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DavidJCobb

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  1. DavidJCobb
    DavidJCobb
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    PLEASE READ THIS BEFORE REPORTING BUGS OR ISSUES

    If your issue can't be consistently reproduced by following a specific series of steps, then I'll need the following information in order to investigate your bug. Even if your issue can be consistently reproduced, you should try to provide me with the information below just in case the issue depends on your personal modding setup.

    a. Install MFG Console. This mod makes Skyrim's debug console show more information about something you have selected. Here's a picture showing a bit of how it works.

    Once MFG Console is installed, you can select your character in the console and view the "spells" and "activeEffects" applied to them. (MFG Console's on-screen buttons and list items can't be clicked; you need to mouseover them and press Shift.) MFG Console should show you the file that defines a spell or effect, if you mouseover the effect and press Shift; tell me about any effects that come from CobbESODeath.esp.

    b. Enable Papyrus logging and send me a Papyrus log using a website like Pastebin.

    All of the above information needs to come from a play session where your bug occurred. The Papyrus log in particular needs to come from the play session during which your bug started happening.
  2. saint33311
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    Awesome mod, i hope someone will port this mod to SE!
  3. Hraynes
    Hraynes
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    can you make a se version
    1. srdash
      srdash
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      yes PLEASE 4 YEAR GOO
  4. blackswordguy
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    I would give my left kidney for a SSE port.
    1. srdash
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      me too
  5. Waxwork
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    I wish there was an option where when you die in Helen you don't wake up at the Goddamn fortress of dawn guard. It's a long way and it doesn't make real sense. Any option to turn that off? 
  6. Madrias
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    You know what, I'll give it a try.

    I've always hated the whole "Death = reload" thing.  Some of the best character development happens when you're defeated and you're forced to accept that, "this might be a bit above my ability right now."

    I've used Death Alternative - Your Money or Your Life in the past, with all actual chances of death turned off.  However, that mod tends to puke up rainbow unicorn vomit the instant the game gets the tiniest bit of script lag, and then forces you to force-close Skyrim and reload your last save, turning a minor inconvenience (in game death and reload) into a major annoyance (restarting the game and reloading the last good save).

    Don't get me wrong, I loved DAYMOYL when it worked.  I haven't tried it on this machine with my current load order (which is, admittedly, fairly script-light), but...  I'm also in the mood to try something new, something modern.

    And while I haven't played any MMORPG's, I'm at least vaguely familiar with the concept of on-the-spot resurrection and likewise familiar with the concept of respawning in safe locations.  Table-top RPGs were good for those moments.  (All homebrew stuff, so, no, not quite Dungeons and Dragons, though there may have been some vague similarities from time to time.)

    This looks like it could be good.  You die, you become a ghost, you get 15 seconds to get your butt out of danger and evaluate your chances of surviving round 2 with that enemy, spend a soul-gem to resurrect, and try again.

    Maybe I'll finally push my game above Adept for the first time in years.
  7. dark84sit
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    c'est cool, on peut l'avoir sur xboxone ?.
    1. DavidJCobb
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      Unfortunately, this mod cannot be made compatible with the Xbox One. It requires the use of a custom DLL file; those can't be included in console mods.

      Auto-translation / traduction automatique:

      Malheureusement, ce mod ne peut pas être rendu compatible avec la Xbox One. Il nécessite l'utilisation d'un fichier DLL personnalisé ; ceux-ci ne peuvent pas être inclus dans les mods de la console.
  8. duduomito
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    Hello, this mod is very smart, I have been using this mod in LE, could you convert to the SE version?
  9. fricticekrag
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    can there be an option where u dont turn into a ghost like texture u just get knocked down then get back up? btw this is still really good and what ive been looking for so long thank you
  10. TI36X
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    Hi, first let me say i love the mod. Why i am here: i encountered a couple bugs.

    - Occasionally when i get killed, the ghost effect gets applied, but the enemies stay hostile and kill me again. Then the mod continues as usual. Maybe script lag? But ultimate combat is very responsive, so i doubt that.
    - Very often, the port to town feature stops working and the mod resurrects me on the spot without having a soulgem.

    Here is a papyrus snippet from a scene where both happened:

    [11/17/2018 - 06:01:22AM] Error: The actor is in an interior, and we were unable to get the player's last good worldspace.
    stack:
    <unknown self>.ESODeath_Miscellaneous.GetNearestMapMarkerTo() - "<native>" Line ?
    [Active effect 11 on (00000014)].ESODeathEffectScriptSpawnReqs.OnEffectStart() - "ESODeathEffectScriptSpawnReqs.psc" Line ?
    [11/17/2018 - 06:01:22AM] Error: The actor is in an interior, and we were unable to get the player's last good worldspace.
    stack:
    <unknown self>.ESODeath_Miscellaneous.GetNearestMapMarkerTo() - "<native>" Line ?
    [Active effect 11 on (00000014)].ESODeathEffectScriptSpawnReqs.OnEffectStart() - "ESODeathEffectScriptSpawnReqs.psc" Line ?
    [11/17/2018 - 06:01:22AM] Error: The actor is in an interior, and we were unable to get the player's last good worldspace.
    stack:
    <unknown self>.ESODeath_Miscellaneous.GetNearestMapMarkerTo() - "<native>" Line ?
    [Active effect 11 on (00000014)].ESODeathEffectScriptSpawnReqs.OnEffectStart() - "ESODeathEffectScriptSpawnReqs.psc" Line ?
    [11/17/2018 - 06:01:22AM] [ESODeath] Attempting to resurrect off-site at: None
    [11/17/2018 - 06:01:50AM] VM is freezing...
    [11/17/2018 - 06:01:50AM] VM is frozen
    [11/17/2018 - 06:01:51AM] Saving game...
    [11/17/2018 - 06:01:51AM] VM is thawing...
    [11/17/2018 - 06:01:58AM] [ESODeath] Ethereal effect finished.
    1. DavidJCobb
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      Occasionally when i get killed, the ghost effect gets applied, but the enemies stay hostile and kill me again. Then the mod continues as usual. Maybe script lag?
      The DLL file should be flagging you as undetectable the instant you're killed; it should also be deleting all actor detection state (akin to what happens when you use the tdetect console command) in order to make them forget you're there.

