1. It theoretically should since all it does is actually prevent certain functions from breaking the game during core moments. It does not mess with the base name, Form IDs, or hooks that mods need to cling onto. But then again this is skyrim. So you should know by now that anything can happen.
2. Much more stable, original maybe only lagged cause of scripts which this one streamlined. So no real downside to not using. All the upsides I have documented as thoroughly as I can.
Anyway, that's pretty much the gist of it. Up to you whether you wanna use it or not. Back to completion vacation!
A Very Long And Not-At-All Brief Summary of What 7 Years of On-And-Off Development Looked Like:
Spoiler:
Show
Basically, for the past 7 years of development I have constantly remade that one file over and over again in the hopes of trying to understand it and better optimize it so that there were not so many minor feedback loops that caused major issues down the line. However, in doing so, I lost the initial scope of what it was actually doing and in short, broke it.
Because of that, I had to go back and see what the initial damage was done did and try to remedy it while also restoring some of the much needed optimizations and fixes from throughout the years. Turns out, that's no longer possible.
A quick brief look into how a small 30kb file can have 1000 lines of codes. And why that's a major problem for fixes.
The way this mod is handled is that using an external Decompiler (because CK refuses to even acknowledge it without somehow shoving the SKSE source code inside itself which is a much bigger hassle and sometimes doesn't even work),
So when it is Decompiled, I can easily make changes to it on the fly and recompile it for later testing. The problem is what was briefly noted. SKSE. And more importantly: SkyUI
This mod for whatever reason that it probably is justified by due to the date it was originally developed, depends on source code and functions from the original SkyUI. Not SSE SkyUI. LEGENDARY. While it does function normally in-game and in-engine. IT DOES NOT RECOGNIZE IT WHEN COMPILING. Because of that you either need A. The original Dev Environment that depends on both SKSE LE and SkyUI LE. B. The original Source Files from both SKSE LE and SkyUI LE. Both are not possible because of C. CUSTOM VARIABLES AND EVEN SOURCE CODE FROM AN OUTSIDE SOURCE
This meant that even if I were to somehow obtain the original Source Code Files to compile, it would all be for naught since it would ultimately depend on functions or code commands that are not even present in Skyrim itself. So how was I even able to recompile this script!? Through a little addendum at the end of the Special Thank. LimerenceMods for finding the Backdoor Method to Compile Scripts which would fail due to dependencies on SKSE or SkyUI.
This one single person introduced me to a concept I had never even considered or conceived possible due to the sheer enormity and backwards logic that results from it. Disassembly.
What this means on the surface is the source code is basically broken down to the purest format whereby the actual computer and engine read it. What it actually means is this:
Notice something? THE ;@LINES ARE ?? And This Is THE SOLE REASON WHY DEVELOPMENT ENDED Because if those ;@lines are ?? THE CODE SELF-INSERTS ITSELF WHEREVER IT CAN FIT This can normally be fixed by finding the offending line and manually offsetting it if a line were added or removed. NOW DO THIS FOR 1000 LINES.
Even when the Source Code was Disassembled Unedited IT STILL HAD ?? Lines Because as it turns out, when you exceed 800 Lines THE CODE AUTO-DEFAULTS TO ?? And on top of that: IT DOES NOT AUTO-SORT ITSELF AS IT WAS BEFORE So not only do I have to figure out what line actually belongs where, BUT ADDING OR REMOVING A SINGLE LINE CAN OFFSET IT BY THE HUNDREDS This makes it near impossible to Fix/Modify and this wouldn't be much a problem: IF IT WEREN'T THE CORE FILE THAT THE ENTIRE MOD DEPENDS ON So no matter what other edits I make to isolate certain scenarios, if this breaks EVERYTHING BREAKS You are probably beginning to see the pattern now.
