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Two links for new and returning users:
1) PC Head Tracking and voice type: https://www.nexusmods.com/skyrimspecialedition/mods/11993 A fix for the voice bug is built into its MCM. Really only for users of the old version of this mod.
2) MFG Fix: https://www.nexusmods.com/skyrimspecialedition/mods/11669 This will close your character's eyes whenever you 'die'. It's optional, this mod still functions fine without it.
New version will be uploaded to a new mod page today
IF YOU HAVE OLD VERSION YOU MUST MUST MUST MAKE A NEW CLEAN SAVE!!!!!!!!!!
OPTIMIZED FOR USE WITH INJURY MODS TESTED WITH VIGOR BLOOD AND GUTS AND WILDCAT
First, to answer the questions: Why A THIRD MOD PAGE???? Answer: This version is optimized for mod loads using injury mods, specifically tested with Vigor Blood and Guts and Wildcat.
NOTES:
New Features and Fixes:
Scripts compacted to use various arrays/functions Full MCM menu Quest Book can now be removed via MCM Scripted fix to revert player from beast/vampirelord form upon dying Player will now ragdoll upon dying (MCM only) Cure disease options added for various respawn states Prayer spell (respawn placement) now requires an amulet for each use (player version only, npc version still free) Player receives one free amulet upon first starting the mod First Fallback spawn will be just outside Helgen Death markers can now be tracked via misc quest objective markers (in case you die indoors) (MCM only) Deathlog: Player can now teleport back to their last 10 death sites (emergency use only)
Ragdolling should now prevent both the bleedout voice bug, and prevent the player from leaving their death mark in really inconvenient places (up in the sky, super steep mountain sides, etc)
The Death log won't actually teleport you until you leave the menu after selecting a log. This was a side effect of setting up the script so you couldn't accidentally teleport to one while it's still in the storage cell. It'll try to get a name for the cell it resides in, but that usually only happens for indoor cells. It'll at least have an in-game timestamp for when it happened. Order starts with most recent at the top.
1) As mentioned before, the book menu technically still works, but it also still causes the voice bug. I still haven't figured out how to script a fix, but I found another mod that has one. PC Head Tracking and Voice Type SE has one built into its MCM. I tried decompiling the script to see how it works, but I just couldn't get it to work in mine. Oh well, at least this one does. It also seems to fix save games that are already broken. So maybe include a link.
2) They should probably uninstall before loading up the new version. If they have the voice bug (which they probably will) they can still use the above linked mod.
3) Eyes will only close upon dying if you have MFG Fix. It still works fine without it, nothing breaks, just nice to have.
cause it's in the way, also i finally died and well the results were... problematic, my corpse just laid there, i was able to open my inventory n such but i was for sure dead, no respawn, no teleporting, just able to open my inventory. i'd imagine this is not supposed to occur?
ok, after testing the mod in a new world all that happens is i'm downed, i bleed out for about a minute than just get up right as rain, no teleporting, no soul consumption, nothing.
heeeeyyy, me again, i have uninstalled your mod (as my playthrough no longer requires it, sorry), however i am still left with that pesky death counter in the corner. any clue as to how i get rid of it? thanks.
I believe there may be a conflict with Andromeda's Lover Stone. Due to its new power "Undying Love", that would resurrect me, whenever my health drops to zero I just become a highlander and never die. I disabled the mod on MCM and then the power worked as it should, bringing me to full life when it drops to zero, but while the mod is active I am rendered immortal. I saw some posts back in the 2018 version saying it was working wonders with Andromeda's Lover Stone but mine is not. Any ideas why might that be? Maybe a conflict with a different mod? (Although I don't have any other mods that modify deaths and such).
Edit: It's definitely a conflict with Andromeda's "Undying Love". I disabled the mod, wasted the power by throwing myself off a height and then re-enabled the mod. It worked as it should have. Can anyone help?
If I disable the mod via the MCM option during a play thru, is there any consequences script-wise/save game corruption-wise? Same question if I reenabled it later?
Hi I really like this concept. It adds to the dragonborn mystique! But i was killed by spider venom. My body kept reanimating still poisoned! I think that I died and was reborn three times before the poison wore off. I would think that if you died any causes of death would not reanimate. I mean you lose all your gear and all Why do you keep the poison!? Otherwise great mod...
I get killed by spider poison, and I do not have That issue. Never seen that happen in any of the three versions. Another mod has to be at play. This type of mod is easily thrown off by mods that affect stats.
First, let me say that this is an awesome mod and one of my favorites. Hands down the best death alternative mod.
However, when using Frostfall, if you choose the option to die upon reaching maximum exposure, nothing happens when you actually reach that point. The message plays: "You have succombed to exposure," but nothing actually happens.
I'd love to use these two mods together, so if there's a work around, please let me know. Thanks!
Edit: Switching to the option to be rescued in Frostfall is an acceptable workaround.
Still using the mod, thank you again for taking the time to create it. I am enjoying it. I do have a question/observation. I drank a couple of Weak Potion's of Health while I was down and bleeding out but my health did not move at all. It did with a Standard Potion of Health and some with a Watered Elixir of Fortitude.
So my thought was this is a conflict with CACO but isn't the Watered Elixir of Fortitude not CACO? I am by no means a modder so I must ask, do you have or would you be willing to make a CACO patch if that is indeed the case?
