[RELz] Blasphemous Revenants v2.3

Post » Tue May 17, 2011 8:29 am

The biggest complaint I've had with Blasphemous Revenants is the feature in which when a revenant dies they are replaced with a fresh skeleton. I my intention on that was to allow you to pick up the skeletons again and raise them once more. However, the negative side effect is that the inventory contents of the revenants are lost. So this small update fixes that.

No long will they disappear, they will be as any other dead NPC. So you won't lose your precious items that they carry for you. However, you can't raise them again. I may re-examine that when I make BR 3.0, but that will be some time as I'm focused on my two other big projects right now.

Download Links:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4098

http://www.fliggerty.com/phpBB3/viewtopic.php?f=46&t=1080


Readme:
*****************************************************************

The Elder Scrolls III
MORROWIND:
Blasphemous Revenants

*****************************************************************

Index:

1. Description
2. Installation and Requirements
3. Playing the Plugin
4. Features
5. Version
6. Conflicts & Compatability
7. Thanks
8. Notes
9. Copyright


*****************************************************************

1. PLUGIN DESCRIPTION

*****************************************************************


TITLE: Blasphemous Revenants
VERSION: v2.3

BY: Fliggerty and Friends
CONTACT: fliggerty@fliggerty.com
http://www.fliggerty.com

An aging necromancer wishes you to enter his tutelage. You will learn the art of gathering corpses, preparing them for arcane rituals, and summoning and

commanding vast armies of the dead.
The process involved in this mod closely follows the processes described in the in-game book Corpse Preparation vIII. Either leave the corpse in the

wilderness for a few days to allow wild animals to strip all flesh from the skeleton, or place it in a salt vat to "cure," and use it to summon a mummified

Warlord Revenant. It is possible to summon thirty-three different types of Revenants; lesser, standard, and greater variants of each race, as well as poison

based warlords, fired based warlords, and frost based warlords. The quality of revenant summoned is dependent upon your Necromancy Skill.
The art of capturing NPC souls in special soulgems has finally been introduced. As with the standard Soultrap spell, you cast a spell on a dead NPC, then

hit them with a ritual blade. Not only will their soul be trapped in a blackened soulgem, but you will be able to pick up their corpse and put it to arcane

use.
New in this version is the introduction of zombies. A zombie can be raised of any dead NPC without the need to take it to the temple. A spell is simply

cast on a dead NPC, and a zombie will rise. They are not as efficient as revenants; they are quite slow and only last so long. But they are easy to raise.
Once you have amassed your skeletal army, controlling is simple. It is all done with a simple keypress (v by default.) You can choose whether the skeletal

revenants, the warlords, or both respond to the keypress. Skeletal Revenants and zombies will also follow Warlords if you command them to.


*****************************************************************

2. INSTALLING THE PLUGIN

*****************************************************************

To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (v0.9.2a or later)


*****************************************************************

3. PLAYING THE PLUGIN

*****************************************************************

From the Morrowind Launcher, select Data Files and check the box
next to the Blasphemous Revenants.esp file.
Launch Morrowind via the MWSE shortcut.

If you are upgrading, make sure you run your game through Wrye Mash. However, previous tests have shown that this mod is not very upgrade-friendly. Nothing

I can do about that. You might have errors if you do so...I highly recommend a back-up first.

*****************************************************************

4. PLUGIN FEATURES

*****************************************************************


-- Summon thirty different types of Revenants to do your bidding.

-- Summon three different types of Revenant Warlords.

-- Raise twenty different types of zombies.

-- All Revenants use Grumpy's companion scripts.

-- Kill any NPC and use its corpse to summon your Revenants.

-- Carry corpses by slinging them over your shoulder.

-- Raise a zombie right on the battlefield.

-- Collect an NPC's soul using blackened soulgems.

-- Command your army with a simple key press (v is default.)

-- Command Skeletal Revenants to follow your Revenant Warlods.


