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BLOODGAZMS and MacreadyUploaded by
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This page was last updated on 25 September 2017, 7:51PM
- Changelogs
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Version 1.2.3
- * Resolved problem with not receiving Dovahkiin immortality when using some of the "Live Another Life" alternate start scenarios.
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Version 1.2.2
- Now that the mod configuration framework is in place, it has become easier to add new options.
One bit of "feature debt" is a suggestion ArtMurder made back in early January to add a bind option to inns. The "DIHO Configuration" power now offers you an option for your soul to bind automatically to any inns that you visit.
This is handled dynamically at runtime, so there is no reference clutter added to inns, causing potential compatibility or merging issues. Further, this will also work for properly implemented player-added inns.
- Now that the mod configuration framework is in place, it has become easier to add new options.
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Version 1.2.1
- I've finally gotten around to adding a mod configuration power (accessible via the magic screen, called "DIHO Configuration") so that you don't have to manipulate globals to achieve your desired ruleset. Sorry that this took so long. :)
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Version 1.2.0
- * Introduced a new DIHOBehavior setting (3). When enabled, the player will lose both gold and items (except quest items) upon dying (just like the "hardcore" setting of 2). If the player then fails to recover their items by not reintegrating their soul shard prior to dying again, they can recover those lost items (but not the gold) by making a pilgrimage to High Hrothgar.
* The mod now uses a DIHOBehavior setting of 3 by default on a new game (instead of 1). If you prefer the old default of just losing your gold, just make sure to "set DIHOBehavior to 1" via the console when starting a new game.
* If playing with item loss enabled, the player will now be wearing (rather than holding) the beggar's robes upon respawning.
* An out of bounds DIHOBehavior value will now be interpreted as a setting of 3.
- * Introduced a new DIHOBehavior setting (3). When enabled, the player will lose both gold and items (except quest items) upon dying (just like the "hardcore" setting of 2). If the player then fails to recover their items by not reintegrating their soul shard prior to dying again, they can recover those lost items (but not the gold) by making a pilgrimage to High Hrothgar.
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Version 1.1.4
- You can now trigger the mod to shut down into one of two states: dormancy (if you want to suspend its scripts in order to upgrade to a newer version), or removal (the mod will shut down and do as much as it can to revert its changes and effects, so that you can uninstall it). See the main mod description page for details on how to do this.
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Version 1.1.3
- Added a lore-friendly book which attempts to integrate the mod's mechanics into the world somewhat. This is intended not so much as a "manual" for explaining the mod's function as it as a bit of additional flavor. The book is dynamically added to one levelled item list at runtime (so, no editing of base game resources in order to maintain maximum compatibility). The levelled list in question is used primarily at the College of Winterhold, so that's where to look for the book.
Introduced a new mod mechanic: permanent attribute loss. By default, attribute damage is set to zero (it doesn't happen), but you can set the DIHOAttributeDamage global variable to any value between 1 and 10 in order to sustain permanent loss of health, magicka and stamina equal to whatever amount you set upon loss of a soul shard (i.e., you sustain the attribute loss if you have a second unprotected death prior to recovering a soul shard). DIHOAttributeDamage operates independently from DIHOBehavior, giving you great flexibility in customizing the penalties for death.
- Added a lore-friendly book which attempts to integrate the mod's mechanics into the world somewhat. This is intended not so much as a "manual" for explaining the mod's function as it as a bit of additional flavor. The book is dynamically added to one levelled item list at runtime (so, no editing of base game resources in order to maintain maximum compatibility). The levelled list in question is used primarily at the College of Winterhold, so that's where to look for the book.
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Version 1.1.2
- *WARNING* There are significant changes to the mod's architecture in this update. Do not upgrade if the mod is already running on a game in progress.
Renamed all mod resources with a consistent naming scheme (MacDIHO prefix).
The mod's lore has changed a bit. The beam of light left behind by the player upon death is a soul shard. Instead of needing to activate it, you need only run into the beam in order to reintegrate the shard (and thereby retrieve your gold/items). In technical terms, the beam has changed from being an activator with collision to a trigger box without collision.
