I ported this to Skyrim SE with some changes to suit my taste (listed below). If anyone is interested, I can look into releasing it here on Nexus.
CHANGES FOR SE VERSION:
* Punctuation/grammar cleanup * Script formatting cleanup * Script optimizations (e.g., eliminating unneeded Game.GetPlayer() function calls) * Removed skeleton manipulation from the scripts (I wasn't a fan, and there have been bug reports) * Removed loss of dragon souls * You "respawn" with partial health only * You no longer have to be *wearing* an Amulet of Arkay to receive protection; it suffices to be carrying one in your inventory. * No more permanent item loss. You *must* recover your "corpse" (the beam of light) to get your items back, but if it takes multiple attempts, that's ok, and no items are lost. * You receive beggar clothes upon respawn. Being forced to run around naked irritated me.
I need to make one more tweak first, because I've realized that one of my changes made the mechanics of the mod easily exploitable. If you die in a remote or dangerous place, you can just die again near your spawn point to move your corpse beacon, and then recover your items from it in its new accessible location. It takes all the tension out of the mod (and makes it obvious why the original author implemented his version the way that he did).
So, I think I will alter it such that if you fail to recover a corpse beacon, you lose all gold that body was carrying. Your items are bound to your soul, but your money is not - that kind of idea.
Do you think you'll release your updated version for original Skyrim at any stage? I like the sound of the changes you've made, getting stuck on the throat of the world could be hard to get out of at times.
I MADE ONE FOR LEGENDARY EDITION. https://www.nexusmods.com/skyrim/mods/106550?tab=description this is different from the SE version because it's only based on the original mod. read the description.
Works very well and simple if you like corpse runs. although the dragon souls multiplies when you recover your body because the script that removes your dragon souls when you die is missing. I had to remove the script that gives back your souls in TES5edit so it doesn't multiply.
all in all very simple mod and it does what I was looking for.
EDIT: I've managed to make "dragon break" show up. If anyone's interested on how to make it show up I can guide you through it. I don't know how to make a patch for mods but I'll learn how to do so people can use this mod properly.
TO ANYONE INTERESTED IN THIS MOD, I MADE A STANDALONE FIX. CHECK IT OUT https://www.nexusmods.com/skyrim/mods/106550?tab=description
this is unique mod in all nexus, Death alternative broken you game, and sk essencial too crash game, this is unique mod what dont give me crash amazing mod Thanks you.
This doesn't work unless my character is set to essential. If not essential and I don't use SkyTweak to extend the death time, the last save is automatically loaded. If not essential and I do use SkyTweak to extend the death time 15 seconds, my character drops a skeleton and just lays there paralyzed. Then I tried enableplayercontrols. That didn't work. Then I tried resurrect 1 and enableplayercontrols. That was insane! No camera control. Movement controls were messed up. No shift to last Aedra shrine checkpoint. Plus I was just a floating inanimated body >_> Also, the DragonBreak spell doesn't ever show up in my spell menu.
I've run into a strange issue where my dragon souls aren't being removed upon death, but they're still being "re"-added upon recollecting my stuff. As a result, every time I die and recollect my stuff, my souls double (I'm at almost 3,000 now, despite only killing a couple of dragons so far). I checked the script source and it looks like it should work okay, and no one else seems to be reporting this issue as far as I can see, so I'm not sure why it's doing it. I did make a small change to the plugin, namely adding the spell from the "Redone" version of the mod so I could create spawn points anywhere, but I actually haven't even given my character that spell yet and so I haven't used it, and that spell doesn't touch the scripts that interact with dragon souls anyway.
Another thing I can think of that might be causing it is the Thunderchild Shouts mod. Perhaps with it adding souls for various other reasons it's messing with my soul count? But the "remove all souls upon dying" part of the script should still work. It could even just be that I have too many scripts and they're overloaded, but then the rest of the dying script would be failing rather than just the single line.
i cant get to the loading screen the game just freeze completly and i have to close skyrim after i die (after the death animation), didnt found anyone with the same problem what am i doing wrong lol
Question - I like using Frostfall, and I've seen some older posts that indicate that using that mod causes infinite deaths due to the freeze meter not resetting. Is that still the case? I want to use this AND use Frostfall, but this is a game-breaking issue.
331 comments
CHANGES FOR SE VERSION:
* Punctuation/grammar cleanup
* Script formatting cleanup
* Script optimizations (e.g., eliminating unneeded Game.GetPlayer() function calls)
* Removed skeleton manipulation from the scripts (I wasn't a fan, and there have been bug reports)
* Removed loss of dragon souls
* You "respawn" with partial health only
* You no longer have to be *wearing* an Amulet of Arkay to receive protection; it suffices to be carrying one in your inventory.
* No more permanent item loss. You *must* recover your "corpse" (the beam of light) to get your items back, but if it takes multiple attempts, that's ok, and no items are lost.
* You receive beggar clothes upon respawn. Being forced to run around naked irritated me.
I need to make one more tweak first, because I've realized that one of my changes made the mechanics of the mod easily exploitable. If you die in a remote or dangerous place, you can just die again near your spawn point to move your corpse beacon, and then recover your items from it in its new accessible location. It takes all the tension out of the mod (and makes it obvious why the original author implemented his version the way that he did).
So, I think I will alter it such that if you fail to recover a corpse beacon, you lose all gold that body was carrying. Your items are bound to your soul, but your money is not - that kind of idea.
http://www.nexusmods.com/skyrimspecialedition/mods/7213/?
https://www.nexusmods.com/skyrim/mods/106550?tab=description
this is different from the SE version because it's only based on the original mod.
read the description.
although the dragon souls multiplies when you recover your body because the script that removes your dragon souls when you die is missing.
I had to remove the script that gives back your souls in TES5edit so it doesn't multiply.
all in all very simple mod and it does what I was looking for.
EDIT: I've managed to make "dragon break" show up.
If anyone's interested on how to make it show up I can guide you through it.
I don't know how to make a patch for mods but I'll learn how to do so people can use this mod properly.
TO ANYONE INTERESTED IN THIS MOD, I MADE A STANDALONE FIX. CHECK IT OUT
https://www.nexusmods.com/skyrim/mods/106550?tab=description
Thank you author for the permission.
Thanks for the mod. Straight to the point without a bunch of settings and menus.
With this mod it is possible to Bug the start of the Rare gift-quests:
The "aaaCurseDummy-Quest" is already as Favor110 aktive.
If not essential and I don't use SkyTweak to extend the death time, the last save is automatically loaded.
If not essential and I do use SkyTweak to extend the death time 15 seconds, my character drops a skeleton and just lays there paralyzed.
Then I tried enableplayercontrols. That didn't work. Then I tried resurrect 1 and enableplayercontrols. That was insane!
No camera control. Movement controls were messed up. No shift to last Aedra shrine checkpoint. Plus I was just a floating inanimated body >_>
Also, the DragonBreak spell doesn't ever show up in my spell menu.
Another thing I can think of that might be causing it is the Thunderchild Shouts mod. Perhaps with it adding souls for various other reasons it's messing with my soul count? But the "remove all souls upon dying" part of the script should still work. It could even just be that I have too many scripts and they're overloaded, but then the rest of the dying script would be failing rather than just the single line.
I'm at a loss here...