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REL Blasphemous Revenants

PostPosted: Wed Jan 07, 2009 10:14 am
by Fliggerty
Title: Blasphemous Revenants

Version: 2.5

Author: Fliggerty and Friends



       The Elder Scrolls III
         Blasphemous Revenants



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




        TITLE:   Blasphemous Revenants       
        VERSION: v2.5
        BY:          Fliggerty and Friends
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.




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

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




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.




-- 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.




Change log:


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


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


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


--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.

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

--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.

-- Repaired missing reference

-- Added esm dependency

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

--  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 : or PM Fliggerty on the TES Forums




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!
Bethsoft: 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

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 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.


Re: REL Blasphemous Revenants

PostPosted: Wed Jan 07, 2009 10:38 am
by TheDaywalker
Got it!!! :punkrock:  Thx for that great mod!!! I've just ordered the EV of Morrowind and will soon start a new game with this plugin on!!! :hoorah:

Greets, TheDaywalker!!! :grin:

Re: REL Blasphemous Revenants

PostPosted: Sat Apr 18, 2009 10:08 am
by Lady Godiva
I thoroughly suggest adding a topic to Thorilgar so that he can repeat himself. I go nutty when I find (yes, I know it's simple but there are even stupider people than me out there, believe it or not) that I forgot what to do. Right now the issue (as I posted out in forums) is that before playing the mod, I stole the salts from the vats. I'm not sure if this is what's wrong but something is missing from the vat, it says. I'd like to hear Thorilgar tell me how to cure and summon a warlord again but he won't. It's also not in the journal.  It would also help people needing to double check to identify it they're actually suffering an error/conflict.

And don't forget the items retrieval in next addition (hope reminders don't annoy you, you said you wanted to do this and I'm forgetful when I'm busy. I can shuttup if I don't help with this).

Re: REL Blasphemous Revenants

PostPosted: Sat Apr 18, 2009 10:51 am
by Fliggerty
Yes, that is also something that is on the list for the next incarnation of BR.  :sheo:

Reminders are good, especially here.  I like to use REL threads for reference when updating a mod.

Re: REL Blasphemous Revenants

PostPosted: Sun Apr 19, 2009 7:56 am
by Lady Godiva
Good, in that case I put something on your PES thread. It just says about having PirateLord's popular creatures mod's necromancers not attack you any more, if that's possible (may have to work with PL or insist this goes after it in load order?- separate .esps for if people use both?). It's a bit dumb being attacked on site by a necromancer, when you are a necromancer too (though they make great revenants haha)

Re: REL Blasphemous Revenants

PostPosted: Fri May 01, 2009 5:28 pm
by Jusey1
Nice too big for my computer to download though (Its sucks....) but I did made my own Revenant Mod (Runescape's Revenants) Kinda has the same story line from Runescape pretty much (Didnt mean to break any laws) but it does this Revenant spawn in Red Mountain Region and Ghostgate Fence effect changes to does damage when something is near. (For protextion.) The story is  that the Revenant were warriors of a great god war and die in battle now there souls hunts the land that the battle took place. The Revenant will kill any player (Low to High Level) within hits in not ready. (I had trouble killing them and I got so high of a level I ended up with 2,000 HPS.) Revenant drop random from Daedric to those Polygon things and even a rare silver key (Used to open Silver Chests I scatter around the world.) Revenant Known froms are, Ghost, Goblin, Atroinach, Dragon, Demon, Imp, Troll, Werewolf (Rarest), and much more.(I add more alot.) Anything else you like to know??

Re: REL Blasphemous Revenants

PostPosted: Fri May 01, 2009 7:27 pm
by Lady Godiva
No Jusey. That sounds really fun but it's not the same as this mod. In this mod you kill people and take their souls (or collect stray bodies if you're lucky), leave the corpses to dry out then take the skeletons too. Get 'em back to your lair and start making an undead army of revanants and warlords.  You can make zombies too.

