Death alternative your money or your life
Death alternative your money or your life
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About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE64
-SkyUI_SE for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly. It is unknown what the behavior of some of the dialogue with be in Skyrim SE with the current absence of Fuz Ro D-oh.
COMPATIBILITY:
By design, this mod should be compatible with almost anything that as long as something doesn’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
INSTALATION:
Manual: Copy the archive content in your Data folder.
UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE64
-SkyUI_SE for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly. It is unknown what the behavior of some of the dialogue with be in Skyrim SE with the current absence of Fuz Ro D-oh.
COMPATIBILITY:
By design, this mod should be compatible with almost anything that as long as something doesn’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
INSTALATION:
Manual: Copy the archive content in your Data folder.
UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Описание:
Основные характеристики:
Квесты, добавленные модом делятся на две категории: Первичные задания – начинающиеся в тот момент, когда персонаж теряет сознание. И Вторичные Задания, которые по сути являются продолжением первичных.
Квесты, добавленные модом делятся на две категории: Первичные задания – начинающиеся в тот момент, когда персонаж теряет сознание. И Вторичные Задания, которые по сути являются продолжением первичных.
Совместимость:
Модификация совместима почти что со всеми известными модами, которые не пытаются производить те же самые действия.
Совместима с Requiem, SkyRe, CWO, DCO, Frostfall, iNeed и многими, многими другими.
В Requiem в меню МСМ стоит увеличить задержку перезагрузки после смерти до 10 секунд, или даже до максимума.
Были сообщения о случаях несовместимости:
-Save Overhaul (неизвестно почему)
-Alternate Actors (предположительно)
-Magic Duel (некоторые действия видимо вызывают состояние кровопотери, когда этого происходить не должно, вполне может быть совместимо)
-Swift potion (Неизвестно в чём дело. Мод давно не обновлялся, скорее всего просто устарел.)
Требования:
Обновление с предыдущей версии:
Как и в случае с остальными модами, использующими в своей работе скрипты, после обновления рекомендуется начать новую игру, или с сохранения, где мод ещё не был установлен.
Если нет желания начинать новую игру, то обновите мод через чистое сохранение:
— Удостоверьтесь, что никакой квест из мода «Death Alternative» не выполняется, и что Вы вернули свои похищенные вещи. Можете воспользоваться чит-кодами для завершения квеста.
— Деактивируйте мод на основной странице настроек Death Alternative в МСМ меню.
— Сделайте сохранение и выйдите из игры.
— Удалите предыдущую версию мода.
— ВАЖНО!: Отключите на время все моды явно зависящие от Death Alternative иначе столкнётесь с вылетом при запуске игры.
— Желательно воспользоваться программой SaveTool для очистки сделанного сохранения. (РЕКОМЕНДУЕТСЯ)
— Загрузитесь со сделанного сохранения. Нажмите ОК в предупреждении об отсутствующем моде.
— Сделайте новое сохранение и выйдите из игры.
— Выполните действия из раздела «Установка», описанные выше.
— Подключите ранее отключенные зависимые моды.
— Загрузите игру с последнего сделанного сохранения.
— В случае, если конфигурационное меню не работает, введите в консоли:
setstage SKI_ConfigManagerInstance 1
чтобы перезагрузить его. После чего подождите несколько секунд до появления надписи о регистрации меню в МСМ.
Большое спасибо BralorMarr за модификацию и разрешение на перевод
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Этот мод представляет собой основу для обработки повествований о поражениях. Когда вы проиграли, в зависимости от контекста может произойти одно из множества случайных событий. Вас могут бросить умирать, доставить в святыню, украсть ваши вещи и тд. Спутники поддерживаются и играют активную роль в динамике игры.
