

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. If your bleedout HP reaches zero, you fall unconscious. 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). 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. Once your HP reaches zero, you enter bleedout mode.

How is this accomplished? The first thing is that it adds a bleedout state to the character. 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. This mod is my attempt at providing a fun and semi-realistic way of handling defeat without reload. Many mods increase the difficulty and realism of the combat system in the game but very few give alternative to the ultimate end. without explicit dependency on SkyUI.ĭeath and defeat of the player character means reload and continue in Vanilla Skyrim. 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. 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. However, there is no branch for Defeat-like events. quest) and the manager decides when to start what.


The Story Manager in Skyrim doesn't have that problem because any mod can register new branch and nodes (e.g. 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. However, we never know who else is listening. It's been asked often: why is Death Alternative a framework? Many mods listen to Skyrim vanilla events and do stuff under certain condition. Again, the goal is not to make the player invulnerable in all cases, it is to include stories of defeat as well as those of victories to your personal story, increasing the RP element of Skyrim. This permit increasing the difficulty to a more realistic level and thus, provides the basis for a truly immersive gameplay experience. In one sentence: "To offer a narrative of the player character's adventures that include defeat and failures, and increase the active role of the NPCs that populate Skyrim".
