Home Computers Mark of Arkay - Death Alternative Need an update? Skyrim - Alternative death: Captivity Skyrim mod alternative death money or life.

Mark of Arkay - Death Alternative Need an update? Skyrim - Alternative death: Captivity Skyrim mod alternative death money or life.

The mod adds 5 new scenarios to the “Alternative to Death” modification. These scenarios focus on capturing and enslaving a character with various means of freeing them.

Being defeated in a fight, the main character may find himself:

  • In Thalmor captivity on suspicion of heresy
  • Captured by bandits, awaiting ransom
  • Captured by vampires as a source of fresh blood
  • Slave by the Falmer
  • With a soul imprisoned by a necromancer in a soul stone.
In each case, you lose all your property and have the headache of getting it back.
All capture scenarios can be used as an alternate start to attach a specific backstory to the character. It's pretty simple. Open the console and type: help dadg. The name of the quests and their ID will be displayed on the screen, look for “enslaved by vampire”, “enslaved by falmer”, etc. among them. Select the one you want and enter startquest questID, after which you will immediately be teleported to your new beginning. First make sure that you do this after leaving the starting area and the first vanilla quest has been successfully initialized.

Enslavement by Falmer:
So, you have fallen into slavery to the Falmer and are now forced to fulfill their every whim. So what now? There are many ways to break out of captivity:
- You can just run away; it’s unlikely that anyone will catch up with you. But this means that all your things will remain with the Falmer.
- You can persuade other slaves to rebel, and use this as a distraction to find your belongings.
- You can behave badly, and then your owner will stop trusting you and begin to follow you everywhere. Then you can choose a convenient moment to attack him and take away the key to your chains or to the chest with your property.
- You can resign yourself to fate and complete the tasks of the overseer, thereby earning yourself time to relax.
Please note that the Falmer do not trade with the surface, and your remaining items can be taken from them by launching a well-prepared attack on Blackreach.

Enslavement by Vampires:
You are captured by a vampire and taken to his main lair. Vampires are masters of illusion magic and can cast powerful spells on a captive. You now feel dizzy and slowly lose consciousness as you move away from your owner. Your magic reserve and the speed of its recovery have also been significantly reduced. However, this spell has a weakness: in order for it to be permanent, the caster must bind it to an object (a pylon). If you find this object, you will be able to remove the spell and you will have the opportunity to escape.
Otherwise, you can count on the Dawnguard to periodically raid Vampire lairs. At the very least, they can distract, and at most, kill your master and free you. Meanwhile, while you are in captivity, the vampire master will periodically drink your blood, risking infecting you with Sanguinare Vampiris. You can allow the disease to progress until you become a vampire yourself, after which you will be accepted into the ranks of the undead and set free to hunt mortals.

Soul trapped:
This scenario is much simpler than the previous two. Your soul is trapped and you find yourself imprisoned in a soul stone. However, unlike most other unfortunates, your consciousness does not disappear. You have two options: make a deal with the owner of the stone and guess its riddle, or wait for rescue from outside (it should not take more than a day of waiting). After your release, you will find that your soul is greatly weakened by the adventure you experienced and you will need several hours to recover.

Ransom from bandits:
You are captured by bandits and are being held hostage awaiting ransom. You can, of course, try to free yourself from your shackles using the mini-game (see below) and escape, but first take a close look at your surroundings, as bandits will definitely attack you when you try to escape. If you have done some good deeds in this world, then surely someone will gladly come to your aid and pay the ransom. If not, then escape is your only choice. Choose the best time. There is a chance that you will be taken outside for execution, at which point you will be under less strict security, which will give you a good opportunity to escape.

