The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Serana No Necromancy By Mikeyzy
   
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Nov 29, 2016 @ 11:57am
Jul 27, 2017 @ 2:56pm
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Serana No Necromancy By Mikeyzy

Description
Removed Necromancy Spells;
Remapped other Leveld Spells;
Increase Max Level of Serana from 50 to 75;No longer the case after Update 16 July, 2017
Works for All Saves now!

no more raise zombies, reanimate corpss and revenant spells.

may not work with other mods that changed Serana
Should work Very Fine with other Serana mods after Update 16 July, 2017

(non native English speaker, ♥♥♥♥♥♥ spelling and gramma)

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Check out my other mods:
Better Vampire Lord
Sight Mod

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now added a script that automaticly remove spells once the original script did the change.


Popular Discussions View All (2)
0
Nov 30, 2016 @ 6:30pm
PINNED: Bugs & Suggestions
Mikeyzy
0
Nov 30, 2016 @ 5:22pm
PINNED: Important Things when you Install/Uninstall this mod
Mikeyzy
10 Comments
Bastion Aralus Dec 6, 2017 @ 5:58pm 
good. its so annoying to have the guy i just killed revived right away
Cooldog Oct 14, 2017 @ 3:18pm 
MasterYi, I think Serana's skill in conjuration is what makes her useful rather than being essential, cool, and is a vampire. In fact, that'd be removing part of the vampire traits, because you get those kinds of spells when you become a vampire so basically you made a mod that cancels everything out, SO WHY!?
Mikeyzy  [author] Jul 16, 2017 @ 3:49pm 
Just to make it clear, Update 16 July, 2017 changed almost everything, and it should work with 99% of other serana mods (in theory).
funkadunk666 Jul 6, 2017 @ 3:10pm 
Thank fucking god. Her stupid necromancy shit always pisses me off.
Mikeyzy  [author] Jun 26, 2017 @ 1:26pm 
to Blaster: it is nothing to do about load order. how mod work in TESV is: when one mod changed the actor, and the other one also changed the same actor, the lower one will always override the top one. a way to work around it is to manually use creation kit or TES5Edit merge the two mods together.
Blaster Jun 26, 2017 @ 12:32am 
Where exactly should this be in the load order if I have other mods that alter or change the speech and her appearance? for example: I have found that placing it below "Seductive Serana" mod will shut it off. Placing this mod above said mod will leave the "Seductive Serana" mod working, but the necromancy does not shut off. I also have the "No sandbox" mod, a mod that changes her dialog, Marriageable Serana. So my question is: What should be load order that will keep all mods functioning?
Mikeyzy  [author] Mar 19, 2017 @ 5:51pm 
to reapermort: I think so, I believe that mod also added some extra scripts and voice to the character, and different mods cannot modify same character at the same time. one of the mod will override the other according to the loading order.
Akuma Mar 19, 2017 @ 4:35pm 
do you know if this conflicts marriable serana? Thank you in advance.
Mikeyzy  [author] Nov 29, 2016 @ 10:23pm 
Ok, it is not the problem of the mod, although I do added a extra script to prevent serana from getting those spells back incase of those people use the mod with a old save instead of start a new game.
Mikeyzy  [author] Nov 29, 2016 @ 9:11pm 
Sorry about a tiny mistake in mod, serana still has chance to use Nercomancy Spells, Working on it now.:steamfacepalm: