i see that you recomend escape pod mod but it seems escape pod hasnt been updated in years was wondering if it was safe to install and use it or if there were any alternatives
Just wanted to say that in the mods description here you still have escape pod mentioned as a mod to pair with this one, linking to it. Has its own section.
Hi. The situation is as follows, I have installed several mods:NPC reactions; Wear and tear; Social standings and citizenships; Reputations and professions; Crime has consequences; KUDA AI tweaks. When adding this mod (alternative to death), if you attack AI ships, then when the alarm is raised and the warships of the security forces arrive in the sector, they do not attack, although they are marked hostile, and even if they are attacked by the enemy, they do not attack in response. If you disable this mod (alternatives to death), everything works as intended. Can you tell me if this mod is compatible with the rest of your mods or not?
can you please provide a debug log as described in the troubleshooting section of the read-me and in the description page here on nexus mods. and provide a save file, please?
Yes, I can send the saves, but the logs are not being written, for some reason. Regarding the situation with possible bugs, I noticed the following, namely that after the launch and if there was no "death and rebirth", the behavior of NPCs reacting to aggression works as intended (they chase and destroy). But as soon as "rebirths" occur, there is a fairly high chance that the AI's behavior will become passive and run away from the player's attacks. I also tried different combinations of mods and did not detect dependencies, and also tried to run only one mod (and the mods that are needed to run), a possible bug also persisted.
Updates v7.1.16, 03 Dec 2024: -Bug-fix: Sometimes, the ship wasn't getting destroyed even when destruction is certain. -Bug-fix: For loaded games created before 13 Apr 2023: Some ships that should be indestructible (e.g. mission/story-critical ships) were still getting set to be destructible when you exit them.
Thank you for this mod! I hope in the near future game devs will take inspiration from those kind of mods, save scumming induced by "game over" is really a cancer. I didn't play before 7.0, I heard the "EVA escape" is new but if it's from a big ship you get killed in the explosion, at least in my experience x) so this mod really helps!
I have a question/suggestion: is there a way to disable ship controls when the countdown is initated? I find the possibilty to fly away to be just too OP since you're invulnerable for a few seconds (and if I reduce that timer I don't have enough time anymore to just leave the ship). Worse, I can sometimes shoot my way out haha! The main "issue" I have, I think, is the possibility to "survive" the countdown, to save the ship. Seems a bit cheaty.
Maybe at least force the player to "get up" the moment the countdown triggers so we cannot pilot the ship by default? That way we have to make a choice.
Hello thank you for your answer! Yes I confirm I can "advert" a red countdown if I stop receiving damage, which is quite easy with fast ships.
I though maybe the "Z" parameter was the answer but I tried both with "Y = 1 & Z = 9" and "Y = 10 & Z = 0": same behavior.
Here is a screenshot: https://postimg.cc/MMhsmm7J, it was saying "destruction imminent" right before. This is from new games (I heard there's sometimes issues in the saves but this does not seem to be it here). By the way not sure why the text is cut, there's plenty of room to show all the letters :D
Yeah I figured haha, thanks in advance then! Do you know when you will be able to take a look? You have a lot of mods so I guess your time is quite limited.. May I try myself? I would like this to be resolved for my running game, so I could try and test, and give you the modifications if I'm able to find what to do!
If you agree, don't hesitate to give me a little guidance on what should be changed, if you have ideas already.
yeah, for sure. go ahead and try. In kuertee_atd.xml, there is a variable named "$isDestructionCertain". If that is true, the player shouldn't be able to avert destruction by lessening received damage per second by flying evasively.
Ah I actually saw your first message, had time to look at the mod, and now that I think I'm good I've seen your second message haha.
So I also tested that and can confirm your fix is ok, at least for me! Thank you! However I did find out other issues since my last posts, maybe related to my modlist or because I removed this mod and then put it back on, so I've made my own changes that I can share too, maybe some people could be interested: https://drive.google.com/file/d/13csIxzHdnOac0NADYX-XytssEe5APC5T/view?usp=sharing
Changes: invulnerability & "disabled auto eject" are no more set by default when this mod is active, but only when the red countdown is started. I've removed the advert mecanism, once the countdown is started you're done. I've also completly removed the yellow countdown. With Y = 2 & Z = 8 I've reached a behavior I like: when the countdown starts, you have to run out and only 10s to do so. Otherwise vanilla is not impacted: in the rare cases you get so much damage that you are instantly destroyed (without countdown) vanilla auto eject triggers as normal so no game over screen.
This is to fix a big issue I found with the invulnerability and I think, another mod (I guess this is somekind of conflict indeed): S/M ships stopped shooting at me after their first attack run, just doing nothing after that. Now they stop once the countdown is triggered - since the ship is "already dead", I'm completly fine with that! And Y is set at a really small value (2s) so the red countdown does not trigger too soon, not sure yet if I should go for 1s.
