P.S. Readme is Located in the Top Tab Under "DOCS." UPDATE: Installation Procedure now included in Main Description. Rendering the readme more of a readmelater.
A Very Long And Not-At-All Brief Summary of What 7 Years of On-And-Off Development Looked Like:
Spoiler:
Show
Basically, for the past 7 years of development I have constantly remade that one file over and over again in the hopes of trying to understand it and better optimize it so that there were not so many minor feedback loops that caused major issues down the line. However, in doing so, I lost the initial scope of what it was actually doing and in short, broke it.
Because of that, I had to go back and see what the initial damage was done did and try to remedy it while also restoring some of the much needed optimizations and fixes from throughout the years. Turns out, that's no longer possible.
A quick brief look into how a small 30kb file can have 1000 lines of codes. And why that's a major problem for fixes.
The way this mod is handled is that using an external Decompiler (because CK refuses to even acknowledge it without somehow shoving the SKSE source code inside itself which is a much bigger hassle and sometimes doesn't even work),
So when it is Decompiled, I can easily make changes to it on the fly and recompile it for later testing. The problem is what was briefly noted. SKSE. And more importantly: SkyUI
This mod for whatever reason that it probably is justified by do to the date it was originally developed, depends on source code and functions from the original SkyUI. Not SSE SkyUI. LEGENDARY. While it does function normally in-game and in-engine. IT DOES NOT RECOGNIZE IT WHEN COMPILING. Because of that you either need A. The original Dev Environment that depends on both SKSE LE and SkyUI LE. B. The original Source Files from both SKSE LE and SkyUI LE. Both are not possible because of C. CUSTOM VARIABLES AND EVEN SOURCE CODE FROM AN OUTSIDE SOURCE
This meant that even if I were to somehow obtain the original Source Code Files to compile, it would all be for naught since it would ultimately depend on functions or code commands that are not even present in Skyrim itself. So how was I even able to recompile this script!? Through a little addendum at the end of the Special Thank. LimerenceMods for finding the Backdoor Method to Compile Scripts which would fail due to dependencies on SKSE or SkyUI.
This one single person introduced me to a concept I had never even considered or conceived possible due to the sheer enormity and backwards logic that results from it. Disassembly.
What this means on the surface is the source code is basically broken down to the purest format whereby the actual computer and engine read it. What it actually means is this:
Notice something? THE ;@LINES ARE ?? And This Is THE SOLE REASON WHY DEVELOPMENT ENDED Because if those ;@lines are ?? THE CODE SELF-INSERTS ITSELF WHEREVER IT CAN FIT This can normally be fixed by finding the offending line and manually offsetting it if a line were added or removed. NOW DO THIS FOR 1000 LINES.
Even when the Source Code was Disassembled Unedited IT STILL HAD ?? Lines Because as it turns out, when you exceed 800 Lines THE CODE AUTO-DEFAULTS TO ?? And on top of that: IT DOES NOT AUTO-SORT ITSELF AS IT WAS BEFORE So not only do I have to figure out what line actually belongs where, BUT ADDING OR REMOVING A SINGLE LINE CAN OFFSET IT BY THE HUNDREDS This makes it near impossible to Fix/Modify and this wouldn't be much a problem: IF IT WEREN'T THE CORE FILE THAT THE ENTIRE MOD DEPENDS ON So no matter what other edits I make to isolate certain scenarios, if this breaks EVERYTHING BREAKS You are probably beginning to see the pattern now.
