This page was last updated on 24 November 2023, 3:46PM
Changelogs
Version 1.0.1
Updated the Revive script to hopefully completely fix the bug where certain animals would be stuck in their dead pose when successfully revived.
Added a condition statement in the Revive script so that only humanoid NPCs can receive 'in recovery' outfits.
Set a missing property in two magic effects in this mod.
(*See full changelog in the sticky post.)
Version 1.0
Made various edits, corrections, and rather significant changes to Revive and to the scripts in this mod.
The alternatives set for the idle animation of the revived NPC should now work. Added a failsafe for if the other idle animations do not play, the default bleed out idle animation will play instead. Added an additional measure to make sure idle animations actually stop at the end of the Revive effect. Also removed the OnEffectFinish script event and appended it to the end of the OnEffectStart script event after a semi-random delay of at least one minute - to make sure that the Post-Revive events actually take place (and that, for example, the revived target won't be stuck in an idle animation).
Revive now has a 50% chance of removing two healing potions/ingredients from the Revive target's inventory instead of just one. Only one healing item will be lost if your Restoration or Alchemy skill is level 50 or higher.
Added a new 'Attest' lesser power that you can use as a ceasefire if your previously hostile revived target is being attacked by other non-hostile NPCs. Lasts 1 day. (*Existing users of the Revive mod will need to add Attest via console, using 'help attest' and 'player.addspell <Attest's ID>' if they want to. New users, feel free to remove Attest via console if you do not see the need for it.)
Revised the chance determining section of the script completely (as it was previously using a seemingly too convoluted and possibly dysfunctional method for randomizing the chances based on the factors). Changed the order the script checks for healing items and healing spells equipped - so that it checks for highest chance first. The chance determining now uses a new custom global variable to help with much of the calculation. -- Revive also no longer has a 25% blanket chance of the target being permanently 'dead' and is now completely dependent on the success chance of each revive attempt, based on the (already established) factors (*Time - how long the target has been dead, Knowledge - your Restoration/Alchemy skill level, and Application - how many healing potions/ingredients you used).
Revive can now be used on Player-killed targets. (Also, apparently(?) I didn't have the condition to check for being player-killed in the '<15 minutes dead' Revive effect.) [*Feel free to now roleplay and rationalize if you choose to revive a character that was supposed to die. Have a multi-follower manager or an AI Package 'changer' mod ready in case your revived targets have AI packages that have them go where you don't want them to be, like following the player indefinitely.
Revive will no longer reset the inventory of a successfully revived target. (*However, due to the method used, the target would become naked and I could not find a method for them to reliably update their equipment. As a compromise, the target will now wear a small semi-random selection of cheap vanilla clothing to act as their 'in recovery' outfit instead. Their original inventory are still intact and their actual default outfits are unchanged. Non-following/follower revived targets should eventually reset their equipment and inventory after de-loading or after you've left their location for a while. For followers, feel free to manage their inventory.)
A successful Revive will now grant a small semi-random amount of experience to both Restoration and Alchemy.
Player-killed targets have a 20% chance of 'retaliating'/leaving the Revive faction after 'recovering' from a successful revive. This will (most likely) cause previously hostile NPCs to become hostile again (unless affected by another effect, like 'Subdue' from my Silver Tongue mod, for example). [Tentative(?)]
Implemented two semi-random notification messages for when a revive attempt fails. (*2/9 chance.) [Tentative]
The quest that adds Revive to the player should now properly stop for new mod users. (*To existing users, check if the Revive quest is still running using the 'getquestrunning' console command in-game. If it is, go ahead and stop the quest via the console as well. Note that the quest still running does not cause your game any real issues, but the quest does not need to run at all anymore after adding the Revive ability, and so I suggest just stopping the quest. I apologize for my oversight. The guide I followed back then included having the quest go to a shutdown stage but it did not include a 'stop()' script which is what would actually stop the quest. @ _ @)