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Beyondfubar

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beyondfubar

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About this mod

This is simply a perk tree for those that use Psikotic's fantastic necromancy overhaul and Gardden's Perk Trees Merged.

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You must have the original mods to play, and it is admittedly missing a lot, and not quite right. However it is functional. I need to do much more editing to get it to where I am reasonably happy, and I need to track down my take on PsiSoldier's scripts. E.G. due to lag in papyrus most skeletons spawn in with laughably small HP pools and then are scripted to a certain level.

Lets talk Scripts!

So I've uploaded some scripts. You'll have to place those manually. These are somewhat poorly explained in the last image I've uploaded. The minion skelly and archer have 40 health before anything else is done to them. Out the box let's call it. The barbarian which you know sounds tougher, and doesn't have a shield or a bow has 30. I don't know if that makes sense or not, but changing that is an esp thing and then I'd have to upload the heavily modified original, and screw all that. Instead I've messed with basically anywhere that Psi had an HP value. These skellies have absolutely gone to the dairy farm and packed on their calcium. They still hit like novice flames sans perks in destruction, but hey they can stand in the lava on any phase of Rag with no heals.

Installation of the scripts: Drop them into Data -> Scripts
You're done! In the off chance these explode, inside the .7s you'll find the originals. Also a sandwich. You may eat the sandwich.

Give me numbers. Alright, graveyard bonus was 50 I've taken it to 250. Original perk points for the skeletons was 20 -> 19 -> you know N = N - 1. Now it ramps up till 3rd perk then plateaus at + 25. I really ought to make that less extreme, but I won't. 

Scripts have been added. They're untested, but I believe these give the skeletons more health, and make casting the manual buffing spells more rewarding. This was mid semester for my CS degree though there is a chance they're simply a doubly linked list that references a struct in C too. How much do you like Skyrim Script roulette? (Future me here, Hi! TES6 isn't released, and yes the scripts take Skelly health to 11!!23)

Future, Future me here, Hi!  Scripts are now part of the mod. They no longer are separate. In a Modding landscape where Dragons can have thousands of HP, these script heavy, script dependent minions often exist for less time then it took to summon, and your average Kirkland brand Mr. Meeseeks is more useful. This makes.. uhh one of those things untruthy now.

Bruh I'm literally only here for the compatibility patch



So what is this? Why does it melt Skyrim LE? Why is Gardden's mod mayhem so brain cell intensive to install? Why do I suddenly get CTDs when I have the modded maximum of 100 skeletons roaming around? Why do you add more lines in this description then lines of code in this compatibility patch?

I am glad you asked!

1. It melts LE because the cap in LE on actors in a cell is low. Very. Very. VERY low. Havok goes nuts and actors start to float. Later.. or at the same time Skyrim says "Imma head out" and dumps you to desktop. Skyrim SE totally and completely fixes that (No not really. Though it appears to be more forgiving. If you actually manage to summon 100 skeletons then upload an image. I'll add it. Good luck)

2. Because it's awesome.

3. See point 1. But also PsiSoldier made the whole process of this mod a quest driven by a script. It was glorious. Obviously this means there is a shitload going on under the hood through scripts. These are not just spells and some perks and some magic effects. There is a permutation of different outcomes for the skeletons. Maybe you have 2 points in "Harden the undead" giving your skeletons ~39 more HPs, but then you also skipped out of Ritual expertise because you're a masochist. I'm not going to judge you, but I am. This is a completely different spell from someone that also spent the points in making the spell not take 5 years to complete like it's a CS degree at my university. Holy shit did that take forever just so I can kinda guess at what I am doing here.

4. Simple Jimothy, I like love to listen to myself talk. As a horrifyingly extroverted CS major, I always seek a captive audience. Like a Meatcanyon video I am here to amuse myself first, shock and humor you second.

Give me the TL;DR

No

Okay fine.

So you see, this makes two mods that hate each other very much sign a prenup.



I think I should go into detail about why this is a bad idea though. The script intensity of this mod, and it's subject matter, is the Skyrim equivalent to a line of Plutonian Nyborg.



I don't know fully what it is, and I don't want to be responsible for the inevitable outcome (Save death) but man it is fun the whole time your game is getting roasted alive.

The trick here is to stay ahead of the script death event horizon. I'm at 50ms script lag right now. Yes I have the mother of all script pig mod lists too. Your mileage will vary. Fingers crossed I get superpowers running this radioactive wasteland gambit. Or is that Fallout? I don't even remember anymore.

Skyrim does not like tons of actors in a cell. Skyrim does not like heavy script loads. Skyrim doesn't like permutations of spells. This is the trifecta.
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