So why does this file even exist? Most likely it was back when mods needed a major core file for all its scripting since there were not many external mods to handle it such as CommonLib or even PapyrusUtil to name a few. Because of this though there is a MAJOR DISCREPENCY between Scenario Files and CORE Files. That's why even though this mod on its own only contains under 50 script files, THE CORE FILE IS THE EQUIVALENT OF 20
So how do you fix this? Short answer: You can't. Not unless you were to go all the way back and break it down from the very start. The simplest solution would be to have your Scenario Script Files like so, THEN BREAK DOWN EACH MAJOR FUNCTION INTO ITS OWN CORE SCRIPT FILE They even built the MCM from scratch IN THE CORE FILE! That's pure dedication at the cost of code lines! This would give you greater control and on top of that: NOT HAVE REPEAT SCRIPT FILES THAT HAVE TO BE REMADE FOR EACH INSTANCE This product is a Product of Its Time. An Outstanding Product that somehow did way more than was even capable back then with the extremely limited range of modding tools that were barely present back then. But its vintage age as well as execution has ultimately lead to its downfall by an entire Farm of Eggs in One Basket. So with a heavy heart, all this to say,
DEATH ALTERNATIVE CANNOT BE FURTHER MODIFIED TO WORK PAST ITS CURRENT STATE
While this may seem like a deceptively simple mod on the surface The Reality is that the Inner Code-workings to make it function are simply too clogged up in one file. Unless that file can somehow one day be oversimplified to work in a modern code environment.
Then Death Alternative will remain Dead Indefinitely... Thanks for sticking along the long rough journey. But it's time to bury the hatchet. And cover the coffin...
Well. This is it. The Final Dev Log for "Death Alternative -- Resurrection/Resurgence."
I can't believe how far this mod got despite only being less than 1 MB Total and 2 MB Full. To think a single Mod would encompass the Entirety of 7 Years for me is M A S S I V E . But all things must come to an End. Including This.
So from The First View to The Last Download. Thank you. All this wouldn't be possible were it not for you wanting to see this mod to fruition. And even though there might still be better ways to implement certain features and some bugs left to fix. And the Endless Amount of Compatibility Issues as the scope of mods grows ever larger and larger. I just hope you find some solace knowing that this mod has come further than it had any right to be.
So once again. Thanks for the memories. Thanks for the summaries. Thanks for the springs. Thanks for the summers. Thanks For Everything.
From LOL Enterprise. This is Captain Lieutenant Officer Log.
Signing off...
*End Transmission.*
Spoiler:
Show
P.S. Also there's a Secret Easter Egg if you have both Mod Pages open. Can you find out what it is?
Tips and Tricks for Maintaining a Stable Death Alternative: - For anyone who's stuck in "Infinite Tsukuyomi Bleedout", simply open the console and type player.kill This will not have the actual intended effect like Vanilla, but instead reshoot your Health back to 0, which will re-activate the Bleedout Script. It is important you DO NOT USE the Mod's Reset Tab. EVER.
- For anyone who wants to get their "Blackout Animation Groove" back
Spoiler:
Show
You are also NOW ABLE to regain your Blackout status. Granted the method is a bit roundabout. You must COMPLETELY REMOVE your Beast status. Whether through Lore, Exploit, or Console Commands. As long as that is gone, your character will be able to be animated again due to the removal of the "ImmuneParalysis" Race Keyword. Otherwise, it's walking in place for you until you Blackout.
- For anyone who missed out on the Celebration Party
Spoiler:
Show
It's been over a year. The party venue's all cleaned up. You can go home now.
- For anyone who knows what Known Issue 4 is Known Issue 4: Currently unknown...
Final Parting Thoughts since The Start Remember: This will not work as advertised without a clean nuke and wipe of the Daymoyl systematics. Just ensure your game runs without Daymoyl and you should be fine updating. Else, you may run into some major problems. Speaking from experience. Way way too much.
Some helpful tips and tricks:
Spoiler:
Show
How to get rid of a frozen Skyrim without logging out. Open a New Instance on your Desktop [Windows + Tab, New Desktop] Open Task Manager, End Task "Skyrim.exe." Repeat for your Current Operating System...
If you still have trackpad issues on a laptop: Find a (wireless) mouse usb, Plug it in, and Don't use it / Turn it on.
