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About this mod

Your premier source for necromancy fixes, quality of life changes, 5e adjustments, and spell extensions. A patch by necromancers for necromancers.

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Animate Dead++
Changes Animate Dead, Create Undead, Undead Thralls, and other necromancy
stuff to allow for fixed, smoother, and expanded gameplay.

September 2024 Mod of the Month!


Fix: Denotes fixes strictly in the context of BG3.
5e: Changes that follow D&D Fifth Edition, upon which BG3 is built.
Toggle: Optional passives that can be turned off and on. Added on short rest or toggling non-lethal.
The Rest: Mainly quality of life or optional extensions.


Animate Dead
  • 5e:Supports 5th- and 6th-level upcasting of skeletons and zombies. Two additional undead per slot.
  • Can now animate melee skeletons. These have denser bones.
  • Added Skeletal Wizard as an alternative to the Ghoul and Flying Ghoul when upcasting at 5th-level and higher.
  • Added an arcane glyph effect to each undead's point of origin at the time of casting for better transition.
Create Undead
  • Added Death Knight and Shadow as alternative options to the usual Mummy.
  • Can be cast during combat like Animate Dead.
Reanimation Spells
  • Fix: Adds info missing from some spells, such as 4th-level Animate Dead, that would break them in free reanimation areas.
  • 5e: Creatures killed by fire, radiant, necrotic, acid or any other particular damage type are no longer invalid targets for Animate Dead, Crawling Gnaw, and Create Undead.
  • 5e: Removed limit. Can reanimate as many undead as your spell slots allow.
  • 5e: Upcasting support for mods that add spell slots of 7th level and higher.
  • Toggle: No corpses required! Instead, the spells target anywhere on the ground within range. Default on.
Reanimated Undead
  • Toggle: Controlled by AI during combat. Default off.
  • 5e: Benefit from short rests.
  • 5e: Can be healed by sources that don't specifically exclude undead, such as potions.
  • 5e: Bipedal undead can now interact with doors and certain other objects.
  • 5e: Skeletons using crossbows have proficiency with them.
  • 5e: Added missing immunities, such as exhaustion for skeletons and necrotic/poison damage for mummies.
  • Fix: Ghoul's Devour recovers HP.
  • Fix: Ranged skeleton now has a base AC of 10.
  • Ranged skeletons' clothing appearance changed to leather armor.
  • Skeletons' equipped weapon skills are no longer disabled.
School of Necromancy Wizard Subclass
  • Fix: Undead Thralls damage bonus now properly uses necromancer's proficiency bonus.
  • Wizards with the School of Necromancy subclass will receive their free Animate Dead spell at level 5 instead of 6 (when any red-blooded necromancer would normally take it).
  • 5e: Undead Thralls HP and damage bonuses now apply to all Necromancer undead, not just those from Animate Dead.
  • 5e: Add the missing School of Necromancy subclass feature with the Command Undead mod.
Other
  • Fix: Danse Macabre is no longer broken for necromancers. Also removed its summon limit. Preserves pre-nerf version of the spell.
  • Fix: Staff of Cherished Necromancy now actually uses life essence, doesn't work on objects.
  • Fix: Corrected typo in vulnerability application of Mystic Carrion's Wrathful Spirits debuff.
  • Fix: Aura of Hate now properly applies to the unarmed attacks of nearby undead and fiends.
  • Fix: Death Domain's Reaper feature now applies to modded cantrips.
  • 5e: Harm inflicts damage on a failed save.
  • Some undead, like the ranged skeletons from Animate Dead, have been given better AI archetypes.
  • Added Fungal Infestation support per request.
  • Circle of Bones: Removed Undead Ward combat log spam.
  • Added Corpse Explosion to Warlock cantrip list.
  • Fix: Tiny fixes I forgot to record when added.

Necromancy Broken?
If a necromancy-related mechanic in BG3 isn't working as intended, you can report it in the comments.

Automation and Corpse Toggles
The Undead Automation and Corpse Requirement toggles are added to your Tav after either toggling the Non-Lethal passive or taking a short rest. Turn the toggles off and on if either stop working after a long rest. Automated undead now receive an orange "Block Automation" toggle, which will exempt that creature from automation if activated. For the purpose of attempting to remove this mod from a save, you can remove the toggles by respeccing or activating the "Remove Animate Dead++ Toggles" passive. To be safe, turn the toggles off before removing them. Passives add-on is defunct as of 1.38.00.