      Right now, the DLL doesn't log enough for me to know why this isn't working. One possibility is that you are being flagged as undetectable, but something is unflagging you early -- and I have no way to investigate that. I do plan on returning to ESODeath when my next project is published (in fact, I've learned things from my next project that could apply to ESODeath!), so perhaps I'll add some more logging (with timestamps!).

      Very often, the port to town feature stops working and the mod resurrects me on the spot without having a soulgem.
      The logs allow me to know what the problem is, but not why that's occurring.

      When you enter an indoor space, you're no longer in an outdoor space. Obvious, right? The thing is, indoor spaces aren't connected to outdoor spaces. I could add a door to Riften's outdoors that leads to an indoor space in Markarth and nothing would change: there's nothing in the game that says, "This indoor space is in Markarth." That begs the question: how does the game know which world map to show when you're in an indoor space? How does it know whether to show Skyrim or Solstheim, and how does it know where on the world map you should be?

      Well, the game should be remembering your last-known outdoor position. I found that data and wrote my DLL to check it. The thing is, for some reason, that data is getting wiped at some point before you die. No clue why. It would help if I could retrace your steps, especially if this happens consistently: I need to know where you go and roughly how long you spend there -- every door, every loading screen, and any saves and loads along the way.

      I'll look into it next time I come back to working on it (and the more information I have, the better -- good on you for being proactive and posting logs right from the start!), but ESODeath is especially experimental -- I let myself publish something that was strange and unconventional (but safe). Pair reverse-engineering with strange and unconventional stuff and you get a situation where any given bugfix attempt is a big pile of "maybes." I'll give ESODeath my all when its turn comes, but I can't promise that I'll get this 100% working 100% of the time.
    2. TI36X
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      Thanks for the answer, it was interesting to read. And the mod is stable enough to play with, so dont sweat it. If i recall correctly, Chesko made a dll for Simply Knock, which dealt with the problem of detecting which cell is behind a door. Since the problems seem related to me, maybe it has usefull code.
    3. NYKevin
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      This is probably a stupid question, but couldn't you walk up the location hierarchy to get the hold, then pick a location underneath at random? Or does vanilla Skyrim have interior cells with no associated location?

      (Of course, that won't put you at the nearest marker, but it will pick a reasonable spot at least.)

      If I had to do that in regular Papyrus/CK with no SKSE, it'd look like this (but I imagine there are better ways when you're writing a DLL...):

      1. Create a quest.
      2. Create a LocationAlias called HoldAlias.
      3. Set HoldAlias to find a matching location with the condition IsInSameCurrentLocAsRef(Player, LocTypeHold).
      4. Create a second LocationAlias called SettlementAlias.
      5. Set SettlementAlias to find a matching location with the condition GetInCurrentLocAlias(HoldAlias) AND LocationHasKeyword(LocTypeSettlement).
      6. Now use Papyrus to start and stop the quest, and extract the value of SettlementAlias.

      I've actually done a similar trick in an (unpublished) mod which is trying to detect whether the player is in a "civilized area" based on keywords.

      Problems I can think of:

      - The whole thing is a non-starter if you have an interior cell which has no associated location. Some of the test cells are like that, but I'm not sure if it's a common thing in places where players are likely to actually go.
      - #3 can fail, if there's no LocTypeHold above us in the location hierarchy. Could probably use TamrielLocation as an emergency backup value? DLC2SolstheimLocation is keyworded with LocTypeHold, but DLC1SoulCairnLocation is not, so this could happen.
      - #5 can fail, if there's no LocTypeSettlement anywhere in the hold. But at that point, I'm not sure what you can do anyway.
      - If the destination somehow does not have a map marker properly associated with it, now you have to figure out what to pass to MoveTo() (or pick a different location and hope it works out better).

      EDIT: I now have a working proof of concept, which I am willing to share with DavidJCobb if he asks for it. I've tested it under a variety of conditions, and it appears to be stable. I have also made some other changes to the mod, and separating out this patch would require a moderate amount of time (mostly just fiddling around in xEdit, renaming things, etc.), so please don't PM me asking me to send it to you, unless your name is DavidJCobb.
  11. HacheHi
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    Man this is a easy, fun and lightweight death alternative mod. Awesome work man. Is very impressive
    I dont know why i didnt find it early.