Thralls don't work right for Necromancers

Post » Thu Jun 21, 2012 9:51 pm

Raised undead can no longer follow you into certain instances without dying, by the time you transisition through the loading screen they come out as an ash pile right beneath your feet. Its virtually pointless to move dead bodies around the map now because they won't be able to follow you anymore. Way to go Bethesda, you just made an extremely underpowered spell line even more useless than before. There is virtually no reason to buy any of the raise dead spells now.
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neil slattery
 
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Post » Thu Jun 21, 2012 2:54 pm

I don't recall seeing that in the patch notes. .. Unintended bug?
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Pete Schmitzer
 
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Post » Thu Jun 21, 2012 11:39 pm

i like the irony in your title well done
oh and coolness is a reason to buy the spells
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Mrs Pooh
 
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Post » Fri Jun 22, 2012 12:41 am

This was a problem before this patch. Wait until you get to Dead Thrall...then you'll really want to pull your hair out.
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Latisha Fry
 
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Post » Thu Jun 21, 2012 4:55 pm

Hmmm... seem to have had that occur with a Conjured Familar and Atrionch too. Maybe just a bug happening, but know it is easier to Conjure another... can't you do that with the Dead? Or do you need a corpse to do it?
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Susan
 
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Post » Thu Jun 21, 2012 2:23 pm

THRALLS. They need to be fixed. I appreciate adding them to the game. But [censored], Besthsheda. . . Don't half ass it. It really wouldn't be hard to have them load to player, even if you keep their sub-par pathfinding. T_T Does anyone else see this little hot fix as taking them anything more than an hour or two, tops?
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Eire Charlotta
 
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Post » Thu Jun 21, 2012 9:53 pm

Indeed, whatever happened to zombies :( I liked the Oblivion zombies, with or without a head :D
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Mario Alcantar
 
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Post » Thu Jun 21, 2012 11:38 pm

This was a problem before this patch. Wait until you get to Dead Thrall...then you'll really want to pull your hair out.

Im still at 62 Conjuration with this build but im contemplating a reroll. Before the patch I almost never had a problem with my zombies following me into instances, there were only a few times when the bug occured but now it happens pretty much every time I transistion into a new area.

Also, I was told that the Master level Thrall's don't turn into ash when they die? If thats correct then that will be the only reason I stick with it.
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ladyflames
 
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Post » Thu Jun 21, 2012 9:10 pm

I'm not a necro guy, no pun or joke intended, but have been following the complaints about summoning since they began. I think this is a valid issue. It just seems to me Bethesda is injuring a lot of players unneccesarily, shooting themselves in the foot in the process.
Took away most spells, and spell making. Now making necromancy worthless. Why? Why remove an asset?
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Invasion's
 
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Post » Thu Jun 21, 2012 5:33 pm

That is a serious issue for necromancers and any summoned, I hope its resolved.

Can anybody say if the ash piles properly clean up, or do you need to begin a new game for the piles to properly remove.
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scorpion972
 
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Post » Fri Jun 22, 2012 1:59 am

Necromancy should definitely stay in the game. It's bad ass. They just need to have the summons load to your position like ordinary followers. And if they really wanted to be ambitious. . . Maybe they could even take a cue from the necromancers in diablo. The sekeltons would make a point of marching a few yards in front of the player, putting themselves between him and danger, aggroing anything hostile that got near him fiercely. Would't be a bad idea to give the summons some very simple initiative. I know the arguement is to keep them behind the player for fear of 'getting stuck' in dungeons. . . But there are usually enough enemies around we probably won't have to worry about that. Some very simple refinements could add invaluable replay value to this game.

I could be wrong about having them march in front of the player, by the way. But when I was playing a hard core conjurer it was something I would have appreciated. Conjuration, by the way, is still a bad ass school.
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tegan fiamengo
 
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Post » Fri Jun 22, 2012 4:21 am

Wait... What's wrong with the thralls?
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Susan Elizabeth
 
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Post » Fri Jun 22, 2012 3:38 am

That is a serious issue for necromancers and any summoned, I hope its resolved.

Can anybody say if the ash piles properly clean up, or do you need to begin a new game for the piles to properly remove.

Some of the ash piles clean up properly, but the bugged ones do not. You know if its bugged because you won't be able to loot it. Which is another problem entirely since I often carry a nice enchanted weapon on my character so that I can place it on the dead body before I raise it, if the zombie bugs out and dies then it leaves me unable to loot the ash pile and I lose the weapon and whatever other gear I put on him. Its very frustrating to say the least.
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maya papps
 
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Post » Fri Jun 22, 2012 4:45 am

Wait... What's wrong with the thralls?