I've been having a very odd bug recently, everytime I die and get reborn via the Dragon Soul, I gain dragon souls, not lose them, over the course of 3 deaths i've gone from 6 dragons souls to 19, and I have no clue how I would go about stopping that.
try hot fix i just uploaded. please pay attention to the new notification message that will show when soul is used. will show your number of souls after using one.
Hi first of all awesome mod,.. endorsed,... there are a few simpler death mods but this one is still number 1...
Secondly when ever my health reaches 0 I go into bleedout,.. which is fine,... then I drink a potion,.. which is still fine,... AND then my character goes invisible en and can do nothing,.. and this "effect" continues for quite a bit before my character "recovers". I changed the "time to drink a potion option" from 15sec to 8, but then I always die after drink a potion...
Then lastly I use your mod together with Realm of Lorkhan,... It is a really good looking alternate start mod, but you only use it once, which sucks,.. so I only do a soul bind once, and every time my character dies I go back to the realm of lorkhan,.. which is really fun for role playing,... That being said there's a Oldrim mod called "hall of beginnings", the concept is awesome but ported to SSE it is a bit buggy if you remain a ghost for to long,.. and the mod is really "empty" not a lot of other ghosts,...
Would it be possible for you to implement something similar in your mod?
70 comments
Two links for new and returning users:
1) PC Head Tracking and voice type:
https://www.nexusmods.com/skyrimspecialedition/mods/11993
A fix for the voice bug is built into its MCM. Really only for users of the old version of this mod.
2) MFG Fix:
https://www.nexusmods.com/skyrimspecialedition/mods/11669
This will close your character's eyes whenever you 'die'. It's optional, this mod still functions fine without it.
New version will be uploaded to a new mod page today
TESTED WITH VIGOR BLOOD AND GUTS
AND WILDCAT
First, to answer the questions: Why A THIRD MOD PAGE????
Answer: This version is optimized for mod loads using injury mods, specifically tested with Vigor Blood and Guts and Wildcat.
NOTES:
New Features and Fixes:
Scripts compacted to use various arrays/functions
Full MCM menu
Quest Book can now be removed via MCM
Scripted fix to revert player from beast/vampirelord form upon dying
Player will now ragdoll upon dying
(MCM only) Cure disease options added for various respawn states
Prayer spell (respawn placement) now requires an amulet for each use (player version only, npc version still free)
Player receives one free amulet upon first starting the mod
First Fallback spawn will be just outside Helgen
Death markers can now be tracked via misc quest objective markers (in case you die indoors)
(MCM only) Deathlog: Player can now teleport back to their last 10 death sites (emergency use only)
Ragdolling should now prevent both the bleedout voice bug, and prevent the player from leaving their death mark in really inconvenient places (up in the sky, super steep mountain sides, etc)
The Death log won't actually teleport you until you leave the menu after selecting a log. This was a side effect of setting up the script so you couldn't accidentally teleport to one while it's still in the storage cell. It'll try to get a name for the cell it resides in, but that usually only happens for indoor cells. It'll at least have an in-game timestamp for when it happened. Order starts with most recent at the top.
1) As mentioned before, the book menu technically still works, but it also still causes the voice bug. I still haven't figured out how to script a fix, but I found another mod that has one.
PC Head Tracking and Voice Type SE has one built into its MCM. I tried decompiling the script to see how it works, but I just couldn't get it to work in mine. Oh well, at least this one does. It also seems to fix save games that are already broken. So maybe include a link.
2) They should probably uninstall before loading up the new version. If they have the voice bug (which they probably will) they can still use the above linked mod.
3) Eyes will only close upon dying if you have MFG Fix. It still works fine without it, nothing breaks, just nice to have.
https://www.nexusmods.com/skyrimspecialedition/mods/43689?tab=files
if I am not going to reply the first one posting more copies will just cause me to ignor3 them.
New version will be uploaded to a new mod page today
But i was killed by spider venom. My body kept reanimating still poisoned! I think that I died and was reborn three times before the poison wore off. I would think that if you died any causes of death would not reanimate. I mean you lose all your gear and all Why do you keep the poison!?
Otherwise great mod...
First, let me say that this is an awesome mod and one of my favorites. Hands down the best death alternative mod.
However, when using Frostfall, if you choose the option to die upon reaching maximum exposure, nothing happens when you actually reach that point. The message plays: "You have succombed to exposure," but nothing actually happens.
I'd love to use these two mods together, so if there's a work around, please let me know. Thanks!
Edit: Switching to the option to be rescued in Frostfall is an acceptable workaround.
So my thought was this is a conflict with CACO but isn't the Watered Elixir of Fortitude not CACO? I am by no means a modder so I must ask, do you have or would you be willing to make a CACO patch if that is indeed the case?
Secondly when ever my health reaches 0 I go into bleedout,.. which is fine,... then I drink a potion,.. which is still fine,... AND then my character goes invisible en and can do nothing,.. and this "effect" continues for quite a bit before my character "recovers". I changed the "time to drink a potion option" from 15sec to 8, but then I always die after drink a potion...
Then lastly I use your mod together with Realm of Lorkhan,... It is a really good looking alternate start mod, but you only use it once, which sucks,.. so I only do a soul bind once, and every time my character dies I go back to the realm of lorkhan,.. which is really fun for role playing,... That being said there's a Oldrim mod called "hall of beginnings", the concept is awesome but ported to SSE it is a bit buggy if you remain a ghost for to long,.. and the mod is really "empty" not a lot of other ghosts,...
Would it be possible for you to implement something similar in your mod?
Thanks