[mods] NECROMANCY

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Error404
Posts: 11

[mods] NECROMANCY

Post by Error404 » Wed Apr 03, 2024 7:58 pm

Hello,

I created a mod for warlock which brings Necromancy in our world.

This mods will change Warlock into a Necromancer
However, it's just the begining, I am posting the first Version which change demons into undead.


v0.1

FELHUNTER
As you wish and the result is pretty good

Image

IMP
I tried to put an "skeleton" Imp to check how it's look like, the texture are not perfect. If I keep it, I will correct the texture.

Image

v0

VOIDWALKER

Changed into Wight. The sound of Combat are changed but not the others, for example invocation.

Image

SUCCUBUS

Changed into Banshee. The sound of Combat are changed but not the others (like Voidwalker)

Image


If you have some bugs or suggestions, tell me.

LINK :
https://www.mediafire.com/file/6om96wmq ... w.mpq/file
Last edited by Error404 on Sat Apr 06, 2024 3:51 pm, edited 5 times in total.
At least, It's not the fault of my Mac

"Fjte" Walock on Nardanaar

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Eightysixed
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Re: [mods] NECROMANCY

Post by Eightysixed » Wed Apr 03, 2024 10:06 pm

This is absolutely amazing! Makes me want to play warlock again!

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Imonobor
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Re: [mods] NECROMANCY

Post by Imonobor » Thu Apr 04, 2024 9:48 am

This is absolutely awesome!
Here are some ideas for other creatures:

-Imp - Skeletal Mage (https://www.wowhead.com/classic/npc=734 ... l-summoner)
-Voidwalker - Wight
-Succubus - Banshee OR Lich (https://wowpedia.fandom.com/wiki/Lich?f ... raxxus.jpg)
-Felhunter - Crypt Fiend (https://www.wowhead.com/classic/npc=8555/crypt-fiend) OR Plague Dog (https://wowpedia.fandom.com/wiki/Plague ... _Beast.png)
-Infernal: Abomination (https://www.wowhead.com/classic/npc=8545/abomination)
-Doomguard: Bone Wraith (https://wowpedia.fandom.com/wiki/Bone_w ... wraith.png) OR
Bone Golem (https://wowpedia.fandom.com/wiki/Bone_g ... legore.jpg)
Nydas - 60 High Elf Mage (Nordanaar)
Farren - 60 Tauren Shaman (Nordanaar)
Gothric - 15 Human Paladin (Nordanaar)
Markal - 58 Undead Priest (Tel'Abim)

Zannara
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Re: [mods] NECROMANCY

Post by Zannara » Thu Apr 04, 2024 4:54 pm

Looks bloody amazing! Will use it on my undead warlock, I can't wait to see this develop!

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Rayken
Posts: 25

Re: [mods] NECROMANCY

Post by Rayken » Thu Apr 04, 2024 9:02 pm

This is awesome! I love this idea and am looking forward to playing a "Necromancer."

For suggestions, you should switch the Imp to a skeleton of some kind and the Voidwalker should be an abomination! I know it may be too cool for level 10, but, honestly, I want an abomination tank! haha.

I think the Succubus would be much cooler as a Lich as Imonobor said, and the Felhunter should 100% be a Crypt Fiend.

Mac
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Re: [mods] NECROMANCY

Post by Mac » Fri Apr 05, 2024 7:27 am

This is a really great idea. Good recommendations. I’d like to suggest ghoul in place of the felhunter.

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Natuaduck
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Re: [mods] NECROMANCY

Post by Natuaduck » Fri Apr 05, 2024 3:33 pm

Great idea considering Warlock and Necromancer are virtually synonymous.

People in world chat like to get pissy over the unpopular opinion, but coming from Everquest as a Shadow Knight/Necromancer player, Warlock is almost a carbon copy of Necromancer gameplay.

Apply DoTs/Debuffs, and sick your pet on the target. Even the types of abilities that Warlocks use are akin to a Necromancer other than the twist of "Warcraft Demons" as a skin. If anything Warlock feels like a custom skin for what should be a Necromancer.

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Rayken
Posts: 25

Re: [mods] NECROMANCY

Post by Rayken » Sat Apr 06, 2024 12:38 am

Natuaduck wrote:
Fri Apr 05, 2024 3:33 pm
Great idea considering Warlock and Necromancer are virtually synonymous.

People in world chat like to get pissy over the unpopular opinion, but coming from Everquest as a Shadow Knight/Necromancer player, Warlock is almost a carbon copy of Necromancer gameplay.

Apply DoTs/Debuffs, and sick your pet on the target. Even the types of abilities that Warlocks use are akin to a Necromancer other than the twist of "Warcraft Demons" as a skin. If anything Warlock feels like a custom skin for what should be a Necromancer.
It seems like Necromancer may have been in the planning phases during Alpha or Beta and they were quick to realize that doesn't make a lot of sense given the state of the Scourge in the WoW era. A ton of abilities/spell icons, etc. seem uniquely fit for the Necromancer.

The only thing the modern Warlock doesn't really have is a good way to summon multiple skeletons, which is a core element of Necromancers in a Blizzard sense, and corpse explosion insidious_turtle

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Error404
Posts: 11

Re: [mods] NECROMANCY

Post by Error404 » Sat Apr 06, 2024 3:50 pm

*Udapted*

Thank you for all yours answers and the fact you like it.

Goods suggestions, about skeleton mage on imp, it's quiet tricky because the size of the skeleton will decrease like the imp and the result isn't good.
And about Infernal, I will soon put it in abonimation.
At least, It's not the fault of my Mac

"Fjte" Walock on Nardanaar

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Imonobor
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Re: [mods] NECROMANCY

Post by Imonobor » Sun Apr 07, 2024 12:40 pm

Hmm, is it not possible to scale up the skeleton model, so it appears at normal size when replacing the imp? Sorry if I sound stupid, I haven't modded WoW models.
Love the crypt fiend!
Nydas - 60 High Elf Mage (Nordanaar)
Farren - 60 Tauren Shaman (Nordanaar)
Gothric - 15 Human Paladin (Nordanaar)
Markal - 58 Undead Priest (Tel'Abim)

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Rayken
Posts: 25

Re: [mods] NECROMANCY

Post by Rayken » Sun Apr 07, 2024 7:57 pm

Wow, the Crypt Fiend is fantastic!

It stinks about the Imp, though, that's a pretty key summon.

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