Bug Reports: Bug Reporting will now be Offline Indefinitely due to Development now ceasing to persist. Regardless, here are the Current Parameters needed to be addressed if so: - What NPCs are there, where your player is, current state, the works. - What encounter it most likely is out of these categories:
Spoiler:
Show
Base Death Alternative: qf_daymoyl_defeated_020012c6 (FIXED) qf_daymoyl_defeatedanimallai_020012c7 (Unknown but FIXED) qf_daymoyl_defeatedbandit_020022f4 (FIXED) qf_daymoyl_defeateddragon_020205d4 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_defeateddraugr_02001d91 (FIXED) qf_daymoyl_defeateddwemer_02003376 (Unknown but FIXED (Act II Trigger)) qf_daymoyl_defeatedforsworn_0201f576 (FIXED (Act II Trigger)) qf_daymoyl_defeatedlaw_02019421 (FIXED) qf_daymoyl_divineinter_02047710 (Unknown (No Testing Required)) qf_daymoyl_helpfromcollege_0201f570 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_helpfromcompanion_0201a9b9 (Unknown (Act II Trigger) (FIXED?)) qf_daymoyl_helpfrominnkeeper_0201bf5c (FIXED) qf_daymoyl_helpfrommaiq_0201a9b0 (FIXED?) qf_daymoyl_helpfromtemple_0201bf63 (FIXED) qf_daymoyl_helpfromthiefguil_0201f575 (Unknown (Act II Trigger) (No Testing Required)) qf_daymoyl_helpwhenneeded_0200335w (FIXED) qf_daymoyl_pillager_02068b61 (Unknown but FIXED) qf_daymoyl_worstdayofyourlif_0200335e (Unknown but FIXED) Necromantic Absorption (FIXED AND OPTIMIZED) dadg_onbleedouttransform (PERMANENT FIXED but Hardcoded Vanilla No Ragdoll)
Death Alternative - Captured: qf_dadg_chorefalmergastronom_0405c4fb (Unknown but FIXED) qf_dadg_chorefalmerservingme_04068b45 (FIXED) qf_dadg_choremushroomfarmer_0300f5c0 (Unknown but FIXED) qf_dadg_choreransomingquest_0413da79 (Unknown but FIXED) qf_dadg_defeatedbanditenslav_040f8520 (FIXED) qf_dadg_defeatedfalmer_0300ce12 (Unknown but FIXED) qf_dadg_defeatednecromancer_03016f7d (Unknown but FIXED) qf_dadg_defeatedthalmor_040c450b (FIXED) qf_dadg_defeatedvampire_04002f9b (Unknown but FIXED) NOTE: Some of these may be a component tied to a scenario listed.
A handful of curated questions which aren't your questions but instead mine. But they're probably yours too...
Spoiler:
Show
Q1. WHAT THE! THIS MOD DOESN'T WORK AT ALL! WHAT A WASTE OF TIME! A. You're so mean. How could you. Also that isn't a question.
Q2. Hey, this mod doesn't work at all. Any idea why?
Spoiler:
Show
A. Ah, you have a problem that needs solving. I'll see if I can help. Have you gotten all the pre-requisites done and working on your end from the description? If so, you may be having another mod interfering or even worse your Skyrim's base mechanics. Make sure that everything is working on your end since the Framework entirely depends on the game itself working. If it helps, try run this with only the base mods that focus on fixing the engine. If it works, a mod is interferring. If not, there could be other problems that need more info and troubleshooting...
Q3. Are there a lot of changes from this one and the Original?
Spoiler:
Show
A. Yes, there are. The reason for that is the Original feels very limited, compact, and rather forceful with what it wants. Whether it makes you wait for things setting up behind a curtain, takes away any agency, or outright shoves you down one path The way this worked was being hypocritical to what it claimed. So I decided to change things in order to make it feel more open.
Q4. When I do [This Scenario], [This Happens]. Shouldn't [This] be happening?
Spoiler:
Show
A. I assume that a lot of comments will probably be worded like this. So lemme say: "No. It shouldn't." One thing you need to know is that Skyrim AI can be rather, odd and wonky, at times. There are a lot of things happening behind the scenes to get NPCs Intended AIs working with their Packages. However when something goes awry, that Package is misplaced resulting in disrupted scenes. The best in-game solution would simply be to Reload or "Wait (Hours Pass)" to cause a Scene Reset. However, there are other means but they are not supported due to them forcing progress flags to bypass that could break later scenarios.
Q5. What Did You Do To My Beautiful Boy!?
