rainbow Dash May 10, 2014 @ 4:00am 
does it work on the player.
Nights Decent May 5, 2014 @ 12:24pm 
yeah i said that before actually using the mod...i have yet to have one fully decompose to an entire skeleton though :P