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Above command will now pull from active VSCrew table to automatically pull the full updated pool of skeletons.
Changed SE mod table to fall in line with other Valkrana's mods: Valkrana_SE
Version 1.02.03
Fixed CF support.
Version 1.02.02
Thought it was important to change to full Animate Dead inheritance since this will now be more likely to load after other mods that edit Animate Dead.
Moved Paladin archetype to 4th level slot as it should've been.
Fixed some class archetypes reanimating 2 more than they should when upcasted.
Version 1.02.01
Removed CF code (for now). Spell ontainer compatibility was causing spell to appear in spellbook multiple times + use multiple prepared slots on some casters.
Updated spell for Payge the Paladin to indicate that she is a paladin archetype.
Version 1.02.00
Updated spells' target conditions so it no longer matters what sort of damage a corpse died to.
Added the bludgeoneer and javelineer skeletons.
Version 1.01.00
Added all the new class archetypes from VSCrew as 4th-level upcasts, and shifted Rogue, Ranger, and Fighter to 4th level to match.
Changed from Larian UUIDs to VSCrew's children UUIDs for Larian creatures.
Fixed Seedy Archer's spell description.
Version 1.0.04
Fixed some upcasting numbers for a few spells.
Version 1.0.03
Added attack of opportunity to skeletons that didn't already have it.
Version 1.0.01
Removed Irredeemable Archer (was normal AD skeleton, eluded me bc I renamed it).
Moved Reconstituted Duelist to 3rd-level slot.
Gave Apostate Librarian a 2nd-level spell slot. Larian never gave it one, but it does have Silence.
Adds over 50 undead creatures to the Animate Dead spell!—many of which are custom, all of which are skeletons.
Rattle on over to Valkrana's Skeleton Emporium for only the rarest skeletons! Come see our mercury-gilded skeletons, skeletons from a geyser, jumping skeletons, skeletons with machine guns, moss-covered skeletons, and even four-armed skeletons! Wow! Visit Today! [Ad paid for by the multiverse's most awkward necromancer, Valkrana.]
This mod does what it says on the box. If bone meal is, as they say, the spice of life, then your life is about to be heaped with way too much cinnamon and turmeric. The Emporium adds skeletons from and requires Valkrana's Skeleton Crew. If you don't want the functionality of that mod, use the Feat version and don't take the feat.
Notes.
Several skeletons were moved to slots of 4th level or higher for the sake of something resembling balance.
Supports upcasting for spell slots up to 9th level.
The new spells don't have summon stack limits.
Over half of the skeletons are custom, which are at or near basic skeleton power level; some were given minimal class progressions (labeled archetypes) as 4th-level upcasts; the remainder were pulled directly from preexisting creatures.
Load Order. 1. After Valkrana's Skeleton Crew. 2. After other mods that edit Animate Dead or Before other mods that edit Animate Dead if you have Compatibility Framework installed, after those mods if you don't have CF. You may encounter conflicts with these mods without CF. Exception: load after Animate Dead++ regardless if you're a School of Necromancy wizard, because this mod needs to add Undead Thralls entries for the new skeletons. Doing so will overwrite the base melee skeleton from AD++, but it's the better trade-off.
The Works. VSE does not require Script Extender. However, if you have SE installed and happen to want to reanimate every skeleton from both this mod's parent Skeleton Crew library all at once, you can open SE console, press enter, and type !vse_spawnall. There's a short delay between each skeleton to lighten the load on the game, so sit and wait until the console tells you it's done. Use the !vse_spawnall command at your own risk: might lock up or crash your game.