Spoiler:
Show
A. Okay wow. First off, I don't even know who you are or if you had a boy. Second... what. Oh, you probably mean when your character becomes a horrific spaghettification black hole monstrosity! Yeah unfortunately that's a result of the game applying a skeleton to the wrong biped, or lack thereof. Usually this occurs when a state gets confused between Transforming and Reverting Back. The result is the ragdoll is misaligned and offset, resulting in physics pulling it from incorrect nodes. This can also be seen when the Player's Scale is lower than .5, resulting in messed-up collision. Simply ensure the Player Skeleton is at the proper scale at the proper time along with its model.
Q6. Why Am I Constantly Dying EVEN MORE NOW! What happened to Safety Deaths!?
Spoiler:
Show
A. Well, Constantly Dying isn't exactly the right Phrase. Neither is Safety Deaths. The terms for those apply to the fact the Game cannot determine whether to "Succumb to your wounds" or "Select the next scenario" since neither condition for either was met. Thus it results in a blank reference simply bringing the Player to the closest "spawn point" (sometimes not moving at all) and resetting the cell. HOWEVER, because the script is no longer a compiled error, the script to End Your Player can actually process and has a much higher chance to do so outright. So think of this as a Digitally Expanded and Enhanced Remaster! Of an addition you didn't really know you wanted or was there in the first place.
Q7. Can You Please Not Make Me Instantly Transform The First Time I Bleedout?
Spoiler:
Show
A. I can. But the result is the game not registering you as Bleeding Out and therefore leaving you down for the count for the rest of time and eternity. That's behavior you can see prior to 4.4.4.4. However, you can also see that exact behavior in 7.7.7 except now while you can move, enemies stop thinking you exist. Like a Ghost. In the Machine. This method not only ensures the game can properly run the script, but also prevents it from overlapping. It also makes it so the SAME MESSAGE BOX DOES NOT POP UP EVERY TIME YOU GO DOWN. So yeah. There's that. You can also Toggle off Shapeshifting. But I leave no guarantees it won't knock you down permanently.
Q8. Is There A Reason There's Slight Delay Between States and My Character Spasming?
Spoiler:
Show
A. There is. Chokepoints. Throughout the script, there are actions that have to be consistently run over and over and over again, with no way to stop it unless you physically stop playing the game and go off to be alone. This instead introduces Checkpoints for the script to slow down, process itself, and then fire the appropriate actions at the appropriate time. This also means that you have a little more time to react before being instantly knocked down. Think of it like that null before the pain where your body doesn't register it's been seriously injured. It is very important though your Maximum Script Delay is less than 100ms, as that's the minimum amount of time each Checkpoint takes to refresh itself. As for character spasms. That was an unintended effect I left in cause it reflected convulsions but to the engine's extent.
Q9. How come I can no longer become the 360 No-Scope I was meant to be when I recover from Transform!?
Spoiler:
Show
A. Skyrim has a weird tendency to cancel out all movement mods and instead replace it back with the default vanilla behavior files. Simply save and reload to restore this consistently. Or somehow find another way to do so in-game.
Q10.
Spoiler:
Show
Super Spinach
W-wh-wha t-th-tha that's not even a question. Is it a bug? A code? What is that supposed to accomplish?
And that's all the time we have for Questions today! There are probably more but these are the primary ones that need to be addressed. Maybe later on, there may be others posted. But for now, this is all it needs. Until then...
gotta love nexus modders explaining absolutely nothing about how the mod works and details on what it is about in the description, and instead going on artistic rambling and some sheogorath-level speeches
Does this have a separate listing in the MCM or is it under the Death Alternative- Your money or your life? Also, the removed files mentioned in the requirements, are they included in the base mod now? Is it possible to install this through vortex and how can I know that its been properly installed?
So is this a mod I can still download and use? I'm a little confused with the post saying the mod is dead. Does that mean it no longer works and I shouldn't try to download it?
Usually that will just mean the dev will no longer be updating or providing support for the mod. You can download it and use it, but if you run into issues it will be harder to find help.
I hope these events are only triggered when you are in appropriate locales against appropriate enemies... For example, wouldn't want a bandit abduction event if I just got defeated by a dragon.
I'm getting ready to test this in VR. I have a couple of questions.