They get lost during fast travel and when loading into new rooms. They don't load to your position like, say lydia, or other companions. Sometimes they catch up minutes later. Othertimes they are gone and god knows where until you raise new ones. A real pain, especially after you deck them out in sweet gear.
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Cameron Wood
 
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Post » Fri Jun 22, 2012 5:56 am

This happened before 1.4. I reanimated a few undead a few times in bleak falls and each time i would go through the door they would turn to ash piles.
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Jani Eayon
 
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Post » Thu Jun 21, 2012 6:56 pm

They get lost during fast travel and when loading into new rooms. They don't load to your position like, say lydia, or other companions. Sometimes they catch up minutes later. Othertimes they are gone and god knows where until you raise new ones. A real pain, especially after you deck them out in sweet gear.

Most characters you add to followers via console behave like this, you will find like the living characters you console they probably still retain their need to go to their own beds and will be up and about around after 8am again.
Not so bad with permanent followers as they tend not to turn to ash sometime during the process.
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Chris Jones
 
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Post » Thu Jun 21, 2012 6:34 pm

Another thing I ran into (don't know if this is a bug or not), but sometimes when I kill a random farmer or hunter on the road and drag them a good distance around the map before reanimating, they never turn to ash when they die. The problem is that they are so weak they usually die in one or two hits to anything im fighting, if only I could get this to work on some of the higher level NPC's.
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Stephanie Nieves
 
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Post » Fri Jun 22, 2012 12:40 am

I find Necromancy to be pretty useless, the only times i've found it usefull was when i had to fight another really powerfull necromancer ( i used my raise spells to turn her own minions aganst her) other then that its good for training up conjuration, other then that i find Necromancy to be a helpfull but weak school.
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louise hamilton
 
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Post » Fri Jun 22, 2012 3:58 am

Another thing I ran into (don't know if this is a bug or not), but sometimes when I kill a random farmer or hunter on the road and drag them a good distance around the map before reanimating, they never turn to ash when they die. The problem is that they are so weak they usually die in one or two hits to anything im fighting, if only I could get this to work on some of the higher level NPC's.

I wouldn't try reaanimating simple farmers, they dont make good thralls, try animating bandits giants or other semi-tough creatures if you want them to help you.
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Killah Bee
 
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Post » Thu Jun 21, 2012 8:21 pm

Most characters you add to followers via console behave like this, you will find like the living characters you console they probably still retain their need to go to their own beds and will be up and about around after 8am again.
Not so bad with permanent followers as they tend not to turn to ash sometime during the process.

Via the console? I was talking about just the use of raising thralls. The spell. I got lost somewhat.

But I'm assuming you are inferring the same remains true of characters risen with the spell, not conjured by the console, right?
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Gemma Archer
 
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Post » Fri Jun 22, 2012 4:12 am

.-. sad

I was going to level up conjuration but theres nothing to use it on cant even summon scamps any more
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Lily Evans
 
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Post » Thu Jun 21, 2012 4:40 pm

I wouldn't try reaanimating simple farmers, they dont make good thralls, try animating bandits giants or other semi-tough creatures if you want them to help you.

Correct, I usually go for the best subjects available but I was just making a point that some NPC's can be reanimated over and over again without turning into ash piles.
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NO suckers In Here
 
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Post » Thu Jun 21, 2012 7:34 pm

well I think Necromancers like coffins XD

but yah I think they should give back some of the old summoning spells (undead ones)

oh w8 I have mods that do that XD

lucky me :P
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ShOrty
 
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Post » Thu Jun 21, 2012 5:48 pm

I thought this was normal lol. But yeah they turn into ash when you change zones, cant pick up any items they had either ^^.
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Dan Stevens
 
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Post » Fri Jun 22, 2012 3:05 am

Raised undead can no longer follow you into certain instances without dying, by the time you transisition through the loading screen they come out as an ash pile right beneath your feet. Its virtually pointless to move dead bodies around the map now because they won't be able to follow you anymore. Way to go Bethesda, you just made an extremely underpowered spell line even more useless than before. There is virtually no reason to buy any of the raise dead spells now.

According to the UESP, if you raise dead with staffs, they do not turn to ash piles, so you can repeatedly raise the same body. Do you know if this remains true after the 1.4 patch? I am on PS3, so I don't have the patch yet. Anyhow, if staves let you repeatedly re-animate the same body, that might provide a path for folks who want to play a necromancer. Not an ideal solution, but at least it is something. With a high conjuration skill you could get a lot of uses out of a staff before having to recharge. And eventually you'd get the master perk. I don't have a necromancer yet, but am thinking of starting one and hunting for a good staff.
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Roberta Obrien
 
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