2707 comments

  1. dreadoverlord
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    FREQUENTLY ASKED QUESTIONS

    The mod or something else doesn't work!?

    Unless you give me more information, I will not respond to these kind of posts. Please provide mod load order, screenshots, context, describe what you were doing, what Patch or Hotfix you're on, etc., or I will not respond.

    The Captured Souls or soulshield disappears right after I use Commit Corpse! What is happening?

    Soulshield is restricted by any armor (Light, Medium, or Heavy) in any slots including head, chest, gloves, and boots. You will only get the base soulshield and cannot retain captured souls. Wear a robe in the chest/body slot and make sure the pieces you're wearing in head, gloves, and boots slots are also not Light, Medium, or Heavy Armor.

    If you insist on wearing armor in any slots, there are three special necromancy-themed armor in Acts 1, 2, and 3 that you can get that unlocks the ability to wear any armor in any slots with soulshield while wearing the special armor. The first one is the Damaged Armor of the Soulshepherd which can be upgraded while in Act 1, the second is the Reaper's Embrace from Ketheric Thorm from Act 2, and the third is the Armor of the Sporekeeper from Mystic Carrion from Act 3.

    Is this compatible with level 20 mods?

    Yes! Since this a warlock subclass, this mod will work well with mods that add to the warlock progressions. It is tested extensively with UnlockedLevelCurve 13-20!

    I can only summon or create 1 claw from Crawling Claws!

    This is intended if you have Animate Zone active from Animate Dead++. If you want to use corpses, turn off Toggle Corpse Requirements.

    Can I disable, change the color, or otherwise modify VFX of spells?

    No, you're not allowed to. I will no longer entertain comments that ask about VFX because y'all are rude as hell.

    Where are the Totems of the Necromancer?

    There is an article devoted to it. You can read the locations here.

    Is there a tabletop version of the mod?

    Yes, there is. This is a work-in-progress (WIP), but you can read the tabletop version here.

    KNOWN BUGS

    Below are list of bugs that I've personally encountered, some relating to this mod and some are base game bugs:

    - Starting robe onMale Githyanki and Male Undead is very bugged. This is a Larian bug.
    - Choosing the [WARLOCK] dialog option in Act 2 when you first encounter Jaheira at the entrance of the Last Light Inn will get you stuck in an endless loop if you keep choosing [WARLOCK]. Nothing gamebreaking, just choose another option.
    - Make sure to toggle off Inflict Curse when fighting True Soul Nere, or his head won't spawn to close out the Sovereign Spaw quest.
    - Bounded thrown weapons sometimes do not return to the wielder. This is a Larian bug. This will impact Skeletal Giant.
    - Weapon VFX from Necrotic Armaments becomes much more muted when you have Dread Overlord + Path of Undeath together--place Path of Undeath below Dread Overlord to fix this. No idea why this works since PoU doesn't touch Necrotic Armaments.
    - Oliver/Thaniel fight: do not use Shadow summons against him because they can accidentally kill Oliver by draining his Strength stat to 0.
    - SubMod is incompatible with this mod.
    - Permanent Undead, if placed below Dread Overlord, causes issues with summoning Connor.
  2. robson4355
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    Where Polish translation?
    1. dreadoverlord
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      I don't know, make one if it's missing. I don't make translations, other people do.
  3. ClaimedMinotaur
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    I recently saw what the spectres look like from the hexblade subclass and they look sick. I was wondering if there was some way to use that model for something in this one. My first thought was maybe something involving the harvested souls in your soulshield? Like maybe when you use one to attack an enemy it turns into a spectre, attacks them, then disappears? Idk, just brainstorming.
    1. dreadoverlord
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      Maybe in the future. This is will likely be the last update in a long while, I'm planning to take a 6-month-ish break from modding. By then, you'll probably have moved on to the next game.
    2. ClaimedMinotaur
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      No worries, my man. We'll survive without you. I appreciate everything you've done so far.
  4. d3adWiz4rd
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    Two questions: is there any difference between nexus and mod.io version of the mod? 
    Second, is the counter for the abilities capped at 1 at all times and the augment is a temporary increase for combat only, right? 
    1. dreadoverlord
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      Yes, it refreshes on Short Rest though. It was recently nerfed. You used to get 2 at level 5, 3 at level 9. But because I changed it to upgraded undead that are stronger than normal zombies, I reduced the number of summons.

      You do get 2 starting at level 13 and you still get 10 per Short Rest at level 20. ;)
  5. Maphato
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    So with the deathsong set. I didn't get the proficiency i usualy get from picking up the rusty long sword
    1. dreadoverlord
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      This was changed. Read the mod description page/patch notes.
    2. Maphato
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      Ahhh it was an intended patch. Perfect thank you so much!!! The mod is amazing. Also with Connor. Amazing I always wanted something like this with him. I imagine giving him lump's warped headband of intellect to give him 17 intelligence to making him basically a party member so it gives me that vibe/feeling
  6. Painlieeer
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    This mod looks so good! does it have unique dialogues? what dialogue tags does it have friend?
  7. absoluteboxer
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    Hey I noticed that Reap the  Dead says it has a chance to regain a spell slot?
    how does that work  exactly?
    1. dreadoverlord
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      Chance as it says on the description. Only if you use the Free Action on the turn you gained a Killing Blow. Otherwise, you lose this chance.
    2. absoluteboxer
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      Ok so I kill a dude then as a free action use reap the dead. 