You now need to carry an Amulet of Stendarr (God of Mercy) in order to protect your gold/items from being lost upon dying. The Amulet of Arkay is now used solely by the Prayer of Sacrifice power in order to set a custom bind point. The button in the backstage cell has been altered such that it now dispenses one of each kind of amulet for testing purposes.
If you die while protected by Stendarr, you respawn at full health.
The script to bind your soul to a shrine of the Nine Divines now attaches itself to the shrines dynamically at runtime. This means that edited copies of the shrines are no longer contained in this mod's ESP, thus improving its overall compatibility profile. Upon entering an area with a shrine, it will take a few seconds for the script to attach, so if you pray immediately and are not given the bind option, wait a second and try again (pray harder!).
The ability to customize the rebind options offered by the mod is now made much easier. If there is a particular type of activator you wish to be able to bind your soul to, simply create a new ESP, make DeathIsHighlyOverrated.esp its master, and then override the MacDIHOBindActivators FormID List into your patch ESP. Add to this list whatever new activators you wish to be able to bind to (maybe a cooking pot? My soul wants to bind where there's good food to be had). Then just load your patch ESP after DeathIsHighlyOverrated.esp, and voila.
Resolved the issue of one or both of the player's hands being left temporarily unusable in combat if a spell was equipped in that hand at death.
Removed the spell tome for the Prayer of Sacrifice (it serves no purpose now that the power is granted directly to the player).
- *WARNING* There are significant changes to the mod's architecture in this update. Do not upgrade if the mod is already running on a game in progress.
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Version 1.1.1
- *WARNING* There is a script signature change in this update. I do not recommend upgrading if the mod is already running on a game in progress.
Edited shrine script not to offer bind option if player has not yet received Dovahkiiin immortality.
All spells are dispelled from the player on rebirth (to eliminate potentially troublesome continued effects such as poison).
- *WARNING* There is a script signature change in this update. I do not recommend upgrading if the mod is already running on a game in progress.
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Version 1.1.0
- *WARNING* Do not upgrade to this version from 1.03 or below on a game in progress. The scripting has been completely overhauled.
Shrunk down the player corpse beam/activator.
Implemented the player's Dovahkiin immortality as a permanent ability that is visible on the active magic effects screen.
Implemented a new global variable, DIHOPollingInterval, which controls the frequency of the script's heartbeat (default is 3 seconds, but it can be set to any value between 1 and 5 seconds).
By default, you are granted your immortality upon completion of the Unbound quest. If you'd rather have the granting of that power delayed until you are first summoned by the Greybeards (their "call" after defeating your first dragon), set DIHODelayedStart to 1 (or any non-zero value, really).
The Prayer of Sacrifice power is now granted directly at initialization (instead of giving the player the Tome of Sacrifice).
The player's initial respawn point is now wherever they happen to be when Unbound is completed (to make things more alternate start friendly).
- *WARNING* Do not upgrade to this version from 1.03 or below on a game in progress. The scripting has been completely overhauled.
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Version 1.0.3
- Fixed an issue where the player's health level at respawn was not consistent. Instead of using RestoreActorValue alone to raise health, I switched to restoring all health and then using DamageActorValue to reduce from maximum. This has resulted in a consistent 50% base health on respawn. Neither of the ESPs changed with this update - this is simply a new BSA with one updated script.
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Version 1.0.2
- Removed "quest markers are for casuals" journal nonsense from the original mod.
Made another change to the initialization script which gives the Tome of Sacrifice to the player.
- Removed "quest markers are for casuals" journal nonsense from the original mod.
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Version 1.0.1
- When I started a new game, I wasn't getting the Tome of Sacrifice added to my inventory. I've made a change which seemed to correct the problem. If you've already started using the mod, don't change your version mid-game. Just add a copy using the console (type "help sacrifice" at the console to find the item Id - you want the book named "Tome of Sacrifice"). Then type "player.additem XXXXXX 1" where XXXXXX is the Item Id you found.