So why does this file even exist? Most likely it was back when mods needed a major core file for all its scripting since there were not many external mods to handle it such as CommonLib or even PapyrusUtil to name a few. Because of this though there is a MAJOR DISCREPENCY between Scenario Files and CORE Files. That's why even though this mod on its own only contains under 50 script files, THE CORE FILE IS THE EQUIVALENT OF 20
So how do you fix this? Short answer: You can't. Not unless you were to go all the way back and break it down from the very start. The simplest solution would be to have your Scenario Script Files like so, THEN BREAK DOWN EACH MAJOR FUNCTION INTO ITS OWN CORE SCRIPT FILE They even built the MCM from scratch IN THE CORE FILE! That's pure dedication at the cost of code lines! This would give you greater control and on top of that: NOT HAVE REPEAT SCRIPT FILES THAT HAVE TO BE REMADE FOR EACH INSTANCE This product is a Product of Its Time. An Outstanding Product that somehow did way more than was even capable back then with the extremely limited range of modding tools that were barely present back then. But its vintage age as well as execution has ultimately lead to its downfall by an entire Farm of Eggs in One Basket. So with a heavy heart, all this to say, DEATH ALTERNATIVE CANNOT BE FURTHER MODIFIED TO WORK PAST ITS CURRENT STATE
While this may seem like a deceptively simple mod on the surface The Reality is that the Inner Code-workings to make it function are simply too clogged up in one file. Unless that file can somehow one day be oversimplified to work in a modern code environment.
Then Death Alternative will remain Dead Indefinitely... Thanks for sticking along the long rough journey. But it's time to bury the hatchet. And cover the coffin...
Well. This is it. The Final Dev Log for "Death Alternative -- Resurrection/Resurgence."
I can't believe how far this mod got despite only being less than 1 MB Total and 2 MB Full. To think a single Mod would encompass the Entirety of 7 Years for me is M A S S I V E . But all things must come to an End. Including This.
So from The First View to The Last Download. Thank you. All this wouldn't be possible were it not for you wanting to see this mod to fruition. And even though there might still be better ways to implement certain features and some bugs left to fix. And the Endless Amount of Compatibility Issues as the scope of mods grows ever larger and larger. I just hope you find some solace knowing that this mod has come further than it had any right to be.
So once again. Thanks for the memories. Thanks for the summaries. Thanks for the springs. Thanks for the summers. Thanks For Everything.
From LOL Enterprise. This is Captain Lieutenant Officer Log.
Signing off...
*End Transmission.*
Spoiler:
Show
P.S. Also there's a Secret Easter Egg if you have both Mod Pages open. Can you find out what it is?
Tips and Tricks for Maintaining a Stable Death Alternative: - For anyone who's stuck in "Infinite Tsukuyomi Bleedout", simply open the console and type player.kill This will not have the actual intended effect like Vanilla, but instead reshoot your Health back to 0, which will re-activate the Bleedout Script. It is important you DO NOT USE the Mod's Reset Tab. EVER.
- For anyone who wants to get their "Blackout Animation Groove" back
Spoiler:
Show
You are also NOW ABLE to regain your Blackout status. Granted the method is a bit roundabout. You must COMPLETELY REMOVE your Beast status. Whether through Lore, Exploit, or Console Commands. As long as that is gone, your character will be able to be animated again due to the removal of the "ImmuneParalysis" Race Keyword. Otherwise, it's walking in place for you until you Blackout.
- For anyone who missed out on the Celebration Party
Spoiler:
Show
It's been over a year. The party venue's all cleaned up. You can go home now.
- For anyone who knows what Known Issue 4 is Known Issue 4: Currently unknown...
Final Parting Thoughts since The Start Remember: This will not work as advertised without a clean nuke and wipe of the Daymoyl systematics. Just ensure your game runs without Daymoyl and you should be fine updating. Else, you may run into some major problems. Speaking from experience. Way way too much.
Some helpful tips and tricks:
Spoiler:
Show
How to get rid of a frozen Skyrim without logging out. Open a New Instance on your Desktop [Windows + Tab, New Desktop] Open Task Manager, End Task "Skyrim.exe." Repeat for your Current Operating System...
If you still have trackpad issues on a laptop: Find a (wireless) mouse usb, Plug it in, and Don't use it / Turn it on.
Bug Reports: Bug Reporting will now be Offline Indefinitely due to Development now ceasing to persist. Regardless, here are the Current Parameters needed to be addressed if so: - What NPCs are there, where your player is, current state, the works. - What encounter it most likely is out of these categories:
Spoiler:
Show
Base Death Alternative: qf_daymoyl_defeated_020012c6 (FIXED) qf_daymoyl_defeatedanimallai_020012c7 (Unknown but FIXED) qf_daymoyl_defeatedbandit_020022f4 (FIXED) qf_daymoyl_defeateddragon_020205d4 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_defeateddraugr_02001d91 (FIXED) qf_daymoyl_defeateddwemer_02003376 (Unknown but FIXED (Act II Trigger)) qf_daymoyl_defeatedforsworn_0201f576 (FIXED (Act II Trigger)) qf_daymoyl_defeatedlaw_02019421 (FIXED) qf_daymoyl_divineinter_02047710 (Unknown (No Testing Required)) qf_daymoyl_helpfromcollege_0201f570 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_helpfromcompanion_0201a9b9 (Unknown (Act II Trigger) (FIXED?)) qf_daymoyl_helpfrominnkeeper_0201bf5c (FIXED) qf_daymoyl_helpfrommaiq_0201a9b0 (FIXED?) qf_daymoyl_helpfromtemple_0201bf63 (FIXED) qf_daymoyl_helpfromthiefguil_0201f575 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_helpwhenneeded_0200335w (FIXED) qf_daymoyl_pillager_02068b61 (Unknown but FIXED) qf_daymoyl_worstdayofyourlif_0200335e (Unknown but FIXED) Necromantic Absorption (FIXED AND OPTIMIZED) dadg_onbleedouttransform (PERMANENT FIXED but Hardcoded Vanilla No Ragdoll)
Death Alternative - Captured: qf_dadg_chorefalmergastronom_0405c4fb (Unknown but FIXED) qf_dadg_chorefalmerservingme_04068b45 (FIXED) qf_dadg_choremushroomfarmer_0300f5c0 (Unknown but FIXED) qf_dadg_choreransomingquest_0413da79 (Unknown but FIXED) qf_dadg_defeatedbanditenslav_040f8520 (FIXED) qf_dadg_defeatedfalmer_0300ce12 (Unknown but FIXED) qf_dadg_defeatednecromancer_03016f7d (Unknown but FIXED) qf_dadg_defeatedthalmor_040c450b (FIXED) qf_dadg_defeatedvampire_04002f9b (Unknown but FIXED) NOTE: Some of these may be a component tied to a scenario listed.
Q? I don't see any comments or doc about the captured option, so is it there? If not, could you add that? I use that in Alt Start sometimes and it's fun.
Hey, I don't know if many other people were having a problem with the persistent red status bar on the top left of the screen, I found the resolve to be removing Interface/exported/widgets/daymoyl/meter.swf (as well as in the original mod... which, by and by, I resolved the BSA problem by extracting it).
First of all, great mod, solid and great work. Just wanted to say that xedit detects a conflict between this and USLE Patch. I decided to copy from the USLE to the mod (basically copied the record that was "missing" in the mod from USLE) and upon initial gameplay I see no issues (there would probably be none before resolving the conflict but I didn't test that). To be more precise this is what was conflicting: xedit screenshot (before)
You can instead create a patch if you don't want to alter the plugin it self
Although this might have been a non important conflict i thought it would be nice to leave a warning here for any fellow modder :) Heres my mod list (wip just started a new one):
#Mod_Priority,#Mod_Status,#Mod_Name "0000","+","DLC: HearthFires" "0001","+","DLC: Dragonborn" "0002","+","DLC: Dawnguard" "0004","+","Better Dialogue Controls" "0005","+","Better MessageBox Controls" "0006","+","Bug fixes" "0007","+","ConsoleUtil" "0008","+","Crash fixes" "0009","+","Fuz Ro D-oh - Silent Voice" "0010","+","Memory Blocks Log" "0011","+","Mfg Console" "0012","+","SKSE ini pre-download for lazy users" "0013","+","SkyUI" "0014","+","Unofficial Skyrim Legendary Edition Patch" "0016","+","Alternate Start" "0017","+","Death Alternative - Your Money or Your Life" "0018","+","Death Alternative - Captured" "0019","+","USLE - DAC Patch" "0020","+","Death Alternative - Alternate Start Addon" "0022","+","Death Alternative -- Resurgence --" "0023","+","Death Alternative -- Resurgence -- Captured"
(the missing numbers in mod priority are mod separators)
huh. that's weird as heck. for some reason, my version already has that patched. I thought for sure I updated Release with that. weird...
well, might as well add that to the long laundry list of to-do's i gotta figure out as i slowly make my way back into modding this beautiful atrocity of the biggest collab known to all man. 444 mods and counting. Never stop stopping...
