Necromancy: Undead FX
156 Comments
< >
Alcox the Great Sep 28 @ 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 @ 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
trentandcecile Sep 12 @ 11:08pm 
it wont work ive trieed everything :(
Just Davinci Aug 8 @ 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 @ 2:28pm 
@KBz | Ghost Nappa: Yes, and I recommend SKSE for anyone who isn't using it.
KBz | Ghost Nappa Jun 6 @ 7:15am 
Does it work for skse?
W_Dog  [author] May 11 @ 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"
liannalove May 10 @ 4:00am 
does it work on the player.
Nights Decent May 5 @ 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
W_Dog  [author] May 2 @ 5:51pm 
@Nights Decent: It doesn't actually affect gameplay; reanimated bodies dissolve to a certain amount, immediately, but they don't go further unless you're using a spell that completely destroys the body, and getting to the "fully dissolved" state by re-using a body just reduces them to a skeleton, which can still be re-used.
Nights Decent May 2 @ 12:21pm 
....so when they completely disolve then i have to find a new body? well that kinda sucks....but at the same it time is really realistic and tempting....meh i'll get it just cause i have another mod that lets me supply my own bodies
W_Dog  [author] Mar 22 @ 9:34am 
@Scorpion: 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"
Scorpion Mar 17 @ 2:31pm 
weres the amulet
Xenos ❄ Icε Goblin Jan 22 @ 12:21pm 
Woah. Thats awesome.
Resausk Dec 27, 2013 @ 9:05am 
Dude this is neat as F*ck, I don't know if you've been told this, but could you make a playable race/skin version of this? Be awesome to look undead like as a player. Reminds me of Red Dead Redemption Undead Nightmare.
W_Dog  [author] Dec 25, 2013 @ 6:20pm 
@Sturmgewehr_44: Sorry, there isn't anything I can do about it

@Lazz:At this time, there's no way to get rid of the glow, and it is set up so that the automatic worsening only happens if a spell that should destroy the body is used to reanimate the NPC (i.e. where you wouldn`t be able to reanimate them again), otherwise re-reanimating will be the only time the worsening happens.
Lazz Sereth Dec 24, 2013 @ 3:52pm 
Is there a way to get rid of the blue glow? Also, is there a way to make it so that the effects only get worse if you raise them again rather than automatically over time?
Sturmgewehr_44 Dec 9, 2013 @ 6:22pm 
Is there anyway to decrease its effects?
W_Dog  [author] Dec 9, 2013 @ 6:05pm 
@Sturmgewehr_44: That problem happens without ENBs as well (it's just not as noticable), and its because of how the Skyrim engine renders NPC skin when the hole shader is added to them

@LINDINLE: Things are happening.
Sturmgewehr_44 Dec 8, 2013 @ 6:24pm 
This is a known side-effect of using SSAO with ENB's, but the Reanimated corpses (And Skeleton) is visible through their skin, even before the Dissolve Effects start to appear. Is there anyway to combat this?
LINDINLE Nov 21, 2013 @ 9:37pm 
well if you have the body degrade into a daugar then once its a drougar it turns into a skeliton then after a while the bones dissapear liek turn to dust right?
W_Dog  [author] Nov 20, 2013 @ 7:12pm 
@LINDINLE: I'm sorry for not responidng for so long. Simple answer: it is possible, and I do want to make it, but I didn`t want to respond until I had I definitely knew if I would. Before I do, I want to make sure to do it in a way that doesn`t cause any save game bloat, or use extra data (which a script on every corpse, preventing it from being deleted may very well do), and I wanted to add more than just the skeleton to the FX (since that won't be magic, so I can't get away with that kind of rubbish), and I need time, which is something I've been struggling to find recently.
Sorry this is taking such an extrordinarily long of time, but I am going to do it, and I plan for it to be soon.
Ulisse Odisseo Nov 17, 2013 @ 2:04am 
actually, your explanation sounds pretty logical ...i still do not know if i will download that mod or not, but thanks for have responded to me
LINDINLE Nov 16, 2013 @ 11:50am 
well is it possible?
W_Dog  [author] Nov 16, 2013 @ 7:26am 
@Ulisse Odisseo: Its not rot; in the vanilla game raised zombies disintegrate once the spell holding them ends, and I intended my FX to be an extension of that, rather than decay.
I always want mods I use to be plausable and lore friendly, so I understand if my reasoning isn't enough to make it feel right for you
Ulisse Odisseo Nov 15, 2013 @ 9:56am 
i don't know... a corpse that rot over in the same istant you revive him? even if he was alive just two second ago? it's a well done mod... but i don't think i'm gonna subscribe to it, sorry
LINDINLE Sep 26, 2013 @ 3:36pm 
right just make the rot effect happen when an enemy dies
LINDINLE Sep 26, 2013 @ 3:28pm 
can you try to make one?
W_Dog  [author] Sep 25, 2013 @ 8:00pm 
@LINDINLE: There definitely was a mod like that (video here: http://www.youtube.com/watch?v=pVUkZhZ4n3w), but it the author has removed it, and I don't know if there are any others
LINDINLE Sep 24, 2013 @ 11:44pm 
are there any mods that make bodies rot over time and leave a skelliton
Rusolehti Jul 28, 2013 @ 12:09pm 
Around 5 minutes first, then tried putting it back on and taking it off a couple of times, max. 10 or so seconds between each try.
W_Dog  [author] Jul 27, 2013 @ 6:29pm 
@Rusolethi: I think I've found the bug, but I need to ask how long you wore the amulet before unequipping it?
Rusolehti Jul 27, 2013 @ 5:44pm 
Cool enough. I managed to de-zombify a couple of the vendors I've resurrected.

