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Reanimate
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The '''Reanimate''' effect archetype seem to produce the following consequences on Target:<br/> 1) The target becomes an '''undead''' (so '''IsUndead''' condition will turn '''True''' if tested on a reanimated target).<br/> 2) The target has all default activation somehow disabled. This includes dialogue and pickpocket. Also no OnActivate events will fire for any scripts running on the target.<br/> 3) The target isn't a Friend of the caster (even if the player reanimated it, '''IsInFriendStatewithPlayer''' condition will turn '''False''').<br/> 4) Any abilities added to the target will be stripped from them during load screens. This includes the health bonus from the vanilla perk "Dark Souls".<br/><br/> Consequences #2 and #4 can be partially worked around with a quest script and aliases. A quest alias' OnActivate events will fire regardless of Reanimation and any abilities an alias acquires stick with it through load screens. ---- ''This is all the information I've gathered about Reanimate effect archetype by testing in the CK.'' --Aghnaar Mareth 04:50, 22 February 2012 (EST)<br/> ''Edited'' --[[User:Cscottydont|Cscottydont]] ([[User talk:Cscottydont|talk]]) 2013-01-19T23:52:29 (EST) {{Languages|Reanimate}}
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