Tried this mod on a new game, and it dramatically improved the DA/SLD bleedout handoff. There seems to be an issue on the blackout events. They simply don't trigger. I reload to the last save when DA tells me i've blacked out. All of the options in the mcm are ticked on for the blackout events
27 comments
It does not mess with the base name, Form IDs, or hooks that mods need to cling onto. But then again this is skyrim.
So you should know by now that anything can happen.
2. Much more stable, original maybe only lagged cause of scripts which this one streamlined. So no real downside to not using.
All the upsides I have documented as thoroughly as I can.
Anyway, that's pretty much the gist of it. Up to you whether you wanna use it or not. Back to completion vacation!
D E A D
The Short Answer is:
The Long Answer is:
A Very Long And Not-At-All Brief Summary of What 7 Years of On-And-Off Development Looked Like:
Because of that, I had to go back and see what the initial damage was done did and try to remedy it while also restoring some of the much needed optimizations and fixes from throughout the years. Turns out, that's no longer possible.
A quick brief look into how a small 30kb file can have 1000 lines of codes. And why that's a major problem for fixes.
The way this mod is handled is that using an external Decompiler (because CK refuses to even acknowledge it without somehow shoving the SKSE source code inside itself which is a much bigger hassle and sometimes doesn't even work),
So when it is Decompiled, I can easily make changes to it on the fly and recompile it for later testing.
The problem is what was briefly noted. SKSE. And more importantly: SkyUI
This mod for whatever reason that it probably is justified by due to the date it was originally developed, depends on source code and functions from the original SkyUI. Not SSE SkyUI. LEGENDARY.
While it does function normally in-game and in-engine. IT DOES NOT RECOGNIZE IT WHEN COMPILING.
Because of that you either need
A. The original Dev Environment that depends on both SKSE LE and SkyUI LE.
B. The original Source Files from both SKSE LE and SkyUI LE.
Both are not possible because of
C. CUSTOM VARIABLES AND EVEN SOURCE CODE FROM AN OUTSIDE SOURCE
This meant that even if I were to somehow obtain the original Source Code Files to compile, it would all be for naught since it would ultimately depend on functions or code commands that are not even present in Skyrim itself.
So how was I even able to recompile this script!? Through a little addendum at the end of the Special Thank.
LimerenceMods for finding the Backdoor Method to Compile Scripts which would fail due to dependencies on SKSE or SkyUI.
This one single person introduced me to a concept I had never even considered or conceived possible due to the sheer enormity and backwards logic that results from it. Disassembly.
What this means on the surface is the source code is basically broken down to the purest format whereby the actual computer and engine read it. What it actually means is this:
function onEndState()
akPlayerRef.EnableIKPhysicsIfNeeded()
game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0)
self.SendModEvent("da_EndDrowning", "", 0.000000)
endFunction
Turns to this:
.userFlags 0; Flags: 0x00000000
.docString ""
.return None
.paramTable
.endParamTable
.localTable
.local ::nonevar None
.endLocalTable
.code
CallMethod EnableIKPhysicsIfNeeded ::akPlayerRef_var ::nonevar ;@line ??
CallStatic game EnablePlayerControls ::nonevar True True True True True True True True ;@line ??
CallMethod PushActorAway _Player ::nonevar 2 ;@line ??
CallMethod SendModEvent self ::nonevar "da_EndDying" "" 0.000000 ;@line ??
.endCode
.endFunction
.endState
Notice something? THE ;@LINES ARE ??
And This Is THE SOLE REASON WHY DEVELOPMENT ENDED
Because if those ;@lines are ??
THE CODE SELF-INSERTS ITSELF WHEREVER IT CAN FIT
This can normally be fixed by finding the offending line and manually offsetting it if a line were added or removed.
NOW DO THIS FOR 1000 LINES.
Even when the Source Code was Disassembled Unedited
IT STILL HAD ?? Lines
Because as it turns out, when you exceed 800 Lines
THE CODE AUTO-DEFAULTS TO ??
And on top of that:
IT DOES NOT AUTO-SORT ITSELF AS IT WAS BEFORE
So not only do I have to figure out what line actually belongs where,
BUT ADDING OR REMOVING A SINGLE LINE CAN OFFSET IT BY THE HUNDREDS
This makes it near impossible to Fix/Modify and this wouldn't be much a problem:
IF IT WEREN'T THE CORE FILE THAT THE ENTIRE MOD DEPENDS ON
So no matter what other edits I make to isolate certain scenarios, if this breaks
EVERYTHING BREAKS
You are probably beginning to see the pattern now.
