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Changelogs
Version 2.1.3
Minor convenience update to MCM; settings can now be auto-saved with PapyrusUtil if you have it installed. They'll then be loaded in the background when you start a new game, no need to open the menu.
Version 2.1.2
Reworked the restoration option to use the OnHit event (or OnMagicEffectApplyEx, if you have Papyrus Extender installed) instead of OnMagicEffectApply-- apologies for the trouble, my personal game is apparently unusually light on cloaking spells from mods so I didn't realize how much of an issue this would be for other setups.
If you don't have Papyrus Extender installed, this method won't recognize player-enchanted weapons or scrolls. Stock enchanted weapons, spells, and staves will all work. If you do have Papyrus Extender, player-enchanted weapons and scrolls will work too. This is an automatic switch that happens in the background, no need for a patch.
Perhaps this is already very well-known, but if you encountered VM overloading / stack dumps with this mod's restoration option previously, you may also want OnMagicEffectApply Replacer (https://www.nexusmods.com/skyrimspecialedition/mods/67968), Vanilla Scripting Enhancements (https://www.nexusmods.com/skyrimspecialedition/mods/68139), or similar to avoid this issue for vanilla scripts that use similar methods to what this mod was doing.
Added an option to recognize MAG_MagicDamageSun, an injected keyword used by a number of spell mods including Mysticism, for permanently killing undead.
I've kind of hurried this update out due to the severity of issues that can be encountered with the old implementation of the restoration option; things looked good in my tests but please let me know if I broke anything!
Version 2.1.1
Slighly un-relaxed conditions for the Restoration option again to hopefully help with problems around undead not resurrecting at all; now effects must also be non-self-targeted to qualify.
Added a condition that undead actors must (1) not be flagged as summoned and (2) be hostile to the player in order to resurrect.
Please continue to let me know if things aren't working for you! I'm putting up this update as a hotfix to issues that have been reported, but there may still be interactions/conflicts with mods that affect undead.
Version 2.1
Only changes in this update are to the Restoration spells feature. No need to update if you don't use that!
Restructured the script to heavily limit the extent to which multiple copies of the restoration spell listener can be doing work simultaneously, so it should now be much harder to hit a case where this script locks up a bunch of Papyrus resources. Let me know if anything still doesn't work smoothly for you.
Relaxed conditions for a spell to count as a Restoration spell that permanently kills undead, as they were too restrictive for even some vanilla spells; now the requirement is for a magic effect to have the Restoration school and to not use poison or disease damage resistance types.
Version 2.0
Corrected an issue where the setting for bound weapons was connected to the wrong variable-- sorry for any inconvenience!
Added option for ebony weapons to kill undead permanently
Added a keyword (__UndyingKYWDAllowReanimateOverride) that can be distributed to enemies with MagicNoReanimate to allow specifically this mod to resurrect them; example option provided for skeletons
Added some behind-the-scenes functionality that allows controlling how this mod resurrects types of enemies using SPID; see sticky post for details
Version 1.1
Added option for bound weapons to kill undead permanently
Added option for placing garlic on a corpse to prevent it from resurrecting. Because I think I'm funny, this also works with garlic bread. If you want to add another item (like a holy amulet, for example) you can put it in the FormList __UndyingFLSTHolyItems and the mod will take care of the rest.
Tweaks to some values used in the resurrect process to improve consistency
Distributed the perk that handles weapon materials like silver to allow followers to also kill undead permanently, not just the player
Added an option for a 'compatibility mode' which allows silver etc weapons to work more smoothly alongside other mods that apply an effect on hit; this isn't needed if you have Scrambled Bugs
Version 1.0
Initial upload.
This mod makes undead enemies come back to life unless they're killed in one of several (configurable) ways.
Options for ways to kill undead permanently include:
Fire spells and enchantments
Turn Undead spells and enchantments
Disintegration and decapitation
Silver weapons
Dawnguard weapons
Daedric weapons (off by default)
Dragonbone weapons (off by default)
Ebony weapons (off by default)
Bound weapons (off by default)
Modded sun spells tagged with the MAG_MagicSunDamage keyword (off by default)
Any restoration effects that aren't poison-based, including sun spells from mods (off by default)
Feeding on the body as a werewolf or with the Ring of Namira (off by default)
Placing garlic on the body (off by default)
(Do let me know if you have trouble getting any of these to work; I don't do everything on this list frequently in my own playthroughs so they're not all thoroughly tested.)
Otherwise, undead will come back to life a little while after they're killed. If you're too close to the body or looking directly at it, they'll wait until you move or look away to resurrect.
SPID is required (to add the resurrection ability to undead). Scrambled Bugs is not required outright, but installing this mod and turning on Perk Entry Points: Apply Multiple Spells is highly recommended to prevent conflicts between this mod's silver/Dawnguard/etc weapon options and other mods that use an Apply Combat Hit Spell entry point. There's also a compatibility mode option in the MCM which changes to an implementation which is slightly less efficient, but may work better if you don't use Scrambled Bugs.
For the restoration spells option, Papyrus Extender or its VR version is recommended; the option works without them, but scrolls & player-made enchantments won't work without Papyrus Extender and the overall script efficiency is better with it.
You may also want either the optional skeletons add-on in the FOMOD or another mod to allow skeletons to be reanimated, like Skeleton Reanimate or Reanimate Skeletons. Otherwise they won't come back to life with this mod.
I think this mod should be generally pretty compatible. As mentioned above either Scrambled Bugs or the compatibility mode option is recommended for this mod to work properly with perk and spell mods that use similar means to apply an effect when using weapons.
If other mods add new undead NPCs or creatures, they'll also have the resurrection ability. As of version 2.1.1 this should only apply to undead that are non-summoned and hostile to the player. If you experience issues with a specific NPC and want to prevent them from resurrecting with this mod, you can exclude them in the SPID file, along the lines of:
Spell = 0x803~Undying.esp|ActorTypeUndead,-Serana
(Serana isn't normally an issue as she's essential and also friendly to the player, but just as an example.)
Alternatives
Some other mods that do similar things:
Curse of the Undying - probably shouldn't have named my mod something so similar to this one, whoops! ¯\_(ツ)_/¯