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.
I'd like your mod to work for most cases with a very small percentage of nemesis respawn triggering. Is it possible? or should I simply disable nemesis respawning for his menu?
Hmm Nemesis seens do nothing with Alternate Death system disable. Maybe i have to move your mod after nemesis ? Edit: Nothing. Nemesis just not work. What can i do ?
Ok. Shadow of Skyrim - Nemesis only works when I have nothing left to sacrifice with your mod and death is enabled in your options. Is this normal ? Is there a way to get Shadow of Skyrim - Nemesis debuffs every time I am defeated ? alternatively I think I'll leave only the dragon soul enabled as a pledge to pay with your mod... otherwise I'll never see the Nemesis debuffs :D
Hello lilmetal, Thank you for your mod :-) I'm currently using "Stay in the fight" and plan to replace it because of some small bugs I'm occasionnaly experiencing. I'd love "Sacrifice or Sovngarde" to implement a new sacrifice to reduce (-1) a random skill, triggering if you don't have enough gold. Basically, I like the idea of using a death alternative mod to mitigate two flaws of the game : too much money and too fast levelling speed. I don't know if this is something you're willing to do, of course I understand you want to keep your mod simple.
Hey, I was aware that moving the player to other locations might cause unexpected issues, but not the skill reduction. Can you tell me which issues you have in mind ?
Yeah, this is just based on my personal experience, and not any extensive documentation. This just isn't a game that's designed around skill levels going down, because the whole world only ever go up. You can potentially end up in very unfun situations where it will be extremely difficult to regain levels of certain skills. Player levels are linked to skills leveling, and slows down as player level increases. At higher levels, it's problematic. NPCs will train skills, but it's limited per-level, so if you can't level up, you're locked from that route. Skill books only give their skill bonus the 1 time you read them, so you're locked out from that. Lockpicking only works the first time you pick a lock, so you can be locked from that. Stuff like this. If you lose a lot of skill levels, it can be very difficult and frustrating to get them back.
But, in my opinion, the solution to this isn't sacrificing skill levels, you should use Experience which unlinks character levels from skill levels.
I am looking for a death alternative mod that could eventually replace Death is highly overrated. I love the idea of a bleedout state and being able to revive with health potions. Sure, you will most likely never implement this because it is not the intent of your mod. I do not ask for this.
What I would love to see is an option to give the player an option after each death to either sacrifice or to teleport to some location. Either some location the player marked or where the player last slept.
Also, what might be easier to do and require less effort, would you mind adding options of loosing experience/levels or skill experience? That might be an interesting option.
An other idea would be to add a prompt so the player can choose between 2 random sacrifices at each death. Maybe a third option to leave and teleoprt to a save location.
Do whatever you like, I'll download your mod as a backup solution in case that Death is highly overrated causes too many incompatibilities. It provides a lot of what I want already and probably is good enough for me already and I just don't know ;) Those are just some random ideas I had just now. Take them as inspirations or don't. The more I write and think about it, the more I like your mod. Guess I'll give it a try right away :)
I think the main reason why this mod works so well is because it's very simple (compared to other death alternative mods, I've almost tried them all lol). Moving the player to other locations can cause many unexpected issues, especially when death happens in mod-added locations, or during quests/scripted events. Some scenes try to lock you inside a location during boss fights, and leaving/re-entering the area is normally impossible without cheating/console commands. Same thing when removing skill levels/experience. There are many unexpected issues that can arise from doing this. Especially since I know most people don't use mods such as this in a vacuum. When other mods are in play, things can quickly get very weird (hell, even the vanilla game is inconsistent).
I do a ton of testing with my mods, and I try not to implement anything unless I know it won't be buggy at all, and the experience is as seamless and as intuitive for the player as possible. I've found that most mods that try to implement the things you've suggested have not done so very well, but I also don't think it's possible to even do those things well in this game. I think those systems will always break the game in some way, even though the idea is interesting.
Thank you so much for your detailed response :) What you are saying makes a lot of sense. I highly value your approach that has compatibility and stability in mind. I will use your mod during my next playthough and see for myself how much I like it . Your anser even more convinced me that this mod might be the death alternative mod I want. Sure, I'd love to have some more features but my load order has enough issues already and the features you provide are already very close to what I consider the "perfect death alternative" ;)
What I like a lot is how you not simply revive the player but heal the enemy. This prevents the player from cheating with infinite lifes against an enemy that would otherwise be too strong :)
If you allow me an other suggestion: Is it possible to add an option for how long the player becomes ethereal and the enemies become calm? I will test the mod in the near future, but all I remember from Death is Highly Overrated and Fast Travel Encounters is that I did not like the invisibility.
