62 comments

  1. Cthorthu
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    Bonus content: Skeleton Fashion

    You can type in console:
    player.additem xx068842 1
    (replacing "xx" with the position of the plugin in your load order)

    This will give you a wearable skeleton body costume, and one piece of each skeleton clothing. This way you can play as a skeleton, or you can dress your followers as bony companions.

    Generally, skeleton costume works better with male animations.
    (Video using female animations)


  2. Cthorthu
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    Did someone in the world read the books?
  3. Trojan78
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    Hola amigo Cthorthu 

    Does this work for Version 1.5.97?
    1. Cthorthu
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      Hi!

      I can't test it.

      Please can anyone confirm this?
  4. Cristian9a30432
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    Would it be possible to make a compatibility patch for ordinator?
    Having a spell that summons 5 allies is nice and all, but being that it's full potential is 15 summons it make it a little sad.
    1. Cthorthu
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      Hi! Probably will be no updates. If there were updates, would be to nerf some things, like increasing the magicka cost.
    2. Cthorthu
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      How many skeletons do you want? XD
      Spoiler:  
      Show


  5. Karna5
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    Oh my gosh I love this mod! Thank you so much for sharing it, Cthorthu! :)
  6. SabrinaStar101
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    Hi Friend! It's me again. I was wondering if there was plans to have this mod be comparable with Npc's React to Necromancy , it's a small thing, but it adds a lot of immersion into the craft of Necromancy, I notice with the mod installed, the NPC's don't react to the skeletons summoned by the spell. It would also be cool if this mod could include a chance to summon Beast Skeletons , it's again, a small thing, but it would add even more diversity to the collection of possible skeletons to the spell.

    Just some ideas, that's all, in any case, it's an amazing mod! :)

    1. Cthorthu
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      Hi again!

      I just added the keyword "MagicSummonUndead" to the magic effect. It will work, I think.

      I remember removing this keyword when I made the mod, but I don't remember why XD It's possible the spell is now affected by some other perk. Please test it!

      Regarding the handsome manly skeletons, have you seen any of them again? Can we confirm that the compatibility with The New Gentleman has been resolved?
    2. Cthorthu
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      About beast skeletons, I must say I'm not a fan XD
    3. JediStudley
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      Is there a patch/update for just NPC react to necromancy?  I'm not using the new gentleman mod.
    4. SabrinaStar101
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      Hey to each their own about the beast skellies, haha, thanks for the patch in relation to NPC's react though! ... another suggestion.. if at all possible, a patch for the skeletons to use the textures from the Skeleton Replacer HD mod would really be appreciated too, I know I'm not the only one who would ask for this either, as it's a fairly well known mod, at least for people who care about the undead in their games. Of course I understand that it could be a lot of work, and it's up to you in the end. I'm simply thankful for the patches you have provided thus far! Thanks! 
    5. Cthorthu
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      JediStudley, the Gentleman patch is a small change that doens't affect functionality. If you need a NPC React patch you can use that combined patch, 100% painless.

      Anyway remember that the NPC React patch is a beta, so please report if works well for you.
    6. Cthorthu
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      SabrinaStar, not only a lot of work, but remaking all models it from scratch :P The hard work was to make the vanilla skeletons and their rags work well with human animations. Taking other different skeletons would be starting from scratch, and remapping the vanilla skeletons to use the Replacer HD textures would be simply insane.

      Anyway there are awesome textures for vanilla skeletons.

      In any case I would like to make my own replacer with my skeletons XD What I haven't really managed is to prevent them from running. I've invested a lot of time, and I've managed to stop them from sprinting, but I'd really like them to just walk...
    7. SabrinaStar101
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      @Cthorthu Totally understood! I get it, I can imagine work like this a hard, and adding some compatibilities can be extra work that may not be wholly engaging for you as the author, so I completely understand. I do hope to see if you do add your own Skeleton textures into the game, I imagine they would look amazing.   
    8. Cthorthu
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      Hi SabrinaStar!

      Did you tested the patches? Do both works fine?

      Cheers!
    9. SabrinaStar101
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      Sorry for such a late response.. I have been very busy in life as or late. Yes I tested them both, and they seem to work as intended! 
    10. Cthorthu
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      Nice! Perfect, thank you!!
  7. Bridges85
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    I'm not sure how I missed this since it's almost a year old to the day, but this is what I've always wanted out of my "class fantasy" for a necromancer or death knight. Thank you so much!
    1. Cthorthu
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      :) Glad you like it!
    2. SabrinaStar101
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      You know what the coolest thing about this is, friend? If you also play with ordinator, the skeletons that you reanimate with the bone collector perk don't count towards the summon limit, so in theory, with this mod at max level spell if you have twin souls you can get 15 skeletons, plus the 10 or perhaps more from ordinator.. call it OP.. but it's sure badass. 
  8. SabrinaStar101
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    Umm... so I don't know how to say this but, I'm using the New Gentlemen mod, and uhm, sometimes my skeletons are spawning in with a penis

    How might one go about fixing that? 😅😅
    1. Cthorthu
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      hahahaha

      This is not a bug, it is a feature that provides added value XD

      Now seriously XD I checked Gentleman mod page, and it says: "Any item on slot 52 would hide the genitalia". So, I added the slot 52 to the skeleton body and its variants, so maybe it can be the solution. You can find the modified plugin in Miscellaneous files, install it and overwrite when asked. I can't promise, please test it and report the result.

