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This page was last updated on 10 September 2024, 4:14AM
- Changelogs
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Version 9.9.9
- -- "The End Is..." -- 5/2/24
The Final Update. For The Final Time. Ignore That Other One.
There is now no more that can be said. No more that can be done. This Is It.
NOTE: The Changelog will not be as robust due to development having a Time Gap that left out some crucial details.
[ALL VERSIONS]
(EVERYTHING) - "Technical Difficulties"
- Addressed a MAJOR Oversight between Mod Versions with Varying File Sizes and Dates as a result of too many Test Builds.
-- Now Each Mod should have its Respective Files come from the Most Updated Version specific to its Game Type.
--- Please Delete The Old Final Versions in favor of the New Uploads as they will Not Work as Initially Intended.
(EVERYTHING) - "It Belongs In A Museum!"
- All Older Versions Prior Have Been Sunset and Archived For Future Historians To Document.
-- This is because every previous version since has had some change or error that retroactively undoes the other.
--- Now this version takes all that past trial and error into account. And fixes EVERY ISSUE AND ERROR I HAD.
---- This is the True Final Form And Vision I Had for this mod since the very start in 2018.
(Plugin) - "Finish What You Started"
- Accidently left in a MAJOR testing oversight that was intended to isolate a Core Incident way back when.
-- It worked well. Too well. So well I forgot I even left it in during the gap period until I started noticing... odd behavior.
--- It has now been reworked and reimplemented as intended. After all. "You gotta pay the Troll Toll..."
---- NOTE: You may need to go back to a save before you Activate Mod for the changes to take effect.
(Scripting) - "Get A Doctor To Check Out That Blackout"
- Fixed a Very Old and Odd Script Error that was present since the first version of Daymoyl.
-- While I don't exactly remember what it was, it had to do with a function calling a different version of the same code.
(Scripting & Plugin) - "Accidents Happen."
- Refactored ALL Old Coding Attempts from previous versions which may have halted the script process.
-- They now all share the same universal code just under different formats for the allotted scripts.
--- Also maybe restored old Conditions that were initially changed due to old attempts at understanding their purpose.
(Scripting) - "Just Get Out of Here You Stupid, Dumb Animal."
- Changed a Change to DisableAI during Thalmor Escape so it doesn't remain off if you somehow bypass the scripting.
-- Hopefully this doesn't just break the scenario entirely. Only one way to find out.
(EVERYTHING) - "All For One And One For All Is NOT An Anime Reference"
- Completely Redid and Streamlined the Way Files Were Distributed Between Different Game Types.
-- Now they all share the same File Hierarchy with their changes to fit their Version being transferred over.
--- Also Restored an Old File which was left out due to being unaware of its existence.
---- This should work for ALL VERSIONS from LE to SE to AE AND Beyond. Even GOG unless they Mess Up Versions.
(Gameplay Loop) - "Only The Non-Essentials"
- Fixed Daymoyl Not Properly Toggling SetEssential so That It Can Work With Just Bleedout.
-- Now when you reach 0 you will Enter Bleedout instead of Blackout and Die Later On.
--- This is the Version I now personally use as it prevents the least amount of errors to possibly go awry.
NOTE: This only prevents No Death but DOES NOT PREVENT BLACKOUT. You will still get Events unless you Disable them.
(EVERYTHING) - "Trip Down Memory Lane"
- Took one last look at all the files up to this point and ensured they had the changes I properly want for it.
-- This may be the last time I ever look at them from a Developer Standpoint again.
--- So long, old friend...
And there you have it. That's all the changes I can remember for developing this version.
It might be short. But it was indeed sweet.
I'll always remember the times I spent staying up trying to fix one error.
I'm pretty sure my Skyrim hours skyrocketed because of that.
Either way, thanks for having this and reading this far.
And now for the First and Final Time.
Lamps Off...
- -- "The End Is..." -- 5/2/24
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Version 7.7.7.7
- -- "Enfin" -- 5/17/23
The Last Update. For The Last Time.
There is no more you can modify before it is no longer the same mod.
"More Fixed Than A Boxing Or Wrestling Match Six Feet Under."
This Update can be considered the finale of a four-year long saga from LE to AE.
The entire time I never once thought this mod would be completely unusable.
Time to put that claim to the test.
