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(The best time to do this is when starting a new campaign, otherwise you'll get an error message)
I don't think this will help with the Necromancer, though, unfortunately, because that mod has its own override of X2Effect_SpawnPsiZombie.
This mod can probably help you as well.
Presumably you have some sort of class derived from X2Effect_SpawnUnit for your turrets. In its OnSpawnComplete, get the XComGameState_Unit for your celatid turret (in my example I'll call it TurretGameState) and do this:
TurretGameState.SetUnitFloatValue(class'X2Effect_SpawnPsiZombie'.default.TurnedZombieName, 2, eCleanup_BeginTactical);
That will set the same flag that I do for zombies, and will cause it to not count them as dead or injured soldiers. The only other game effect is to cause the AI to not raise dead celatid turrets as zombies, which it wouldn't do anyway. Other than that it will have no effect at all for people who don't use my mod.
To interoperate with this mod is a one-line fix that won't change anything for people not using this mod, though. I'd be happy to work with any mod authors that want to make their mods compatible.