Do I need the original VR patch? My load order is as follows (each overwritten by the next):
Death Alternative - Your Money or Your Life Death Alternative - Your Money or Your Life - VR Patch Death Alternative -- Resurrection -- SkVRim
Is it compatible with custom followers (Auri, Inigo, Skeever, Lucien, There is no Umbra) and Nether Follower Network? I've always loved the concept but the original had a lot of issues and weird interactions with followers and my present list is built around them...
no clue. I'll just say this so it clears the air: THIS MOD WILL WORK WITH A STABLE BUILD OF THE ORIGINAL DAYMOYL
From there on, anything you can add on to it risks preventing events or scripts from being halted. If there are simply no scripts which rely on daymoyl, you're perfectly fine adding it in, provided the mod in question is bug free. From there on, anything can happen. It's up to you to let it happen. See you in the new year...
I'm sleepy and confused and trying to parse some things.
I'm aware DAYMOYL Captured is removed. Is the file on this page a patch to go with Captured or is it an updated version of Captured? ie, if I don't have the original mod, can I use this page's version?
Hi, I'm trying to figure out what this mod does, but all of your pinned comments, the dscription and the docs are just talking about how you're done with it and how you did a bunch of changes too it, but what even is it? what does this mod do? how does it work? does it even work? would appreciate some information on what this does because I'm curious about different death alternative mods. Thank you.
This mod here is basically a rework of the original mod (but I believe you still need the original mod for this one to work with it? I'm not sure.) Either way, here's a link to the original mod that has info on how it works. :) Death Alternative - Your Money Or Your Life
284 comments
UPDATE: Installation Procedure now included in Main Description. Rendering the readme more of a readmelater.
D E A D
The Long Answer is:
A Very Long And Not-At-All Brief Summary of What 7 Years of On-And-Off Development Looked Like:
Because of that, I had to go back and see what the initial damage was done did and try to remedy it while also restoring some of the much needed optimizations and fixes from throughout the years. Turns out, that's no longer possible.
A quick brief look into how a small 30kb file can have 1000 lines of codes. And why that's a major problem for fixes.
The way this mod is handled is that using an external Decompiler (because CK refuses to even acknowledge it without somehow shoving the SKSE source code inside itself which is a much bigger hassle and sometimes doesn't even work),
So when it is Decompiled, I can easily make changes to it on the fly and recompile it for later testing.
The problem is what was briefly noted. SKSE. And more importantly: SkyUI
This mod for whatever reason that it probably is justified by do to the date it was originally developed, depends on source code and functions from the original SkyUI. Not SSE SkyUI. LEGENDARY.
While it does function normally in-game and in-engine. IT DOES NOT RECOGNIZE IT WHEN COMPILING.
Because of that you either need
A. The original Dev Environment that depends on both SKSE LE and SkyUI LE.
B. The original Source Files from both SKSE LE and SkyUI LE.
Both are not possible because of
C. CUSTOM VARIABLES AND EVEN SOURCE CODE FROM AN OUTSIDE SOURCE
This meant that even if I were to somehow obtain the original Source Code Files to compile, it would all be for naught since it would ultimately depend on functions or code commands that are not even present in Skyrim itself.
So how was I even able to recompile this script!? Through a little addendum at the end of the Special Thank.
LimerenceMods for finding the Backdoor Method to Compile Scripts which would fail due to dependencies on SKSE or SkyUI.
This one single person introduced me to a concept I had never even considered or conceived possible due to the sheer enormity and backwards logic that results from it. Disassembly.
What this means on the surface is the source code is basically broken down to the purest format whereby the actual computer and engine read it. What it actually means is this:
function onEndState()
akPlayerRef.EnableIKPhysicsIfNeeded()
game.EnablePlayerControls(true, true, true, true, true, true, true, true, 0)
self.SendModEvent("da_EndDrowning", "", 0.000000)
endFunction
Turns to this:
.userFlags 0; Flags: 0x00000000
.docString ""
.return None
.paramTable
.endParamTable
.localTable
.local ::nonevar None
.endLocalTable
.code
CallMethod EnableIKPhysicsIfNeeded ::akPlayerRef_var ::nonevar ;@line ??
CallStatic game EnablePlayerControls ::nonevar True True True True True True True True ;@line ??
