Fallout 4

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SKK50

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SKK50

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About this mod

The SKK GriefProof PlayerUndead™ service recovers player death, automatically restoring a player from zero health bleedout in place or to the nearest owned settlement with all their stuff and companion. Configurable service charge, health restore and inventory loss options.

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The SKK GriefProof PlayerUndead™ service recovers player death, automatically restoring a player from zero health bleedout in place or to the nearest owned settlement with all their stuff and companion. Configurable service charge, health restore and inventory loss options.

 
Install this mod at any time in any game stage for any game difficulty (including survival) and the player is given a regenerating [ .SKK pLAYERuNDEAD ] menu item in AID inventory after exiting V111 (craft spares at the Chemlab). When the item is activated, a menu pops for:

 
Service state: [ Enable | *Disable ]
Service fee: [ *0% | 50% | 100% ] of player caps.
Restore [ 10% | 50% | *Full ]  of player health.
Wearyness for a while [ Enable | *Disable ] lowers ap refresh
Inventory [ *Do nothing | Leave at scene | Remove all ] 
 
 
User Notes (RTFM)

When PlayerUndead™ is enabled, the player is configured to be Essential with no bleedout recovery (like a companion) so they don't actually die. If something else has already configured the player to be Essential this tells you and stops to avoid conflict.

If inventory is configured to be left behind in a death container it is map marked with a quest objective which clears when the container is opened. Whilst the container 3d is loaded NPCs can raid it for upgrade weapons (like your workshops) so pay attention.

After bleeding out the player can choose to recover in place or to the nearest owned workshop. If there are no registered owned workshops in the worldspace or interior it defaults to Sanctuary. If the player does not own any workshops at all (no, really ?) the only option is to recover in place. 

If the player has a companion using the standard companion slot who is also bleeding out, they are moved with the player so they don't try to bail and return to their home location.



Known Issues

(1) If the player dies whilst in VATS the imagespace animations freeze and death can not be recovered. Reload from save. 

(2) In some areas of the world bad surface/navmesh can cause the "player bleeding out on the ground" idle animation to fall through the world, or the 3rd person camera to become stuck. Reload from save.

(3) When actors are bleeding out they are actually marked as dead so they are no longer attacked. This can cause other actors to loot their weapons and ammo during bleedout. If your stuff is not on a dead hostile, check your companion.

(4) Regardless of the health percentage to recover, radiation is always fully recovered for many technical reasons.

(5) If inventory is cleared (leave behind | remove all) a base game Pipboy is returned and equipped, if using Pipboy replacers this will never know about THERE WILL BE ISSUES so don't enable it. 

(6) When inventory is cleared the game must generate a notification message per item removed which can take a while to scroll. It is what it is.


Compatibility

(1) The mod has no dependencies on extenders or DLCs. As this is published after November 2019 it requires Fallout4.exe 1.10.162.0 (or later) or equivalent workarounds.

(2) There is one change to a base game asset: MGEF RestoreRadsCompanion to avoid Stimpaks healing rads on the player whilst they are essential. It will conflict with anything that modifies the effect.

(3) If the mod detects that the player is already essential when the [ .SKK pLAYERuNDEAD ] menu item is activated, it will pop a warning message that it can't continue. Things known to already manage the player essential state are Death Matters, Horizon, Follower Revive System, Zombie Walkers.

(4) This mod should be compatible with multiple companion/follower mods if you use the "recover in place" option. There may be issues if you use the "recover to nearest workshop option" as it doesn't know about the additional headcount to manage their bleedout state(s) so they may go elsewhere.


PC Console configuration

If additional inventory items trigger you, no problem throw it away and use the console, hotkeys.ini or create an MCM json thing:

set SKK_PUEnabled to 1          ;; [0 | 1]
cqf SKK_PUQuest "SKK_PUQuestScript.SwitchPlayerUndead" ;; call this for enable/disable to take effect

set SKK_PUCapsCharge to 0       ;; range [0 to 1] decimal percent of player total caps. 
set SKK_PURestoreHealth to 1    ;; range [0.1 to 1] decimal percent of player total health (do not set to zero).
set SKK_PUWearinessEnabled to 0 ;; [0 | 1] switching when active will not remove it. 
set SKK_PUClearInventory to 0   ;; [0 | 1 | 2] 0 do nothing | 1 Leave at scene | 2 Remove all.


 PC manual installation & disable

As this makes no changes to the base game it can be installed at any time in any game stage and has no load order considerations.

Copy SKKPlayerUndead.esp and  SKKPlayerUndead – Main.BA2 to your...\Fallout 4\Data directory and add to Plugins.txt, or enable in the Bethesda mod menu, use a mod manger or however you organise. 

Do not disable this mod if the service state is enabled, but when the service state is disabled the mod is idle and can be disabled in the load order. Only remove mods if you are happy to accept potential conflicts from load order changes in a save game. If that is unclear, best to be safe and don't ever remove mods from a savegame.


Nexus FAQ

(1) Why is there no ESL version ? Because life already contains sufficient hassle. 

(2) Why an aid item menu rather than MCM ? Because 90% of SKK mod users like to shoot stuff on Xbox.


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If you have read the comprehensive solution description and still need support,
use the SKK Mods Discord channel https://discord.gg/tgKNT77DC8
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