Sorry for the delay for the update but I was waiting to see what happened with the remaster first :) Will get this version updated soon then will look to port it over to the remaster.
Minion crafting moved from the tome to a spell menu for easier use.
Black soul gem requirement re-added.
Necromancer soul trap spell now has two uses, cast on living targets it works the same as before, but it can also be cast on corpses that have been dead for less than one game hour to create the ethereal minions ( ghosts/wraiths ), the minion type depends on the NPC's level. This wont work if you have already trapped the NPC's soul.
Tomb robbing added to chapel undercrofts using a pickaxe, illegal if caught and it makes lots of noise.
If you are in the Mages guild and you use Necromancy/have minions follow you in the presence of guild members, you will be permanently expelled from the guild and they will send Witchhunters after you. Some generic Witchhunters have also been added to the world, they will travel between various Necromancer/Conjurer and Vampire dungeons.
Can join the Necromancer's faction at Moss Rock Cavern, once in the faction you can purchase Necromancer supplies from generic Necromancers, they do not have much gold for selling stuff though, they live in caves :) Adepts also offer conjuration training and recharging.
Small alternative ending to "The Gravefinder's Repose" quest where you can spare Raelynn the Gravefinder, she will then become the best Necromancer supplier in the game. Quest can still be completed as normal by non Necromancer characters.
Minions will now be added/removed from the Necromancer faction based on the players standing, removing the need for two versions of the mod.
Also fixed a silly oversight that stopped the follow command working properly on a few of the minions.
This sounds incredible. Can't imagine how great this will be with remastrerd graphics. Also will there be ranks and promotions for the cult? Like the more you do quests and raise minions the more you rank up. It can be a little immersive detail. Also Is it possible to elaborate further on the minion crafting please?
Hello there. Great mod. Is there a way to put together minions without having to put down the book? It is kinda immersion breaking. Also looking forward to the update you mentioned in another comment. Always liked Mysterious bear's mod but it was really buggy
I know this is a older mod and the dev has not been seen in a while here, but this mod sounds perfect
reading the mod bio i saw that black soul gem requirment was removed, which makes me sad, is there an ini?
there are only 6 things i want from a necro mod
it should keep it simple
it should drop the disposition of high responsability NPC's and those in mages guild who see you rasing dead or followed by a undead companion. (not sure how hard of a check that is, code wise) adding a bounty could be intresting
it should require a body/ body parts and it would be great if it also needed black soul gems for humanoid undead, to stay inline with lore
it should remove the vanilla summon spells that just pop undead out of thin air
it should be its own school so one won't see mages guild members casting these spells.
and if necromancers are already their own faction, when followed by undead that faction should be non-hostile to player. and all the extra points if talking to necromancer while with undead (or a skill cheak, what evers easyer) companion adds limited merchant function to them. by limited i mean each one will maybe sell you 1 or 2 body parts with very low odds selling tomes and black soul gems.
I'm planning to download this mod when my New laptop arrives, so I have two questions. Is it necessary to harvest parts from dead NPCs or can I simply pick up random bones from various dungeons? And does this mod conflict with CM partners?
This mod will not work at all for me. No clue why. The Necromancer merchant is never there no matter what I do. I've used this mod before without issue. But sometimes this bug happens and I can never get it to work.
Is this by chance compatible with cannibal mods since I can grab parts and skulls via spells..? The names of the corpses also gets changed to "Mutilated corpse" when I use the mod and it derps out and tags a random bandit with it :/
I've searched through the Dark Fissure and couldn't find the tome. Just my luck and I have to try another dungeon? I have OOO and Mysterious Bear's mod which I'm itching to replace with this one, they can probably conflict.
Found it in Nenyond Twyll. Appreciate the minimalism. But the parts scavenging is a bit more painful than in Mysterious Bear's, because I get fewer bones overall plus some body parts I won't use since I don't like zombies. Also, disabling the corpse on scavenge could be dangerous.
Sadly, I don't get XP with Oblivion XP updated from this mod. The integration would be nice.
Bug: some corpses don't get disabled; I can forever harvest them. Should I write this to Bugs section?
I've created a skeleton hero, and it's just wandering around. Tried a simple skeleton -- the same. When I say to follow me, it just moves to my position then starts to wander. No fun.
Probably was something like that. I have removed the recruiter from the latest version to avoid conflicts with any other mods that might edit moss rock cavern, you should now simply be added to the faction when you read the Tome.
hmm I have issues with some of the other necro mods (particularly mysteriousbear's epic necromancy) causing crashes and freezes, so I think I'll give this a try.
It's always better when someone tries to keep their scope small but does a good job with it. I'll give it a try and update this comment later.
EDIT:
It works pretty well. Definitely my go-to necro mod from now on. I appreciate how it just seems to work well without having issues. I also like small things like how the summons attack you if you try to make them without the right level (but you can still try to make them) and the usage of black soul gems.
I found a bug: I can't seem to have the required materials to make a skeleton no matter what. I have everything it says on the book but I can never make a skeleton due to "missing parts" at 75 conjuration. I have harvested 40+ corpses already. It seems the pelvis just never drops from corpses, which seems to be the problem. If I find wild pelvises I can make them as normal. Ghosts and zombies work great, though. Made a few of them each.
The minions also sometimes stop following and wander around but its manageable. I suppose it makes sense that zombies are dumb and wander around when you're managing 10+ of them. Only happens in some dungeons anyway.
