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?
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
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
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?
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.
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.
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 typeTarget Location for Self. increase cast duration. add skeletons mage fire/ice/storm
*for some reason skeletons archers dont respawn for me. (conjuration 20)
About mana cost, yes, I think about increase it. "Consuming all mana" is interesting (maybe also lowering skeletons level for balance)
Modifying the spawn location would be tricky, conjuration mechanics are hardcoded in the game. And see no improvement on cast it on player location.
Cast duration... maybe lower for balance. Probaly will not modify it. An invocation that lasts an entire day would be tempting, but it is good to exercise moderation :P
Mage skeletons: Sorry, no. I take a stand against mage skeletons.
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.
Cool mod xD they 4k texturs? or 2k? can you create mod on summon zombi (like in classic horror films) in this style ? xD but avto summ ( aura or item XD or passiv skill ( cann On and Off ) and when they eat enemy avto summon + 1 ( have limit summ ) or resummon zombi lowest hp for full hp xD used hands and teeth for attak xD in ideal some random appearance ( big small fat or thin )
hehehe could be cool. not sure :P Summon zombies: interesting Creating a mod with zombies that attack people and bited people turn into zombies: that is the definition of a zombie apocalypse XD I will think about that :P
This mod uses vanilla textures (!). Check recommened mods in description ;)
40 comments
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)
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?
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
No, these skeleton models are completely standalone.
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)
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?
There are nine books. And there are nine Dwarven/Nordic dungeons in The Pale (excluding outdoors ruins) ;)
That kind of mods replace vanilla perks. If you have the replacement perk you will have bonuses.
You can ask the Adamant author if vanilla perks are present in the perk tree as modified perk, or if they are replaced with new perk with new IDs.
This mod works along with mods like Ordinator and Vokrii. In the case of Adamant, most likely it will be compatible.
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)
About mana cost, yes, I think about increase it. "Consuming all mana" is interesting (maybe also lowering skeletons level for balance)
Modifying the spawn location would be tricky, conjuration mechanics are hardcoded in the game. And see no improvement on cast it on player location.
Cast duration... maybe lower for balance. Probaly will not modify it. An invocation that lasts an entire day would be tempting, but it is good to exercise moderation :P
Mage skeletons: Sorry, no. I take a stand against mage skeletons.
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.
Glad you like it!! Thank you for your comment! :)
for gamepad users like me is a must, but i understand.
For diablo 2 vibes, pleeeeeeease!!
Please! will be epic!!
Summon zombies: interesting
Creating a mod with zombies that attack people and bited people turn into zombies: that is the definition of a zombie apocalypse XD
I will think about that :P
This mod uses vanilla textures (!). Check recommened mods in description ;)