Edit: Wait a minute ... I just checked "Shadow of Skyrim" and what mechanics it provides. Combining both mods might be the perfect experience. The debuffs and Nemesis systems provide more than enough punishment if I want more consequences for dying. Guess I'll need to first check your mod alone and then combine both for an other test :)
106 comments
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.
I'd like your mod to work for most cases with a very small percentage of nemesis respawn triggering. Is it possible? or should I simply disable nemesis respawning for his menu?
Edit: Nothing. Nemesis just not work. What can i do ?
Is this normal ? Is there a way to get Shadow of Skyrim - Nemesis debuffs every time I am defeated ?
alternatively I think I'll leave only the dragon soul enabled as a pledge to pay with your mod... otherwise I'll never see the Nemesis debuffs :D
Thank you for your mod :-) I'm currently using "Stay in the fight" and plan to replace it because of some small bugs I'm occasionnaly experiencing.
I'd love "Sacrifice or Sovngarde" to implement a new sacrifice to reduce (-1) a random skill, triggering if you don't have enough gold. Basically, I like the idea of using a death alternative mod to mitigate two flaws of the game : too much money and too fast levelling speed.
I don't know if this is something you're willing to do, of course I understand you want to keep your mod simple.
I was aware that moving the player to other locations might cause unexpected issues, but not the skill reduction. Can you tell me which issues you have in mind ?
This just isn't a game that's designed around skill levels going down, because the whole world only ever go up.
You can potentially end up in very unfun situations where it will be extremely difficult to regain levels of certain skills.
Player levels are linked to skills leveling, and slows down as player level increases. At higher levels, it's problematic.
NPCs will train skills, but it's limited per-level, so if you can't level up, you're locked from that route.
Skill books only give their skill bonus the 1 time you read them, so you're locked out from that.
Lockpicking only works the first time you pick a lock, so you can be locked from that. Stuff like this.
If you lose a lot of skill levels, it can be very difficult and frustrating to get them back.
But, in my opinion, the solution to this isn't sacrificing skill levels, you should use Experience which unlinks character levels from skill levels.
I love the idea of a bleedout state and being able to revive with health potions.
Sure, you will most likely never implement this because it is not the intent of your mod. I do not ask for this.
What I would love to see is an option to give the player an option after each death to either sacrifice or to teleport to some location.
Either some location the player marked or where the player last slept.
Also, what might be easier to do and require less effort, would you mind adding options of loosing experience/levels or skill experience?
That might be an interesting option.
An other idea would be to add a prompt so the player can choose between 2 random sacrifices at each death. Maybe a third option to leave and teleoprt to a save location.
Do whatever you like, I'll download your mod as a backup solution in case that Death is highly overrated causes too many incompatibilities. It provides a lot of what I want already and probably is good enough for me already and I just don't know ;)
Those are just some random ideas I had just now. Take them as inspirations or don't. The more I write and think about it, the more I like your mod. Guess I'll give it a try right away :)
Moving the player to other locations can cause many unexpected issues, especially when death happens in mod-added locations, or during quests/scripted events.
Some scenes try to lock you inside a location during boss fights, and leaving/re-entering the area is normally impossible without cheating/console commands.
Same thing when removing skill levels/experience. There are many unexpected issues that can arise from doing this.
Especially since I know most people don't use mods such as this in a vacuum. When other mods are in play, things can quickly get very weird (hell, even the vanilla game is inconsistent).
I do a ton of testing with my mods, and I try not to implement anything unless I know it won't be buggy at all, and the experience is as seamless and as intuitive for the player as possible. I've found that most mods that try to implement the things you've suggested have not done so very well, but I also don't think it's possible to even do those things well in this game. I think those systems will always break the game in some way, even though the idea is interesting.
What you are saying makes a lot of sense. I highly value your approach that has compatibility and stability in mind.
I will use your mod during my next playthough and see for myself how much I like it .
Your anser even more convinced me that this mod might be the death alternative mod I want.
Sure, I'd love to have some more features but my load order has enough issues already and the features you provide are already very close to what I consider the "perfect death alternative" ;)
What I like a lot is how you not simply revive the player but heal the enemy. This prevents the player from cheating with infinite lifes against an enemy that would otherwise be too strong :)
If you allow me an other suggestion:
Is it possible to add an option for how long the player becomes ethereal and the enemies become calm? I will test the mod in the near future, but all I remember from Death is Highly Overrated and Fast Travel Encounters is that I did not like the invisibility.
Edit:
Wait a minute ... I just checked "Shadow of Skyrim" and what mechanics it provides. Combining both mods might be the perfect experience. The debuffs and Nemesis systems provide more than enough punishment if I want more consequences for dying.
Guess I'll need to first check your mod alone and then combine both for an other test :)