[ALL VERSIONS]
(EVERYTHING) - One Version Fits All
- Updates Every File to a Final Concise Version because it is always annoying when only the Main Mod is not updated, but every patch for it is, so you're left with your Mod Manager reminding you of an update that doesn't exist!
-- And then when you do update, the versions get mixed up and mismatched for a phantom version YOU CAN'T UPDATE!
--- Pick a Version and STICK WITH IT! Not v.2.3.4.5b.pre-alpha.beta.FINAL.CRF-USSEP-patch.ESL.ESP.ESM. JUST ONE!
---- Anyway.
(Plugin) - "Now You See Me, Now You Do"
- Made "Non-Playable" Assets now visible allowing you to pick and choose when you want it to affect you
-- Now you can wear your collar and bracer like a fashion statement for whatever reason you can think for wearing one
--- But freedom comes at a cost. Your enemy won't just back down from your assertion. Be ready.
(Scripting) - "The Tale of Darth DisEnable InCharGen GodMode PlayerControls The AI Driven"
- Have you heard the tale. It is not one the Mod Author would tell you.
-- MonitorScript had a powerful function many considered "unnatural"
--- It changed in-game variables for EVERY TIME IT BLED OUT AND RECOVERED. Many would contradict each other
---- It did so to prevent the Player and the System from Invalid Save States. But instead, it lead to script overlap and softlocks.
----- Ironic. It could save others from Not Saving. But not itself.
(Scripting & Plugin) - "Leave Fate to Restraining Orders"
- Removed a VERY REDUNDANT IMPLEMENTATION regarding Shapeshifting
-- This not only lead to constant combat interruption. But also Overlapping Quest Stages, both which are now resolved.
--- Because of this the Player could end up stuck in unsavory conditions with no way out EVEN with console commands
---- The two now work on a First Bleedout Case similar to Narrative Devices of Near-Death Deus Ex Machima.
----- The descripted scenario has also been altered to give a more "motivating factor" to match the tone of the change
------ One is good. The other is grating. Fitting for the two. You can Shapeshift prior, but you risk rumors spreading...
(EVERYTHING) - "Enfin"
- One Final Run-Through of ALL ASSETS to ensure nothing was left out. In The End, only two required recompiling. Good job me.
[SPECIAL AND ANNIVERSARY]
(Scripting) - "AEIOnoU"
- Deprecated "Anniversary Script" since testing this on latest AE Build (1.6.40) from SE Build (1.5.97) proves it works on both
-- This also ensures that both do not have separate instances that can further divide the mod's implementation
And that's all. For real this time. Everything I can and ever want updated out of this has come to pass.
From now on, if there were any more changes. You might as well rebuild the whole thing.
As it is, all previously promised features, whether intentional or unintentional, have been successfully restored in a playthrough.
Enjoy playing this after four long years.
Lamps Out...
- -- "Enfin" -- 5/17/23
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Version 7.7.7
- -- The "Final" Update -- 7/17/22
The Last Update for what could possibly be For The Last Time.
This Update is focused on ironing out and hanging up the last lingering issues that my coding and plugin editing could possibly fix
Anything else found that I myself cannot address is far beyond this Mod's capability without the Original Workspace
Thanks for waiting and/or checking back on a mod that should've died out years ago. It's time to go...
[ALL VERSIONS]
(EVERYTHING) - Reduce, Reuse, ReBleedout
- Fixes a major oversight between previous versions which effectively leaves you pinned down forever
-- While this should cover almost every major instance, there is a small chance you can activate it through a completely unorthodox method
--- Should that happen, please use "player.kill" to resolve the issue, for better or worse
(Plugin) - "Leave me in. Leave me IN!"
- The Code Geas Spell has now been Restored back to its Annoying Glory!
-- But in exchange, the method to dispel it is MUCH EASIER
--- You could do it from "Right Under Their Nose." By that I mean Steal it.
(Plugin) - "It's (not) Slayin' Time"
- Both the Vampire Master and Falmer Slavemaster should now be less susceptible to killing you on the spot like literal broken pottery
-- That might be a little too far in realism
--- As an added bonus, you now have a bit more space and freedom to run around before they actively Hunt You Down
(EVERYTHING) - "It's Morbin' Time."
- You can now play as a Vampire or Werewolf from the Hit List film "Morbius" starring Dr. Michael Morbius
-- Just don't expect to fall down when you black out. You're too angry to pass out. EVER*.
