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  1. BralorMarr
    BralorMarr
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    There is a common but fairly rare *issue* that is really a problem with how the vanilla game is designed and will affect any teleportation-like effect or, as in this case, when the player is moved during a defeat scenario. The problem is that many of the interiors and quests are designed completely linearly without considering that the player could be teleported (recall that fast travel doesn't work in interior -- that's the main reason). As I'm trying to explain, this is not an issue with DA: it's an issue of the vanilla game that is made apparent with DA, and would lead to the same problem with any other mod that allow a different form of travel than what the vanilla game allows.

    Therefore, I believe that the solution should not be implemented in DA (like I've done so far in some cases by blacklisting entire "bad" location) but should be addressed in a separate mod that would attempt to fix this limitation of the vanilla game for any other mod that add travel/teleportation options. This hypothetical mod would, for example:
    -Add levers to reopen door closed by scripts when the player finds himself on the *wrong* side.
    -Create alternate routes to reach quest objectives (like what I've implemented for the Thalmor embassy in DA-Captured. Another example would be an alternate route to reach Skuldfarn (the last nord ruin in the MQ).
    -?

    Sadly, I don't have the patience or time to fix these issues atm but, as I've tried to convince you, they can all be addressed separately and independently. I hope this should motivate someone and if not, well, those are my thoughts on the subject.
  2. BralorMarr
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  3. insectlover96
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    For some reason, on one character, whenever I I'm supposed to enter the bleedout phase, I don't actually enter thee bleedout phase. Well, kinda. My character gets on his knnes and plays the gasping animation as if he were knocked out while essential, but the bleedout healthbar isn't displayed, the screen goes into a blurry cutscene like it usually does in vanilla while you're ragdolling before it reloads a save, but it just stays there forever, and you never get back up again unless I manually reload a save.
    The strangest part is though, this is only with ONE specific character. It works just fine as intended on all other characters. I changed bleedout animation settings to "bleedout" only, but that didn't work either.

    Edit: Ok, I found the problem, but this is the oddest and most specific bug I've ever seen...
    So apparently, this issue only happens if you have the Chrysamere sword equipped from the Breton Paladin mod. Unqeuipping that sword in particular fixes this issue. No idea why. The weapon description is "Blocking raises a ward, timed blocks can reflect incoming spells. Increases wielder's health by 20 points and fire resistance by 20%."
  4. Deathspade187
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    where do i find the daymoyl_daenguardaddon.esp
  5. riskirills
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    blackout while transforming into Werewolf result the camera and skeleton glitch.
    this mod is buggy.
  6. mallakite
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    Quick question about death mods like these, do they disable quick saving and quick loading or normal saving loading?
    1. BralorMarr
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      It could be, but nothing requires that. Personally, I would never disable normal saving methods coz Skyrim is too unreliable and weird stupid stuff happens all the time. DA is designed to provide alternate narrative, not necessarily to support hardcore survival experience, though it can to some extent.
  7. StratoSquir
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    In response to post #69463102.


    Spoiler:  
    Show

    You will NOT lose gear permanently unless that setting is enabled (it is not enabled by default). The problem is that it can become too complicated to keep track of where all your gear is when one lose gear in sequence. But the problem (or limitation I should say) is just with the tracking that keeps in memory the last batch of gear lost. You can still recover your gear from the one that took it but you have to remember yourself where it is, there won't be a marker. It could be that this enemy is long gone, in which case you can ALWAYS recover your gear from a vendor as a last resort. Gold can be lost though.
     


     
    Alright, thanks for the answer,
    I know a lot of time passed-since then, and i kinda went along expecting to never see my stuff again, but thanks for clearing that-up even months later
    May i just ask if any vendors in the game will sell it (like Belethor) , of it it's only the "illegitimates" ones (like khajits and stolen-good sellers) ?
    Also, does it appear under only-one seller? Which mean i'd need to check every sellers until i find the one with my gear?
    Also, will the "get your gear back" quest end when i manage to find it back?
     
