Now immunities are changed. Undead are immune only to sleep, paralysis, confusion and control.
I wanted to have less immunities but I had to do it after chaning completely the resistance system. Now that I changed it I can lower immunities to how it was planned in the beggining.
It was a thing done in an haste to balance things out for mages. Now it is no more necessary since I rebalanced the system from the core (instead than from the end).
As for Combat Tweaks, this mod IS compatible with all the combat changes of that one, but NOT with the spell's one (as it is obvious) and sincerely it is not my concern AT ALL to make a compatible version with that mod, sorry, I have my reasons.
It is not my fault if the author does a COMBAT mod and changes also magic (also if in a superficial way, it's the same for scripts), it doesn't make much sense, isn't it?
You can use both, the changes in this mod will simply override the spell's changes in CT. All will work fine.
As for lore I don't know from where you come from but in BG 1 and 2 undeads were immune to almost everything except fire and they were everywhere (in DAO they are much more rare). For me it makes a lot of sense that spirit creatures are immune to mental conscriptions (less so for cold, but I removed that). You can however use other spells: undead are fragile against fire and nature and have lower physical resistance.
The goal of this mod is to have players think more strategically and choose more spell lines instead of the usual one or two as it happens now. In my opinion this is not the way the developers thougth about it, it's just a little fault in the core system for resistances.
Edited by DivideByZero84, 05 January 2010 - 11:05 AM.