Thalmor captivity:
Perhaps you are a long-time enemy of the Thalmor, or maybe you just got into trouble. In any case, you find yourself in the main Thalmor prison in Skyrim: Northern Watchtower. There you will be interrogated by the chief inquisitor of the Thalmor. Watch your language: too much bravado can cost you your life. There are many interrogation topics based on your progress through the main storyline. Based on the fact that you agree to cooperate and are not particularly wanted by the Thalmor, you will be sent to the disposal of the Solitude prison, where you can serve your entire sentence. Otherwise, the death penalty is the usual punishment for crimes against the Thalmor. And here escape is the only way to salvation.
NOTE: The most likely opportunity to be captured by the Thalmor is during the quest with the embassy. Therefore, there is an alternative way to get into the embassy after you are freed from captivity. The courier will give you a message about the new location of entry.

Tips for using the mini-game:
The minigame mechanic is used in several escape scenarios. You must use the movement keys to rotate clockwise (AWDS) or counterclockwise (ASDW) to release. However, there is a chance that the direction of rotation will change every few seconds and with every error. In addition, this action uses up your stamina. In addition, the process of the mini-game, unlike hacking, occurs in real time, and you have to be careful, since you can free yourself at the very moment when a guard passes nearby. In addition, success is affected by your level of power, which causes certain difficulties at the initial levels and among magicians.

Additionally:
-If you don't know what's going to happen and nothing happens, wait a few hours of game time. If nothing continues to happen, wait a little longer.

Requirements:

  • Death Alternative - Your Money or Your Life version 7.0.0 or higher and all its requirements. Is the basis for this supplement.
  • DLC Dawnguard (there is no version without Dawnguard and there are no plans).
Recommendations:
  • Vanilla hacking is usually quite simple. Escape may become too easy. Using the harder lockpicking mod can fix this problem.
  • Any mods that add more NPCs to Skyrim, so that spending time in slavery is not boring.
Installation:
  1. Download from Nexus original mod by selecting download manually.
  2. Registration for downloading is not required, the mod is small in size (726 kb)
  3. There you can thank the author by clicking the “ENDORSE” button (registration required)
  4. Place the contents of the archive in the Data folder with the installed game.
  5. Download the translation by clicking the inscription below: Download "Death Alternative - Captured".
  6. Place the Data folder from the archive in the folder with the installed game. Agree to a replacement.
  7. Connect the mod in the launcher.

Dedicated to hardcore lovers!

Description:

Instead of death, the hero will experience its consequences...

Do we need it?
- When a player dies, we usually load the save and go try to overcome the difficulties again. Thus, dying is, in principle, absolutely not scary. Those. You can muzzle Skyrim creatures in just your underpants and go through the entire game by saving and loading. You can also merge under a dragon with a bunch of expensive equipment and tons of precious swag, and then calmly load up and progress through the game.
- To really feel the hardcore in the game, some players simply play with one save, and if they die, they start the game again. But to die like this after a month of playing is very damn disappointing. You can also die from lags, sudden respawns of monsters and other illogical phenomena.
- With this mod, hardcore appears in its reasonable proportion. The adrenaline in the battle will be many times higher, because you will think 7 times before stabbing someone once). The fear of losing gear and gold will make you think more carefully and play the game more carefully. Without noticing it, you will see the game in the smallest detail. This happened in the game Diablo, DarkSouls.

Detailed description.
The idea for the mod was taken from the NoDeathMod mod (www.nexusmods.com/skyrim/mods/29312/). But the author of the mod gave up on it a long time ago. In addition, this mod does not always work properly due to incorrectly selected events and conditions in the scripts.

In this mod, when we die, we will have the following:
1. When you die, you do not die, but begin to “bleed.” This is where the script for processing “death” is launched.
2. Next, you will be teleported to one of the resurrection sites.
Upon resurrection:
- several effects make the appearance a little unusual
- aggro is removed from opponents and your companions (so that you don’t continue to be killed when you appear near the place of death)
- drink a bottle of healing potion (to remove harmful effects, otherwise you can die from poison, for example, endlessly until the poison wears off)
- inventory is cleared according to what is selected in the menu
- just in case, the player goes into invulnerability mode (the script rarely, but does not immediately teleport due to the load of other scripts on the game)
- damage occurs to attributes (health, magic, stamina), depending on the mod settings
- damage occurs to the player’s skills (all of them in vanilla Skyrim with all DLC), depending on the mod settings
- whether the selected quest to find your things starts or not