    Sorry for being an annoyance,
    i just really like your mod, and i'd like to know how it works so i don't find myself thinking it was poorly made or something just because i was too dumb/lazy to figure something-out
    1. BralorMarr
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      Yes. The quest will end when you get it all back. The gear is not in the usual vendor inventory, because that would be too fragile (it could reset and disappear). That's why there is an additional dialogue to ask if they add any new items recently. Certain vendors (flagged by keyword in vanilla skyrim) will always answer positively if asked and you'll then be able to recover your items from them. It could have been anyone though. The system doesn't have a specific target vendor but once you find one vendor only that vendor will have your gear. This might be the first system of its kind, which is why it appears unfamiliar to many. Everything is based on a different view of what nonlinear gameplay means which would take a long time to elaborate. Short version is that Skyrim barely has any due to the very specific quest structure (like fetch THAT particular item of a certain kind, rather that any ANY of a kind, and so on). Many modders have even latched onto it more strongly than the base game because it is simpler (to code and debug). That's also why most game, even supposed open-world RPGs, are completely linear in structure---otherwise quality insurance risks becoming too costly. What I like is nonlinearity! So I expect people are confused because they aren't used to the idea... but that's kind of the point.
  8. Hergray
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    There is a conflict with Weapon Arts mod, whenever the player uses the "Weapon Art" lesser power from that mod, Death Alternative triggers the OnBleedout and OnDeath events instantly killing the player.

    Do you think you could find a solution for that?
  9. tarathx
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    Is there a way that enemy killmoves will work on the player when they have the 'Near Death' debuff, or otherwise? I'm trying to find out and enable enemy killmoves on player to work, but to no avail. Would really appreciate some help as to how I can achieve that. Thanks!
    1. BralorMarr
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      Not at the moment. There is still the possibility of OnDeath event. The only 'solution' would be to have the player wake up after an OnDeath event and be executed by a killmove. Otherwise the blackscreen would be on since the PC is already unconscious at the time where the OnDeath event triggers.
    2. tarathx
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      Thanks for the reply. So from my understanding, how would that ondeath event trigger, since wouldn't the player already be dead?
    3. BralorMarr
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      We are talking about DA's OnDeath event, not the vanilla OnDeath event which does occur when the player already just died. The player is always set as essential. When DA determines that an OnDeath scenario should trigger (during a blackout), it checks if there is any that *can* start (by default, there aren't any) and otherwise call killessential to bypass the essential status. Then the vanilla OnDeath event will trigger but no killmove. OnDeath scenario can be registered by other mods into DA and then DA will use them.
  10. Amicoletto
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    Just out of curiosity, what happens if you die in Sovngarde? I modified Alduin to be much, much more powerful...
    1. BralorMarr
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      I tried to exclude DA from some story location where it wouldn't make sense to survive or where you can't return easily. Skuldafrn or whatever the name of the ruin before sovngarde is one of those, I don't remember if I excluded the entire sovngarde worldspace.

      Ideally, I would want to weave a rescue in the story and lore but these story location are more hassle than they are worth to me. I don't bother with the MQ anymore; I always treat the game as pure sandbox.
  11. Trypy1994
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    Are there any mods that add OnDeath events or is it not possible?
    1. BralorMarr
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      There is one mod that add an OnDeath deadric rescue that I'm aware of, so it is of course possible. There is no fundamental difference between OnBleedout, OnBlackout or OnDeath other than the condition for which they happen.
  12. StratoSquir
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    Hey, i know it's nothing new
    But for somes reasons i'm confused by the "get your stolen gear back" quest in my game
     
    So i got knocked-out by bandits, and they abducted me for ransom
    So of course they took my gear, make sense
    I was tied but i managed to break-free from the loose-ropes
    I tried to get-away, and got knocked-out a second-time
    This time they've just left my body in front of the fort (probably thought i was dead)
    And then the Compagnions cames to help me
     
    Pretty awesome for now
     
    But then i went back in the fort, following the "get your stolen gear" quest
    And it bringed me to a bandit, i killed him, and he had my "stolen gear" on him
    It was just a small-bag
    So i took it back, but it only gave me some money, and absolutely nothing else
    The quest wasn't resolved, and the arrow was still pointing at the dead bandit
     
    Is this a bug? Have i f*cked something by dying twice?
    Or is this normal? If so, does it means i should wait for my gear to come back in someway?
     
    EDIT: for now i'll go back a prior save, but i'd like to know if it's supposed to be normal or not, thanks
    1. BralorMarr
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      You will NOT lose gear permanently unless that setting is enabled (it is not enabled by default). The problem is that it can become too complicated to keep track of where all your gear is when one lose gear in sequence. But the problem (or limitation I should say) is just with the tracking that keeps in memory the last batch of gear lost. You can still recover your gear from the one that took it but you have to remember yourself where it is, there won't be a marker. It could be that this enemy is long gone, in which case you can ALWAYS recover your gear from a vendor as a last resort. Gold can be lost though.
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