About this mod
Reanimation spells level cap raised to 99. Reanimated corpses regenerate health out of combat and have higher defenses. Higher level spells give stronger defense buff.
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A lightweight modification of vanilla reanimation spells. I did not want overly complicated overhauls so I made this.
ESL flagged plugin.
This modifies the spells and some conjuration perks to achieve the intended effects.
I created this mod with Full Magic Scaling in mind but it is not a requirement. This requires Scrambled Bugs' Perk Entry Points: Apply Multiple Spells patch. Please read the Important section for the necessary configuration.
Full Magic Scaling amplifies spells based on skill level. With Conjuration it increases spell duration. I tried to balance the spell costs because it needed manual cost calculation flag but I gave up and just raised the costs a bit higher. The manual calculation may actually make the cost lower than the default in-game.
This is inspired by Unleveled Necromancy. That mod removes the level cap and gives higher level reanimation spells longer duration. Since I use Full Magic Scaling the increased duration is a bit excessive and because of the crappy AI I almost always lose my thralls before their duration expires so that removes the incentive to use higher level reanimation spells. I don't want to use complex follower/summon overhauls to fix that.
All vanilla reanimation spells will work on all enemies up to level 99 except giants, mammoths. and enemies with the no resurrect keyword (dragons, atronachs, etc.). Giants and mammoths do not have the no resurrect keyword but their levels are too high for even Dead Thrall to raise them so I specifically included them in the condition check for the spells.
Reanimation spells will apply an armor and magic resist buff to reanimated corpses. The higher the spell level the stronger the buff. Dark Souls perk will apply a small out of combat health regeneration in addition to increased health.
Version 1.1 Update:
Condition check to prevent reanimating Giants and Mammoths have been removed from the Magic Effect records for maximum compatibility. Instead the MagicNoReanimate keyword has been added to them via SPID.
If you do not use SPID then Giants and Mammoth will be affected by reanimation spells.
If you do use SPID but would like to reanimate Giants and Mammoths delete the GiantMammothNoReanimate_DISTR.ini file
The original implementation causes incompatibility with mods that alter the Magic Effect records such as Immersive Sounds that attach new sound records to the Magic Effects.
Optional Files:
Full Magic Scaling patch
Effects:
Spells
Raise Zombie - Novice -
Armor +10
Magic Resist 10%
Reanimate Corpse - Apprentice -
Armor +20
Magic Resist 13%
Revenant - Adept -
Armor +30
Magic Resist 16%
Dread Zombie - Expert -
Armor +40
Magic Resist 19%
Dead Thrall - Master -
Armor +50
Magic Resist 22%
Perks
Dark Souls
Health +100 (default effect)
Health Regeneration 2% outside of combat
Novice to Master Conjuration Perks have been modified to apply the defense buffs with the corresponding spells.
These effects will be used by NPCs that have the spells and perks mentioned above since there are no player specific condition checks and those are only modified vanilla spells and perks.
Important:
Scrambled Bugs' Perk Point patch is required for this mod to work and it is disabled by default.
Follow these instructions to enable it
1. Install Scrambled Bugs
2. Open this file \SKSE\Plugins\ScrambledBugs.json
3. Find this line "perkEntryPoints"
4. Below that line, set the "applyMultipleSpells" variable to true
Failure to set up this configuration will cause issues with the applied reanimation effects.
Unfortunately I do not know how to isolate that patch for people who do not want to use the entirety of Scrambled Bugs so it will remain a hard requirement. It is customizable anyway a lot of its patches can be turned on and off in the config file.
Compatibility:
Anything that modifies the spells and perks mentioned above will cause a conflict with this mod. If you are using magic overhaul mods, I made this mod specifically to avoid using those so chances are those overhauls give better improvements to reanimation anyway.
Check out my other mods