description of Alternatives to death and reload: Alternatives to death and reload:
Option 1: Good samaritan: Almost no deaths. Instead the player is assumed to have been left for dead after combat. A good samaritan then finds the player and takes him to the nearest inn or city.
Option 2: Reset button: Almost no deaths. When the player loses a fight, they are teleported a safe distance back the way they came.
Both options above can be configured to heal the player, and/or remove from the player (gold or loot as payment for) when they are saved from dying.
Option 3: Death has penalties. Death as normal. A reload is required. Some (randomly chosen) attribute penalties that lasts 4 in-game hours are applied to the player in the reloaded game.
i've updated this mod: 0.52, 10 February 2009: Semi-complete rewrite. Use this new version from a clean saved-game. Temporary death penalties are applied as Enchantments rather than directly modifying the player's Attributes. As Enchantments, these penalties are easier to manage and track. So stacking bugs from the previous versions have also been fixed. These penalties cannot be removed by blessings received from altars. However, these penalties have a lifespan of 4 hours (by default). Note that the Death penalty notifications were taken from "Death is..." by Rebekah Johnson (http://www.poemhunter.com/poem/death-is-3/).
i've updated this mod: 0.51, 31 January 2009: bug-fix: The penalties of multiple deaths stack properly. (i didn't realise that they were exponentially getting larger because i thought the penalties were from Real Injury mod - which i use with this. sorry.)
allows you to get ressurected where you died for a payment of gold.
i assume that you also retain your progress since the last saved-game.
it needs Shivering Isles (which i don't have). so i don't know of its compatibility with my mod. my mod will record the deaths. but the penalties are not applied until the next loaded game. if death overhaul requires the player to load a game after death, then my mod will work with it.
themishy: that is true - the penalty of lost progress is sufficient. but this is not a problem for those with auto-save utilities which can save the game every two minutes.
nor is this a problem for those that consistenly save when they know they are about to face a difficult obstacle (e.g. 2 giants).
so i built this mod for those who insist on trying to beat a near impossible opponent rather than do the more sensible action and flee.
most my mods are geared towards realism and difficulty (without increasing the health of opponents).
Nice mod you've done though I'm not sure why you would want this because in Oblivion when you die you don't "wake up" at a certain place you just die therefore having to restart from your last save location (potientally 5 quests earlier and 10 oblivion gates) So how does this get worked in so to speak?
thalendros: not really. especially if you save at the point just before the difficult obstacle (e.g. 2 giants). and you keep on loading at the point everytime. so rather than act acoordingly (flee), the player keeps trying knowing that there is no penalty to loading the game.
jaosals42: that's a good suggestion. currently, the temporary penalties (the default) can be removed by normal Restore spells/potions (i think even Heal potions do this) and by getting a blessing at any altar that cures afflictions and diseases located in each main city. i believe the temple in the Imperial City has the only altar that doesn't offer these types of blessings.
sleeping with the mod real injury will remove the penalties in increments. this mod will heal any negative effects to player's attributes and skills normally. (whether that was the original intention or not, i'm not sure.)
ooops sorry. you're right - the short description wasn't sufficient.
the penalties are applied to the player when the player dies. it was built to prevent the player (me in particular) from having to keep trying a difficult situation that they die on constantly. and to force the player (me in particular) to actually think and act (e.g. flee/runaway) accordingly to dangerous situations.
11 comments
description of Alternatives to death and reload:
Alternatives to death and reload:
Option 1: Good samaritan: Almost no deaths. Instead the player is assumed to have been left for dead after combat.
A good samaritan then finds the player and takes him to the nearest inn or city.
Option 2: Reset button: Almost no deaths. When the player loses a fight, they are teleported a safe distance back the way they came.
Both options above can be configured to heal the player, and/or remove from the player (gold or loot as payment for) when they are saved from dying.
Option 3: Death has penalties. Death as normal. A reload is required.
Some (randomly chosen) attribute penalties that lasts 4 in-game hours are applied to the player in the reloaded game.
0.52, 10 February 2009:
Semi-complete rewrite.
Use this new version from a clean saved-game.
Temporary death penalties are applied as Enchantments rather than directly modifying the player's Attributes.
As Enchantments, these penalties are easier to manage and track.
So stacking bugs from the previous versions have also been fixed.
These penalties cannot be removed by blessings received from altars.
However, these penalties have a lifespan of 4 hours (by default).
Note that the Death penalty notifications were taken from "Death is..." by Rebekah Johnson (http://www.poemhunter.com/poem/death-is-3/).
0.51, 31 January 2009:
bug-fix: The penalties of multiple deaths stack properly.
(i didn't realise that they were exponentially getting larger because i thought the penalties were from Real Injury mod - which i use with this. sorry.)
allows you to get ressurected where you died for a payment of gold.
i assume that you also retain your progress since the last saved-game.
it needs Shivering Isles (which i don't have). so i don't know of its compatibility with my mod. my mod will record the deaths. but the penalties are not applied until the next loaded game. if death overhaul requires the player to load a game after death, then my mod will work with it.
nor is this a problem for those that consistenly save when they know they are about to face a difficult obstacle (e.g. 2 giants).
so i built this mod for those who insist on trying to beat a near impossible opponent rather than do the more sensible action and flee.
most my mods are geared towards realism and difficulty (without increasing the health of opponents).
those who have an interest should check out delte's immersive thread on bethesda forums: http://www.bethsoft.com/bgsforums/index.php?showtopic=943099
and when that hits its post limit, just go to its main oblivion mods forum and search for Delte in the title: http://www.bethsoft.com/bgsforums
Otherwise really good job on this mod
jaosals42: that's a good suggestion. currently, the temporary penalties (the default) can be removed by normal Restore spells/potions (i think even Heal potions do this) and by getting a blessing at any altar that cures afflictions and diseases located in each main city. i believe the temple in the Imperial City has the only altar that doesn't offer these types of blessings.
sleeping with the mod real injury will remove the penalties in increments. this mod will heal any negative effects to player's attributes and skills normally. (whether that was the original intention or not, i'm not sure.)
the penalties are applied to the player when the player dies. it was built to prevent the player (me in particular) from having to keep trying a difficult situation that they die on constantly. and to force the player (me in particular) to actually think and act (e.g. flee/runaway) accordingly to dangerous situations.