*Reverting Beast Form through the Lore, In-Game, or Console Commands will allow you to fall down again due to a Vanilla Limitation
(Plugin) - "Can I have some Transformations with that?"
- Fixes a Long-Time Error with Shapeshifting Implementation due to the mod's original way of dealing with DLC content in Skyrim LE
-- Note: You must deactivate then reactivate the mod COMPLETELY in order to avoid two Shapeshifting Selection Slots
(Plugin) - "Sub-60 Speedrun WR"
- Added a Speedrun Route to one of the longest Blackout scenarios in the entire mod (5 MINUTES EACH TIME)
-- While the method to do so glosses over some Lore Context, the Context in its place is just as satisfying
--- Unfortunately, neither of the "Player Bound" or "Wait for Rescue" Quests can be edited effectively
(Plugin) - "Better Nate than Lever"
- Some internal fixes and minor text fixes which otherwise may or may not have their intended effect
(Plugin) - "Your Money or Your Life"
- Finally implements the Mod's MAIN TITLE after so many years making the Mod Motto have actual weight!
-- Provided the Mod Scripts actually run properly and don't just throw a Random Revive or Debug Death
[SPECIAL EDITION AND SKVRIM]
(Plugin) - "And Stay Up!"
- Fixes an oversight which forced the Death Alternate Start plugin to Load at the very bottom of your Load Order EVERY SINGLE TIME YOU SORT IT!
-- Why yes, I do use DynDOLOD
--- NOTE: It is Not Recommended you use the Five Scenarios unless you want to bypass the trigger for the Main Questline.
And that's all the changes I can think of or remember. Thanks for sticking with me for so long as I tried to make time to actually work on this.
I hope the mod's final status and condition is both Playable and Stable. Thanks again for downloading! IT'S OVER!!!
- -- The "Final" Update -- 7/17/22
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Version 4.4.4.4
- -- THE "Bleedout The New Year!" Update --
This focuses on one thing and one thing only.
[ALL VERSIONS]
(EVERYTHING) - "Bleed Out! GAME."
- Reworked anything pertaining to the bleedout scenario. Turns out it's not much which can change it.
-- Only two scripts needed to be modified and optimized. The rest remained unaffected.
And there you have it. The last remnant of possibly anything else I can get my programming hands on before it all goes up in flames.
I sincerely hope this is the last update needed for it in a very long while cause that's how long it might be. So until the next...
- -- THE "Bleedout The New Year!" Update --
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Version 4.4.4
- -- THE "United" Update -- 5/28/2021
"WHAT THE!? WHY ARE YOU BACK!? DID YOU DIE!?"
Sadly yes. But I lived!
Here it is. After way too long. This is The Last Update for a very long while... Or should be.
[ALL VERSIONS]
(EVERYTHING) - "United Files"
- This simply makes all versions of the mod in-line with the version I use throughout my short-time playthrough testing.
-- This will essentially make it easier for me to patch and troubleshoot problems down the line without relying on outdated data
--- The problem that made it took forever to update one or the other was having to juggle around copies of different data to the other copies of different scripts and plugins
---- Now I have a tried-proof method that simply cuts out the middle man and just lets me update the MAIN files to whatever platform
(EVERYTHING) - "You get a Bug Fix! You get a Bug Fix! EVERY VERSION gets a Bug Fix!"
- This update fixes a few additional underlying bugs that I found throughout my short time of testing that should now make rogue behavior less apparent.
-- Now each script MUST adhere to its conditions no matter what, making it so that's either ALL-or-NOTHING.
--- No more half-baked or half-completed or even half-broke, half-fixed Quests that never finish themselves.
[SPECIAL EDITION]
(psc / pas) - "It's A Celebration!"
- Now is completely compatible with Anniversary Edition!
-- Literally all it took was ticking the Version Checker to go a little higher.
And that's pretty much all there is to it. Still, not much. But unless I'm planning on breaking the scripts with a sledgehammer to put up another pretty portrait, that's kinda all I can do.
Enjoy! I'm gonna take a break now. Again...
- -- THE "United" Update -- 5/28/2021
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Version 4.2.0
- -- THE "Bleeds It" Update -- 5/28/2021
A single hotfix update that now solidifies this mod's final iteration. There is no more known factors I can change.
[ALL VERSIONS]
(psc / pas) - "And stay down!" "But my lumbago --" "GET UP!"