      What's the percent chance of regaining a spell slot?
    3. dreadoverlord
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      Low.
  8. Bunned
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    It seems the life steal from pact of the blade level 5 apply to objects as well, I can hit doors and boxes and gain full health. Is this intended?
    1. Creceto880
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      also this skill makes my game crash
    2. dreadoverlord
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      No, thanks for flagging.
    3. dreadoverlord
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      "Also this skill makes my game crash."

      You're gonna need to provide more information, buddy. Are you talking about the passive? Or some other thing?
    4. Bunned
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      No problem, thanks for confirming — looking forward to the fix.
    5. dreadoverlord
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      Just uploaded the fix. You caught me in a right time.
  9. Mueffel
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    i get this warning from the console like 10 times upon starting the game, can this be safely ignored?
    [WARN]: Validation Failure: Mod isn't loaded. Expected UUID: fb5f528d-4d48-4bf2-a668-2274d3cfba96
    i only get this warning when Dread Overlord + Addon is in the load order
    i am on Patch 8 and i use the latest version of all the listed mods

    my load order (total load order is longer but these are the mods that might affect Dread Overlord):
    - CommunityLibrary
    - Mystra's Spells
    - Valkrana's Spellbook - 13 New Necromancy Spells
    - Dawnstar's Grimoire
    - Dawnstar's Water Spells
    - Scarlet Warlock - Eldritch Blast Overhaul
    - Scarlet Warlock - Addon - Bonus Invocations
    - Necromancer Warlock - The Dread Overlord - PATCH 7 and 8 COMPATIBLE

    - Dread Overlord - Animate Dead Plus Plus Add-On 7.1

    - Animate Dead Plus Plus - Necromancy Patch

    - Undead Automation SE

    - Valkrana's Skeleton Crew - Random Undead and Feat

    - Valkrana's Undead Encounters - New Bosses Fights Items and Allies - Including Act 3

    - Deathsong Set

    - Pactbound - A Warlock Overhaul
    - Necromancy Heals Undead
    - Path Of Undeath

    - Compatibility Framework


    Thank you in advance!
    1. dreadoverlord
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      It's just my check for 5eSpells. I have an SE script that checks for the existence of 5eSpells in your modlist and inserts spells that all warlocks are supposed to be able to learn (based on 5e rules) into the Dread Overlord spell lists.

      Safe to ignore.
  10. 1relaxedguy
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    Thanks for the update! I've found a small issue. Dread Overlord Full Release V8.7. I'm not sure if there's anything you can do on your end, but for some reason the shadowblade is fine (base game) with the "until long rest" duration until lv3 warlock spell slots, and then it turns into "10 turns" which I think is the 5e version. It is pretty unfortunate.

     I am playing Necromancer Warlock. and I haven't tested above lv3 Warlock spell slots.

    I have no other mod that touches warlocks and its my only modded class. I do have 5e spells.
    1. dreadoverlord
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      Unrelated to me, unfortunately. I don't touch Shadow Blade, I only added the vanilla spell to the spell list. It sounds like either you have a mod that modifies it (as in, 5e Spells or Mystra's Spells or any spell mods, have you updated it?) or it's a Larian bug.

      Thanks for flagging though, so other folks can see your issue and realize it's not related to my mod.
    2. 1relaxedguy
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      Tested a bit more and can confirm that this mod by itself works fine with Vanilla shadow blade, but as soon as 5e is involved it gets very wonky.
    3. dreadoverlord
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      [Duplicate post.]
    4. dreadoverlord
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      Thanks for flagging, I see what I did. Looks like Larian uses two different vanilla Shadow Blade spells. One of which has the same entry name as the one from 5eSpells.

      Anyway, I'll swap to the other one and this will be in the next update.
  11. igor14
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    Not sure if this is a bug or user error, but I just reached Level 5, I've got Pact of the Blade + Necrotic Armaments going, and I'm not stealing life... am I missing something?

    I tried reapplying Bind Pact Weapon and Necrotic Armaments, just to make sure everything was reset... and no dice.  I'm using the Deathsong set, so I've currently got the basic Rusty Blacksword from that.  It deals +1d4 Necrotic damage in addition to the 2d4 Nec that NecArms gives, so I'm definitely dealing plenty of damage... but I'm not healing anything : /

    Is there another step I'm overlooking?
    1. dreadoverlord
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      I need more information. What Patch are you on? Which version of the mod did you download? Are you using mods that changes the Pact Boons list? Are you using a mod that overhauls warlocks?

      I can't guess unless you give me more information beyond "mod broke, pls fix."
    2. igor14
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      I am on Patch 8. 
      I am using mod version 8.5.
      I do use 5e Spells (despite the fact that it isn't updated for P8).
      This is the only mod I'm using that touches warlocks.
      I am not using either Animate Dead++ or Expanded Invocations, so I am not using your patches for them
      I am using the Deathsong mod, and a couple of the patches for that, but I don't think it would be anything that would interfere with this function. 
      I am primarily using the Rusty Blacksword (from Deathsong), but I've tested this with a summoned Pact Weapon and a standard shortsword as well.
      I have tested this on both undead enemies and living enemies.
      I have tested this on both undead allies and living allies.
      I have tested this before and after toggling all relevant features.  

      Please let me know if any other information would help.
    3. dreadoverlord
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      Thanks, this is actually incredibly helpful. This will allow me to diagnose the problem.

      Are you using Path of Undeath, by chance?
    4. dreadoverlord
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      Thanks for catching that. Due to that detailed bug report, I was able to track down (via process of elimination) where the conflict is.

      This should be working in version 8.7.
    5. igor14
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      I am not using Path of Undeath.

      Thanks for looking into that!  I'll look forward to 8.7.
    6. dreadoverlord
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      Version 8.7 has been uploaded. Thanks for the bug report! Appreciate it and enjoy!