The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Necromancy: Undead FX
< >
169 Comments
Nexus Jul 21 @ 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 @ 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 @ 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 @ 7:12pm 
@Timeplitter: very cool, thanks for including it
Timesplitter Jul 13 @ 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 @ 12:00am 
thanks
W_Dog  [author] Jun 3 @ 11:25pm 
@Elfendrago: go for it
Elfendrago Jun 3 @ 9:37pm 
was wondering if i could use your mod in a mod similar to the undead races mod but using a quest and disease to become undead instead of simply starting a game undead
Nedya24 Jan 15 @ 4:33pm 
Ok, this is just a lil' bit too unsettling for me... I'm not a fan of... well 'desecration' so to speak.

But props to you. This is pretty well made.
gbarbay Nov 10, 2015 @ 4:00pm 
Reccomendation:Use bloody bones,but this mod is still great without it!
Hondo Apr 30, 2015 @ 11:51am 
Great mod would be awesome if you make an alternative version with no glowing eyes... thanks
white beast of wotan Apr 27, 2015 @ 9:39pm 
Awesome mod
Ian Harper 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
ACRONYM Sep 12, 2014 @ 11:08pm 
it wont work ive trieed everything :(
Burnsy™ 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.
Mr. G 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
W_Dog  [author] May 2, 2014 @ 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, 2014 @ 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, 2014 @ 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"
Snake Mar 17, 2014 @ 2:31pm 
weres the amulet
Goblin Jan 22, 2014 @ 12:21pm 
Woah. Thats awesome.
The Conformist 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.
Cris Tian 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
Cris Tian 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.