Actually I 'technically' finished making this mod some time ago but I only got to releasing it now. :3 If there are any problems, please tell me here in the comments section. I probably forgot some important details because of how long it took me to release this mod. Also, this is so far the most (or one of) complicated script-work I've ever done so bear with me if there are any errors or inefficiencies. That said, the mod works as it is so not much need for concern.
I made this mod because I got tired of NPCs dying so easily when you could have saved them and I could not do anything but reload, and reloading is not immersive xD, so here is the result. Anyway, despite the rather vibrant featured images, the mod itself is not so fancy and does not display much visual effects. Do not expect much. It looks so simple in-game. - - - - - - - CHANGELOG:
Spoiler:
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- 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. (While animal NPCs cannot equip the items, they still received them in their inventories when successfully revived, in the previous version.) *Set a missing property in two magic effects in this mod. *Removed an unused section from the Revive script. [Trivial]
- 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). -- Significantly reduced the duration of Revive's magic effects in the spell to be just enough for the now much shorter duration of the script. -- Removed the 'setunconscious' parts of the script (as it does not seem to do what I thought it does). *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 conditions in the script to help check if the target is a humanoid actor and not an animal actor (because idle animations do not seem to work on animal actors). This should fix the bug where a revived animal NPC would be stuck in their dead pose while moving. *Changed the faction Revive adds the target to from WEPlayerFriend to a custom faction based off of the default PlayerFaction (to hopefully better guarantee that no player friend or ally will try to keep attacking the revived target). Also added a 'ceasefire' spell to be cast by the script to help make sure the revived target and other NPCs do not get involved in combat for the duration. Removed the 'set ghost' parts of the script (as it was causing complications and no longer necessary) and reduced the health damage the target has after being revived. (*You must now make sure of the safety of your revived target.) [Tentative(?)] *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. -- Added Attest to the quest that adds the Revive lesser power to the player after mod installation. Made a new custom faction for Attest. (*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.) [*I had to resort to adding a new lesser power as it is safer(?) than adding a cloak to the revived target(s) or setting up a probably convoluted and limited alias system. Moreover, while Revive adds the target to a friendly faction, it does not remove the target's existing faction(s) and so NPCs who are hostile to your target's existing faction(s) would still attack them without Attest or other similar effects.] *Made a custom imagespace modifier for Revive's fade transition. *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). [*Note that the previous 25% blanket chance of death was not very functional anyway, if at all, due to how I implemented it. I tried implementing it in the current version of the mod but it proved rather unnecessary and too punishing and also slowed the script down.] *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. -- Note that Revive still cannot be used on Undead, Dwarven Automatons, Daedra, Dragons, and Decapitated targets. On the other hand, this change allows you to revive characters you accidentally killed, like followers, for example.] *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. *A sound will now play briefly when Revive is cast regardless of you not having equipped a healing spell. Added it as a Hit sound in the magic effects. (The healing spell sound will still play if you have a healing spell equipped.) [Tentative(?)] *A successful revive now has a 1/3 chance of the target saying their 'thank you' dialogue if you have a healing spell equipped and your group was not your target's killer, and a 1/3 chance of the target saying their 'thank you' dialogue if you have a healing spell equipped and regardless of your group being your target's killer or not. Otherwise, they will say their generic wounded dialogue instead. (*Previously, all successfully revived targets would say their 'thank you' dialogue when revived if you had a healing spell equipped. Also note that if the supposed dialoge did not or cannot be spoken, the target's normal Hello dialogues will likely be spoken instead if you meet the criteria for Hello dialogues, vanilla or modded, or they will say nothing at all.) *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(?)] *Added the maximum death time in the name text of each Revive magic effect to help me remember (and possibly to slightly help people inspecting the mod to understand). Also added descriptions to each Revive magic effect denoting the death time. Set menu display objects for the Revive magic effects. [Minor] *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. @ _ @) *Edited the mod's .esp summary. [Trivial] *Made a small edit to Revive's 'spell' description. [Minor] *Removed the Decapitated Head condition from the Revive D magic effect (as it seems unnecessary because Revive D is for when the target is dead and can no longer be revived). [Trivial and Irrelevant - as Revive no longer makes use of the Revive D magic effect.]
