No ash piles v1
Коментарів: 11
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Equilisys 12 лип о 7:50 
Doing raids on various forts or looking to stir up the bee hive in the solitude military quarter, this mod has prevented a rather irritating issue that disintegrates reanimated bodies when I go through a door to another game cell/zone/area. With using a virtually-limitless summoning mod that allows me to use more than two zombies or atronachs at a time; it is a huge dissapointment using all that effort to build up a small force and storm the front gates just to have it completely wasted (it did this before I started modding at all; not to mention the wasted 75+ magicka per cast with a high level spell god damn it!). The issue with the cell transit doors has been completely eradicated with this guy's 'no ash pile' mod and I would highly recommend trying this one out if you are experiencing this issue and see if it has solved the problem of wasted necromancy effort - and of course to have no ash piles spawn on death so you can be a bit more resourceful.
Karlos_007  [автор] 27 січ о 14:42 
It should conflict but that's not a serious problem, the last mod loaded will be the one that takes the effect.
rob 27 січ о 14:32 
Does this mod conflict if im subscribed to your Other no ash mod also??
Hrolfir 22 січ о 10:56 
Ah ok, I appreciate the response. I had Installed a different mod to cause ash piles to dissapear after a while then BOSS said it was already in the Unnoficial patches. :)
Karlos_007  [автор] 22 січ о 4:54 
Yeah but some dragonborn enemies like the seeker and the active effect Dragonborn Force will probably show the pile
the version with no DLC requirements is this btw
Hrolfir 21 січ о 17:38 
This works with Dragonborn as well?
ΤΦβεсμмε βιη Яісε 22 жов 2013 о 13:55 
this mod sucks i cant believe you wasted your time making this.
Karlos_007  [автор] 3 лют 2013 о 2:08 
You may not have Dawnguard, use this instead
Reducks 2 лют 2013 о 16:00 
DOES NOT WORK. Crashes game on start up.
Threeshades 10 вер 2012 о 15:29 
Thanks! :)
CST 10 вер 2012 о 15:01