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Updated for Patch 8. Hidden toggleable passives no longer appear on your hotbar. Unfortunately, that means I had to remove IsHidden, so the "Stand Here" toggle is going to appear in your undead's character sheet.
Version 1.02.01
Ensured proper handling of the "high" INT timer upon its removal.
Removed SG_RemoveOnRespec from CU immunity status to prevent possible exploit.
Version 1.02.00
Moved main adv on int consideration to khonsu, so game can show accurate success rate.
Cleaned out lots of Lua made irrelevant by the above, and reformed resultant code to better serve the above.
Moved to concat Name + UUID preference on StatusApplied, bc no more truncID everywhere else in Lua (StatusApplied returns UUID without Name, which made table considerations wonky).
Due to table changes made in the above, remove all creatures under Command Undead before updating.
Version 1.01.02
Added a passive toggle to commanded undead that prevents movement, so you can command them to stand in place.
Version 1.01.01
DB_GLO_Follower_Reassigning listener needed to be gated behind SessionLoaded.
Version 1.01.00
Added juggling for Larian's PROC_GLO_PreReassignFollowerHook, which would normally create a huge mess by reassigning an NPC's commanded undead to your MC upon dismissing that NPC. Now, the undead sits around until your character returns to the party.
Respeccing will now cancel your command over an undead.
!sailor_clearcommandundead has fuller coverage.
Version 1.00.05
Changed to a distinct (recolored) ability icon.
Version 1.00.04
Updated with doppelganger shadow curse to deal with shadow-cursed creatures.
Version 1.0.03
Updated for Patch 6's change to entity boosts.
Version 1.0.02
Accounted for removing commanded undead that have died without the need to use the ability again.
Added the !clearcommandundead SE console command.
Version 1.0.01
Added a nil check for entity.BoostsContainer.Boosts.SpellSaveDC.
Adds a faithful RAW adaptation of the School of Necromancy wizard's Command Undead subclass feature from D&D 5e's Player's Handbook. Now, you too can further hoist the flag of wizard superiority. Show those other necromancers (and their undead) who's boss! Base version unlocks early at level 12 since Larian couldn't handle the big boy levels, but I've provided a level 14 version for those of you using Expansion or UnlockLevelCurve.
Command Undead, PHBp.118 You can use magic to bring undead under your control, even those created by other wizards. As an action, you can choose one undead that you can see within 60 feet of you. That creature must make a Charisma saving throw against your wizard spell save DC. If it succeeds, you can't use this feature on it again. If it fails, it becomes friendly to you and obeys your commands until you use this feature again.
Intelligent undead are harder to control in this way. If the target has an Intelligence of 8 or higher, it has advantage on the saving throw. If it fails the saving throw and has an Intelligence of 12 or higher, it can repeat the saving throw at the end of every hour until it succeeds and breaks free.
Notes
Using Command Undead on story NPCs may have unforeseen consequences.
Disabled the use of the spell on party summons, because it doesn't serve much purpose outside of stealing other players' summons, yet introduces issues when it comes to juggling follower and leader settings.
While re-using the ability should remove your currently controlled undead, you can use the !sailor_clearcommandundead command in SE console to clear all CU creatures if need be.
Compatibility: Might conflict with other mods that edit the Shadow Curse status or the 12th-level School of Necromancy progression. Needs to load after any mod that edits the NecromancySchool level 12 progression data. (Or 14th if you have that version.)