This question has a very "it depends" answer as the game handles corpses differently. If it's a spawned corpse, you're out of luck. If it's an NPC that was alive and then died normally, you might have a chance. Personally, I've never tried reviving Kodlak because he's meant to die. Make sure you're meeting the right conditions when attempting a Revive.
For Skjor, I was able to revive him with a midas revive, not at the time he died but by letting the dungeon reset with his body stil there. (Try putting the persistent items on them.) I don't know if that will work in Whiterun but I figure it's worth a shot. It tickles me pink that the ebony blade is used more for resurrection than killing. https://en.uesp.net/wiki/Skyrim:Permanent_Items
I just came across your files because I was looking for peaceful spriggan mods. Though I ultimately decided not to tamper with my currently working 255 load order. I am putting some of your mods on tracking cuz I could maybe merge down a few of my current ESPs and wedge your mods in there. But not today xD (I spent a whole day tweaking anims and closing the game and launch patchers and testing and repeating so I am not about to go in a deep mod test phase again any time soon).
But this mod looks like it could be a good immersive solution to the "omg I accidently blew up Lydia" I encounter often
I've never used it myself but hopefully it works out! Most of my mods should be mergeable completely, particularly those with no compatibility issues, but some might really need in-depth merging/patching.
I went with Revive, Peaceful Dryads, Equinox and the other Meridia follower. And pass the time.
Have yet to test the meridia mods. Im not doing the character who would use them fully yet. But I always wanted to be able to make a Meridia themed paladin, or "Furia" (from Paladins Champions of the Realm) themed.
great mod its like real life actually having a 25 percent death rate and all only real problem is if im a nit picker i can reload 100 times to get my revive lol not your fault this works really well with afterlife mods and the new stronger by killing mod and the mod that lets you steal souls and summon them from the afterlife
Word of Power Learned - Revive, Cardiopulmonary Resuscitation Sii Pii Ahr
Seriously though, I'll probably be using this a lot. I already use a resurrection spell, but it will be nice to have a more immersive option to try first, and I can pretend that magically resurrecting people is too draining for my character to do frequently. This'll be good for those constant wild animal attacks on people on the roads! Seriously, like half of the random encounters I run into have just been mauled by a sabre cat.
Excellent find. Thanks. I always use Tilde "resurrect", but I know a lot of people won't use the console. Is there a chance you can make this work for the special edition.
But is it... UHMMERSIVE? xD Different mods for different tastes. I'm assuming Apocalypse adds a seemingly OP/high-guarantee spell that resurrects a dead NPC? My mod's Revive aims to be a more realistic/grounded ability than most other alternatives already available to us.
25 comments
Actually I 'technically' finished making this mod some time ago but I only got to releasing it now. :3 If there are any problems, please tell me here in the comments section. I probably forgot some important details because of how long it took me to release this mod. Also, this is so far the most (or one of) complicated script-work I've ever done so bear with me if there are any errors or inefficiencies. That said, the mod works as it is so not much need for concern.
I made this mod because I got tired of NPCs dying so easily when you could have saved them and I could not do anything but reload, and reloading is not immersive xD, so here is the result. Anyway, despite the rather vibrant featured images, the mod itself is not so fancy and does not display much visual effects. Do not expect much.
- - - - - - -
CHANGELOG:
*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. (While animal NPCs cannot equip the items, they still received them in their inventories when successfully revived, in the previous version.)
*Set a missing property in two magic effects in this mod.
*Removed an unused section from the Revive script. [Trivial]
- 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). -- Significantly reduced the duration of Revive's magic effects in the spell to be just enough for the now much shorter duration of the script. -- Removed the 'setunconscious' parts of the script (as it does not seem to do what I thought it does).
*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 conditions in the script to help check if the target is a humanoid actor and not an animal actor (because idle animations do not seem to work on animal actors). This should fix the bug where a revived animal NPC would be stuck in their dead pose while moving.