*****************************************************************

5. PLUGIN VERSION

*****************************************************************

Change log:

v2.3

-- Dying revenants will no longer disappear, being replaced by empty skeletons.


v2.2

--Wrote summoning scripts from scratch to improve reliability and stability.

--The summoning ritual is a bit simpler now.

--Blackened soulgems are now either empty or filled, no distinction between races.

--Added a "Soulgem Corrupter" that will turn Greater Soulgems into Blackened Soulgems.


v2.1
--Adjusted the summoning spell to make the requirements a little less stringent.


v2.0
--Changed method used to trap NPC's souls.

--Now raising zombies is possible.

--A few visual improvements.

--Removed skill checks for quest.

--Changed entrance to Thanatos Temple to something more appropriate.

--Fixed bug causing corpses to sometimes not be stripped of flesh.

--Fixed bug preventing Tragrilar from dying.

--Fixed bug preventing salt vats from working when PC is not in the cell.

--Salt vats will no longer repeat messages when ingredients are missing.

--Setting down a cured corpse will no longer break the warlord summoning process.

--Many other improvements and bugfixes, too numerous to mention.


v1.3
-- Repaired missing reference

-- Added esm dependency

v1.2
-- Fixed critical bug not allowing PC to "pick up" a wood elf corpse.

v1.1
-- Doubled amount of time you have to pick up a corpse after killing an NPC.

-- Repaired bug allowing you to summon greater revenants before you are at a sufficient level to do so.

-- Lower summoning spell cost a little bit to improve chances of success at lower levels.

-- Fixed a weird error with a supply crate disappearing from a supplier of arcane goods.

-- Typo and gramatical corrections.


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com or PM Fliggerty on the TES Forums

*****************************************************************

6. CONFLICTS & COMPATABILITY

*****************************************************************

I have tried to avoid any conflicts with any common mods. I may have missed something
here or there, if I did please let me know!

There is a chance that when soul trapping a beast race, the head may not be properly removed. This does not affect the functionality though.

I have taken care to make this as work as well as possible with many of the popular vampire mods, including Vampire Embrace and Vampire Illusion. You cannot

embrace or drink blood from your revenants. Also if you are in a vampire hideout (Vampire Illusion) and you are carrying a corpse, no one will report you to

the guards.


*****************************************************************

7. THANKS

*****************************************************************


First, the "and Friends:"

ps33: helped me get started with MWSE and offered some good ideas on the TES Forums, and invaluable scripting advice and debugging. Much of this would never

have happened if it hadn't been for his help.
Trey Leavens: made a "bloody neck stump" mesh, which became a "headless skeleton's head" mesh
blake.: created some awesome mummy wrap textures and all of the pauldron meshes
AlienSlof: did a lot of wonderful retexturing and made some great icons
Mainframe: made a dried headless corpse mesh
scifiguy52: gave me some great textures for the warlords
Kittybrod: made the Khajiit and Argonian textures
All of the various BETA testers!
Everybody in the above list also offered numerous invaluable suggestions. Without them, this mod could not be what it is!

All other thanks:
CDCooley: brought us the current version of MWSE, and offered a bit of scripting advice
FreshFish: for giving us MWSE, without which this mod would have been entirely impossible
Barabas: for his crypt tileset and Orc, Khajiit, and Argonian skull meshes
Nioliv: made the meshes that blake used for the mummy wraps
UserExists: for the skeleton race meshes
Neoptolimus: borrowed zombie textures from MCA
My recent testers: Aorawn and Piper Banopr in particular
Everyone who indulged me in the Lore Forum...I started some good arguments over there!
Bryss Phoenix: of course!
gamesas: Of course I have to thank those who brought us Morrowind!

Anybody who has ever killed an NPC and looked at the corpse just laying there going to waste and shook their head was the inspiration for this mod!
I genuinely hope I haven't forgotten anybody!


*****************************************************************

8. NOTES

*****************************************************************

Please remember that this mod is dependent upon MWSE! I know I'm going to get a lot of email from people asking why it won't work, so I'll repeat myself:

this mod is dependent upon MWSE! If you get the error "Expression error unable to find race "8" in script Nc_Follow_script" it means you are not using MWSE.

