Skyrim bored me again, so I'm back. Now I'm working on undead creatures.
The first skeleton is definitely ready, the second one seems ready, but I haven't tested it yet, and the third one is so raw that it can only stand (this is probably the only one that will go into NCF).
Posts from Mods by fktifzobr.
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Oh, it really is Skyrim. A Redguard skeleton and a Nord one. Cool.
The skeleton-Talib is still green; I'm still thinking about the color, and his brother, the gutting skeleton, has acquired a blue-green glow in his chest (this will be the color of the Alt-grade). I've also written a simple story about this: a shard of a soul floats in the chests of these skeletons; it suffers and wants to cause pain, and it also makes the skeletons more independent, so they run faster and more often.
More Necromancers to the Necropolis! For Mannimarko!
Okay, the blue-green color is indeed better.
Askh always focuses on what's beneficial!

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
My idea about a soul shard fell apart due to the lore; I thought that skeletons for Necromancers were like puppets, but it turned out that skeletons can have a mind and memories of their past life... there is even a skeleton paladin killing zombies.
If the idea is cool, and in this case, it really is, then you can boldly disregard the lore...

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Неудачное планирование ведёт к неудаче ...
NCF - мод, добавляющий дополнительных существ в HeroesV 3.1
How is the internal glow effect achieved for berserk skeletons?
Then, in the file, I rewrote a few lines:
0
-0.03
0.14
This is the position in space.
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-0.1
0
0
1
This is the rotation, so the glow doesn't shoot out like a fountain through the skull; now it shines through the back and the back of the head, but it still looks better.
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-1
This is the "delay before playback"; a negative value removes the initial part of the effect when it lights up.
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These are the textures for the blue glow, but in the effect, they are still greenish.
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1
Spine
This is the bone attachment; it's done first through the notepad, and everything else is easier to adjust through the map editor
I took the glow effect from the "Castle" structure of the Necropolis town and applied it to the creature effect; now it's the Sparks.xdb file in \Effects\_(Effect)\Characters\Creatures\Neutral\H5A0\desert skeleton3.
Thank you, I'll have to take a look at that sometime. My first and only experience with effects left me feeling quite discouraged.