*Changed the faction Revive adds the target to from WEPlayerFriend to a custom faction based off of the default PlayerFaction (to hopefully better guarantee that no player friend or ally will try to keep attacking the revived target). Also added a 'ceasefire' spell to be cast by the script to help make sure the revived target and other NPCs do not get involved in combat for the duration. Removed the 'set ghost' parts of the script (as it was causing complications and no longer necessary) and reduced the health damage the target has after being revived. (*You must now make sure of the safety of your revived target.) [Tentative(?)]
*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. -- Added Attest to the quest that adds the Revive lesser power to the player after mod installation. Made a new custom faction for Attest. (*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.) [*I had to resort to adding a new lesser power as it is safer(?) than adding a cloak to the revived target(s) or setting up a probably convoluted and limited alias system. Moreover, while Revive adds the target to a friendly faction, it does not remove the target's existing faction(s) and so NPCs who are hostile to your target's existing faction(s) would still attack them without Attest or other similar effects.]
*Made a custom imagespace modifier for Revive's fade transition.
*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). [*Note that the previous 25% blanket chance of death was not very functional anyway, if at all, due to how I implemented it. I tried implementing it in the current version of the mod but it proved rather unnecessary and too punishing and also slowed the script down.]
*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. -- Note that Revive still cannot be used on Undead, Dwarven Automatons, Daedra, Dragons, and Decapitated targets. On the other hand, this change allows you to revive characters you accidentally killed, like followers, for example.]
*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.
*A sound will now play briefly when Revive is cast regardless of you not having equipped a healing spell. Added it as a Hit sound in the magic effects. (The healing spell sound will still play if you have a healing spell equipped.) [Tentative(?)]
*A successful revive now has a 1/3 chance of the target saying their 'thank you' dialogue if you have a healing spell equipped and your group was not your target's killer, and a 1/3 chance of the target saying their 'thank you' dialogue if you have a healing spell equipped and regardless of your group being your target's killer or not. Otherwise, they will say their generic wounded dialogue instead. (*Previously, all successfully revived targets would say their 'thank you' dialogue when revived if you had a healing spell equipped. Also note that if the supposed dialoge did not or cannot be spoken, the target's normal Hello dialogues will likely be spoken instead if you meet the criteria for Hello dialogues, vanilla or modded, or they will say nothing at all.)
*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(?)]
*Added the maximum death time in the name text of each Revive magic effect to help me remember (and possibly to slightly help people inspecting the mod to understand). Also added descriptions to each Revive magic effect denoting the death time. Set menu display objects for the Revive magic effects. [Minor]
*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. @ _ @)
*Edited the mod's .esp summary. [Trivial]
*Made a small edit to Revive's 'spell' description. [Minor]
*Removed the Decapitated Head condition from the Revive D magic effect (as it seems unnecessary because Revive D is for when the target is dead and can no longer be revived). [Trivial and Irrelevant - as Revive no longer makes use of the Revive D magic effect.]
- - - - - - -
SSE version here! [Conversion by: alanovichromanov]
Patching Info:
*Add the ingredients or potions from the other mod to this mod's '___RevivePotionsList'.
Good luck.
But this mod looks like it could be a good immersive solution to the "omg I accidently blew up Lydia" I encounter often
Have yet to test the meridia mods. Im not doing the character who would use them fully yet. But I always wanted to be able to make a Meridia themed paladin, or "Furia" (from Paladins Champions of the Realm) themed.
Patching Info:
*Add the ingredients or potions from the other mod to this mod's '___RevivePotionsList'.
Sii Pii Ahr
Seriously though, I'll probably be using this a lot. I already use a resurrection spell, but it will be nice to have a more immersive option to try first, and I can pretend that magically resurrecting people is too draining for my character to do frequently. This'll be good for those constant wild animal attacks on people on the roads! Seriously, like half of the random encounters I run into have just been mauled by a sabre cat.
Edit: I just got the "Sii Pii Ahr" joke, haha.
Found this one. :3 - https://www.nexusmods.com/skyrim/mods/50308
However you do realize you can use Apocalypse mod to bring a human back from the dead, right?