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Version 1.0.0
- CHANGES FROM OLDRIM VERSION
This is a port of BLOODGAZM's mod for old-school Skyrim. He gave permission for others to extend/modify his work as they see fit. In this spirit, I altered his mod to suit my tastes by making the following changes:
* Punctuation/grammar cleanup
* Script formatting cleanup, addition of script comments
* Script optimizations (e.g., eliminating unneeded Game.GetPlayer() function calls)
* Initial spawn point is now outside the Helgen cave, instead of high up in the mountains. I know the original author chose his initial spot based on lore, but in terms of gameplay, it really didn't make much sense.
* Removed skeleton manipulation from scripting (i.e., there is no longer a pile of bones at your "corpse"). I didn't like this feature, as it seemed glitchy (when I would enter the cell containing my corpse, sometimes a few bones would appear near my player, nowhere near the corpse).
* Removed loss of dragon souls upon death. This feature didn't make sense to me. I get why worldly items wouldn't follow your soul to its bind point, but your innate dragon power is the very reason you are immortal, according to this mod's lore. Why would part of that power be bound to your remains instead of staying with your spirit?
* You "respawn" with low health, because that seemed fitting.
* You no longer have to be *wearing* an Amulet of Arkay to receive protection (i.e., to be protected from losing items/gold on death); it suffices to be carrying one in your inventory.
* You are invulnerable for 10 seconds after respawning (while your avatar is transparent). If your bind point happens to be surrounded by hostiles, this gives you a short period of time in which to GTFO and not get caught in a death loop.
* Configurable item loss. This is the biggest change.
- CHANGES FROM OLDRIM VERSION
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- Author's activity
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September 2017
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25 Sep 2017, 7:51PM | Action by: RJMacready
File added
Death Is Highly Overrated
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25 Sep 2017, 7:50PM | Action by: RJMacready
Changelog added
Change log added for version 1.2.3
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25 Sep 2017, 7:49PM | Action by: RJMacready
Readme file added
April 2017
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22 Apr 2017, 4:17PM | Action by: RJMacready
Readme file added
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22 Apr 2017, 4:14PM | Action by: RJMacready
Attribute change
long description changed
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22 Apr 2017, 4:14PM | Action by: RJMacready
Attribute change
long description changed
March 2017
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26 Mar 2017, 11:51PM | Action by: RJMacready
File added
Death Is Highly Overrated
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26 Mar 2017, 11:48PM | Action by: RJMacready
Readme file added
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26 Mar 2017, 11:46PM | Action by: RJMacready
Attribute change
long description changed
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26 Mar 2017, 11:44PM | Action by: RJMacready
Readme file added
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26 Mar 2017, 11:42PM | Action by: RJMacready
Changelog added
Change log added for version 1.2.2
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26 Mar 2017, 11:36PM | Action by: RJMacready
Mod image added
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26 Mar 2017, 6:48PM | Action by: RJMacready
File added
Death Is Highly Overrated
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26 Mar 2017, 6:23PM | Action by: RJMacready
Readme file added
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26 Mar 2017, 6:19PM | Action by: RJMacready
Attribute change
long description changed
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26 Mar 2017, 6:19PM | Action by: RJMacready
Attribute change
long description changed
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26 Mar 2017, 6:17PM | Action by: RJMacready
Attribute change
long description changed
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26 Mar 2017, 6:17PM | Action by: RJMacready
Attribute change
long description changed
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26 Mar 2017, 6:14PM | Action by: RJMacready
Changelog added
Change log added for version 1.2.1
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26 Mar 2017, 6:10PM | Action by: RJMacready
Attribute change
long description changed
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- Mod page activity
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March 2024
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17 Mar 2024, 1:46PM | Action by: Wulfheart1820
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21 Feb 2024, 10:01PM | Action by: SanCidolfus
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12 Feb 2024, 6:10PM | Action by: TheShishKebab
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12 Feb 2024, 6:10PM | Action by: TheShishKebab
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29 Jan 2024, 3:54AM | Action by: sidmal
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27 Dec 2023, 7:46PM | Action by: clevOfAle
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November 2023
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28 Nov 2023, 2:01PM | Action by: Bretwalda
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