Hi I love you mod. But is there any chance to make a sub-mod for this one that changes the Ranged Skeletons in rags in to a bare bone Skeleton with Melee (Sword x Mace) ? ? ? Been waiting year for someone to make a normal looking Skeletons
ive tried whit glowing skeletons in a new run, they keep dissapearing each long rest (btw you know if this works whit the Valkrana's Bone-Learning Juice potion because if it does i could test every summon)
edit:i tried it whit animate dead and it works whit all of them
Make sure you load the mod last in the list so it overwrites the changes of both of the mods, I didn't take a proper look at the picture (My bad), but I see Valkrana's Spellbook is loaded after the permanent addon which means it will overwrite the changes back to default.
It doesnt seem to matter what I do, skeletons, both dread from VS and animate dead guys die after long rest. Does this mod not affect undead summoned prior to install, or am I missing something. I have it loading in after AD++
Just tested my theory, and summoned some skeletons after mod was installed. two animate deads and 1 dread from vs, then long rested. the animate dead skeletons stayed but the dread skeleton disappeared, which i can live with, but im still curious why its happening
it should, I have added all applicable spells from valkrana's spellbook, make sure you load valkrana before animate dead and this addon last after both like the following: 1. Valkrana's Spellbook 2. Animate Dead++ 3. Animate Dead++ Permanent Addon
I just went in to make sure, it'll work, just load it last since it needs to overwrite spells from both mods. Either way, enjoy!
Hey man I need to ask. Are thuse Skeletons normal bone boyz or the "clothed" one? I still hesetiate to buy the game for its Necromancy is great but summons dont fill the niche for me. (like bone boyz wearing full clothing?)(Any chance to make little inventory for summons to wear weapons of player choice?)
These skeletons are mostly clothed, if that's what you're asking, you could look around though, there are other necromancy mods on the nexus that you might like.
I don't think giving them an inventory menu to change equipment is possible, maybe when there's official modding support.
i trying to do the same thing, but when i take a long rest, my zombie don't die but he lose all buff, it the same with yours ? he lose thrall buff and automated.
hmm I mostly play with skeletons and with automated off since the AI is pretty dumb (ranged skeletons shooting then running into melee) so I am not sure
ok I tested and after long rest the automated does go away, although if you want automation I strongly recommend that you download Companions AI mod, its a lot smarter and allows you to control how your minions/companions will act, aka tell skeleton archers to stay in the back and shoot or zombies/skeleton to be frontline. https://www.nexusmods.com/baldursgate3/mods/746
i check the code for the new version but : new entry "UndeadThrall_BetterSummonX" type "PassiveData" data "DisplayName" "h4616003bga7f6g463dg808eg05646102756d;3" data "Description" "h8b991265ga082g45a4g9f44g1c339cc460d0;2" data "Icon" "PassiveFeature_UndeadThralls_BetterSummons" data "Properties" "Highlighted" data "StatsFunctorContext" "OnLongRest" data "StatsFunctors" "ApplyStatus(UNDEADTHRALL_SUMMON,100,-1)" i think with that, if you are not a necromancer lvl 6, when you take a long rest, your summon will get the buff no ? I think perhaps i will try a code like that : new entry "UndeadThrall_BetterSummonX" type "PassiveData" data "DisplayName" "h4616003bga7f6g463dg808eg05646102756d;3" data "Description" "h8b991265ga082g45a4g9f44g1c339cc460d0;2" data "Icon" "PassiveFeature_UndeadThralls_BetterSummons" data "Properties" "Highlighted" data "StatsFunctorContext" "OnLongRest" data "StatsFunctors" "IF(HasPassive('UndeadThrall_BetterSummon',context.Source)):ApplyStatus(UNDEADTHRALL_SUMMON,100,-1)"
Yeah, that would probably be better, I was just trying to force the buff to stay lol, you would probably need to make some more changes to accommodate that though, I might make the change but for now I don't mind how it is.
