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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
    BralorMarr
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  3. Tarquam
    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)
  4. bluepheonix
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    Clarification question on getting your gear back (would love help on this, I searched around but haven't found an answer):

    Is there any way to buy back only some of my stuff from the vendor, and leave the rest? Once I start taking any of my stuff back the "go ahead and sell it" option is gone, and I can't quite tell if the amount I owe is based on the presumption that I'll take all of it or if it's only charging me for what I actually take. I tried to blow off the vendor (price on my head for what I still owe), but now I've been defeated again but since I never got all the gear back from the first time, no other merchants can be asked about my newly lost set of stuff.

    Do I have to take all the stuff from defeat #1 to get to the items from defeat #2, even though I don't want anything from defeat #1 any more, or is there a method for abandoning what's left? Also, can I steal my stuff back? I'm never going to have enough gold to, say, buy back Wabbajack.

    Also, what does the vendor mean when they say I can pay them with the goods themselves? I want to do that, but the only way seems to be claiming them, selling them to the vendor (for less than I owe him for the item because I play with hardcore barter mods), then partially paying him back using the gold I got from doing that. Rinse, repeat until... I still owe him money because I suck at bartering. Is that how it's supposed to work or am I missing something?

    Totally love this mod and can't play without it, just trying to sort out some details I'm running into on a hardcore playthrough.
    1. BralorMarr
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      Yes, it is difficult to explain without going into the details of the system but, as you said, you oughta take all your stuff if you've decided to get it back (even if its for a single item) and sell back what you don't care about it you need to pay your debt OR give it all up automatically. Doing either these things liberates the system to recover the next batch of stuff if you have been defeated multiple times.

      The first option above is what it means to pay with the good themselves. The vendor is telling you that you can pay back the debt by selling him your stuff back in a legal fashion. I tried to balance things such that the price he paid (and is now charging you) is the base cost of the item, unaffected by trading. That's why there is option 2 above... in case you broke your already broken game economy so bad that option 1 seems impossible.
    2. bluepheonix
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      Thanks for the answer! I actually just made my economy, well, hardcore (serious price-gouging merchants so it's actually possible to be poor) and it seems when I sell him back stuff those adjustments come into play. But I can fudge it with the console to simulate the idea you were getting at with paying him with the goods.
  5. RedSarge
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    Any way to save my MCM settings, there's a ton of options I have to write down to use on new characters.
    1. BralorMarr
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      This had been suggested and it will be in the next version... but I can't say when that will be.
  6. artofkingharem1
    artofkingharem1
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    I can't dead after uninstall this mod, pls help
  7. CoxisBreak
    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"!
  8. ib801
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    Hi
    can you please give me more details as to the follower settings...
    Is randomized no kill ess the only option that the follower's are marked essential and cannot die, and in this option does randomize mean that any of the options may occur such as dismiss. Ive noticed that my first follower attempts a dismiss but then will still end up in a cage or whatever with me. If this is the case am I only able to ensure no death of my followers in a random manner or is that what kill protected means, to have them fall to bleedout but not die and not random. Additionally when you say multiple followers are supported does that mean we should all (im using eff) be effected at the same time (eg I pass out or have, bleedout event)? As is at present, i believe the answer is only my first follower will experience any event and the others will then follow vanilla/mod rules after a teleport, meaning they seek me out after i advance the event(eg unlock cage), move cell's, or move around on open terrain.

    Im loving how this mod effect's playing on legendary ridding me the mundane try again and die again vanilla approach. So super thanx and job well done. comparing to other mods i have tried yours is more stable having only minor issues while other have game crashes.