ОПИСАНИЕ МОДА
Как это работает? Во-первых, он добавляет персонажу состояние кровотечения. Когда ваше здоровье достигает нуля, вы переходите в режим кровотечения. В этом состоянии вы находитесь на земле, не имея возможности предпринимать какие-либо действия, но вы еще не побеждены, пока ваша полоса точки кровотечения не исчерпана. Если вы получите небольшой урон в этом состоянии, вы автоматически восстановитесь из ослабленного состояния (в ослабленном состоянии у вас будет немного меньше регенерации здоровья, а также будет меньше очков кровотечения в следующий раз, когда вы будете сбиты с ног). Если ваши очки кровотечения достигают нуля, вы теряете сознание. Когда вы без сознания, может произойти несколько вещей, но обычно одно будет выброшено с того места, где вы были, как если бы вас оставили умирать. В зависимости от типа врага, который победил вас, ваше оборудование и ценные вещи могут быть украдены. Эти события можно настраивать и расширять с помощью функций платформы Death Alternative. Моддеры могут легко добавлять свои собственные миссии и события. Когда вы приходите в сознание, вы находитесь в крайне ослабленном состоянии, когда восстановление здоровья равно нулю, а лечение в основном неэффективно. Если вы проиграете в этом состоянии, вы умрете на этот раз (и вам придется перезагрузить, как в оригинальном Скайриме). Некоторые общие встречи могут случиться, когда вы проснетесь. Случайный искатель приключений может предложить некоторую помощь, или случайный разбойник может воспользоваться ситуацией и украсть часть вашего снаряжения (если оно еще не украдено). Любое украденное снаряжение можно вернуть, забрав его у вора или найдя его ломбарде (продавцов, которые продают разные предметы и выступают в качестве скупщика) и выкупив ваше снаряжение за золото по справедливой цене.
Brodual дал невероятно подробный обзор мода v1.0. Общая идея осталась, но с тех пор было добавлено много других функций.
Shinji72 сделал обзор DA v4.0. Он показывает многие из обновленных функций, включая многие сценарии поражения. Большое ему спасибо.
Основные функции мода
Командная игра. Если персонаж лежит на земле в состоянии кровопотери, он не считается окончательно побеждённым, пока его спутник(и) стоит на ногах. Так же и спутник не может погибнуть, пока Вы ещё способны сражаться. Таким образом, спутник может буквально спасти Вашу жизнь. После того, как спутник впадает в состояние кровопотери, он остаётся в нём до окончания боя. Есть поддержка нескольких спутников.
Настраиваемая система потери и возврата вашего снаряжения. Бандитов больше интересуют Ваши деньги, чем Ваша жизнь. У них намётанный глаз на ценные вещи и именно их они украдут у Вас в первую очередь. Все похищенные вещи могут быть возвращены, тем или иным способом, или Вы можете попросту забыть про них. Единственное, что теряется навсегда – это золото, а также золото потраченное на выкуп вещей.
Разнообразие событий. В большинстве случаев, побеждённого персонажа оставляют лежать рядом с местом схватки. Также существует большая вероятность, что персонажа отыщут дружественные NPC и окажут кое-какую помощь, или наоборот бандиты, которые предложат Вам избавиться от лишнего груза.
Оборотни и вампиры. Игрок, находящийся в облике оборотня или лорда вампира, возвращается к человеческому облику, когда его ХП достигает нуля.
Это привносит элемент опасности, так как нападавший становится свидетелем Вашей способности трансформации.
МСМ меню. Меню настроек мода полное кнопок и переключателей. Практически все особенности мода имеют свои настройки.
Преступления и последствия. Если вы будете побеждены NPC из фракции в которой за Вашу поимку объявлена награда, то пока Вы находитесь без сознания, они отволокут Вас в тюрьму. Далее как и в оригинальной игре, Вы можете либо попытаться сбежать, либо полностью отбыть весь срок наказания.
Поддержка «естественной» причины смерти: от голода, жажды, болезней и т.п. (как в Frostfall и iNeed)
Режим драки. Прекрасно работает в режиме «дружеского» поединка. Ваш противник прекратит бой, как только Вы окажетесь в состоянии кровопотери. Через несколько секунд Вы придёте в себя. Ни одно событие из мода не будет активировано в этом случае.
Не снижает производительности во время основной игры. Задействование скрипта происходит только во время боя. Тем не менее, во время работы мода, кое-какие дополнительные ресурсы всё же задействуются.
Описание квестов и событий
Квесты, добавленные модом делятся на две категории:
Первичные задания – начинающиеся в тот момент, когда персонаж теряет сознание.
И Вторичные Задания, которые по сути являются продолжением первичных.
Установка мода
Спасибо
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About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
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This author has not credited anyone else in this file
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This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE64
-SkyUI_SE for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly. It is unknown what the behavior of some of the dialogue with be in Skyrim SE with the current absence of Fuz Ro D-oh.