I'm a bit late, but the easiest solution is to just add "data "StatusPropertyFlags" "IgnoreResting"" to the UNDEADTHRALL_SUMMON boost. Hopefully, this'll help somewhere down the line if you want something to persist through rests. I forgot to add it, but it'll be in the next update if it helps at all. However, it is worth noting that even with "IgnoreResting" added, if you unprepare the spell that applied the buff (like Animate Dead), that buff will disappear. Thanks for supporting Valkrana's Spellbook.
Just throwing out here that the line "Also compatible with Valkrana's Spellbook but not required." is incredibly misleading. Sure, it isn't required for your game not to crash, but it's absolutely required if you don't want your spell list to be filled with "Not Found" spells, which is rather unfortunate.
I can't seem to replicate this issue, I play a wizard and I removed valkrana'a spellbook, tried to respec 8 levels, tried the same for warlock as well as sorcerer and I don't see the issue you are getting not during the respec screen and not later when opening the spellbook, I'll try to reupload the files, perhaps internally I was using different versions than the uploaded ones, either way if this doesn't work for you then I am not sure what is happening since it works fine for me without valkrana's spellbook and I can't replicate the issue.
I added VS to my game since the mod dev of VS was kind enough to make their mod compatible with Necromancy Expanded when they saw me talk about this issue in the discord. I do have a picture of my load order at the time of the issue, because I sent it in the discord:
Also it happened in the respec menu during act 2. Other than that, not sure what other info I can give. Probably an issue on my end or due to me having 50ish mods, sorry for saying it was your fault!
No worries, I definitely don't want my addon to cause any issues to people, I have about 8 mods active with valkrana's spellbook being the only one that adds new spells, anyways glad you sorted it out.
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But is there any chance to make a sub-mod for this one that changes the Ranged Skeletons in rags in to a bare bone Skeleton with Melee (Sword x Mace) ? ? ?
Been waiting year for someone to make a normal looking Skeletons
(btw you know if this works whit the Valkrana's Bone-Learning Juice potion because if it does i could test every summon)
edit:i tried it whit animate dead and it works whit all of them
tysm
Btw,can you make Necromancy Expanded spells last Permanently?That would be great.
Permanent Addon for Necromancy Expanded
1. Valkrana's Spellbook
2. Animate Dead++
3. Animate Dead++ Permanent Addon
I just went in to make sure, it'll work, just load it last since it needs to overwrite spells from both mods.
Either way, enjoy!
I don't think giving them an inventory menu to change equipment is possible, maybe when there's official modding support.
https://www.nexusmods.com/baldursgate3/mods/746
new entry "UndeadThrall_BetterSummonX"
i think with that, if you are not a necromancer lvl 6, when you take a long rest, your summon will get the buff no ?type "PassiveData"
data "DisplayName" "h4616003bga7f6g463dg808eg05646102756d;3"
data "Description" "h8b991265ga082g45a4g9f44g1c339cc460d0;2"
data "Icon" "PassiveFeature_UndeadThralls_BetterSummons"
data "Properties" "Highlighted"
data "StatsFunctorContext" "OnLongRest"
data "StatsFunctors" "ApplyStatus(UNDEADTHRALL_SUMMON,100,-1)"
I think perhaps i will try a code like that :
new entry "UndeadThrall_BetterSummonX"
type "PassiveData"
data "DisplayName" "h4616003bga7f6g463dg808eg05646102756d;3"
data "Description" "h8b991265ga082g45a4g9f44g1c339cc460d0;2"
data "Icon" "PassiveFeature_UndeadThralls_BetterSummons"
data "Properties" "Highlighted"
data "StatsFunctorContext" "OnLongRest"
data "StatsFunctors" "IF(HasPassive('UndeadThrall_BetterSummon',context.Source)):ApplyStatus(UNDEADTHRALL_SUMMON,100,-1)"
https://i.imgur.com/HBnPdZK.png
https://cdn.discordapp.com/attachments/779732568202280960/1147941162963959938/image.png
Also it happened in the respec menu during act 2. Other than that, not sure what other info I can give. Probably an issue on my end or due to me having 50ish mods, sorry for saying it was your fault!