Hi, is there maybe a way to teleport to the body later via mcm log, or could it be added? Or maybe show RefID of the npcs, so it would be easy to resurrect them later?
I don't think so. This mod doesn't keep track of references, only writes a log about the death. And there's still no function for obtaining RefID from any of the script extenders. Not that I know of at least.
Thanks for the mod, perfect for tracking unique npcs death. I don't need Protected NPCs mods anymore, and that's neat
I'm wondering if you could add a "teleport back" option? I play with fast travel disabled and I just want to be able to teleport, revive and teleport back (or is there already a way to do that?).
There's no way to properly resurrect the player after an actual death without glitching out the game. Sounds like you're looking for a death alternative mod instead.
I'm not sure I'd want to implement that, seems quite a niche feature for this mod's scope. Not sure why you'd need that even if fast travel's disabled, since NPCs can't really die too far away from you.
See previous post back. Combat isn't active for NPCs that aren't in a currently active cell. E.g. Running past the vampires in Volkihar straight to Harkon's room during Kindred Judgement will prevent the deaths of Dawnguard members.
Hello, I'm sorry to make the request. Can we add a blacklist option? I have the Remiel mod. She will call the dwemer spider in battle,and every time the spider died ,the notification will show.Maye because of it is unique? Sorry for my bad English.This mod is great and is my must-have list. Thank you for sharing. :)
+1 on this request. The spider must be unique, tried xEdit option but couldn't get anything to work, probably a CK job but then any update to Remi would be a pia. It's the notifications that are great about your mod as it allows you to play god but with a mod that has a npc that is spawned & dies so often it interrupts gameplay too much to tolerate. Will track to see if you are able to work out a way of excluding certain npc's.
Thanks for a mod that will probably be very useful!
One way it can help me is if will let me know about NPCs getting killed who "shouldn't" be dying--because they're kind of important to the game or because I want to meet them / visit with them. It will be even better if it helps me reverse such deaths! Besides whatever can happen 'normally' in the game, I think a mod-added creature is killing NPCs in one of my villages. Am I correct that I want to turn on "Notification Enabled" and "Resurrect Option"? I'm in-between playthroughs and am testing things. So far, I'm not seeing _any_ deaths noticed by Obituaries. But my tests only run a few game-days. I'm running Skyrim 1.6.353, I have Obituary's requirements, and my other mods seem to be running smoothly.
This line on the description page: "you can track the deaths of NPCs around the Player" <-- Does 'around' mean that the mod only notices deaths that are relatively near the player? Or will it alert me to deaths anywhere in Skyrim?
Yes, turn on Notification Enabled if you want the pop-up message box every time there's a death being detected. You might need to set Minimum Relationship lower if for some reason every NPC in the game hates you. Unique Only is enabled by default, that will make it only detect deaths of unique NPCs.
Generally, NPCs cannot die if they are not loaded, e.g. you can just run straight to Harkon's room during the Dawnguard battle to prevent any of the Dawnguard members from dying during the fight.
Also, I assume you have older versions of the requirements? Because the latest versions of Papyrus Extender and PapyrusUtil no longer support 1.6.353. If so, it should work.
Yes, I got the versions of those to go with 1.6.353, which is the point at which I learned how to stop Skyrim from getting automatically 'updated'.
On recommendation, I have a mod "Goblins and Durzogs" https://www.nexusmods.com/skyrimspecialedition/mods/72960 and I read a warning that a durzog will tend to kill off the inhabitants of a mod-added town near Lakeview Manor. I figured Obituary with resurrect option could help me intercede, without having to unimmersively rush to the town at game's beginning to make each of those people essential.
What you say about NPCs simply not dying when they're not in the player's vicinity--that would be a sensible game mechanism. I wonder how it fits with the warning about that durzog.
Well, they cannot die in normal combat since unloaded NPCs cannot actually move. They might if it is scripted though, in which case I'm not sure if it'll fire the OnActorKilled event under an unloaded state. Although, I do know it should be detected if they're loaded even if the death is scripted.
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Thanks for the great mod nevertheless =)
This mod doesn't keep track of references, only writes a log about the death.
And there's still no function for obtaining RefID from any of the script extenders. Not that I know of at least.
Thanks for the mod, perfect for tracking unique npcs death. I don't need Protected NPCs mods anymore, and that's neat
I'm wondering if you could add a "teleport back" option? I play with fast travel disabled and I just want to be able to teleport, revive and teleport back (or is there already a way to do that?).
Sounds like you're looking for a death alternative mod instead.
Teleport to NPC-> Revive the NPC->Teleport back
I was asking about the teleport back feature , is it possible ?
Not sure why you'd need that even if fast travel's disabled, since NPCs can't really die too far away from you.
Combat isn't active for NPCs that aren't in a currently active cell.
E.g. Running past the vampires in Volkihar straight to Harkon's room during Kindred Judgement will prevent the deaths of Dawnguard members.
Can we add a blacklist option? I have the Remiel mod. She will call the dwemer spider in battle,and every time the spider died ,the notification will show.Maye because of it is unique?
Sorry for my bad English.This mod is great and is my must-have list. Thank you for sharing. :)
I'll think about adding a blacklist.
It's the notifications that are great about your mod as it allows you to play god but with a mod that has a npc that is spawned & dies so often it interrupts gameplay too much to tolerate.
Will track to see if you are able to work out a way of excluding certain npc's.
Site
One way it can help me is if will let me know about NPCs getting killed who "shouldn't" be dying--because they're kind of important to the game or because I want to meet them / visit with them. It will be even better if it helps me reverse such deaths! Besides whatever can happen 'normally' in the game, I think a mod-added creature is killing NPCs in one of my villages.
Am I correct that I want to turn on "Notification Enabled" and "Resurrect Option"?
I'm in-between playthroughs and am testing things. So far, I'm not seeing _any_ deaths noticed by Obituaries. But my tests only run a few game-days. I'm running Skyrim 1.6.353, I have Obituary's requirements, and my other mods seem to be running smoothly.
This line on the description page: "you can track the deaths of NPCs around the Player" <-- Does 'around' mean that the mod only notices deaths that are relatively near the player? Or will it alert me to deaths anywhere in Skyrim?
Unique Only is enabled by default, that will make it only detect deaths of unique NPCs.
Generally, NPCs cannot die if they are not loaded, e.g. you can just run straight to Harkon's room during the Dawnguard battle to prevent any of the Dawnguard members from dying during the fight.
Also, I assume you have older versions of the requirements? Because the latest versions of Papyrus Extender and PapyrusUtil no longer support 1.6.353. If so, it should work.
Yes, I got the versions of those to go with 1.6.353, which is the point at which I learned how to stop Skyrim from getting automatically 'updated'.
On recommendation, I have a mod "Goblins and Durzogs" https://www.nexusmods.com/skyrimspecialedition/mods/72960
and I read a warning that a durzog will tend to kill off the inhabitants of a mod-added town near Lakeview Manor. I figured Obituary with resurrect option could help me intercede, without having to unimmersively rush to the town at game's beginning to make each of those people essential.
What you say about NPCs simply not dying when they're not in the player's vicinity--that would be a sensible game mechanism. I wonder how it fits with the warning about that durzog.
They might if it is scripted though, in which case I'm not sure if it'll fire the OnActorKilled event under an unloaded state.
Although, I do know it should be detected if they're loaded even if the death is scripted.