Please join me for Skyrim videos with all my mods at
Installation:
You will need to install BOTH parts 1 and part 2 for mod to work. Part two stops health from regenerating if it drops below a certain percentage. Percentage can be controlled in MCM menu. Part 2 has its own MCM menu.
Mod is compatible with injury mods Vigor and Wildcat. But no injury mods are required.
Previous series of the mod were targeted to plain vanilla setups or setups using Vigor and or Wildcat. This one mod rules them all.
1.01 - fixed souls not being properly subtracted. All glory to Fishbiter for finding the fix! 1.1 - on death poison was not being removed/cured. 1.2 - added more code to make sure all poisons and diseases are cured. I give the player a cure disease and cure poison potion and then have him drink it. 2.0: Added a MAJOR new feature. In previous versions player was revived when PERCENTAGE of health was restored, as set in MCM menu. Minimum 10 percent. This is fine if player is new and his health is 55 normally. 10 percent is just 6, and even if set to 20 percent it is just 11. Health potion is typically 25 restored. But when player is higher level, and his health is 250, 20 percent is 50 points! One potion may not work, and maybe not even 2. Getting a healing boost from a follower like Herika may not meet that 20 percent quota. The new feature will let you switch from PERCENTAGE to HIT POINTS, Which does not change no matter what level player is.
If MCM is set to 10, then as soon as player gets health to 10 he will revive. No matter how high his level or if has a million hit points normally.
I believe this is much more fun than the frustration at higher levels with percentage revival. But the MCM gives you the option to pick between them.
Is it this mod that gives me a loop of "You f**ed up" if something goes wrong and I revive in a loop?
I played with Mannaz, which gives Dark Elfs the following power: Ancestral Protector: Once a day, when a foe is about to deliver a killing blow, an ancestor spirit drains Health and knocks them down.
It is probably not compatible with your mod and causes a revive loop for a few times until eventually I die.
I'm not asking you to do any patch, I'm just curious if the "You f**cked up" voice comes from this mod. If yes, that's so funny and so creepy at the same time.
Thanks for the reply. Now that is strange because I am quite certain that I use the latest version. Guess I'll download and install the mod once more. Maybe I did not properly install the latest version :)
EDIT: I tested this mod again with Mannaz and this time, Ancestral Protection worked just fine before I entered bleedout state. So it seems to me that both mods are compatible :)
Maybe we could get an option where a black soul gem could be used instead of an Amulet of Arkay and no Amulets would be added more frequntly? Or maybe add or use some other item, which as long as it is in the player's inventory fulfills the same duty.
everytime i fall down to my knee i just permanently stay there until i healing potion nothing happens even if i wait the events dont proc i have a soul keeper talked to a shrine visited amulets of arkay dragon souls using skyrim 1.6.11
1. Is it possible to add a menu that opens up once the player dies and asks if a dragon soul shall be consumed? Sometimes I do not want to waste one but rather revive elsewhere.
Instead of a menu, there could be a potion (or item) that could be used while on the ground. The effect lasts 30 seconds and if the player is down and the timer runns out while under the effect of that potion, a dragon soul will be used, else the player revives.
2. An option to toggle the use of a dragon soul in game would be great. And maybe allow to use black soul gems or great soul gems instead of dragon souls as an option. That would make this perfect :)
EDIT:
One more thing I think that would be cool. When dying, instead of loosing all equipment, it would be cool to have an MCM option to only loose a configurable percentage of your max gold. If I loose all my stuff, how will I be able to get it back? ;) If it only affected gold and maybe crafting materials, that would be something I would like to play with.
Is it save to compact the esp and flag as esl? This seems to be the best death alternative mod out there. I really love how you are able to revive on the spot via a health potion and are not forcefully ransported away at death. It's such a shame that your mods do not get more attention.