So why does this file even exist? Most likely it was back when mods needed a major core file for all its scripting since there were not many external mods to handle it such as CommonLib or even PapyrusUtil to name a few.
Because of this though there is a MAJOR DISCREPENCY between Scenario Files and CORE Files.
That's why even though this mod on its own only contains under 50 script files,
THE CORE FILE IS THE EQUIVALENT OF 20
So how do you fix this? Short answer: You can't.
Not unless you were to go all the way back and break it down from the very start.
The simplest solution would be to have your Scenario Script Files like so,
THEN BREAK DOWN EACH MAJOR FUNCTION INTO ITS OWN CORE SCRIPT FILE
They even built the MCM from scratch IN THE CORE FILE! That's pure dedication at the cost of code lines!
This would give you greater control and on top of that:
NOT HAVE REPEAT SCRIPT FILES THAT HAVE TO BE REMADE FOR EACH INSTANCE
This product is a Product of Its Time. An Outstanding Product that somehow did way more than was even capable back then with the extremely limited range of modding tools that were barely present back then.
But its vintage age as well as execution has ultimately lead to its downfall by an entire Farm of Eggs in One Basket.
So with a heavy heart, all this to say,
DEATH ALTERNATIVE CANNOT BE FURTHER MODIFIED TO WORK PAST ITS CURRENT STATE
While this may seem like a deceptively simple mod on the surface
The Reality is that the Inner Code-workings to make it function are simply too clogged up in one file.
Unless that file can somehow one day be oversimplified to work in a modern code environment.
Then Death Alternative will remain Dead Indefinitely...
Thanks for sticking along the long rough journey. But it's time to bury the hatchet. And cover the coffin...
Well. This is it. The Final Dev Log for "Death Alternative -- Resurrection/Resurgence."
I can't believe how far this mod got despite only being less than 1 MB Total and 2 MB Full.
To think a single Mod would encompass the Entirety of 7 Years for me is M A S S I V E .
But all things must come to an End. Including This.
So from The First View to The Last Download.
Thank you.
All this wouldn't be possible were it not for you wanting to see this mod to fruition.
And even though there might still be better ways to implement certain features and some bugs left to fix.
And the Endless Amount of Compatibility Issues as the scope of mods grows ever larger and larger.
I just hope you find some solace knowing that this mod has come further than it had any right to be.
So once again. Thanks for the memories. Thanks for the summaries.
Thanks for the springs. Thanks for the summers.
Thanks For Everything.
From LOL Enterprise.
This is Captain Lieutenant Officer Log.
Signing off...
*End Transmission.*
P.S. Also there's a Secret Easter Egg if you have both Mod Pages open. Can you find out what it is?
Tips and Tricks for Maintaining a Stable Death Alternative:
- For anyone who's stuck in "Infinite Tsukuyomi Bleedout", simply open the console and type player.kill
This will not have the actual intended effect like Vanilla, but instead reshoot your Health back to 0, which will re-activate the Bleedout Script. It is important you DO NOT USE the Mod's Reset Tab. EVER.
- For anyone who wants to get their "Blackout Animation Groove" back
You must COMPLETELY REMOVE your Beast status. Whether through Lore, Exploit, or Console Commands.
As long as that is gone, your character will be able to be animated again due to the removal of the "ImmuneParalysis" Race Keyword. Otherwise, it's walking in place for you until you Blackout.
- For anyone who missed out on the Celebration Party
- For anyone who knows what Known Issue 4 is
Known Issue 4:
Currently unknown...
Final Parting Thoughts since The Start
Remember: This will not work as advertised without a clean nuke and wipe of the Daymoyl systematics. Just ensure your game runs without Daymoyl and you should be fine updating. Else, you may run into some major problems. Speaking from experience. Way way too much.
Some helpful tips and tricks:
Open a New Instance on your Desktop [Windows + Tab, New Desktop]
Open Task Manager, End Task "Skyrim.exe."
Repeat for your Current Operating System...
If you still have trackpad issues on a laptop:
Find a (wireless) mouse usb, Plug it in, and Don't use it / Turn it on.