Sorry just seen this. Yep seems I forgot to add pelvis bones to the harvest list. Should be fixed now. As for the dumb minions, Oblivion was never designed to handle large numbers of followers/minions so the AI/pathfinding will occasionally derp out :)
Hey mate brilliant mod! is there any chance you could add a gatekeeper to this with like a master conjuration requirement and maybe a requirement of rebuilding the gatekeeper in the shivering isles before you can create one? Not even sure if that’s possible with this mod being so lightweight but in all honesty that’s the biggest selling point compared to all other necromancy mods iv seen
45 comments
Will get this version updated soon then will look to port it over to the remaster.
Black soul gem requirement re-added.
Necromancer soul trap spell now has two uses, cast on living targets it works the same as before, but it can also be cast on corpses that have been dead for less than one game hour to create the ethereal minions ( ghosts/wraiths ), the minion type depends on the NPC's level. This wont work if you have already trapped the NPC's soul.
Tomb robbing added to chapel undercrofts using a pickaxe, illegal if caught and it makes lots of noise.
If you are in the Mages guild and you use Necromancy/have minions follow you in the presence of guild members, you will be permanently expelled from the guild and they will send Witchhunters after you. Some generic Witchhunters have also been added to the world, they will travel between various Necromancer/Conjurer and Vampire dungeons.
Can join the Necromancer's faction at Moss Rock Cavern, once in the faction you can purchase Necromancer supplies from generic Necromancers, they do not have much gold for selling stuff though, they live in caves :)
Adepts also offer conjuration training and recharging.
Small alternative ending to "The Gravefinder's Repose" quest where you can spare Raelynn the Gravefinder, she will then become the best Necromancer supplier in the game. Quest can still be completed as normal by non Necromancer characters.
Minions will now be added/removed from the Necromancer faction based on the players standing, removing the need for two versions of the mod.
Also fixed a silly oversight that stopped the follow command working properly on a few of the minions.
Also Is it possible to elaborate further on the minion crafting please?
reading the mod bio i saw that black soul gem requirment was removed, which makes me sad, is there an ini?
there are only 6 things i want from a necro mod
it should keep it simple
it should drop the disposition of high responsability NPC's and those in mages guild who see you rasing dead or followed by a undead companion.
(not sure how hard of a check that is, code wise) adding a bounty could be intresting
it should require a body/ body parts and it would be great if it also needed black soul gems for humanoid undead, to stay inline with lore
it should remove the vanilla summon spells that just pop undead out of thin air
it should be its own school so one won't see mages guild members casting these spells.
and if necromancers are already their own faction, when followed by undead that faction should be non-hostile to player.
and all the extra points if talking to necromancer while with undead (or a skill cheak, what evers easyer) companion adds limited merchant function to them. by limited i mean each one will maybe sell you 1 or 2 body parts with very low odds selling tomes and black soul gems.
Not been on here for ages. Sorry.
Currently working on another update to add mages guild/crime checks, re-add soul gem requirement and some other things.
Being able to buy supplies from generic Necromancers is a good idea and will also be implemented :)
However removing the standard summon undead spells would leave NPC Necromancers unable to summon also.
And as far as I Know, it is not possible to add new schools of magic as they are hard-coded.
Awesome
I hope some of these ideas are inspiring and you enjoy what you're working on now
pitty about hard-coded schools, any chance to make a spell require an inventory item?
or maybe make the summon skelly spell summon a wolf instead?
IDK man it's just so strange, bann necromancy then spend all day razing the dead in the guild hall xD
Sadly, I don't get XP with Oblivion XP updated from this mod. The integration would be nice.
Bug: some corpses don't get disabled; I can forever harvest them. Should I write this to Bugs section?
I've created a skeleton hero, and it's just wandering around. Tried a simple skeleton -- the same. When I say to follow me, it just moves to my position then starts to wander. No fun.
Not sure what the problem is, could be he's too far from the inventory?
It's always better when someone tries to keep their scope small but does a good job with it. I'll give it a try and update this comment later.
EDIT:
It works pretty well. Definitely my go-to necro mod from now on. I appreciate how it just seems to work well without having issues. I also like small things like how the summons attack you if you try to make them without the right level (but you can still try to make them) and the usage of black soul gems.
I found a bug:
I can't seem to have the required materials to make a skeleton no matter what. I have everything it says on the book but I can never make a skeleton due to "missing parts" at 75 conjuration. I have harvested 40+ corpses already.It seems the pelvis just never drops from corpses, which seems to be the problem. If I find wild pelvises I can make them as normal. Ghosts and zombies work great, though. Made a few of them each.The minions also sometimes stop following and wander around but its manageable. I suppose it makes sense that zombies are dumb and wander around when you're managing 10+ of them. Only happens in some dungeons anyway.
Sorry just seen this. Yep seems I forgot to add pelvis bones to the harvest list. Should be fixed now. As for the dumb minions, Oblivion was never designed to handle large numbers of followers/minions so the AI/pathfinding will occasionally derp out :)
Just want to add that I love your mod. Simple and everything you can expect from a necro mod.
is there any chance you could add a gatekeeper to this with like a master conjuration requirement and maybe a requirement of rebuilding the gatekeeper in the shivering isles before you can create one? Not even sure if that’s possible with this mod being so lightweight but in all honesty that’s the biggest selling point compared to all other necromancy mods iv seen