CallMethod PushActorAway _Player ::nonevar 2 ;@line ??
CallMethod SendModEvent self ::nonevar "da_EndDying" "" 0.000000 ;@line ??
.endCode
.endFunction
.endState
Notice something? THE ;@LINES ARE ??
And This Is THE SOLE REASON WHY DEVELOPMENT ENDED
Because if those ;@lines are ??
THE CODE SELF-INSERTS ITSELF WHEREVER IT CAN FIT
This can normally be fixed by finding the offending line and manually offsetting it if a line were added or removed.
NOW DO THIS FOR 1000 LINES.
Even when the Source Code was Disassembled Unedited
IT STILL HAD ?? Lines
Because as it turns out, when you exceed 800 Lines
THE CODE AUTO-DEFAULTS TO ??
And on top of that:
IT DOES NOT AUTO-SORT ITSELF AS IT WAS BEFORE
So not only do I have to figure out what line actually belongs where,
BUT ADDING OR REMOVING A SINGLE LINE CAN OFFSET IT BY THE HUNDREDS
This makes it near impossible to Fix/Modify and this wouldn't be much a problem:
IF IT WEREN'T THE CORE FILE THAT THE ENTIRE MOD DEPENDS ON
So no matter what other edits I make to isolate certain scenarios, if this breaks
EVERYTHING BREAKS
You are probably beginning to see the pattern now.
So why does this file even exist? Most likely it was back when mods needed a major core file for all its scripting since there were not many external mods to handle it such as CommonLib or even PapyrusUtil to name a few.
Because of this though there is a MAJOR DISCREPENCY between Scenario Files and CORE Files.
That's why even though this mod on its own only contains under 50 script files,
THE CORE FILE IS THE EQUIVALENT OF 20
So how do you fix this? Short answer: You can't.
Not unless you were to go all the way back and break it down from the very start.
The simplest solution would be to have your Scenario Script Files like so,
THEN BREAK DOWN EACH MAJOR FUNCTION INTO ITS OWN CORE SCRIPT FILE
They even built the MCM from scratch IN THE CORE FILE! That's pure dedication at the cost of code lines!
This would give you greater control and on top of that:
NOT HAVE REPEAT SCRIPT FILES THAT HAVE TO BE REMADE FOR EACH INSTANCE
This product is a Product of Its Time. An Outstanding Product that somehow did way more than was even capable back then with the extremely limited range of modding tools that were barely present back then.
But its vintage age as well as execution has ultimately lead to its downfall by an entire Farm of Eggs in One Basket.
So with a heavy heart, all this to say,
While this may seem like a deceptively simple mod on the surface
The Reality is that the Inner Code-workings to make it function are simply too clogged up in one file.
Unless that file can somehow one day be oversimplified to work in a modern code environment.
Then Death Alternative will remain Dead Indefinitely...
Thanks for sticking along the long rough journey. But it's time to bury the hatchet. And cover the coffin...
Well. This is it. The Final Dev Log for "Death Alternative -- Resurrection/Resurgence."
I can't believe how far this mod got despite only being less than 1 MB Total and 2 MB Full.
To think a single Mod would encompass the Entirety of 7 Years for me is M A S S I V E .
But all things must come to an End. Including This.
So from The First View to The Last Download.
Thank you.
All this wouldn't be possible were it not for you wanting to see this mod to fruition.
And even though there might still be better ways to implement certain features and some bugs left to fix.
And the Endless Amount of Compatibility Issues as the scope of mods grows ever larger and larger.
I just hope you find some solace knowing that this mod has come further than it had any right to be.
So once again. Thanks for the memories. Thanks for the summaries.
Thanks for the springs. Thanks for the summers.
Thanks For Everything.
From LOL Enterprise.
This is Captain Lieutenant Officer Log.
Signing off...
*End Transmission.*
P.S. Also there's a Secret Easter Egg if you have both Mod Pages open. Can you find out what it is?
Tips and Tricks for Maintaining a Stable Death Alternative:
- For anyone who's stuck in "Infinite Tsukuyomi Bleedout", simply open the console and type player.kill
This will not have the actual intended effect like Vanilla, but instead reshoot your Health back to 0, which will re-activate the Bleedout Script. It is important you DO NOT USE the Mod's Reset Tab. EVER.