      Good luck!
    2. SabrinaStar101
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      Oh LOVELY! Thank you so much for doing that patch! It seems to have worked - I did at least 10 summons with the spell back to back, and I think the patch worked! Earlier I would get skellys with rocks on them like.. every other summon lol. 
  9. Nanako
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    This mod is really cool, a few things stood out to me too:

    1.Don't over concern yourself with balancing them.
    They obviously shouldn't be one shoting machines that take 1 damage,but they also probably shouldn't be level 25 wonders with 300 health when you're level 81, that's kinda..low. Suggestion, let them level up to about level 45, that's around a vanilla necromancer's level of power since iirc a non vampire necromancer can res a level 43 corpse at max, and if they can somehow find 15 level 43 corpses, they can actually re animate them all with the use of the ritual stone.

    So 15 level 45 skeletons is actually close to a vanilla level of power which sounds silly, so lets move on to my next point;

    2.Cost.
    As much as I hate to admit it this being a novice spell that costs like 20-40 magika is kinda silly, and is something you could actually consider to be overpowered, since everyone can have 15 skeletons if they grab the books and appropriate perks, even warriors. So how about a upkeep system? Say each skeleton costs an amount to summon, is a permanent summon, but in exchange costs an amount of magika to maintain which is subtracted from your total magicka pool. This is by no means a new system,but its a really good one, flavor wise you're concentrating on keeping this skeleton animated and moving, its an extension of your will as a necromancer. Balance wise, it rewards those that invest in magika,making you play a role in this role playing game, you are now a minion master necromancer. Something like a 25 magika up keep would let you summon the full intended 15 skeletons if you level purely into magika and get 900, and for the base 100 magika the un-invested would still get the intended 4 extra skeleton summons.

    3.Potential upgrades.
    Circling around back to my first point, what if you made the process of upgrading the skeleton's level a ritual that involved you going on a quest to find the alter of bone strengthening or something(name pending). Considering you don't eat the books you find,what if you use this alter and those books to upgrade your summon skeleton ability, and raise its level cap to 45? This would give the player an additional goal and make them work a little, and I think it would actually be fun and flavorful as a necromancer, since we always want more power.

    4.Un-summon spell.
    If a upkeep system is implemented, a un-summon/dismissal spell/ability is basically required in my opinion. What if the basic un upgraded version simply banishes all your skeletons, and the upgraded version from the above skeleton alter of bones (name still pending), causes them to give you a heal or causes them to explode for an amount of damage for something resembling a pseudo corpse explosion?

    5.Question.
    I actually loaded up this mod into the CK to test how strong the skeletons scaling with your level could be, and saw that their abilities are split up into 3 separate references,  instead of being something named 'skeleton abilities' with 3 effects in the same reference. I thought this was a mistake till I saw you went and scripted up a custom perk and a few other things. So I'm actually curious, whats the reason for them being separate?
    1. Cthorthu
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      Hi! Sorry for very late response, I wanted to answer you even though it's been a while.

      As for balance and upkeep, I think it would be improved by raising the cost, reducing the duration and/or adding a magika drain while the summon is active. I wouldn't want to introduce other more complex mechanics.

      About separated abilities entries, it was a custom inherited from other mods I made, but I think you are right, it should be one combined perk.
  10. QuentustheBosmer
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    This is exactly what I want for a skeleton playthrough, fantastic work.
  11. SoundGfx
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    great mod, perfect for a conjuration playthrough.




    one unfornate caveat on my end is that I had necrome - skeleton sounds rework installed, one skeleton creaking and produce loud breathy noises is loud enough so you can imagine how that sounds with these much skeletons
  12. Ectoplas
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    Will this mods skeletons take the appearance of skeletons using the Skeleton Replacer HD mod?
    1. Cthorthu
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      Hi

      No, these skeleton models are completely standalone.
  13. GypsyBastard
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    Any chance you make same mod but a scripts that allows players to create REAL permanent minions rather summoning from thin air? Your mod makes pefect playstyle for real Necromancy mod where player needs bones and corpses to make one

    It would make one of the best Necromancy mods. Definetly even beating Corpse Preparation mod if you do so

    Ÿust saying (love your bone boyz anyway)
    1. Cthorthu
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      Anything "can be done", but I see some issues there.

      Implementation issue: Hard scripting.
      Gameplay issue: Overpowered.
      "Realism" issues: To reach that level of power it would be necessary to practice necromancy for decades to be able to handle such an amount of magical energy. Additionally, controlling so many undead minions would apply a constant drop to your magicka, and you would have to look for alternative power sources to keep the spell active. Those would not be simple conjuration spells but rather High Necromancy. Maybe this really isn't a issue. Well how many skeletons do we mean?
    2. Cthorthu
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      Did you read the books?