New FX! No partial Decay (i.e. no holes, just full skeleton), and no floating teeth. It will also remove hair, and full-face helmets. The old style FX can still be enabled from the MCM, if you prefer it. They'll still have the floating teeth
Also the fix for scripts spamming warnings to the log, which I uploaded to Legendary Edition a few months ago (thanks to Myst42 for fixing that in my shitty, shitty scripts)
Known issues: - With new FX cannot full-head helments while the FX is active. - When "Eye Texture Eye Glow" is enabled, the eye remains changed even when the FX is ended. - To fix this, Save the game, exit to the main menu and reload. (You MUST exit to the main menu before reloading, so the player model is unloaded)
If you run into any severe problems, you should message me. I almost never check the comments.
Just coming in here to say that Ordinator's perk Bone Collector breaks UndeadFX effects upon summon dismiss/death. Hopefully this tidbit can make team necromancer a little less frustrated
FYI the Ordinator on its own should be ok , but combined with The Dark Arts mod it causes some problems . That mod , plus the perk Bone Collector seems to conflict with this , when you reainimate a corpse , and it 'dies' the draughr/skeleton mesh just becomes invisible . Possibly its a combination of DA supressing the 'turn to ash' after reanimation effect and bone collector changing the corpse mesh (so that somehow the mesh that DA is trying to load isnt available?)
I removed the Dark Arts mod and still suffer from the same issue. I removed the ordinator mod and the issue disappeared. I reinstalled the ordinator mod but did not use the bone collector perk and the issue did not happen. Whatever is causing the issue seems to stem from the bone collector perk only.
omg thanks, you saved my playthrough. It's bone collector.
Solution: don't use bone collector. It clutters too much anyway and you're better off with increasing the summon limit mods and mods that make raised undead not dissapear after dismiss/death
I only really test this for my character and did check reanimated enemies. And it does indeed work but for my character, the inside of her head isn’t a skeleton or a draugr. It’s the infamous floating teeth and eyes.
The mod seems to not have any requirements and I checked SSEdit for any conflicts but to no avail. Is there something wrong?
258 comments
New FX! No partial Decay (i.e. no holes, just full skeleton), and no floating teeth. It will also remove hair, and full-face helmets.
The old style FX can still be enabled from the MCM, if you prefer it. They'll still have the floating teeth
Also the fix for scripts spamming warnings to the log, which I uploaded to Legendary Edition a few months ago (thanks to Myst42 for fixing that in my shitty, shitty scripts)
Known issues:
- With new FX cannot full-head helments while the FX is active.
- When "Eye Texture Eye Glow" is enabled, the eye remains changed even when the FX is ended.
- To fix this, Save the game, exit to the main menu and reload. (You MUST exit to the main menu before reloading, so the player model is unloaded)
If you run into any severe problems, you should message me. I almost never check the comments.
thank you so much.
If total character makeover has any FX attached to npcs then no. Otherwise it should.
This mod is just an FX and any other FX covering npcs will overwrite this or that, etc.
Possibly its a combination of DA supressing the 'turn to ash' after reanimation effect and bone collector changing the corpse mesh (so that somehow the mesh that DA is trying to load isnt available?)
Solution: don't use bone collector. It clutters too much anyway and you're better off with increasing the summon limit mods and mods that make raised undead not dissapear after dismiss/death
still getting no face rendering issue with a floating mouth
The mod seems to not have any requirements and I checked SSEdit for any conflicts but to no avail. Is there something wrong?