Skyrim Special Edition
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  1. Caerulean
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    Credit to alanovichromanov* and Mikemk0 for the SSE conversions!
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    CHANGELOG:
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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.]

    - - - - - - -
    Classic Skyrim/SLE version here!

    Patching Info:
    *Add the ingredients or potions from the other mod to this mod's '___RevivePotionsList'.
  2. mrafadon
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    Does this work on scripted deaths? (Like in the companion quests)
    1. Caerulean
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    2. mrafadon
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      Oh, sorry, there's a few mods that revive characters and some of them have loopholes in scripted deaths
    3. Caerulean
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      Good luck. 👍 Maybe one of these revive mods will work. If the NPC 'naturally died' and wasn't a spawned corpse, it could work with my Revive.
  3. Kolagon
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    Why not instead of 'fade out and they're alive', it uses the animations of Reanimate, except replace the effects with light? And when you talk to them, they'll thank you and that they are in your debt, their deposition rating increases, possibly seeing you as a friend.
    1. brentw89
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      +1 Yes, this!
    2. Caerulean
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      The reanimate animation, I believe, would need me to use a 'send animation event' script which may start causing issues again in this already rather crowded script. If I use the Reanimate archetype which is used for reanimating spells, that may also cause other issues and would also have me rework at least one whole section for the revive process.

      Lastly, as cool as it would look, I'd already decided against that when I first made the mod because this is not supposed to be reanimation, necromancy, or resurrection. This is your character using CPR, first aid, herbs, potions, healing spells, or whatever method to try to revive someone. Plus, there are already other mods that provide that fancy option to resurrect someone with the reanimate animation.

      I could make a version that has the reanimate animation, but like I said to you in my other reply @Kolagon (I recognize you from my other mod's comment section; hello again. :3. Thanks for checking out my mods.), I need to figure out my next modding workload first. And if I may be honest, though, this suggestion is probably gonna be put in the lowest priority. Sorry.

      The revived NPCs saying 'thank you' and becoming 'friends' with you are already part of the mod.
  4. hoschiedo
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    Hm, does not work very well for me now.
    Target does not stand up, resets the Inventory, sometimes is (maybe?) not revived but has a standing pose with closed Eyes..
    1. Caerulean
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      I've been working on a rather significant update that should fix parts of this problem and the mod in general. I'm hoping to release it soon~

      I will probably have to add a measure so that the inventory remains the same.
    2. brentw89
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      I think this mod would be cool if you fixed the bugs and made sure it was compatible with Follower Death and Injury Chance - Followers Can Die. Followers are the main NPCs I'd want to revive, so the two mods would be great together.
    3. Caerulean
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      What bugs did you encounter? If you're referring to the original comment in this thread you're replying to, I've already released an update that includes fixes since then. Although, of course, unfortunately script lag can still happen, which I'll look into to try to minimize in the future.

      Strictly speaking, there should be no need to make a patch for Follower Death and Injury Chance. If your followers die, just use Revive on them. Unless FDIC somehow uses a different 'dead' status, you should be good to go. One good way to test if a follower should be revive-able with this mod is to use the 'resurrect' console command on a follower that died through FDIC. If 'resurrect' works, then Revive should work. Or just try to use Revive on a follower that died through FDIC.

      If you have already tried using both Revive and FDIC and it did not work, I unfortunately am not in the best position to make a patch. (1) I mod on LE and only get my mods ported by someone. FDIC LE and FDIC SE's latest versions don't match and so I wouldn't be able to make a patch for SE. (2) FDIC is the more complicated mod, which means I think it's best if FDIC's mod author would be the one to make a patch. I also have yet to try using FDIC myself.

      Cheers.
    4. brentw89
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      I haven't tested it. Looking at this again, I'm not sure where I got the idea it was not compatible with followers dying or that mod. Thank you for the new update! 
    5. Caerulean
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  5. whiteshaix
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    This was the missing piece to my "cursed doctor" playthrough. Now I can actually attempt to "heal" people.Thank you!
    1. Caerulean
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      Cool.
  6. WheelsonFisk
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    So you can revive others but not yourself.
    1. helljoe12
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      Is it possible to learn this power?
    2. Caerulean
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      xD How can you revive yourself when you're unconscious? Also, this is not a death alternative mod. :3
    3. WheelsonFisk
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      Helljoe, not from Caerulean :D
    4. Caerulean
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      xD You guys should check out Player Knockout- oh wait. It isn't on SSE.
    5. WheelsonFisk
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      I take it you are not star wars fan :D
    6. Caerulean
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      Sadly, I haven't seen every movie. D:
    7. Kedavix
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      I think you might be interested in Mark of Arkay - Death Alternative SE which adds a death alternative system in addition to two new spells to sacrifice enemies to avoid death or simply revive oneself (through divine means).
    8. WheelsonFisk
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      Thanks, I know. This is just a perfect mod to make a star wars reference :D
    9. Kickingmule408
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      Reminds me of this one Japanese guy with a weird Rockabilly pompadour....don't tell him I said that, or he will break my nose and fix it.
  7. Grungehog
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    So your mod is like more immersive version of this one: https://www.nexusmods.com/skyrimspecialedition/mods/10410
    1. Caerulean
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      Oh, I didn't know about that mod. xD
  8. zazusha
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    can you make a patch for CACO (Complete Alchemy and Cooking Overhaul by Kryptopyr) to use the ingredients that have restore health properties added/edited by that mod?
    1. Caerulean
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      I technically can but I don't know if I can find the time yet. If you can, the list to add the ingredients/potions to is '___RevivePotionsList'. Should be doable in either Creation Kit or SSEEdit.
  9. CyniclyPink
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    Great idea, I love it. Thank you.
    1. Caerulean
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      Thanks!
  10. User_57218227
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    Nice little mod you made.
    1. Caerulean
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      Thanks.
  11. elgonkocampeador
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    I'm so trying this tomorrow.

    I have added NPC's and a mod that lets me recruit almost anyone, so I get pretty attached when they fall in battle. More than once I've wanted to be able to revive them so I'm crossing my fingers!!
    1. Caerulean
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      That's mainly the reason why I made this mod. xD (*cough* Erandur *cough*) And having to reload a save every time someone dies can get annoying.