43 comments
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LockedStickyBonus 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) -
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? -
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!
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This is exactly what I want for a skeleton playthrough, fantastic work.
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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 -
Will this mods skeletons take the appearance of skeletons using the Skeleton Replacer HD mod?
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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) -
This is a cool mod and idea; but can we get a list of the actual locations where the books are? We don't need the exact locations in said dungeons but its un-immersive the way I have been running around and staring at each table only to not find the book and wonder if the dungeon I am in even possesses a book.
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Would this mod be compatible with Adamant and Mysticism? I'm predicting an issue where the mod won't recognize your conjuration skill bc Adamant replacers novice, adept, apprentice etc., conjuration perks with only two perks at the base of the tree. Thanks.
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hi! Congrats for the mod is epic!
Necromancer and Deathknight is my favorites class in this game, i have some ideas for balance.
Consume all mana for cast the spell.
Modify the target type Target Location for Self.
increase cast duration.
add skeletons mage fire/ice/storm
*for some reason skeletons archers dont respawn for me. (conjuration 20)
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Modifying the spawn location would be tricky, conjuration mechanics are hardcoded in the game. And see no improvement on cast it on player location.
for gamepad users like me is a must, but i understand.Mage skeletons: Sorry, no. I take a stand against mage skeletons.
For diablo 2 vibes, pleeeeeeease!!Archers: One in four skeletons has bow, but also have hand weapon. So they use the bow when are at some distance from enemy. I could consider add some archers without hand weapon.
Please! will be epic!!
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This is great, the rags and animations really make them stand out!