3.0 - Complete rewrite of the script that handles health potions and avoiding death. The initial intent was to allow the player to either cheat death by last minute health potions or be reborn with a penalty if potions failed. But at some point the script broke and health potions stopped averting death. I am still amazed no one ever reported it or complained. Weird.
So any health potion will stop bleedout and allow player to stand. However, if the potion is weak then only a tiny portion of health is restored. if drinking the potion of Ultimate Health then most if not all of the health points will be gained. etc.
If you break bleedout only to be immediately hit and put into bleedout again over and over then the 10 second timer will expire, causing a rebirth.
Spoiler:
Show
2.0 - major improvements!!!
20 hours of hard work later:
1)New! book menu for configuration 2) Can set how many points is taken off stats, from 1 to 100 3) Dragonsouls can be used to pay for being reborn. Will allow player to respawn at present location with full health and inventory 4) Can enable or disable mod ingame 5) can no longer lose inventory by dying again before recovering it. 6) amulet of arkay will now work even if not equipped 7) all the soulkeepers are now flagged essential 8 ) much faster and smoother mechanics due to the next change below. 9) Added menu option to greatly shorten the penalty notifications. Defaults to showing all penalties. Since each skill is affected, there are over 15 scrolling messages. Some players may not like that. Using the toggle in the menu book only 1 message will be shown.
MAJOR new change: No more heartbeat script!! Mod no longer uses register for update. it is now fully event driven. a lot less stress on game , it uses no resources until player enters bleedout. I rewrote the script, and optimized it further with states to avoid spamming scripts.
A debug mod has been added with diagnostic messages to help troubleshoot mode. Can be enabled with console command "Set DebugCurse to 5"
When in bleedout mode, the player is supposed to be able to recover and avoid death by taking a healing potion. This has not worked since mod was released. Why no one complains, I do not know. Took me 5 days to fix this dumbness. Player is not supposed to ever be in bleedout. And the actual effects of using health scripting commands do not always behave as advertised. Tons of trial and error.
Its working now. Will work like this:
1) If player is in bleedout, he has 10 default seconds to do something in order to avoid death. Health potions is the best bet. 2) A weak health potion will work, as well as a Ultimate Health potion. BUT if a weak health potion is used only 10 percent of health will be restored. Stronger potions will restore more health percentages, making them rightfully more valuable. 3) If player is revived from bleedout but gets put back into bleedout before the 10 seconds have expired, he may run out of time and be reborn. If surrounded by many enemies it may be unavoidable.
I need to clean the script a little, but its pretty much done. I apologize the bug lived so long.
I'm running into an odd situation which may or may not be related to this mod: Various "ownerships" for my character keep changing. For example, the bed I'm allowed to use at the College of Winterhold keeps shifting around. I am using Immersive College of Winterhold so that may be related to the issue. However, I am also using Blacksmith Chests and suddenly all of the crafting items in my chest are flagged so they'd be stolen if I take them. Does something happen to your character's ID or something if they die and then reform, or is there a different issue going on here?
EDIT: I did a bit of checking around online and found that messing around with factions can mess with ownership. So, I checked the source code for what I believe is this mod (specifically, 'cursedgivebook.psc' for 'cursed.esp') and it has a variety of instances of RemoveFactions() and PlayerRef.RemoveFromAllFactions(). That seems like it could be the culprit here. Strange that no one else seems to be reporting ownership issues, though, so I'm not sure what's up.
Sorry for necro, but I'm having this problem as well. It seems that whenever I recover from bleedout, my factions get removed, even the DB1 (player faction); the Companions will act like they don't know me, dragons will be neutral and won't attack and I lose all my items ownership. Didn't see no one else complaining about this, perhaps some incompatibility? I'm also using ICOW, but haven't done the quests yet. Thought it might have something to do with RDO or Skyrim Reputation, but I'm unsure.
Sound really interesting, I'm gonna try making this a staple of the next play-through. I wish we could set it to just take gold though, rather than all items. And taking stats away seems really harsh for a new player/starting game. Being broke would be better than losing skills, but I guess you could just git gud lol.
Nice, I am starting over skyrim and got kind of tired with death alternative (ctd, sometimes) so this might be a good alternative.
I've got two question if you don't mind: 1. Is there a way to change the amulet to and/or add black soul gem? let's just say my char aren't usually on good terms with the nines - and usually not a dragonborn/no main quest. 2. Any way to set up the spawn point to your chosen location? Will moving the guardian NPC to where you want them to be work? (ex. My home is your home mod)
90 comments
So any health potion will stop bleedout and allow player to stand. However, if the potion is weak then only a tiny portion of health is restored. if drinking the potion of Ultimate Health then most if not all of the health points will be gained. etc.
If you break bleedout only to be immediately hit and put into bleedout again over and over then the 10 second timer will expire, causing a rebirth.
2.0 - major improvements!!!
20 hours of hard work later:
1)New! book menu for configuration
2) Can set how many points is taken off stats, from 1 to 100
3) Dragonsouls can be used to pay for being reborn. Will allow player to respawn at present location with full health and inventory
4) Can enable or disable mod ingame
5) can no longer lose inventory by dying again before recovering it.
6) amulet of arkay will now work even if not equipped
7) all the soulkeepers are now flagged essential
8 ) much faster and smoother mechanics due to the next change below.
9) Added menu option to greatly shorten the penalty notifications. Defaults to showing all penalties. Since each skill is affected, there are over 15 scrolling messages. Some players may not like that. Using the toggle in the menu book only 1 message will be shown.
MAJOR new change: No more heartbeat script!! Mod no longer uses register for update. it is now fully event driven. a lot less stress on game , it uses no resources until player enters bleedout. I rewrote the script, and optimized it further with states to avoid spamming scripts.
A debug mod has been added with diagnostic messages to help troubleshoot mode. Can be enabled with console command "Set DebugCurse to 5"
When in bleedout mode, the player is supposed to be able to recover and avoid death by taking a healing potion. This has not worked since mod was released. Why no one complains, I do not know. Took me 5 days to fix this dumbness. Player is not supposed to ever be in bleedout. And the actual effects of using health scripting commands do not always behave as advertised. Tons of trial and error.
Its working now. Will work like this:
1) If player is in bleedout, he has 10 default seconds to do something in order to avoid death. Health potions is the best bet.
2) A weak health potion will work, as well as a Ultimate Health potion. BUT if a weak health potion is used only 10 percent of health will be restored. Stronger potions will restore more health percentages, making them rightfully more valuable.
3) If player is revived from bleedout but gets put back into bleedout before the 10 seconds have expired, he may run out of time and be reborn. If surrounded by many enemies it may be unavoidable.
I need to clean the script a little, but its pretty much done. I apologize the bug lived so long.
Will release fix tomorrow for both se and oldrim.
EDIT: I did a bit of checking around online and found that messing around with factions can mess with ownership. So, I checked the source code for what I believe is this mod (specifically, 'cursedgivebook.psc' for 'cursed.esp') and it has a variety of instances of RemoveFactions() and PlayerRef.RemoveFromAllFactions(). That seems like it could be the culprit here. Strange that no one else seems to be reporting ownership issues, though, so I'm not sure what's up.
I've got two question if you don't mind:
1. Is there a way to change the amulet to and/or add black soul gem? let's just say my char aren't usually on good terms with the nines - and usually not a dragonborn/no main quest.
2. Any way to set up the spawn point to your chosen location? Will moving the guardian NPC to where you want them to be work? (ex. My home is your home mod)
Is there any way for the player to become a rag doll when he dies?
https://www.nexusmods.com/skyrim/mods/91787/?