COMPATIBILITY:
By design, this mod should be compatible with almost anything that as long as something doesn’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
INSTALATION:
Manual: Copy the archive content in your Data folder.
UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
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File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
Nexus requirements
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
This mod does not have any known dependencies other than the base game.
Mods requiring this file
Author’s instructions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is not opted-in to receive Donation Points
Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE64
-SkyUI_SE for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly. It is unknown what the behavior of some of the dialogue with be in Skyrim SE with the current absence of Fuz Ro D-oh.
COMPATIBILITY:
By design, this mod should be compatible with almost anything that as long as something doesn’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
INSTALATION:
Manual: Copy the archive content in your Data folder.
UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
Please log in or register
To enjoy the benefits of Nexus Mods, please log in or register a new account
File information
Last updated
Original upload
Created by
Uploaded by
Virus scan
Tags for this mod
About this mod
Nexus requirements
Off-site requirements
Credits and distribution permission
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
Donation Points system
This mod is opted-in to receive Donation Points
Этот мод представляет собой основу для обработки повествований о поражениях. Когда вы проиграли, в зависимости от контекста может произойти одно из множества случайных событий. Вас могут бросить умирать, доставить в святыню, украсть ваши вещи и тд. Спутники поддерживаются и играют активную роль в динамике игры.
ОПИСАНИЕ МОДА
Как это работает? Во-первых, он добавляет персонажу состояние кровотечения. Когда ваше здоровье достигает нуля, вы переходите в режим кровотечения. В этом состоянии вы находитесь на земле, не имея возможности предпринимать какие-либо действия, но вы еще не побеждены, пока ваша полоса точки кровотечения не исчерпана. Если вы получите небольшой урон в этом состоянии, вы автоматически восстановитесь из ослабленного состояния (в ослабленном состоянии у вас будет немного меньше регенерации здоровья, а также будет меньше очков кровотечения в следующий раз, когда вы будете сбиты с ног). Если ваши очки кровотечения достигают нуля, вы теряете сознание. Когда вы без сознания, может произойти несколько вещей, но обычно одно будет выброшено с того места, где вы были, как если бы вас оставили умирать. В зависимости от типа врага, который победил вас, ваше оборудование и ценные вещи могут быть украдены. Эти события можно настраивать и расширять с помощью функций платформы Death Alternative. Моддеры могут легко добавлять свои собственные миссии и события. Когда вы приходите в сознание, вы находитесь в крайне ослабленном состоянии, когда восстановление здоровья равно нулю, а лечение в основном неэффективно. Если вы проиграете в этом состоянии, вы умрете на этот раз (и вам придется перезагрузить, как в оригинальном Скайриме). Некоторые общие встречи могут случиться, когда вы проснетесь. Случайный искатель приключений может предложить некоторую помощь, или случайный разбойник может воспользоваться ситуацией и украсть часть вашего снаряжения (если оно еще не украдено). Любое украденное снаряжение можно вернуть, забрав его у вора или найдя его ломбарде (продавцов, которые продают разные предметы и выступают в качестве скупщика) и выкупив ваше снаряжение за золото по справедливой цене.
Brodual дал невероятно подробный обзор мода v1.0. Общая идея осталась, но с тех пор было добавлено много других функций.
Shinji72 сделал обзор DA v4.0. Он показывает многие из обновленных функций, включая многие сценарии поражения. Большое ему спасибо.
Основные функции мода
Командная игра. Если персонаж лежит на земле в состоянии кровопотери, он не считается окончательно побеждённым, пока его спутник(и) стоит на ногах. Так же и спутник не может погибнуть, пока Вы ещё способны сражаться. Таким образом, спутник может буквально спасти Вашу жизнь. После того, как спутник впадает в состояние кровопотери, он остаётся в нём до окончания боя. Есть поддержка нескольких спутников.
Настраиваемая система потери и возврата вашего снаряжения. Бандитов больше интересуют Ваши деньги, чем Ваша жизнь. У них намётанный глаз на ценные вещи и именно их они украдут у Вас в первую очередь. Все похищенные вещи могут быть возвращены, тем или иным способом, или Вы можете попросту забыть про них. Единственное, что теряется навсегда – это золото, а также золото потраченное на выкуп вещей.