I was wearing the amulet and the skeleton did disappear. It was like the character had a black hole on her face, taking away the flesh around the eyes but leaving the eyes.
At the time I noticed this happening was when I first tried the amulet, which I spawned from the MCM menu. The place was the Ratway, in Riften. Got rid of it by loading an earlier save which luckily wasnt so far away.
Also, I do have Wet and Cold, but I dont know if that could affect it, what with no active effects on my character at the time and being indoors.
W_Dog  [author] Jul 27, 2013 @ 5:36pm 
@Rusolethi: Also, about the ressurrected NPCs, you can remove the FX from anybody you've already resurrected with console commands: "help 'Undead FX Ability'" will give you the FX abilitie's ID code, and "removespell <code>" on the NPC will get rid of the FX
W_Dog  [author] Jul 27, 2013 @ 5:31pm 
@Rusolethi: The FX is applied to resurrected NPCs because it now monitors all dead NPCs for becoming not-dead, and uses that to apply the FX. To stop the FX application, you have to disable the player cloak-spell that does the application.
i.e. Disable the player cloak in the Mod Config Menu, under Debug (or use the console command "set USUseFXCloak to 0" if you don't have SkyUI), before resurrecting your vendors, and they'll be normal, then just re-enable the cloak when you're done (using "set USUseFXCloak to 1" if you don't have SkyUI)

As to the amulet problem (which I think Bearacudda98 is having as well); I haven't seen it in the small amount of testing I've been able to do, so I'd like as much info as possible. Like, is it you wearing the amulet, or a follower? Does the skeleten disappear when it's unnequipped? And whatever else you can tell me about the circumstances while you were wearing it and when it was unequipped
Rusolehti Jul 26, 2013 @ 2:15pm 
Oh yeah, and putting on the Necromantic Amulet from the mod makes the character degrade, yes, but most of the skin and meat that disappeared wont come back. The result is a funky character that just simply misses some parts of his/her body.
Might want to look into it.
Rusolehti Jul 26, 2013 @ 2:00pm 
Finally got this working after around two months of not it not working at all. Great stuff, but it sort of interferes with the console command Resurrect. Normally, if you target a body and use Resurrect from console, it just makes the actor live again, but with this mod the actor crumbles as if someone used a Raise Dead on it.
This is a pretty annoying issue from time to time, since I always use the console to resurrect dead vendors. If I didnt, half the vendors in the game would be dead by the time I killed Alduin. Bravery never gets you anywhere.
Bearacudda98 Jul 21, 2013 @ 1:01am 
the amulet retains the effect partially even after using recycleactor.
Yimmye Jul 9, 2013 @ 7:51am 
Why is this not in vanilla? its so amazing!
W_Dog  [author] Jul 4, 2013 @ 2:39pm 
@RJinthematrix: Glad to hear it!
RJinthematrix Jul 3, 2013 @ 7:54pm 
I'd like to say this mod just started working the other day (hadn't been before) and I love it; thanks!
W_Dog  [author] Jul 2, 2013 @ 2:21pm 
New Update!
-Added "degredation" of effect (more dissintegration happens over time and whenever a not-destroyed corpse is reanimated again)
-Added a mod configuration menu (for people with SkyUi)
-Resolved incompatibilities with mods that alter "Dark Souls"
-Added FX as an enchantment on an amulet (craftable with an empty black soul gem, or obtainable using the MCM), so the player can use it on themself
-Now, All corpses are monitored for reanimation, so those reanimated through scripts instead of spells (e.g. thralls in the "True Necromancy" mod on the Nexus) will also get the FX
-Also, various changes to the script and how the FX works
W_Dog  [author] Jun 25, 2013 @ 8:30pm 
@NoOneSpecial: Thanks for telling me about that bug; I've just fixed it and it'll be gone in the next update, in a few days
NoOneSpecial Jun 22, 2013 @ 7:03am 
This mod mod seems to be causing another little but annoying bug that I don't see in the bugs section:

If an NPC has a spell absorbation, then this mod somehow makes the visual effect for absorbation constant, resulting those npcs have swirling magical aura around them all the time.
5 STARS!!!
W_Dog  [author] May 25, 2013 @ 10:37am 
@Thror333: Thanks
NecroThror May 25, 2013 @ 5:07am 
This is great
W_Dog  [author] May 20, 2013 @ 6:37pm 
@JOHNSMITH11: This its it's own mod that makes reanimated servants look Zombified, although Sorrien and I use the same FX. It seems that having this mod fixes a glitch in the FX in "Undead Races", but this is not a patch.
Anyways, I'm fairly certain that Sorrien knows what caused the glitch and he is uploading an update as I type this.

@pbxellos: Nothing with this mod should interefere with "Undead Races", so if your problem is with the FX on your undead character, stay on that mod's page to get help (Sorrien is uploading an update which will prossibly fix your problem). As for compatibility with other mods, I designed this to be as compatible as possible, and I have heard of no problems with other spell packs.
JOHNSMITH11 May 20, 2013 @ 2:32pm 
Is this a patch to the "Undead Races" mod?
pbxellos May 18, 2013 @ 8:19pm 
hi there i am trying to get your mod to work with the undead races mod by Sorrien, i just went into helgan and found that i still don't look undead is the mod activated manually or auto. and other than the invested magic pack are there any other packs that could affect this, i have the forbbiden magic and apocolypse magic packs. any suggestions are welcome.