COOL BEANS. THE ONLY FORM OF DEATH IS WHEN WE DIE TO THE NOTION THAT THE ONLY THING LIFE HOLDS TURNS TO DUST. I HOPE THIS PROVIDES CLARITY TO EVEN JUST ONE. :-)=
UPDATE: I got it to work! Probably a mod conflict at my first try. This is my preferred death alternative mod! It would be nice if we could also have a quest or a written lore in game for our state of being unkillable.
You're the dragonborn, that's your reason for being unkillable, Akatosh keeps your soul alive and returns it to the realm of the living. And if you're roleplaying as not the dragonborn, you can believe that a god your character is tied with, a daedra or what not is keeping you there.
That actually makes sense. I have been listening to tons of ESO lore videos because ESO online sucks at explaining the big picture though gameplay is fun. Akatosh doing this makes sense. A dragonborn is needed long term to keep those Daedra protection fires going. Along with Amulet of Kings. This can be worked into the mod description.
Whenever a future version comes along, would it be possible to add a choice of amulets in the MCM rather than only being amulets of Arkay that can be used (for those who RP strong opinions about the divines/aedra)?
On the one hand, Arkay makes sense, for reasons explained in the description. On the other, a character that doesn't worship the Divines (especially as Wintersun provides several alternatives) would be unlikely to align themselves with Arkay even to the point of carrying his amulet with them.
While it's probably something that falls outside of the scope of the original mod, I feel like it's something that could be added on as an optional file. Maybe even a Wintersun integration patch that provides a lore friendly way for your chosen deity to anchor your soul to Nirn.
Just thinking about the above, how would you feel about me making an extension for this mod, to integrate it with the various deities available in Wintersun?
I guess I'd probably need permission from EnaiSiaon as well.
This assumes, of course, that I can actually figure out how to do it, but I'll have a go, even if only for personal use.
I thing it would Bea brand idea. Shouldn’t be that hard. Add the mcm menu option and set an object reference variable to,hold players selection. Then change everywhere in the mod the arkay reference with that one.
with tons of time to kill it could be done by praying at the altar of the deity in question and adding a dialogue option. Either with a priest or object.
OK, up until now I'd been wondering what this "now you effed up" thing is that everyone keeps talking about in the comments. I just heard it for the first time, on the version of the mod that is described as having removed it.
Just letting you know. :) Also I had to turn my speakers down. Thanks!
EDIT: OK so after lifting the hood, I found the following: a sound descriptor (xx0254FB) and sound marker (xx0254FC), which seem to point to the "NYFU" sound effect. a property in the aaaCursedMainQuest, named NYFUsm, which points to the sound marker mentioned above.
I've removed these in xEdit and will test to see if I get the same aural abuse next time I find 4 bandits where there always used to be one!!!
Sorry, I also realised that I didn't report back my findings after making the above edits. Can confirm that I am no longer being shouted at by your mod :)
167 comments
Please join me for Skyrim videos with all my mods at
Installation:
You will need to install BOTH parts 1 and part 2 for mod to work. Part two stops health from regenerating if it drops below a certain percentage. Percentage can be controlled in MCM menu. Part 2 has its own MCM menu.
Mod is compatible with injury mods Vigor and Wildcat. But no injury mods are required.
Previous series of the mod were targeted to plain vanilla setups or setups using Vigor and or Wildcat. This one mod rules them all.
https://www.youtube.com/watch?v=ZBPAYbi1tjY&feature=youtu.be
Changelog:
1.01 - fixed souls not being properly subtracted. All glory to Fishbiter for finding the fix!
1.1 - on death poison was not being removed/cured.
1.2 - added more code to make sure all poisons and diseases are cured. I give the player a cure disease and cure poison potion and then have him drink it.
2.0: Added a MAJOR new feature. In previous versions player was revived when PERCENTAGE of health was restored, as set in MCM menu. Minimum 10 percent. This is fine if player is new and his health is 55 normally. 10 percent is just 6, and even if set to 20 percent it is just 11. Health potion is typically 25 restored. But when player is higher level, and his health is 250, 20 percent is 50 points! One potion may not work, and maybe not even 2. Getting a healing boost from a follower like Herika may not meet that 20 percent quota. The new feature will let you switch from PERCENTAGE to HIT POINTS, Which does not change no matter what level player is.