Types of damage:
1. For a fixed amount.
If damaged by 5 units, everything selected will be damaged by exactly 5 units. If the damage is great, then 1 parameter unit will remain.
2. For a random fixed amount in a certain range from 1 to X.
A random value between 1 and the specified value is calculated, according to the mod settings. Then everything selected will be damaged by exactly the calculated number of units. If the damage is great, then 1 parameter unit will remain.
3. At a fixed percentage.
If damaged by 5% percent, everything selected will be damaged by exactly 5% of the units. If the damage is great, then 1 parameter unit will remain.
4. For a random fixed amount of interest in a certain range from 1 to X.
A random value between 1 and the specified value is calculated, according to the mod settings. Then everything selected will be damaged by exactly the calculated percentage. If the damage is great, then 1 parameter unit will remain.
5. There will be 1 unit of parameters left.
Those. the selected parameters will simply remain at one.

Features of damage calculations.
Attributes (health, magic, stamina) are damaged over time, as for example in the DarkSouls series.
Those. each time after death you will damage the base maximum of the attribute by the amount selected in the mod menu.
For example, there were 120 health units. After the first death, damage is -5. This means there will be 115 left. After the next death -7. This means there will already be 108 left. Etc.
With mega damage and micro health, the mod will simply leave you with about zero.
Skills are damaged simply by the specified amounts.
Accumulated attribute damage can be dispelled:
- taking 7000 blows on yourself (7000 blows, no matter what - the number of steps to the High Hrothgar fort).
- waiting until the effect dissipates on its own (7000 minutes of real time - the number of steps to Fort High Hrothgar) (if you die before the effect dissipates, it starts again).
- drinking the potion “Cure from the Curse of Arkay” (the location is described in one of the quests or points earlier if you chose “no quest”). A potion has a 1 in 7000 chance of being dropped near you when you are hit (or another configurable maximum counter).

A little theory about damage calculations.
Previously, attributes (health, stamina, magic) and skills were damaged taking into account any modifiers, i.e. with temporary increases and fines. The point was not to overdo the damage. But now I have given up on this, because after damage the modifier may disappear and you will die. Or it cannot be damaged, since the modifier interferes with calculations.
Now I left the damage to only the basic values ​​(without taking into account buffs and debuffs). Now watch what value you set in the damage settings. Don't forget that there are different bonuses (race bonuses, temporary effects from items) and different penalties (similarly).
That is, if you have a +30 health bonus and you leave “1 unit” in damage, then you will always have a minimum of 31 after death. The bonus will not let you fall lower.
But, if you have a -20 race penalty to some attribute. Then if you choose “1 unit after death” you will have -19 after death. Make sure you're not healthy))

Resurrection locations:
1. Whiterun Temple.
2. Temple of Windhelm.
3. Random temple from the list: Whiterun, Markarth, Solitude, Riften, Windhelm.
4. One of 20 places in Skyrim outside of cities.
5. The nearest wild area from 20 points of point 4. Triggers if you die in the steppes of Tamriel (i.e. in nature). Point 4 works differently, because in the interior it is impossible to determine the distance and respawn points.
6. Resurrection points in the wilderness in order. Useful for those who want to jump all 20 points and check compatibility with territories from other mods.
7. If the Dark Souls Bonfires mod is installed, a selection of resurrection points at bonfires will appear.

About the quest(everything will have signs on the map as in other quests).
If you die during the quest, the previous items will disappear!

