I see that this mod covers compatibility with several mods such as Reliquary of Myth, Summermyst, and Vokrii. But is the compatibility only limited to the mods mentioned in the description page? Or is also work with other unmentioned mods which also provide a player rescue feature on death?
I added compatibility for mods that I've used that I know have their own death features. These are just the ones I know. If there's anything else, someone will need to request it.
Could you make a patch for Shadow of Skyrim that allows the sacrifice system to trigger first, and then if there's nothing to sacrifice ShadowOS would take over? I tried use them together but its very inconsistent, sometimes i just keep reviving even if there's nothing to sacrifice.
Curious about which weapons it could take from you or items persay. What if I have multiple Dragon priest masks or say some enchanted weapons? o: Curious what it pulls from and how much it could take out of curiosity xD
Would it be possible to add some more customisability to this mod's MCM and functions?
What I'm hoping to be able to do is tweak the order of sacrifices (I want to start with black soul gems: I think of these like 'extra lives' you can carry about).
Plus, could we have the option to lose multiple random items (while only one soul etc). Losing all your money then being punished by losing a whole tankard doesn't carry the same weight.
I have been using this mod for the past 5 months so far and I continue to enjoy it. I know suggestion posts are a dime a dozen but I have a suggestion of my own that I think is an opportunity for improvement for this mod (doesn't everyone think that about their suggestions?).
The only issue I see with this mod is that dying after exhausting your sacrifice options is an actual benefit to the player since you're no longer losing or suffering consequences other than going back to the last save and with strategic saving, it's basically a free pass to try again. My personal suggestion is to still bring back the player upon death if no sacrifice option is available as a penalty, but inflict a long-lasting debuff that severely weakens the player and is something that the player wants to avoid. The potential issue with this suggestion I see is that it opens up a possible death loop problem (due to the weakened state), but the player should the message and use their ethereal state to make a getaway instead of trying to fight again while weakened.
Unfortunately this goes against the name of this mod ("or Sovngarde") so I understand if this idea is rejected.
Anyways, no big deal if you do not like my idea. I'm just proposing this idea for the benefit of the mod. Thanks for your hard work.
Probably best to just use the "No Death" option here, and combine it with another mod like Jay's Stress and Fear, or Simon's Injury systems from Blade and Blunt and Starfrost. Enai's Wildcat has an injury system too. I'm personally not a fan of this type of stuff, but my mod should work with these out the box. I'll make sure that's the case, and will add direct compatibility if needed.
Thanks for the reply, I'll try out that option and your suggestions and see where it goes. Solutions that don't require a change in the mod are always best.
With this mod, when you die, you'll revive on the spot, but you'll get injuries. And if you have Stress and Fear - A Dynamic Sanity System installed, you can use this patch to combine both mods:
The MCM of this mod straight up lie to us and there is absolutely no information about the cost of resources per death.
I'm losing 4 dragon souls per death PLUS around 2k gold. The MCM is setup to take 5% of my gold on death and the mod page says that you lose gold only if you don't have dragon souls or black soul gems.
So how in the world am I losing 2k gold out of 10k? How am I losing 4 dragon souls AND the gold for the same death? This is ridiculous.
Sometimes when I die and turn etherial, my character model gets stuck lying on the ground. Anyone find a way to get out of that? I think the game treats it as if I died.
Really enjoying this mod, at first I was unsure if I was goign to keep playing with it, but I am glad I continued to try it out. Now rather than running into a battle with no cares, I am playing the ideal way, of actually caring and being thoughtful of engaging...Trying to keep that precious gold! Also I have no cluce what coused it but when I ressed as a ghost I was stuck in place like 4 or 5 times and then the 5 or 6th time I could move. Got a lot of mods so could have ben something else, I dont know. But the mod is really helping to enhance the way I approach battles.
Hi! I really appreciate your mod and your work. I don't know if it's an incompatibility, but the dlc1mistformstaticimod imagespace modifier constantly gets stuck in-game after dying, it's subtle but it causes DOF to be disabled.
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Or is also work with other unmentioned mods which also provide a player rescue feature on death?
These are just the ones I know. If there's anything else, someone will need to request it.
What I'm hoping to be able to do is tweak the order of sacrifices (I want to start with black soul gems: I think of these like 'extra lives' you can carry about).
Plus, could we have the option to lose multiple random items (while only one soul etc). Losing all your money then being punished by losing a whole tankard doesn't carry the same weight.
Many thanks for your mod!
suggestion of my own that I think is an opportunity for improvement for this mod (doesn't everyone think that about their suggestions?).
The only issue I see with this mod is that dying after exhausting your sacrifice options is an actual benefit to the player since you're no longer losing or suffering consequences other than going back to the last save and with strategic saving, it's basically a free pass to try again. My personal suggestion is to still bring back the player upon death if no sacrifice option is available as a penalty, but inflict a long-lasting debuff that severely weakens the player and is something that the player wants to avoid. The potential issue with this suggestion I see is that it opens up a possible death loop problem (due to the weakened state), but the player should the message and use their ethereal state to make a getaway instead of trying to fight again while weakened.
Unfortunately this goes against the name of this mod ("or Sovngarde") so I understand if this idea is rejected.
Anyways, no big deal if you do not like my idea. I'm just proposing this idea for the benefit of the mod. Thanks for your hard work.
I'm personally not a fan of this type of stuff, but my mod should work with these out the box. I'll make sure that's the case, and will add direct compatibility if needed.
With this mod, when you die, you'll revive on the spot, but you'll get injuries. And if you have Stress and Fear - A Dynamic Sanity System installed, you can use this patch to combine both mods:
- Soul Resurrection - Stress and Fear Integration
Pairing with another two addons will complete the package:
- Soul Resurrection Addon - Reduced Experience - Gold Loss - Fade Out Effect (will allow you to lose gold and exp upon death)
- Soul Restoration - A Soul Resurrection Add On (will allow you to heal injuries and exhaustion accumulated with filled soul gems)
I'm losing 4 dragon souls per death PLUS around 2k gold. The MCM is setup to take 5% of my gold on death and the mod page says that you lose gold only if you don't have dragon souls or black soul gems.
So how in the world am I losing 2k gold out of 10k? How am I losing 4 dragon souls AND the gold for the same death? This is ridiculous.
It doesn't seem like Katana does anything for the player's death.
Should be totally fine.