- For anyone who wants to get their "Blackout Animation Groove" back
You must COMPLETELY REMOVE your Beast status. Whether through Lore, Exploit, or Console Commands.
As long as that is gone, your character will be able to be animated again due to the removal of the "ImmuneParalysis" Race Keyword. Otherwise, it's walking in place for you until you Blackout.
- For anyone who missed out on the Celebration Party
- For anyone who knows what Known Issue 4 is
Known Issue 4:
Currently unknown...
Final Parting Thoughts since The Start
Remember: This will not work as advertised without a clean nuke and wipe of the Daymoyl systematics. Just ensure your game runs without Daymoyl and you should be fine updating. Else, you may run into some major problems. Speaking from experience. Way way too much.
Some helpful tips and tricks:
Open a New Instance on your Desktop [Windows + Tab, New Desktop]
Open Task Manager, End Task "Skyrim.exe."
Repeat for your Current Operating System...
If you still have trackpad issues on a laptop:
Find a (wireless) mouse usb, Plug it in, and Don't use it / Turn it on.
Bug Reports:
Bug Reporting will now be Offline Indefinitely due to Development now ceasing to persist.
Regardless, here are the Current Parameters needed to be addressed if so:
- What NPCs are there, where your player is, current state, the works.
- What encounter it most likely is out of these categories:
qf_daymoyl_defeated_020012c6 (FIXED)
qf_daymoyl_defeatedanimallai_020012c7 (Unknown but FIXED)
qf_daymoyl_defeatedbandit_020022f4 (FIXED)
qf_daymoyl_defeateddragon_020205d4 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_defeateddraugr_02001d91 (FIXED)
qf_daymoyl_defeateddwemer_02003376 (Unknown but FIXED (Act II Trigger))
qf_daymoyl_defeatedforsworn_0201f576 (FIXED (Act II Trigger))
qf_daymoyl_defeatedlaw_02019421 (FIXED)
qf_daymoyl_divineinter_02047710 (Unknown (No Testing Required))
qf_daymoyl_helpfromcollege_0201f570 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_helpfromcompanion_0201a9b9 (Unknown (Act II Trigger) (FIXED?))
qf_daymoyl_helpfrominnkeeper_0201bf5c (FIXED)
qf_daymoyl_helpfrommaiq_0201a9b0 (FIXED?)
qf_daymoyl_helpfromtemple_0201bf63 (FIXED)
qf_daymoyl_helpfromthiefguil_0201f575 (Unknown (Act II Trigger) (No Testing Required))
qf_daymoyl_helpwhenneeded_0200335w (FIXED)
qf_daymoyl_pillager_02068b61 (Unknown but FIXED)
qf_daymoyl_worstdayofyourlif_0200335e (Unknown but FIXED)
Necromantic Absorption (FIXED AND OPTIMIZED)
dadg_onbleedouttransform (PERMANENT FIXED but Hardcoded Vanilla No Ragdoll)
Death Alternative - Captured:
qf_dadg_chorefalmergastronom_0405c4fb (Unknown but FIXED)
qf_dadg_chorefalmerservingme_04068b45 (FIXED)
qf_dadg_choremushroomfarmer_0300f5c0 (Unknown but FIXED)
qf_dadg_choreransomingquest_0413da79 (Unknown but FIXED)
qf_dadg_defeatedbanditenslav_040f8520 (FIXED)
qf_dadg_defeatedfalmer_0300ce12 (Unknown but FIXED)
qf_dadg_defeatednecromancer_03016f7d (Unknown but FIXED)
qf_dadg_defeatedthalmor_040c450b (FIXED)
qf_dadg_defeatedvampire_04002f9b (Unknown but FIXED)
NOTE: Some of these may be a component tied to a scenario listed.
Q1. WHAT THE! THIS MOD DOESN'T WORK AT ALL! WHAT A WASTE OF TIME!
A. You're so mean. How could you. Also that isn't a question.
Q2. Hey, this mod doesn't work at all. Any idea why?
Have you gotten all the pre-requisites done and working on your end from the description?