You can note (the notes are summed up) that will still remain with you after death:
- all equipped
- gold
- the rest of the inventory junk
You can note (the notes are summed up) that will still be destroyed after death:
- all equipped
- gold
- the rest of the inventory junk
When selecting a menu, the MCM menu will not allow you to select both at once, which is not logical (the things will remain with the player and will be destroyed).
The "Touch of Arkay" option affects the chance of complete destruction of an item, regardless of the selected "Keep" settings. That is, when your things are removed from Dovahkiin after death, Arkay can, with a certain chance, take it for himself.
If there are several things, then a percentage of them is taken, equal to the percentage of Arkay’s chance, and if there is only one thing, then the chance of its disappearance is calculated according to Arkay’s chance (i.e. it may remain if< 100%).
The "Arkay's Greed" option allows Arkay, after your death, to pick up all items (except gold) that cost more than the specified value. Also independent of the selected "Keep" settings.

The quest will provide an opportunity to restore damage to attribute values.
The quest will not allow you to restore your skills, because you can simply increase your skills by running around Skyrim.
Selection of quests:
- without a quest (things not left disappear into nowhere, there are also no healing potions for Arkay’s curse, life is pain)
- quest “Keepers and the chest” (at the place of death, the Guardians with the key to the chest with things)
- quest “Skeleton of the Dovahkiin” (at the place of death your skeleton with things, i.e. a simplified version)
The mod will not allow you to switch the quest if it is started and not completed or failed.

Message language in scripts: Russian English.

In the source code of the scripts, a lot is commented out, so if anyone is interested, please correct them. There is also a lot of commentary there for the implementation of future ideas, I don’t delete it just in case, because it doesn’t interfere with the work of the script.

Features during the game:
- If the fight takes place in a closed location (at certain points in the game), then if you die, it is better to load normally, because the doors will not open. It’s just a feature of the game itself, where at certain moments the doors close and you can’t get out until you kill someone.
- At the beginning of the game, it is better not to die until you leave Helgen, otherwise you will still teleport after death. More precisely, it is important not to die with your hands tied, otherwise problems with animation will arise.

About third-party killing mods:
- Frostfall. Kills the player with cold. But after teleporting to the temple we will warm up, but in other places we need to fuss more quickly)).
- Realistic Needs and Diseases. Kills with thirst (you have to try really hard to dry out to death). You can go out and search for water.

Installation:
Copy the Data folder to the game folder.

Requirements:
- Skyrim 1.9 and higher + all DLC
- SKSE 1.6 and higher (http://skse.silverlock.org/)
- SkyUI 5+ (http://www.nexusmods.com/skyrim/mods/3863/)

Update history:

