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Caerulean

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Caerulean

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About this mod

Use potions or your knowledge in Restoration or Alchemy to save someone from dying.

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This mod adds a rather simple and hopefully immersive Revive lesser power to the player. Success chance is based on: (1 - Time) the time the target has been dead, (2 - Application) the number of healing potions/ingredients used, and (3 - Knowledge) the Restoration or Alchemy skill level of the player character. If the target has been dead for 40+ in-game minutes, they can no longer be revived. Decapitated, Undead, Dwarven Automaton, Daedra, and Dragon targets also cannot be revived.

Ability Instructions
  • Equip the Revive lesser power.
  • Give healing potions/ingredients (maximum: 3) to the dead target [open corpse's inventory and put your potions/ingredients inside] and/or equip a healing spell. (Optional)
  • Face your target and activate the lesser power.
  • If conditions are met (and the lesser power is not greyed out), your target will glow yellow as if they are being healed and your screen will fade to black for a short time (for a hopefully immersive illusion of activity). Otherwise, nothing will happen, indicating that your target is most probably dead.
  • If the revival attempt failed, either a failure notification message will appear or nothing will happen.
  • If revived successfully, your target's health will be low and they will be in a bleedout state for a short time. If your target was an enemy, they should no longer be hostile towards you but there is a small chance they will retaliate. They may say their healing spell response dialogue (if available) and if you had a healing spell equipped. If not, they may say their wounded dialogue (if available). [Note that they may just say their Hello dialogue or nothing at all, depending on the circumstances.]
  • Successfully revived targets will still have their inventory intact but they will be wearing a semi-random piece of cheap clothing as their temporary 'in-recovery' outfit. [This was a compromise as the method I used - to make sure they will still have their inventory intact - would leave them naked.] If they were a non-follower NPC - like a guard, for example - leaving their location for a while will let them reload and equip their supposed outfits. If they were a follower, feel free to just manage their inventory if they would not update their equipment on their own.

Additional Details
  • Maximum success chance for the Application factor is (3) only. (1) healing potion/ingredient counts as (1) variable. Equipping a healing spell on either hand or both also only counts as (1) variable. Any more than (3) - for example, three (3) healing potions/ingredients and a healing spell equipped - is redundant and will only waste the excess potions/ingredients you added.
  • Using better potions or rarer ingredients does not improve success chance.
  • Revival can be attempted multiple times, as long as conditions are met. However, spamming the lesser power button greys out the lesser power for some time. I advise not using Revive too repeatedly to avoid complications.
  • Each revival attempt will consume one or two healing potions from the target's inventory, regardless of if it being a success or a failure. If your Restoration or Alchemy skill is L50 or higher, only one will be consumed.
  • Spawned corpses may still be targeted with Revive though it will never work on them. Do not waste time trying to revive them.
  • While player-killed targets can be revived (as of v1.0), it is in your discretion to decide what to do and how you will roleplay through the scenario if you revived someone who should be dead. Reviving an accidentally killed follower would be fine but reviving a follower sacrificed to Boethiah (or something of the sort) is a different situation entirely. Same with you reviving a quest target who is meant to die.
  • Reviving an enemy - like a bandit, for example - will turn them non-hostile to you and to other nearby NPCs at the time of being revived (unless they retaliated). It will, however, not turn them and other non-teammate NPCs, who were not present at the time, non-hostile to one another. The Attest lesser power was added to the mod for this reason, as a simple temporary compromise. Use Attest to "tell other NPCs that your revived target(s) is not an enemy". Game-wise, Attest will render other NPCs non-hostile to your revived enemy NPCs by adding them to the same faction and turning them into allies. Attest only lasts for <1> day.

Usable Potions/Ingredients
  • Blisterwort
  • Blue Dartwing
  • Blue Mountain Flower
  • Butterfly Wing
  • Charred Skeever Hide
  • Daedra Heart
  • Eye of Sabre Cat
  • Imp Stool
  • Rock Warbler Egg
  • Spiced Beef
  • Swamp Fungal Pod
  • Wheat
  • Potion/Draught/Philter/Elixir/Grand Elixir/Prime Elixir of Escape
  • Potion of Minor/(Basic)/Plentiful/Vigorous/Extreme/Ultimate Healing
  • The White Phial

*Because 'food' items (food, ingredients, potions) cannot be easily checked for if they have magic effects that have certain keywords (like MagicRestoreHealth), I had to manually add these items to the list. If you want other items (vanilla, DLC-added, or mod-added) to the list, patching is required. Simply add the items you want to the '___RevivePotionsList' via Creation Kit or TES5Edit. Mods that only change the vanilla potions' names do not require patching for, I believe.