If so, you may be having another mod interfering or even worse your Skyrim's base mechanics.
Make sure that everything is working on your end since the Framework entirely depends on the game itself working.
If it helps, try run this with only the base mods that focus on fixing the engine. If it works, a mod is interferring.
If not, there could be other problems that need more info and troubleshooting...
Q3. Are there a lot of changes from this one and the Original?
Whether it makes you wait for things setting up behind a curtain, takes away any agency, or outright shoves you down one path
The way this worked was being hypocritical to what it claimed. So I decided to change things in order to make it feel more open.
Q4. When I do [This Scenario], [This Happens]. Shouldn't [This] be happening?
One thing you need to know is that Skyrim AI can be rather, odd and wonky, at times.
There are a lot of things happening behind the scenes to get NPCs Intended AIs working with their Packages.
However when something goes awry, that Package is misplaced resulting in disrupted scenes.
The best in-game solution would simply be to Reload or "Wait (Hours Pass)" to cause a Scene Reset.
However, there are other means but they are not supported due to them forcing progress flags to bypass that could break later scenarios.
Q5. What Did You Do To My Beautiful Boy!?
Oh, you probably mean when your character becomes a horrific spaghettification black hole monstrosity!
Yeah unfortunately that's a result of the game applying a skeleton to the wrong biped, or lack thereof.
Usually this occurs when a state gets confused between Transforming and Reverting Back.
The result is the ragdoll is misaligned and offset, resulting in physics pulling it from incorrect nodes.
This can also be seen when the Player's Scale is lower than .5, resulting in messed-up collision.
Simply ensure the Player Skeleton is at the proper scale at the proper time along with its model.
Q6. Why Am I Constantly Dying EVEN MORE NOW! What happened to Safety Deaths!?
The terms for those apply to the fact the Game cannot determine whether to "Succumb to your wounds" or
"Select the next scenario" since neither condition for either was met. Thus it results in a blank reference simply bringing the Player to the closest "spawn point" (sometimes not moving at all) and resetting the cell.
HOWEVER, because the script is no longer a compiled error, the script to End Your Player can actually process and has a much higher chance to do so outright. So think of this as a Digitally Expanded and Enhanced Remaster!
Of an addition you didn't really know you wanted or was there in the first place.
Q7. Can You Please Not Make Me Instantly Transform The First Time I Bleedout?
Q8. Is There A Reason There's Slight Delay Between States and My Character Spasming?
It is very important though your Maximum Script Delay is less than 100ms, as that's the minimum amount of time each Checkpoint takes to refresh itself. As for character spasms. That was an unintended effect I left in cause it reflected convulsions but to the engine's extent.
Q9. How come I can no longer become the 360 No-Scope I was meant to be when I recover from Transform!?
Q10.
W-wh-wha t-th-tha that's not even a question. Is it a bug? A code? What is that supposed to accomplish?
And that's all the time we have for Questions today! There are probably more but these are the primary ones that need to be addressed. Maybe later on, there may be others posted. But for now, this is all it needs. Until then...
Lamps. Off...
For example, wouldn't want a bandit abduction event if I just got defeated by a dragon.
Do I need the original VR patch? My load order is as follows (each overwritten by the next):
Death Alternative - Your Money or Your Life
Death Alternative - Your Money or Your Life - VR Patch
Death Alternative -- Resurrection -- SkVRim
Is it compatible with custom followers (Auri, Inigo, Skeever, Lucien, There is no Umbra) and Nether Follower Network?
I've always loved the concept but the original had a lot of issues and weird interactions with followers and my present list is built around them...
Thank you so much for your work anyway!
THIS MOD WILL WORK WITH A STABLE BUILD OF THE ORIGINAL DAYMOYL
From there on, anything you can add on to it risks preventing events or scripts from being halted. If there are simply no scripts which rely on daymoyl, you're perfectly fine adding it in, provided the mod in question is bug free. From there on, anything can happen.
It's up to you to let it happen. See you in the new year...
I'm aware DAYMOYL Captured is removed. Is the file on this page a patch to go with Captured or is it an updated version of Captured? ie, if I don't have the original mod, can I use this page's version?