If MCM is set to 10, then as soon as player gets health to 10 he will revive. No matter how high his level or if has a million hit points normally.
I believe this is much more fun than the frustration at higher levels with percentage revival. But the MCM gives you the option to pick between them.
I played with Mannaz, which gives Dark Elfs the following power:
Ancestral Protector: Once a day, when a foe is about to deliver a killing blow, an ancestor spirit drains Health and knocks them down.
It is probably not compatible with your mod and causes a revive loop for a few times until eventually I die.
I'm not asking you to do any patch, I'm just curious if the "You f**cked up" voice comes from this mod.
If yes, that's so funny and so creepy at the same time.
EDIT:
I tested this mod again with Mannaz and this time, Ancestral Protection worked just fine before I entered bleedout state. So it seems to me that both mods are compatible :)
Nice idea, but now its way too bloody common. The last like 6 chests i looted had one.
All while im actively trying to find enchanted items to disenchant!!
Or maybe add or use some other item, which as long as it is in the player's inventory fulfills the same duty.
Is it possible to add a menu that opens up once the player dies and asks if a dragon soul shall be consumed?
Sometimes I do not want to waste one but rather revive elsewhere.
Instead of a menu, there could be a potion (or item) that could be used while on the ground.
The effect lasts 30 seconds and if the player is down and the timer runns
out while under the effect of that potion, a dragon soul will be used, else the player revives.
2.
An option to toggle the use of a dragon soul in game would be great.
And maybe allow to use black soul gems or great soul gems instead of dragon souls as an option.
That would make this perfect :)
EDIT:
One more thing I think that would be cool.
When dying, instead of loosing all equipment, it would be cool to have an MCM option to only loose a configurable percentage of your max gold.
If I loose all my stuff, how will I be able to get it back? ;)
If it only affected gold and maybe crafting materials, that would be something I would like to play with.
This seems to be the best death alternative mod out there.
I really love how you are able to revive on the spot via a health potion and are not forcefully ransported away at death.
It's such a shame that your mods do not get more attention.
It would be nice if we could also have a quest or a written lore in game for our state of being unkillable.
Akatosh doing this makes sense. A dragonborn is needed long term to keep those Daedra protection fires going. Along with Amulet of Kings. This can be worked into the mod description.
ok
On the other, a character that doesn't worship the Divines (especially as Wintersun provides several alternatives) would be unlikely to align themselves with Arkay even to the point of carrying his amulet with them.
While it's probably something that falls outside of the scope of the original mod, I feel like it's something that could be added on as an optional file. Maybe even a Wintersun integration patch that provides a lore friendly way for your chosen deity to anchor your soul to Nirn.
I guess I'd probably need permission from EnaiSiaon as well.
This assumes, of course, that I can actually figure out how to do it, but I'll have a go, even if only for personal use.
Cheers.
I thing it would Bea brand idea. Shouldn’t be that hard. Add the mcm menu option and set an object reference variable to,hold players selection. Then change everywhere in the mod the arkay reference with that one.
with tons of time to kill it could be done by praying at the altar of the deity in question and adding a dialogue option. Either with a priest or object.
And thank you for such an awesome mod
IDK, just in case I need permission to release a patch that relies on his mod I guess.
Just letting you know. :)
Also I had to turn my speakers down. Thanks!
EDIT: OK so after lifting the hood, I found the following:
a sound descriptor (xx0254FB) and sound marker (xx0254FC), which seem to point to the "NYFU" sound effect.
a property in the aaaCursedMainQuest, named NYFUsm, which points to the sound marker mentioned above.
I've removed these in xEdit and will test to see if I get the same aural abuse next time I find 4 bandits where there always used to be one!!!
Hope this helps you :)
Thanks for the mod!
\edit: confused, web site says you have not yet downloaded mod?
MO2 shows I have version 1.02 of the mod installed.
Can confirm that I am no longer being shouted at by your mod :)