I've got about 140 revenants hiding in my base. When I'm done with all the quests and the main quest, I think I'll take over Morrowind, there won't be a living soul. All we be sacrificed to my armies of undead (hm.. think I should use Illuminated Order too and become a lich at the end... that way I can rule my undead legions forever)!

I love you Fliggerty  :fligg:

Re: REL Blasphemous Revenants

PostPosted: Thu Jun 11, 2009 8:21 pm
by Jusey1
Im looking for a good Necro Mod atm and decide to download this but gona tak lik argh 2hrs but 0 well.

I did got 3 Necro Mods today 1 doesnt work at all the idiot (Not being Mean but kidna makes sence) Didnt upload the needed Texture files and made the scriptings wrong alot... I got rid of the items and scripts jsut keeping it for the new ubilding it add.

Other 2s mak you a lich and riase dead for 180seconds witch raise dead prety much whtz ur got in.

While im waitting for ths i might just get on xbox(I love watching clones killthemselves hehehehe im so evil.)

To Lady Godiva: LOLZ Im already taking over Morrowind everybody in Caldera even guards r vampires now. Balmora is nxt hehehehehe. Wth ths mod install Ill hav the command of undead and vampires now thtz a evil army!! i shold tak my army to kill my revenants to c how many live (not many for sure)

Re: REL Blasphemous Revenants

PostPosted: Fri Jun 12, 2009 7:40 pm
by Jusey1
I just like to say something about ur mod after i played it for a day.

1st Thing is nice job on the textures I love the giant skull door!!!.

2nd Thing The zombies has a glitch...Theu keep losing whatever they have special pants.... I do hate nuded stuff wish u ahdnt done tht.

3rd Thing The Skeletons (I call them) r fun to mak. Already ben picking up dead parts and body b4 on rs and some of the symbols u used r actually same 1s used in rs lolz.

4th Thing it had a problem for a couple of times but my computer finally got use to it and now it loads up correctly.

Only thing i hate is tht zombie glitch thing happenning.

Re: REL Blasphemous Revenants

PostPosted: Tue Dec 29, 2009 2:18 pm
by athelos
Hi.. um, Fliggerty? I remember way back when you saying you were thinking about updating this mod. Putting in things such as blood revenants etc. Is that still in the works or has it been scrapped? I cant remember were the original post is now so i thought I'd ask on this one.

Re: REL Blasphemous Revenants

PostPosted: Tue Dec 29, 2009 2:38 pm
by Fliggerty
Yes, I do intend to update it.  When?  I can't say.  It's not one of my priorities, but neither is it something that I intend to put off forever.  I've had some wonderful resources made for new type of revenants, such as golems.  I can't let the work from my fantastic friends go to waste!

Re: REL Blasphemous Revenants

PostPosted: Thu Jan 07, 2010 9:39 pm
by Oubliette
Fligg, if you're still taking ideas for later updates - what I'd really really love to see is the ability to create one 'special' companion type skeleton. Not so much for him to have the purpose of doing special tasks, he's dead after all I don't expect him to be terribly bright but more so that he can be kept somewhat out of the general fray of things, so you don't go losing your favorite Warlord in every other petty skirmish and battle. Ok, it would be really awesome if I could teach him to do special tricks to, like fetch me my blackened soul gem, run me a hot bath, bury that extra body ^_^

Re: REL Blasphemous Revenants

PostPosted: Thu Jan 07, 2010 11:55 pm
by Jusey1
I do have another idea too. If you ever wana asked about it.

Re: REL Blasphemous Revenants

PostPosted: Sun Apr 11, 2010 11:53 am
by latendresse76
i noticed an kinda glitch. i had a skeleton on my shoulder and tried to pick up a prepared frost corpse. i realized that i had the  skeleton on my shoulder and dropped the cured frost corpse back in the cure vat, i never actually put it in my inventory just picked it up with my cursor. i look down and now i have another cured corpse on the ground so i dumped the skeleton in the cauldron and made my warlord with the cure corpse on the ground and when on my way. i later noticed that my weight had dropped i'm guessing by the amount of the cured corpse. no real big deal since i carry way to much stuff anyway though Jasmine now freaks out when i ask her to follow but that resolves if i rest for an hour. other than that i love it!