    To report my experience and see if there's any tip's.
    I have played using eff with adult(mcg) stuff and without.
    Default events are great , but about 50% issue prone. When being sent to the event half the time they are perfect. Half the time i either arrive at the event stuck in place still able to control the pc but immovable for no apparent reason or i arrive in nothingness and fall perpetually through nothingness whilst my hdt hair and body goes haywire. (This is the same for both my adult game save and none adult). Any insight would be appreciated, i have just been ignoring the issues and, loading my last save counting it as a death.Is the issue you refer to there at the top what im having with the teleport resulting in nothingness or lock up of movement? If so am i out of luck? I did see references to resetting health and attempting the last move ( block, or spell) one had done, but am unclear on specifics.
    1. bluepheonix
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      I think "randomized no kill ess" means random outcome for what happens to your followers (of the choices of kill, dismiss, or have nothing happen), but removes the "kill" option for followers already marked essential. So a normal follower could be killed using that setting.

      The settings don't change whether your followers are essential or not, they just treat followers already marked essential or protected differently depending what you choose. So for example you can have all normal followers die, meaning not those marked "essential" or "protected" to avoid breaking quests etc., Or you can randomize it completely, etc. That's what the shortened names mean, not that they make them essential or protected.

      Basically I think you're reading the intended meaning exactly backwards. The "essential" or "protected" (or normal) settings are already on your followers, and you're telling the mod which kind of follower is ok to kill or if you want one type to be not killed.

      If you want your followers to never be killed when you are defeated, pick "nothing" or "dismiss".

      Nothing= nothing happens to your followers, they stay with you or show up once you escape like vanilla behavior.

      Dismiss= sends them home when you're defeated, they're not killed.

      All the other options give all or some of your followers a chance or a certainty of being killed.

      Sorry if that was a long explanation, but hope it helped!

      There are a couple debug settings in the MCM menu that might help when you can't move, like "reset player state" or "reset player controls". Try those if you haven't already.
  9. xAteax
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    I've been having a weird interaction with this mod where when defeated, the screen doesn't blackout.. .and my character gets teleported away either a few feet or much farther. (I'm assuming it's a combination of mods that's the 'end issue') THe problem is, when this occurs then I'm stuck unable to rest, sleep, or wait. "You cannot wait here" You cannot sleep when taking health damage" Etc.

    I do have an ENB, is it at all possible the lack of blackscreen is 'breaking' DA? Or script-heavy load breaking DA scripts? I'm at a loss since it used to work fine.
  10. bluepheonix
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    I get some odd looping behavior when I technically have a follower but they're "waiting" for me, but not close enough to actually come help me. I think this only happens when they're in the same cell. I have "followers save your life" feature turned on all the time because I like that feature for party style gameplay. So, the problem: I go into bleedout surrounded by enemies, they keep hitting me continuously, my bleedout bar is empty but I still recover because I technically have a follower, but of course it only takes a split second for one of them to hit me again and put me back into bleedout, so it becomes an endless loop that's kinda cheaty if after 10 rounds I manage to chug potions and run fast enough to escape.

    Suggestions how to get out of this? Is it possible to make enemies lose interest in me after my bleedout bar is empty? I know it's fun to circle up and kick me but really, they never get bored! Or a way to have the third consecutive completely empty bleedout bar send me into proper blackout whether I have a follower or not?

    Can I change the "followers save your life" setting mid-combat if I realize this is happening, or will that just break everything?
  11. mmshisha
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    Hello, I am having a problem where i can't get the monitor to activate in the diagnostics. Resetting player state fills the alias, but the monitor not being active still isn't great. turning the mod of and on again in the mcm did not fix the issue either. Any help would be appreciated.
  12. CorndogCrusader
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    Great. This mod completely f***ed my game. I have to reinstall completely, due to the fact that it doesn't work properly. Thanks, dude. Now my entire saved game is gone, and I need to COMPLETELY REINSTALL SKYRIM AND ALL MY MODS.
    1. LiamHedl
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      How did this mod mess up your game? If you have uninstalled it and it is still bricking your game, have you considered using the save game script cleaner? That tool has saved me many times over the years.
    2. BunnyAng97
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      Or perhaps load the game before you install this mod. Or did you already overwrite it?
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