

- #HOW TO USE TES5EDIT TO FIX CONFLICTS MOD ORGANIZER HOW TO#
- #HOW TO USE TES5EDIT TO FIX CONFLICTS MOD ORGANIZER MODS#
Open up Undeath Classical Lichdom in 圎dit.
#HOW TO USE TES5EDIT TO FIX CONFLICTS MOD ORGANIZER HOW TO#
How To Clean Undeath With 圎dit Requirements This ensures that regardless of load order, Undeath will not cause issues with other mods. Which is what the guide below is for! The guide will tell you how to remove Undeath’s dirty edits, as well as the ones in Classical Lichdom.
#HOW TO USE TES5EDIT TO FIX CONFLICTS MOD ORGANIZER MODS#
Naturally, this means that there could still be potentially inconsistencies and conflicts if this mod or undeath is loaded after mods which edit the same things. The use of “Identical to masters” records was the only way I could fix Undeath’s issues without permission to redistribute Undeath.esp. This fixes Undeath’s issues for the general user, but what I did were technically dirty edits.

This fixes the pertinent issues of the USLEEP-fixed spell absorption bug, broken elemental potency perk and the Dark Pact summon limitations. I can only fix most of his egregious edits by copying USLEEP records and some ITM records to overwrite Undeath’s edits. However, without access to distribute the Undeath esp, I cannot totally remove his wild edits. It also fixes the issue where if you have the black shroud, you become the flesh lich when you are supposed to be a skeletal one. It makes the custom lich races obsolete, providing instant compatibility with other custom race mods. Undeath has become a legitimate “Death alternative” style mod now.Ĭlassical Lichdom also removed the immersion breaking console command race change required of Immersive Lichdom. The cooldown of the dark resurgence script was also removed, making you truly immortal as a lich should be. Dying immediately teleports you to the phylactery now, instead of the waiting 15 seconds for you to “collect souls” nonsense. I also streamlined the ability, removing obtuse parts of the script. In the original mod, the ability didnt work for fall damage or if you took more dmg than your base health. The buggy “Dark Resurgence” script was also overhauled to be bleedout-based instead of firing onhit. Antioch’s archaic and clunky 10 second onupdate loop has been reworked into a registerforsingleupdate chain that polls every 30 seconds. The scripting has been improved immensely. I fixed most of Undeath’s issues with my mod Classical Lichdom. This will also work for modded spells, making the game more consistent. This is a clean mechanic that prevent the player from using summon spells with Dark Pact active, without having dirty edits. What he should have done was to attach an entry point to the Dark Pact perk which would mod the spell duration of spells with the “magicsummon” keywords to 0. This implementation is also flawed as it does not apply to mod spells obviously, which is funny because 90% of Undeath players would use spell mod packages. He also inadvertently breaks the Elemental Potency perk. However, he does not integrate USLEEP changes, reintroducing the spell absorb bug that USLEEP fixed. Antioch implements by adding conditions to all vanilla summon spells. Dark Pact is supposed to let you reanimate 4 more minnion, at the cost of preventing you from using summon spells. Undeath’s implementation of the “Dark Pact” ability is also problematic. This means that if those mods are loaded before Undeath, undeath will cause issues with those mods. For example, Aurora and Corpse Preparation both make necessary edits to vanilla spells, spells which Undeath edits too. This means that Undeath could overwrite other mods which NEED to overwrite those records, causing inconsistency and bugs. The mod makes wild edits to things not even relevant to the mod, editing vanilla spells and some npc templates. This flawed scripting creates inconsistency in the phylactery regeneration ability, causing it to not work for fall damage or for simply taking too much damage. The dark resurgence ability is also scripted poorly, firing onhit instead of making the player essential via ref alias and having a onbleedout function. This is a wholly unnecessary burden to script load. Undeath has very inefficient scripting : it uses a 10second onupdate loop for very minor features. It includes clunky and inefficient scripting, as well as dirty edits.

Undeath is an awesome and ambitious mod, but sadly it has not been updated in 4 years, and has a lot of bad modding techniques making it a very dirty mod.