25 - Corrected teleportation after death, it seems to work better now for the entire teleportation list (previously not everything was the same). Added the ability to select teleportation points after death when the Dark Souls Bonfires mod is installed: to the nearest bonfire and to a random bonfire (the choice of teleportation to bonfires is visible only if the Dark Souls Bonfires mod is installed).
24 - Corrected “е” to “e” in text notifications. Changed the effects of death and awakening. Corrected the coordinates of teleports upon death due to the new animation system of death and awakening. Added a soundtrack (for now death, awakening and laughter of the Gods, later maybe I’ll randomize everything to make it more natural). Added a death counter (to see your success). Now Arkay’s curse can’t be removed by third-party potions, like, for example, from the Requiem mod “Elixir of Life” (you’ll have to sweat and look for a potion or hope for luck, although you can drink the potion in a bad way and get everything back in the mod menu). Added items to the mod menu for removing the consequences of death (debuffs on attributes) and returning things (that you would have to go get).
23 - Added a trigger option to the mod menu (maybe there will be a situation in the game where you need to temporarily disable the mod). Those. You can disable scripts from firing when you are killed. When turned off, the character will be mortal again, and when turned on, he will again writhe when killed.
22 - Enchanted items (weapons) restored their charge after death - fixed, now the charge will be the original one at the time of death. Arkay and other MCM menu settings will no longer destroy quest items. I slightly corrected the description in the MCM menu and the resurrection effect.
21 - Reworked the effect of Arkay's curse. Now it is only on the player's body. You can also completely disable the effect of blood on the body. If the blood effect is enabled, the effect of blood evaporation when you are hit will also work if you are under Arkay's curse.
20 - Now the health of the Guardians grows according to the player's level. Previously they had chicken health :)
19 - Fixed a misunderstanding when they used a key to open a chest and tried to put the key in the chest, but the quest started again for no reason. Now the key is simply removed after opening the chest. If the key has not yet been shoved into the chest, then roll the latest version on top of the previous one and everything will be fine. If you shoved and the quest began, then: load an earlier save, where everything is fine; fail or complete the quest in the console; in the console, close the chest and open it again with the key and the quest will end; etc. The problem here is not terrible.
18 - I wrote pop-up messages below in the MCM menu for convenience.
17 - Now, when you get hit, not only does Arkay's counter decrease, but there is also a chance (1 from the MAX Counter) that a potion of getting rid of Arkay will drop near you.
16 - Disabled player control while the script is triggered after death. Those. You won't be able to run away right away. I did it just in case, because who knows where the player will have time to please.
15 - Previously used game markers to teleport to temples. Now I have added my own (to five temples).
14 - Added the option "Arkay's Greed". Now, after your death, Arkay takes away all items (except gold) worth more than the specified value.
13 - Added the "Touch of Arkay" option. Now, after your death, Arkay has a certain chance of stealing your item forever.
12 - Added the ability to choose what will be destroyed after death in general.
11 - Replaced the mentioned name of the deity, Charon, with Arkay (to fit into the world of the game). Also, Arkay’s counter was increased to 7000 (the number of steps to Hrothgar, as for the duration of the effect of 7000 minutes), since when receiving damage from magic, the counter rapidly decreases. Arkay's counter can be customized.
10 - Added a Charon counter to the MCM menu to know the progress of received hits.
9 - Cosmetic changes (resurrection, effect and shaders after death, etc.)
8 - Added a second quest, as well as a selection of quests.
7 - Changed the principle of damaging player attributes (HP, MP, SP) as in the DarkSouls game (i.e. with accumulation). A negative effect is applied that can be dispelled (and the amount of attribute damage will be removed)
6 - Added food to the resurrected Dovahkiin (for greater survival if thrown into the cold snow). Also, comrade Alexandriel (https://forums.nexusmods.com/index.php?/user/8797611-alexandriel/) from Nexus translated the mod for English speakers.
5 - Fixed the quantitative return of items when sampling (also taking into account quest and equipped items).
4 - Fixed the resurrection in the nearby wild area.
3 - Added an item for resurrection in order. As an option for resurrection point testers.
2 - Implemented the choice of gear losses. In what follows, version numbering will simply be numbers.
1.9 - Added a resurrection point in the nearest wilderness area.
1.8 - Set my settings for the mod to default. I turned off a couple of inactive checkboxes.
1.7 - Made a choice of losses.
1.6 - Made 20 player spawn points in random wild areas after death.
1.5 - Added a quest to return things.
1.4 - Added the ability to select the type of resurrection.
1.3 - Added the ability to select the message language.
1.2 - Added an English option for the MCM menu.
1.1 - Corrected the MSM menu script. The mod still works anyway, but the checkboxes there simply deactivated the visual sliders. A trifle in general))

The “Alternative to Death” mod modifies the mechanics of the game in such a way that you now don’t have to die if you lose a battle. Great opportunity, isn't it? We invite you to take a closer look at fashion.

Mod review

"Alternative to Death" brings unprecedented realism to the game, but at the same time it is difficult to simulate a situation in which you can survive after serious damage from arrows or swords. But that’s why the game is called virtual reality. Thus, as soon as the character's HP approaches zero, a state arises in which you are practically paralyzed and cannot resist. This immobilizing bleed tricks your opponents into thinking you're already on your way to death. When the HP level reaches zero, the character will lose consciousness for a while and this is where the fun begins. The further outcome will directly depend on the characters who knocked you out. After losing consciousness, you will definitely lose something: an item or coins. It's a lot like a robbery. Also, you are not insured against being robbed by someone who happens to be nearby. It is also possible that they will help you, since everything is left to chance. By the way, you have a small opportunity to return stolen items. To do this you need to contact

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