Re: REL Blasphemous Revenants

PostPosted: Sun May 23, 2010 2:51 pm
by latendresse76
ok so i had a new issue i haven't even gotten that far in the game. i go to load a save and i get "unable to load script _ct not found in mudcrab" so i looked for the script through 217 mods and it was nowhere to be found. though i must say the in the warnings "unable to load script _@t not found in mudcrab".  so i open my saved game with EE and deleted all the modified Mudcrabs and it loaded but the next time i went to load a save i got the same thing so i went through my mods and when i got to BR 2.2 i noticed the mudcrab referenced was marked for deletion. so i opened BR with ee and removed it and it resolved i could load and i saved a new save and it would load. i just though i should say something it only became an issue when running a ton of mods note the 217 it's the most i have ever tried and have played BR before with out issue. i'm guessing it's conflicting with some thing else but i'm not sure what!

Re: REL Blasphemous Revenants

PostPosted: Mon May 24, 2010 1:52 am
by Fliggerty
So the bad mudcrab reference was in the BR esp?

Re: REL Blasphemous Revenants

PostPosted: Mon May 24, 2010 12:54 pm
by latendresse76
the CS showed it as being marked for deletion. i have used the same BR in a few different installs with out an issue but i think being that i have possibly way to many mods and something didn't like it! i will confirm that the mud crab error is gone after i deleted  the mudcrab from br, with two other saves and loads with no issues!

Re: REL Blasphemous Revenants

PostPosted: Mon Oct 18, 2010 1:18 pm
by Fliggerty
Small update released to address one of my original "WTF?" ideas:


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

Re: REL Blasphemous Revenants

PostPosted: Mon Oct 18, 2010 4:50 pm
by Elaura
Ooh.  I might just have to reinstall this.  Halloween makes me all ready to raise some dead.

Re: REL Blasphemous Revenants

PostPosted: Thu Oct 21, 2010 3:09 pm
by maura amalia
I'm just reading about the mudcrab reference. It is still in the newest version of BR available on PES. That is to say the mudcrab is marked as deleted. I wasn't sure whether this was done on purpose or was an error but you can find it with TESCDP. -MA

Re: REL Blasphemous Revenants

PostPosted: Fri Oct 29, 2010 1:19 pm
by Fliggerty
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 upon creating a new game.


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

Re: REL Blasphemous Revenants

PostPosted: Sun Dec 12, 2010 6:30 pm
by THoD
After reading latendresse76's comment I guess it's blasphemous revents giving me the error: Unable to find script '_ut' on object 'mudcrab'. Continue running exectutabe? When I say yes it becomes unresponsive and then closes. This has never happnened and I think it may be because I'm running to many mods like latendresse76, but no were near as many as 217. Does anyone know how to fix this or will I have to play without BR?

Re: REL Blasphemous Revenants

PostPosted: Sun Dec 12, 2010 7:24 pm
by latendresse76
First back up your save!!!
i'm guessing you have 2.2
you'll need Morrowind Enchanted Editor.  Open Enchanted editor and the BR.esp delete the Creatures reference  "CREA mudcrab" and then save BR esp. you will then need to delete the reference from your save you can't tell which one it is so open your save with EE and delete all the Creatures reference  "CREA mudcrab" there will be one for every mud crab you have walked past or that has been spawned so it will be CREA  mudcrab_01 and counting. you may have to update the headers with wyre or tes tool. also when your done i would dl the newer version it fixes the issue for further reference.

Edit: Fixed spelling and add link to EE

Re: REL Blasphemous Revenants

PostPosted: Sun Dec 12, 2010 8:09 pm
by THoD
Actually I have 2.4, but I will try this nonetheles

Edit: Do I do anything about the CREC mudcrabs that I've killed?

Edit 2: Thank you so much, my saves work like a charm now. ^_^

Re: REL Blasphemous Revenants

PostPosted: Sun Dec 12, 2010 8:50 pm
by latendresse76
it's not in my copy of Blasphemous Revenants 2.4 so i would DL it again