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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. Amicoletto
    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.
  4. 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.
  5. 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.
  6. ErikErso
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    I downloaded this mod and it seems to work as intended but now, whenever my character has no armor on, there is a glitch where the cloth that the character wears to cover themselves up is black and has a weird texture. I tried deleting the mod and nothing happened. Does anyone know how to fix this?
  7. orsowox
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    i decided to try adding a follower to DA for the first time and i had follower behavior set to none, yet they are still leaving my service sometimes after they bleed out and i talk to them. i'm also using Immersive Amazing Follower Tweaks. Could the two mods be conflicting? is there some way to remove them from DA?
  8. MilanKokyCZ
    MilanKokyCZ
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    Can someone Please port this awesome mod for SSE ? i totally miss this mod there
  9. Cankiie
    Cankiie
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    I gotta ask.

    In regards to the priority system, what exactly does take priority?

    Say, one event is set to 1, does it have 1st priority then?

    Or asked in another way if that is not to understand: should a specific event have a higher number if I want that event to be more likely to play out, or lower?

    'Priority' may or may not be rather misleading depending on the answer.

    It may just be, afterall, that your priority system is just a renamed percentage system, so the higher the number the higher the chance a certain event will play out.
    1. BralorMarr
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      Bigger number means higher priority but it is not a percentage chance.
  10. CoxisBreak
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    Hey! Ive got a problem with this mod and falling damage; whenever I jump from a deadly slope my character enters bleedout animation for an instant and then proceeds to ragdoll itself to normal death. It wouldnt be a problem if this didnt cause a CDT on loading the last save.
    Other normal death other than falling works properly proceding to the different scenarios or save reload.
    Any help with this issue? I'd really like to use this mod and skyrim terrain is way to glitchy to "just be careful"!
    1. BralorMarr
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      There is a mod called "safe load" or somesuch and which, since I started using a long time ago, loading has never crashed. It used to happen randomly, unrelated to DA. There are also a bunch of settings that can make one's game really stable/unstable. Most crashes are related to memory and stuff getting loaded in the background and very rarely to scripts. Which is not to say that script don't crash, but they more often do so silently without CtD.
  11. sumugi
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    hey bralor, im curious as to how the mechanics of looting works in this mod.
    when bandits loot you upon death, were they set to target items with highest value?

    So let's say i have a modded bank note which is a misc item with a set value of 1000 septims, - would they be smart enough to target the bank note? or would they just empty the septims in my pocket and loot my gear?
    1. BralorMarr
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      They look at the base cost of items... so yes, they'd love these expansive bank notes. What they don't see are items in, say, bags from my mod "functional bags" coz they reside in a different container which doesn't affect the cost of the interactable item... though I could have made it so.

      BM
  12. Tarquam
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    Hi, I'm experiencing quite an issue. Randomly, not often, an enemy regenerates all health about 5 seconds after entering a combat and leaves the combat state. Any ideas what might be causing it? (yes, it's DA, tried it to turn off and it was ok)
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