Разнообразие событий. В большинстве случаев, побеждённого персонажа оставляют лежать рядом с местом схватки. Также существует большая вероятность, что персонажа отыщут дружественные NPC и окажут кое-какую помощь, или наоборот бандиты, которые предложат Вам избавиться от лишнего груза.
Оборотни и вампиры. Игрок, находящийся в облике оборотня или лорда вампира, возвращается к человеческому облику, когда его ХП достигает нуля.
Это привносит элемент опасности, так как нападавший становится свидетелем Вашей способности трансформации.
МСМ меню. Меню настроек мода полное кнопок и переключателей. Практически все особенности мода имеют свои настройки.
Преступления и последствия. Если вы будете побеждены NPC из фракции в которой за Вашу поимку объявлена награда, то пока Вы находитесь без сознания, они отволокут Вас в тюрьму. Далее как и в оригинальной игре, Вы можете либо попытаться сбежать, либо полностью отбыть весь срок наказания.
Поддержка «естественной» причины смерти: от голода, жажды, болезней и т.п. (как в Frostfall и iNeed)
Режим драки. Прекрасно работает в режиме «дружеского» поединка. Ваш противник прекратит бой, как только Вы окажетесь в состоянии кровопотери. Через несколько секунд Вы придёте в себя. Ни одно событие из мода не будет активировано в этом случае.
Не снижает производительности во время основной игры. Задействование скрипта происходит только во время боя. Тем не менее, во время работы мода, кое-какие дополнительные ресурсы всё же задействуются.
Описание квестов и событий
Квесты, добавленные модом делятся на две категории:
Первичные задания – начинающиеся в тот момент, когда персонаж теряет сознание.
И Вторичные Задания, которые по сути являются продолжением первичных.
Установка мода
Спасибо
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About this mod
This mod is a framework to handle defeat narratives. When you are defeated, one of many random events may occur depending on the context. You may be left for dead, transported to a shrine, have your items stolen, etc. Follower are supported and play an active role in the gameplay dynamics.
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Translations available on the Nexus
DEATH ALTERNATIVE IS A FRAMEWORK .
It’s been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. However, we never know who else is listening. That’s not a big issue if we just want to add a magic effect on the player when an event is received, but what if multiple mods listen to the same event and one mod wants to send the player west and another wants to send the player east when an event is received? In such case, what we get is a complete unpredictable mess, which is the source of many incompatibilities. The Story Manager in Skyrim doesn’t have that problem because any mod can register new branch and nodes (e.g. quest) and the manager decides when to start what. However, there is no branch for Defeat-like events. Death Alternative framework is a story manager for defeat-like events: other mods can register new branches and nodes that will be started when the conditions are met. And the best thing of all is that plugins can register new nodes in the same way that new MCM menu are registered in SkyUI i.e. without explicit dependency on SkyUI.
MOD DESCRIPTION:
Death and defeat of the player character means reload and continue in Vanilla Skyrim. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. It provides enough incentive to think about engaging in combat and deepens survival mods (food requirement, cold survival, etc.) by requiring a downtime to recover from your wounds.
How is this accomplished? The first thing is that it adds a bleedout state to the character. Once your HP reaches zero, you enter bleedout mode. In that state, you are on the ground, unable to take any direct action but you are not defeated yet as long as your bleedout HP pool isn’t depleted. If little damage is received in that state, you will automatically recover in a weakened state (while weakened, you have slightly less HP regen but you also have less bleedout HP next time you are sent to the ground). If your bleedout HP reaches zero, you fall unconscious. A number of things can happen while unconscious but typically one will be tossed out of the location you happened to be in, as if left for dead. Depending on the type of enemy who defeated you, some of your gear and valuables may be stolen. These events are configurable and expandable with the framework features of Death Alternative. Modders can easily add their own quests and events. When you regain consciousness, you are in an extremely weakened state in which health regen is null and healing is mostly ineffective. If you are defeated in that state, you will die this time (and have to reload as in Vanilla). A few generic encounters can happen when you wake up. A random adventurer could offer some assistance or a random brigand could take advantage of the situation and steal some of your gear (if not already stolen). Any gear stolen can be recovered, either by taking it back from the thief or by finding a pawnbroker (The vendors that sell miscellaneous items and act as fences here) and buying your gear back with gold at a fair price.
(Spoilers) I added a description of all the new quests and events under the readme tab
Brodual gave an incredibly detailed review of the mod v1.0. The general idea remained but many more features have been added since then.