You can get MWSE from http://www.sourceforge.net/projects/mwse

The quest will start automatically. You don't need to go hunt the "aging necromancer" down, but you can if you want. I ripped off the beginning from

Tribunal. You might get a visitor when you sleep, the rest will follow.

Using the "v" key to control your revenants is only the default. It is possible to change this. To do so you need to set the global variable nc_keycode to

a value that reflects the virtual keycode of the key you wish to use. Peter came up with a fairly ingenious method to determine what the keycode for various

keys are. Just set nc_keycode to 0, after that a messagebox displaying the value will come up after you press a key. Set nc_keycode to the value displayed

and it's all done.

Oh, and don't forget to use MWSE!

*****************************************************************

9. COPYRIGHT

*****************************************************************

This plugin is freely distributable and modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work. Refer to section 7.THANKS. By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.


NOTE: Please do not upload any of my plugins for distribution without my permission. I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.

--Fligg


Enjoy!
User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Mon May 16, 2011 11:41 pm

:celebration: :celebration: :celebration: Many thanks Flig! I prefer getting a new corpse than losing (potentially) valuable equipment :evil:
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Tue May 17, 2011 2:42 am

Thank you for this! It will make my upcoming necromancer's investment in good armor for his minions worthwhile.
User avatar
Steven Nicholson
 
Posts: 3468
Joined: Mon Jun 18, 2007 1:24 pm

Post » Tue May 17, 2011 2:56 pm

I've made a small update to address the mudcrab reference problem and an issue with an NPC named "player" being present that can cause the player to immediately die upon creating a new game.

v2.4

-- Removed two dirty objects; a mudcrab and a "player" NPC.

User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Tue May 17, 2011 8:46 am

Okay, I've fixed problems that have been reported with various additions from v2.2 not being present in later versions. So there's a new version available now.

v2.5

-- Repaired versioning problem that caused changes in v2.2 to not be present in 2.3 and 2.4.

User avatar
Harry-James Payne
 
Posts: 3464
Joined: Wed May 09, 2007 6:58 am

Post » Tue May 17, 2011 2:57 pm

Could you possibly make a patch so we don't have to be in the lair to raise minions? Its a bit inconvient to only be able to raise them there. I love this mod and I've actually made most of that work but its iffy at times
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Tue May 17, 2011 5:51 am

Sorry, but no. Zombies are the concession I made towards that. The scripts for the entire thing are rather complex, and I relied upon a lot of scripted objects in the temple to make it work right. And besides, that goes against the lore that I established for the specifics of this mod.
User avatar
Adriana Lenzo
 
Posts: 3446
Joined: Tue Apr 03, 2007 1:32 am

Post » Tue May 17, 2011 12:13 pm

maybe the possibility for a placeable cauldron? I always mod myself a teleport or a door to have the lair accessible from my player home.
User avatar
Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Tue May 17, 2011 6:27 am

maybe the possibility for a placeable cauldron? I always mod myself a teleport or a door to have the lair accessible from my player home.

I modded in a teleport amulet, too.
Well, actually with my new install I remade the whole lair using Shannon's "Hellhouse X" as a base! :P
Not for everyone taste, I'm sure, but I always thought that her housemod would fit perfectly with the necromancer theme...

Anyway, if it's not possible to make a placeable cauldron, I think some kind of teleport would help gameplay.
Otherwise, I'd advise a multi-mark teleport mod to ease the pain of jumping between the Temple, the place where you leave corpses, etc.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Tue May 17, 2011 2:36 am

Um, I've never had a problem with my corpses curing right outside the temple. Melian's Teleport mod works great for multimark.

Zaibusa, I think you missed what Fliggerty was saying. The cauldron is *not* the only thing that makes it all work.

The scripts for the entire thing are rather complex, and I relied upon a lot of scripted objects in the temple to make it work right.


It sounds to me as if changing the temple would mean re-writing the mod. I think you're better off sticking to your teleporting door.
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am


Return to III - Morrowind