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Sky91

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Sky91

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About this mod

With this mod you need no longer die (and have to reload) when taking a fatal hit. Instead, you will by the Grace of the Trinity Deity be cast back into your battered Shell at one of their holy altars. Ofc you can always reload as usual.

Requirements
Permissions and credits
Changelogs
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BACKGROUND
Skyrim doesn't clean up after itself. Game over and loading a save can leave traces and the game world, like spell runes not disappearing from where you cast them before you died. Also...reloading just isn't for everyone. Since Dark Souls we know that there is another way. This way is through here. The goal was to recreate the mechanic from Dragon Age Origins, where downed heroes would sustain wounds with slight debuffs. They could be healed with injury kits via drag and drop.


! IMPORTANT !
People...there is a human sitting on this side of the PC. A human who has toiled more than he ever wanted to make this whole. And he did it alone. There is no need for me, nor any expectance of reward, in sharing this. I still do it, hoping someone will enjoy it.

About the injury effects - i went to great lengths to make them balanced, fair, unobtrusive. But it would be great if someone could just help testing them a bit.
Regarding the respawn, activate papyrus tracing if you experience repeatable issues. I will need the traces to debug.


OVERVIEW
Module: GraceBy the grace of the old powers, your life does not end today. Rise, and fight in their name.
Module: Cycle of Pain:    You may live to fight another day. Or rather, fight through the pain. Severe injuries remain, even though you shall not die.

=========== GENERAL ===============================================
Basic process: Get beaten into bleedout, either heal and get off easy, or respawn at an ancient shrine heavily injured.
How to cure: Using bandage- and surgery kits looted from CW soldiers or Bandits. Easy, low-key and low-maintenance mechanics with fair, but impactful effects.

  • Doesn't affect Brawl-bleedout
  • Intact jailing mechanic in guard fights.
  • Injuries vary in severity, bandage supplies differ in effect.
  • Damage through injuries can not kill you! There are safeguards.
  • Heal injuries by time, or with Bandages & Surgery kits found on Bandits.
  • Followers heal & save if able to end the fight before the Player bleeds out.
  • Great Restoration skill allows ameliorating severe injuries with Healing spells.
  • In-game logging via logbooks, one specifically for debugging, one for finished mod.
  • Tested and finalized Vampire lord implementation. Hoping it works for Werewuffs too.
  • Compatibility with Sacrosanct's 'Fortitude' (heal upon Bleedout) Ability out of the box.

Restrictions, Exemptions:
  • Certain locations are exempt

=========== RESPAWN POINTS ========================================
Key considerations:
  • Out of the way, keeping mod compatability footprint small
  • Scenic & atmospheric, give it a mystical, eery feel

So far I've only found 2 places to put a shrine. I've tested so much that i couldn't play for nearly half a year, so...I'm looking for ideas where to put more shrines. Actually, if you do a good job on one and are willing to share, i might include it in the main mod. If you wanna create a point, just place an invisible "Bonfire" marker in the world. You always drop in at the last location you Rested at.

  • Morthal Swamps, half-way from Morthal mill to the Nordic Ruin Ustengrav
  • Lord stones, you walk right by after Helgen on your way to Riverwood
 

 
=========== INTERACTIONS ==========================================
=> Interacts visually with WOUNDS - Animations via adjusted plugin files (Just dl Anim pack).
=> Followers must know a healing spell to save the player - Valid Spells: Healing Hands, Heal Others


=========== TECHNICAL =============================================
Script-based, trying to keep computing down. SPID-driven. Needs SKSE. Made on 1.6.640. NOT ESL YET !

Has provisions for more injury-treatment mechanics (e.g. cauterizing), but many are unused for now and will be removed if no appropriate use is found.
Priority is to keep it simple and passively manageable.

It will be possible to build custom DAR animations for the application of bandages, like in the FarCry series or L4D2. However, i am not an animator. Someone else needs to do this. For this reason specifically, the injury kits technically count as 'Spells' instead of consumables. This also avoids issues with potion distribution mods.



=========== PLANNED UPDATES ======================================
  • Build more Shrines
  • Integrate Sorusu's Nord Hero Weapons at the Shrine sites
  • Get Bleedout Animation working for Vampire Lords
  • ESL the modules if possible. Holding off on that because of possible breakage of all the the linked properties in the scripts.
  • Remove the upwards-floating in the respawn animation ritualspell_ready.hkx for a perfect, smooth scene. I need help with that tho.
  • The mod already contains different explosion spells for the resurrection (Meridia, Vampire, Standard). Since I'm not knowledgeable with MGEFs, i didn't give them distinct effects. This wouldn't be hard however, for someone with a little epxrience about the vis Fx there.



INSTALLATION
So...CoP Users, there really isn't much of a point to that module w/o the Animations. They are not required, but w/o them you will miss out on half the mod.
Activating the papyrus trace:
  • Go to Documents\My Games\Skyrim Special Edition. Enable papyrus trace and logging in SkyrimCustom.ini (this is the one for personal changes)
  • Find the papyrus.0.log under Documents\My Games\Skyrim Special Edition\Logs\Script. Open with text editor and search mod events starting with:  [Grace_

[Papyrus]
bEnableLogging=1
bEnableProfiling=0
bEnableTrace=1


Set all to 0 to deactivate tracing.



UNINSTALLATION
Praying at the statues will allow you to remove the rebirth ability from your character and stop all mod-related quests. While this may not remove them from your savegame, it should avoid actual problems during continued playthrough. You can then uninstall the mod...at your own risk. I have done everything i can to protect your safes, the rest is up to the machine god. 


COMPATIBILITY
This mod contains no edits to vanilla or modded contents and is thus not conflicting with anything. Also, when it gives abilities (like the healing ability) to followers, it does so via its own Quest aliases, which makes it non-conflicting with other follower mods.

  • Follower Replacers/Addons: --------------- Conflict-free
  • Follower-frameworks: --------------------- Conflict-free

However, it may not be compatible with everything:

  • Certain locations have been changed to build the shrines. Ryns Standing Stones blocks the magic site by the Riverwood Guardian Stones.
  • Injury mods: Incompatible due to balance reasons, avoid.
  • Respawn/Death alternative mods: Incompatible due to gameplay mechanics.


MORE MODS

CREDITS
  • raccoondance for letting me use the required subset of Head Bandages he specifically made from his mod Usable Skyrim Bandages. Thanks man!
  • sorusu for letting me include his ESO Nord weapons. They are not actually included...but I mean to, in a future update to the shrines. Thank you so much!
  • IronDusk33 for his mod WOUNDS which gave inspiration for the CoP module, and for permission to use record structures I needed.
  • Oaristys for their Witcher 3 Resource Pack - that's where the shrine assets and medical supplies come from. Thank you!!
  • YY Animation Replacer for the Animation replacer that plays on Respawn - thanks for the wonderful sets!
  • 0niJim for his work and help in testing! Thanks!!