Shinji72 made a review of DA v4.0. It shows many of the updated features including many of the defeat scenarios. Many thanks to him.
REQUIREMENTS:
-SKSE
-SkyUI for the Configuration menu.
-Fuz Ro D-oh is recommended for the silent dialogues. It appears Fuz Ro D-oh is required or some fragment will not trigger properly
COMPATIBILITY:
By design, this mod should be compatible with almost anything that don’t try to do the same thing. Since it has been asked a million times, Death Alternative IS COMPATIBLE with Requiem, SkyRe, CWO, DCO and many many many many others. I’ve been informed that for Requiem, it is best to go to the MCM menu, in the combat tab, and change the death reload delay to 10 seconds, or to the maximum (whatever that means).
The only reported instances of incompatibility are:
-Save Overhaul (no idea why, I don’t use it)
-Alternate Actors (presumably)
-Magic Duel (some versions apparently trigger bleedout when it shouldn’t, could likely be made compatible)
-Swift potion (some versions were reported to cause issues. I don’t know what the deal is here, this mod hasn’t been updated in a long time so it’s likely obsolete.)
INSTALATION:
Manual: Copy the archive content in your Data folder.
UPDATE:
Always consult the current sticky post for details on installing the current version. A fresh start (new game or save where the mod is absent) is usually highly recommended with scripted mods. Here is how to perform a so-called clean update
1) Make sure no quest is currently running and that you have recovered all your gear. You can use the cheat in the menu for that.
2) Deactivate the mod on the main page of the menu, save and exit. Remove the previous version. MAKE SURE THAT daymoyl.ESP is removed if you updated from a version UNINSTALATION:
Make sure you turn the mod inactive in the Menu. This will remove the essential flag from the player if he’s flagged as well as the HP buffer if you had it. Save the game and exit. Uninstall. Reload, save, clean that last save using a clean save tool to remove all orphaned scripts. Reload.
MY FAVORITE SETTINGS
NOTES, KNOWN ISSUES AND RECOMMENDATIONS
-I recommend leaving the player essential in the configuration menu. This way, if your HP drops to zero due to a powerful hit, the game won’t reload before the mod has had a chance to trigger. Note that setting the player essential in the menu doesn’t mean that the player is actually essential, since another mod could remove the flag at any time. This is the sort of thing to look for for incompatibility. One can confirm that the player is essential and that all system are operational under the utility tab of the menu, diagnostic section.
-In the configuration menu, the HP threshold can be set to zero. It will work iff the player is essential. In any case, if the PC’s HP reaches zero, there will be a slight hiccup in the animation (not a big issue) as the game automatically enters vanilla bleedout and exits right away.
-Your gear can be stolen at any time, even when you haven’t recovered your previously stolen gear. However, only the last set of thing that were stolen can be recovered by killing the thief. Any stolen items can be recovered from a pawnbroker (e.g. Belethor). However, not all stolen items appear in the (custom) vendor chest at all time and may require you to pay or discard the first batch to see the next one.
-Some locations have been blacklisted to prevent the mod’s OnBlackout events from triggering. You’ll still enter bleedout but you’ll die if defeated in Helgen (for the vanilla intro sequence) and in Skuldfarn (or whatever is the name of the last nordic ruin in the main quest) and Sovrngard. Maybe more depending on reports.
-Looting may take a while (up to many seconds if you have an extremely large inventory). Looting mostly occur under the cover of the blackscreen so bear with it or keep your inventory more tidy.
-You cannot pickpocket your stolen items out of the thief’s inventory. This is because your items are in fact safe in an inaccessible container. However, you can pickpocket an activator (stolen gear knapsack) linked to that container. Upon acquiring this activator in any way, it will be replaced by your stolen gear.
-Is is only possible to recover your stolen gold from the thief itself. The merchant will only have the items. It wouldn’t make sense otherwise. You can take your items from the merchant without paying and sell the items to pay the merchant. If you leave without paying, after one day, the merchant will put a bounty on your head.
-Some users have reported that the screen remain black after waking up. I added a debug button under the Utility tab in the menu to force a reset in such case.
-There is a rare set of circumstances in which the animation state may become broken when ragdolling, in which case the only solution is to reload as if the player had died. This is indicated by the low humming sound of the ragdolling camera view staying on forever. If it happens often, use the «Bleedout Only» animation method.