Undead Automation (Script Extender ver.)
The optional "Undead Automation SE" add-on removes the automation aura, and replaces it with SE application. This allows for better performance, infinite automation range, and more responsive in-combat automation changes. Still uses the base toggle as its on/off switch. Load after AD++.

Druid, Sorcerer, and Warlock Spell Lists
Re-spec casters before updating Spell List add-on to 1.03! Adds Animate Dead and Create Undead to Druid, Sorcerer, Warlock, Artificer, Magus, Undead Warlock, and Hexblade Warlock spell lists. Includes more modded lists with Script Extender.

Balance Observations
Hundreds of tabletop sessions + multiple BG3 campaigns as a necro. Conservative when it comes to player power level. With that in mind, this mod was made at launch for myself, to fix bugs or oversights I'd discovered. Balance-wise, most is either fine or can be avoided. Some claim Toggle Corpse Requirements is imbalanced. However, 5e's Sage Advice tells us we can recycle skeletons. What's more, Animate Dead can normally be recast to reassert control over its undead overnight. That is, you shouldn't lose them after a long rest. Those're two noteworthy sources of corpses crossed out in BG3. My main concern is the necrotic damage on the skeleton's shortbow, but I don't want to remove it in a necromancy patch that so many use (Skeleton Shortbow Nerf). My advice: avoid the extra reanimation options besides the 3rd-level melee skeleton. These were added by request, and are not in line with the mod's balance.

Recommended Related Mods

Compatibility
This was made to (hopefully) work well with other mods, but may conflict with any that make changes to Animate Dead, Undead Thralls, Create Undead, or the creatures these reanimate. Will automatically mostly support mods that add spells to reanimate undead provided those mods have
  • Added "or HasStatus('ANIMATEDEAD_ZONE',context.Source)" to their spells' TargetConditions.
  • Not added BlockRegainHP() to their creatures' boosts.
  • Added CRAWLING_GNAW_TECHNICAL to SpellProperties and TargetConditions for reanimation spells. AD++, Valkrana's mods, and Dread Overlord all use this as a blocker for used corpses in place of IsTargetableCorpse() to remove certain vanilla targeting restrictions from reanimation spells.
The exception lies chiefly in removing the reanimation creature limit, which this mod needs to do manually, and which has currently been done for Valkrana's Spellbook, Hexblade Invocation, and WoW Death Knight.

Highly-compatible edits to the SHORT_REST and NON_LETHAL boosts. Should be compatible with other mods that edit these unless they add "OnApplyFunctors" data. If you're using Script Extender with console enabled, you can enter the following two lines after your game has loaded to add AD++'s passives to your host character.
Osi.AddPassive(GetHostCharacter(), "NegativeEnergyZone_Toggler");
Osi.AddPassive(GetHostCharacter(), "Undead_Auto_Toggler");

Load Order
Unless otherwise stated, load after other necromancy mods and mods that edit the SHORT_REST or NON_LETHAL statuses (see "Compatibility" above).

Installation
Install with BG3MM, Vortex, and/or a collection, such as DIQ. Ez pz bones over easy.

Or manual installation:
<node id="ModuleShortDesc">
<attribute id="Folder" value="Animate Dead++" type="LSString" />
<attribute id="MD5" value="" type="LSString" />
<attribute id="Name" value="Animate Dead++" type="LSString" />
<attribute id="UUID" value="f323b958-b845-4c79-b139-d39570658fbb" type="FixedString" />
<attribute id="Version64" value="36028797018963968" type="int64" />
</node>

Thanks and Credits
Thanks to those like LaughingLeader and Norbyte whose contributions to BG3 modding have been invaluable. Also, thanks to Nox Phantom for their work on the AI Friends mod, which was used as an initial reference for this mod's automation, to isamuchu for insight into unlocking weapon skills for skeletons, and to Aheram for laying the groundwork for AI Dash support.

Necromancers are never short on friends. They have them in spades.