Bug Reports:
Bug Reporting will now be Offline Indefinitely due to Development now ceasing to persist.
Regardless, here are the Current Parameters needed to be addressed if so:
- What NPCs are there, where your player is, current state, the works.
- What encounter it most likely is out of these categories:
qf_daymoyl_defeated_020012c6 (FIXED)
qf_daymoyl_defeatedanimallai_020012c7 (Unknown but FIXED)
qf_daymoyl_defeatedbandit_020022f4 (FIXED)
qf_daymoyl_defeateddragon_020205d4 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_defeateddraugr_02001d91 (FIXED)
qf_daymoyl_defeateddwemer_02003376 (Unknown but FIXED (Act II Trigger))
qf_daymoyl_defeatedforsworn_0201f576 (FIXED (Act II Trigger))
qf_daymoyl_defeatedlaw_02019421 (FIXED)
qf_daymoyl_divineinter_02047710 (Unknown (No Testing Required))
qf_daymoyl_helpfromcollege_0201f570 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_helpfromcompanion_0201a9b9 (Unknown (Act II Trigger) (FIXED?))
qf_daymoyl_helpfrominnkeeper_0201bf5c (FIXED)
qf_daymoyl_helpfrommaiq_0201a9b0 (FIXED?)
qf_daymoyl_helpfromtemple_0201bf63 (FIXED)
qf_daymoyl_helpfromthiefguil_0201f575 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_helpwhenneeded_0200335w (FIXED)
qf_daymoyl_pillager_02068b61 (Unknown but FIXED)
qf_daymoyl_worstdayofyourlif_0200335e (Unknown but FIXED)
Necromantic Absorption (FIXED AND OPTIMIZED)
dadg_onbleedouttransform (PERMANENT FIXED but Hardcoded Vanilla No Ragdoll)
Death Alternative - Captured:
qf_dadg_chorefalmergastronom_0405c4fb (Unknown but FIXED)
qf_dadg_chorefalmerservingme_04068b45 (FIXED)
qf_dadg_choremushroomfarmer_0300f5c0 (Unknown but FIXED)
qf_dadg_choreransomingquest_0413da79 (Unknown but FIXED)
qf_dadg_defeatedbanditenslav_040f8520 (FIXED)
qf_dadg_defeatedfalmer_0300ce12 (Unknown but FIXED)
qf_dadg_defeatednecromancer_03016f7d (Unknown but FIXED)
qf_dadg_defeatedthalmor_040c450b (FIXED)
qf_dadg_defeatedvampire_04002f9b (Unknown but FIXED)
NOTE: Some of these may be a component tied to a scenario listed.
$DAYMOL_ERR_SKYUI
Good its gotten an update hopefully no bugs
Above comment
To be more precise this is what was conflicting:
xedit screenshot (before)
xedit screenshot (after)
You can instead create a patch if you don't want to alter the plugin it self
Although this might have been a non important conflict i thought it would be nice to leave a warning here for any fellow modder :)
Heres my mod list (wip just started a new one):
#Mod_Priority,#Mod_Status,#Mod_Name
"0000","+","DLC: HearthFires"
"0001","+","DLC: Dragonborn"
"0002","+","DLC: Dawnguard"
"0004","+","Better Dialogue Controls"
"0005","+","Better MessageBox Controls"
"0006","+","Bug fixes"
"0007","+","ConsoleUtil"
"0008","+","Crash fixes"
"0009","+","Fuz Ro D-oh - Silent Voice"
"0010","+","Memory Blocks Log"
"0011","+","Mfg Console"
"0012","+","SKSE ini pre-download for lazy users"
"0013","+","SkyUI"
"0014","+","Unofficial Skyrim Legendary Edition Patch"
"0016","+","Alternate Start"
"0017","+","Death Alternative - Your Money or Your Life"
"0018","+","Death Alternative - Captured"
"0019","+","USLE - DAC Patch"
"0020","+","Death Alternative - Alternate Start Addon"
"0022","+","Death Alternative -- Resurgence --"
"0023","+","Death Alternative -- Resurgence -- Captured"
(the missing numbers in mod priority are mod separators)
well, might as well add that to the long laundry list of to-do's i gotta figure out as i slowly make my way back into modding this beautiful atrocity of the biggest collab known to all man. 444 mods and counting. Never stop stopping...