-Ragdolling is always finicky due to an engine limitation. Any ragdolling + animation can result in a completely broken animation state. DA takes care of not doing both at the same time but another mod can animate the player or ragdoll him which is why the issue would need to be fixed at the source. Anyone who has used paralysis on enemies and killed them while they are getting up have seen the sort of problem this causes. The same thing can occur to the player and can be very frustrating. This is a vanilla issue. Again, since the cause involves random coincidence and bad luck, it shouldn’t happen often but if it does, using the «Bleedout Only» animation method will be preferred.
-Some ENBs prevent some ImageSpaceModifiers from appearing as intended. This may result in no blackscreen at all and some visible awkward transitions, but nothing gamebreaking.
-Animation options are as follows:
«None/External» : No animation (the character will just stand and run around). This is to allow external plugin to define their own sequence, if they so desire, using the event sent by Death Alternative.
«Bleedout and Ragdoll» : Bleedout anim when HP reaches 0, ragdoll when bleedout HP reaches 0. Forced 3rd person view. Will switch automatically if you are in 1st person but need to be brought back manually.
«Bleedout only» : Uses only the bleedout animation. This may be preferable if, for some reason, you often end up floating after waking up (which is a result of the bad interaction between the animation and ragdoll systems in Skyrim’s engine) since this would only use the animation system.
«Ragdoll only» : Player ragdoll when hp reaches 0. Skyrim forces the camera to switch to 3rd person view but will come back to 1st person automatically if the player was in 1st person.
TO DO AND PLANNED FEATURES:
-Investigate how to write a SKSE plugin to make native looting function and increase the overall performance of looting in DA. This is not a big issue since everything happens under the cover of the blackscreen but it would be nice.
-Various quests and narrative for different faction and enemy types. There are soooo many possibilities.
-Adding new features to the framework to help modders add their own quests and events.
ACKNOWLEDGMENTS:
-Bethesda for creating Skyrim and the Elder Scrolls series
-Thanks to Chesko whose widget script has been used as a template for the DA’s bleedout widget, with permission.
-Thanks to the SkyUI Team fort the incredibly useful configuration menu and widget framework.
-Thanks to GhostAgent who graciously offered the lovely banner above.
-Thanks to ReeseHolmes for some detailed typo check.
-Thanks to Tascani for testing, suggestions, and helpful contribution.
-Thanks to Shinji72 for testing and many great mod review of DA and my other plugins.
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Introduction:
The quest added by this mod are divided into two categories: Quest that start at the moment where the player is defeated (Primary Quests) and quest that trigger off the Primary Quest (Secondary Quest). For example, all the rescue events are secondary quests.
OnBleedout Quest:
1) Necromantic absorption: On entering bleedout, you get a chance to use either the Avoid Death perk, a black soul gem or a dragon soul to instantly regenerate some or all of your health, and get back in the fight.
Primary (OnBlackout/OnDefeat) Quests:
1) Crime: This quest solves the vanilla bug of guards and civilian fighting the player to death for no reason whatsoever (minor crimes, accident and whatnot). They will still fight you of course, but now you will be sent to the prison of the crime faction that defeated you, if it exists. You can then serve your time as normal.
2) Bandit: When you are defeated by Bandit (or sometimes forsworn), they steal some of your gear and loot and leave you in a ditch close to the location you were defeated or near the entrance to a nearby town. A quest to recover you gear is then started (see Recovery Quest).
3) Animal: When you are defeated by one of the many predator of Skyrim, they either leave you for dead or drag you to a nearby animal lair. One of the many secondary quest can then trigger.
4) Draugr: When you are defeated by a draugr, they will sometimes stash your armor and weapon in one of the many funeral urn of the tomb you happen to be in, and dress you in ceremonial nord garment. They will also often carry you to the entrance of the crypt. The rational is that they assumed you would rise again as a new draugr and defend the crypt. They’ll soon realize their mistake once you start moving away from where they left you.
5) Dwemer: Dwemers are automated defence and, as such, are content with throwing you out of the current dwemer ruins. One of the many secondary quest can then trigger.