This simply fixes the bleedout script from running cyclical functions that either call upon itself or get trapped in iteration loops.
-- Now it simply calls on the state needed and requests a move on to the next without any conditions trying to confirm or push it towards other directions.
--- This should fix both infinite bleedout bugs and situations where the player dies during ragdoll and cannot enter bleedout to start the scenarios
---- However, this DOES NOT FIX the "Ragdoll first, die later" feature since the Engine REQUIRES THAT ANIMATION FINISH FIRST before resuming scripts.
----- If you want that simply choose a different option for bleedout that doesn't involve Ragdoll. But it'll probably hold less weight when dying.
(esp) - "The Pacifier"
Fixes potential problems which occur as a result of the Pacify and Disengage spells having updated changes, but not updated behavior.
-- This simply fixes the spells from not being able to apply properly due to old settings left behind in their Effects. Now they have proper updates.
--- If you were somehow seeing no visible change but also no INFINITE CHANGE, this probably is the culprit.
---- Now NPCs will properly pacify and disengage for the allotted amount of time, which is extended by 20 more seconds!
----- Use that time wisely because you never know what might happen...
(EVERYTHING) - "It's The Final Update!"
And that's everything. There will be no more major updates in the future. I hope you enjoy the last version that's out.
P.S. If you are updating From 4.0 to 4.2:
-- You can simply disable and re-enable the mod in-game from the MCM menu. Just make sure to Run Manual Quests to ensure all proper content is added.
--- Else, you will need to carefully follow the Installation Procedure highlighted below.
- -- THE "Bleeds It" Update -- 5/28/2021
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Version 4.0.0
- -- THE "I Can't Believe It's Not Updated!" UPDATE -- 5/14/2021
Okay this changelog is too long for the site to upload. So check the readme for all the proper changes.
-- FINALLY. That Readme can finally achieve its one true purpose. To force Users to read my info before posting!
--- My plan towards Mod Domination nears one step closer!
(Skyrim Legendary Edition) - "BS-What now?"
Added a working extracted version of my Mod despite no longer playing Legendary Edition anymore. Please remove or store the BSA where the game can't access it.
-- "There is no BSA in Ba-Sing-Se."
- -- THE "I Can't Believe It's Not Updated!" UPDATE -- 5/14/2021
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Version 2.0.0a
- -- THE IMPROMPTU UPDATE -- 11/7/2020
This update adds the final touches needed for stability. But unfortunately, it did not receive the All-Clear due to my laptop's current charging state.
It will be renamed to a more fitting version at a later date.
[ALL VERSIONS]
(Death Alternative - CAPTURED) - This mod now supports bug fixes for "Death Alternative - Captured" (un)officially!*
*While the statement is in and of itself true, the only actual official patch would be from the MA themselves.
(psc / pas) - Dynamically changed the way location scripts reset the Player which now bypasses the dreaded "Resurrect" bug.
It is much cleaner and more stable.
- - HOWEVER. Do note that there is a slight displacement each and every time. This is intended and ensures that the script is working.
(esp) Changed some values around to better interact with Vanilla Skyrim. I don't remember them but from what I know, they work a lot nicer.
(esp) - Added an optional plugin which can be used to set up Specific Conditions to activate Scenarios. Details listed in Mega Thread.
- - Note: Legendary does not include optional plugin since there are no esl's. Instead, it is embedded in the main plugin. Procedure is the same.
(Other) - I must've done something. Because some files apparently are newer than before. Maybe it was just Windows updating it to my current date.
(Other) - Removed Oldrym Files and renamed them to Legendary. It has its own Modpage now boi!
That's all I can think of and recall. A lot has happened which made me tend to forget what I did.
If I remember or find/add more, I'll detail them in a future update.
- -- THE IMPROMPTU UPDATE -- 11/7/2020
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Version 1.1.0
- First Batch of Hotfixes - TBD
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Version 1.0.1
- First Hotfix - 5/7/2020
[ALL VERSIONS]
(Other) - Fixes a bug in the Interface with "$DAYMOYL_DESC_ADDADDFOLLOWER". There was a space. A Space. MCMs require TAB.
- Also added a fixed Interface Folder so you don't have to figure out if "it just works" or not. It does. I tested it. Aight cool.