6) Dragon: Dragons can absorb souls of other dead dragon, or that of the dragonborn himself. If you are defeated by a dragon, they will absorb all your unspent dragon souls (which can be recovered later from the same dragon) and greatly weakens the dragonborn, who held to his own soul by a tether. The dragon will then lose interest in fighting you, considering that you are not a challenge anymore, and fly around passively. One of the many secondary quest can then trigger after you are defeated.
7) Forsworn: Forsworn can capture the player on defeat. You are then transported to one of their many camps and put into a cage under guard. The guard will provide you some food if you need it (talk to him/her through the cage door). They will strip you of your armor and weapons but leave any other item. You can either try to break free by pickpocketing the key or using lockpicking skill on a randomly leveled lock (note that if you leave without recovering your item from the jailer they will eventually sell them and they can be recovered from a pawnbroker (see the Gear Recovery quest). If you can’t free yourself, your only option is to wait for rescue. However, the Jarl won’t accept to pay your ransom if you are a known criminal in which case you might be freed once the Forsworn realize their mistake.
8) Death: Disabled by default. Gives the player a chance to die on blackout. The chance is set under the YMOYL quest setting tab in the menu.
OnDeath Quests:
None so far.
Secondary (Radiant) Quests:
1) Random Adventurer: Random adventurer will sometime stumble upon you as you regain consciousness. They will offer to accompany you and/or offer you a weapon (iron or steel). If you chose to have him/her follow you, they will act as a normal follower for a configurable amount of time, after which they will say their goodbye and leave your side. I recommend to not transfer any item to the follower since you won’t be able to recover them after he/she leaves your side.
2) Random Brigand: The random brigand will see you as an easy prey and will demand your gear/loot or fight you for it. Since you will be gravely injured at that point, fighting might not be an option.
3) Companion: Vilkas and Farkas sometimes go on an adventure around Skyrim. They may stumble on the player. If the player is not a member of the companion, they will simply remind you of their guild. If you are already a member, they will offer to assist you for a short time. If you are the harbinger, they will offer to assist you of course, and you can request an extra weapon (skyforge).
4) Thief Guild: Random thief guild member can stumble on the player. If you are not a member they will attempt a holdup though they can be convinced that you actually have nothing. If you fail, you may have to hand over your gear or fight. On the other hand, if you are a member, they will share some of the loot they stole on their last job.
5) College: The college also have random member walking about. If you are not a member they will only remind you of the college. If you are a member they will offer some extra potions and scrolls. If you are archmage they will offer the previous and you can request an extra sets of clothes (mage robes) in case you lost yours.
6) M’aiq: M’aiq is as helpful as ever and will give you a rare daedric artifact, a certain cursed fork. This quest can only trigger once ever.
7) Temple: In the temple quest, you are carried unconscious to a nearby temple. As you wake up, one of the priest may attempt to heal you. You can then repay their kindness if you so desire.
8) Inn: The inn quest is similar to the temple quest except that you wake up in an inn, presumably carried by a random adventurer. The innkeeper will offer you something to eat and you can repay his/her kindness doing some manual labor (cutting some wood for the fire).
9) Gear Recovery: If you ever lose gear, they can be recovered in two ways: either you get revenge directly from the thief or you can query vendors (of the pawnbroker variety). If you find the said vendor, he will offer you to repay him for a fraction of the price of the loot.
10) Markarth Ransom: The housecarl of Markarth will deal with ransom demand in Markarth hold. When the quest start, the housecarl start negotiating for your release which may be more or less difficult depending on if you are known as the Dragonborn or not. Your lost gear is then returned to you as you are released and escorted back to Markarth’s keep. She/he then proceed to explain the situation and that you need to reemburse their loses since it was your fault you got caught. As long as you haven’t repaid your ransom no other rescue will be offered.
Miscellaneous Quests:
1) Healing Spells: Normal healing spells can close up minor wounds but are ineffective on downed allies. To restore a follower on their feet, you’ll need something more powerful. Talk to Danica Pure-Spring in Whiterun. You can either buy her knowledge or do a favor for her. She will also direct you to the next step.
2) Amulet of Divine intervention have been seamlessly added to loot lists. There is a 1% chance to find one on any NPC and a few have been hidden in the world.
3) A few teleportation (good old mark and recall) spell tomes have been hidden throughout the world. In particular, along the mage quest line location. (SPOILERS) One tome can be found in the arcaneum at the college if you look carefully (look at the top of the shelves).