- First Hotfix - 5/7/2020
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Version 1.0.0
- Initial Stable Release
-- VERSION KEY --
[GAME TYPE] - Refers to the Affected Skyrim Version
(esp) - Makes changes in the esp that have no real drawback, save for stable comparison values. Will notify if a New Game / Clean Save is needed.
(psc) - An official compile of a pex script which for sure transfers the changes made in the testing and development process.
(pas) - A backdoor script compile method due to Dependency Failures on SkyUI or SKSE. May not carry over changes made in above process.
(Other) - Any other asset or resource file in the Staging Folder. Will rarely occur.
- Initial Stable Release
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- Author's activity
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September 2024
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10 Sep 2024, 4:14AM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence Final Files [version 9.9.9]'
May 2024
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15 May 2024, 11:10PM | Action by: LoopsOrLamps
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'file visible to the public'
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15 May 2024, 10:59PM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence [version 9.9.9]'
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15 May 2024, 10:52PM | Action by: LoopsOrLamps
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'file hidden from public viewing'
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04 May 2024, 10:13AM | Action by: LoopsOrLamps
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'file visible to the public'
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04 May 2024, 10:00AM | Action by: LoopsOrLamps
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'Description changed.'
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04 May 2024, 9:59AM | Action by: LoopsOrLamps
Attribute change
'Description changed.'
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04 May 2024, 9:54AM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence - CAPTURED [version 9.9.9]'
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04 May 2024, 9:51AM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence [version 9.9.9]'
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04 May 2024, 9:46AM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence [version 9.9.9]'
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04 May 2024, 9:37AM | Action by: LoopsOrLamps
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'file hidden from public viewing'
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02 May 2024, 11:48PM | Action by: LoopsOrLamps
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02 May 2024, 11:20PM | Action by: LoopsOrLamps
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'Daymoyl Resurgence - For Better Or Worse [version 9.9.9]'
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02 May 2024, 11:18PM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence - CAPTURED [version 9.9.9]'
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02 May 2024, 11:17PM | Action by: LoopsOrLamps
File added
'Daymoyl Resurgence [version 9.9.9]'
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02 May 2024, 10:39PM | Action by: LoopsOrLamps
Changelog added
'Change log added for version 9.9.9'
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02 May 2024, 10:09PM | Action by: LoopsOrLamps
Attribute change
'Mod version changed to 9.9.9.'
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02 May 2024, 10:07PM | Action by: LoopsOrLamps
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'Description changed.'
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02 May 2024, 10:06PM | Action by: LoopsOrLamps
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'Description changed.'
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02 May 2024, 10:04PM | Action by: LoopsOrLamps
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'Description changed.'
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- Mod page activity
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May 2025
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21 May 2025, 10:05AM | Action by: StigGaming
Untracked
'Death Alternative -- Resurgence --'
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19 May 2025, 7:13AM | Action by: IronMagnum
Tracked
'Death Alternative -- Resurgence --'
March 2025
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18 Mar 2025, 4:56PM | Action by: StigGaming
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'Death Alternative -- Resurgence --'
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14 Mar 2025, 12:09AM | Action by: FaithDesigns
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'Death Alternative -- Resurgence --'
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13 Mar 2025, 5:54AM | Action by: mufanna
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'Death Alternative -- Resurgence --'
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03 Mar 2025, 7:02AM | Action by: DulceCucarachin
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'Death Alternative -- Resurgence --'
February 2025
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15 Feb 2025, 6:46PM | Action by: DulceCucarachin
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January 2025
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29 Jan 2025, 1:28AM | Action by: Tailboltz
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27 Jan 2025, 5:37AM | Action by: maza156
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'Death Alternative -- Resurgence --'
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21 Jan 2025, 5:58PM | Action by: Tailboltz
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December 2024
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25 Dec 2024, 7:24PM | Action by: qwerasdfpeople
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'Death Alternative -- Resurgence --'
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26 Nov 2024, 4:12PM | Action by: GoodmanPrime
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10 Nov 2024, 3:14AM | Action by: searlytho
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31 Oct 2024, 10:06AM | Action by: MarcusNia
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'Death Alternative -- Resurgence --'
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17 Jul 2024, 5:26PM | Action by: peterqpan
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17 Jul 2024, 2:34PM | Action by: Darromar
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'Death Alternative -- Resurgence --'
June 2024
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07 Jun 2024, 8:26AM | Action by: Deleted198303209User
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