I forgot there's also my little configuration changes for the ironman mode, so be wary of that if using this file directly. Every change I made has a comment next to it, starting with the text "Custom "
Started a new game in 7.1, disabled all death alternatives except for the side-switching one and enabled xenon, flew to a xenon sector and faceplanted into a xenon defense station.
Died, alternative triggered, popup to kill all organic life, but for some reason I'm on a station in teladi space and xenon are also -30 to me
Should be fixed in 7.1.09. Sorry for the delay in bug-fixing it. I was and still am trying to get all my mods properly updated since 7.1 beta 2 was released a month ago.
Updates v7.1.09, 10 Oct 2024: -Bug-fix: Some factions (e.g. Xenon) still had locked factions that prevented assimilation into them. -Tweak: Station-only teleport compatibility with Teleport From Transporter Room mod.
Edit: Disregard this post. I was stupid. I had download DeadAir's mods from Github master and forgot to rename the folders accordingly. This was the reason, not your mods.
Hi,
I have the problem that with _some_ of your mods the encyclopedia does not work in 7.1 Beta 5, but I am not fully sure which one. I tried 90 minutes to narrow it down to specific combinations.
The issue is that the GUI for the encyclopedia at first does not load. When you then click the mouse, it shows up, but selecting an entry does not work as well. Many entries are also empty or don't expand.
First I thought it would be Alternatives to Death, but when I use AtD with just UI Extensions (v7.1.05) and Mod Support APIs (v1.90), it works.
Only combined with others of your mods (such as SS&C and R&P) the issue occurs.
When I use SS&C and R&P only (combined or just one of these) the issue also does NOT occur.
Could you please check (when you have time) if one of your mods or a combination of specific of your mods can lead to this issue?
Updates v7.0.02, 29 Jun 2024: -Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios. -Tweak: make new starts based on a randomly found ships instead of the player's original game start -Bug-fix: death doesn't reset Social Standings And Citizenships mod data -Bug-fix: death cutscene was conflicting with Autocam mod cutscenes -Bug-fix: working countdown ui with new uix custom hud code -Bug-fix: sometimes the countdown is stuck at paused - which prevents the countdown from completing -Bug-fix: correct money transfers to/from trust -Bug-fix: properties are not returned from the trust after completing its mission
How do i disable the save scumming penalties? I don't want them on, is there an option to disable? Does setting the credit penalty bar to 0% and unticking the death alternative box fully disable this? Or would it still be active? Sorry the settings are confusing me.
145 comments
v7.5.01, 21 Feb 2025:
-Bug-fixes: 7.5 compatibility updates.
I'll remove it from the read-me
have removed it now.
is your base game at 7.5 beta?
because this current version of the mod is not compatible with the 7.5 beta.
i have a 7.5 beta mod pack that includes a newer version of this mod available here on nexus that is compatible with the 7.5 beta.
can you please provide a debug log as described in the troubleshooting section of the read-me and in the description page here on nexus mods.
and
provide a save file, please?
thank you.
v7.1.16, 03 Dec 2024:
-Bug-fix: Sometimes, the ship wasn't getting destroyed even when destruction is certain.
-Bug-fix: For loaded games created before 13 Apr 2023: Some ships that should be indestructible (e.g. mission/story-critical ships) were still getting set to be destructible when you exit them.
I have a question/suggestion: is there a way to disable ship controls when the countdown is initated? I find the possibilty to fly away to be just too OP since you're invulnerable for a few seconds (and if I reduce that timer I don't have enough time anymore to just leave the ship). Worse, I can sometimes shoot my way out haha!
The main "issue" I have, I think, is the possibility to "survive" the countdown, to save the ship. Seems a bit cheaty.
Maybe at least force the player to "get up" the moment the countdown triggers so we cannot pilot the ship by default? That way we have to make a choice.
The countdown can be survived while it's green. i.e. there are still shields and hull points left IF rate of received damage is lessened.
Once the countdown turns red, it's locked-in. i.e. Rate of received damage is already too much for the remaining shields and hull.
Are you finding that you can survive the countdown after it has turned red?
Yes I confirm I can "advert" a red countdown if I stop receiving damage, which is quite easy with fast ships.
I though maybe the "Z" parameter was the answer but I tried both with "Y = 1 & Z = 9" and "Y = 10 & Z = 0": same behavior.
Here is a screenshot: https://postimg.cc/MMhsmm7J, it was saying "destruction imminent" right before. This is from new games (I heard there's sometimes issues in the saves but this does not seem to be it here).
By the way not sure why the text is cut, there's plenty of room to show all the letters :D
Will fix.
May I try myself? I would like this to be resolved for my running game, so I could try and test, and give you the modifications if I'm able to find what to do!
If you agree, don't hesitate to give me a little guidance on what should be changed, if you have ideas already.
In kuertee_atd.xml, there is a variable named "$isDestructionCertain".
If that is true, the player shouldn't be able to avert destruction by lessening received damage per second by flying evasively.
the bug was: even if $isDestructionCertain is set, the test on whether received DPS is lessened sufficiently to avert destruction ignores it.
So I also tested that and can confirm your fix is ok, at least for me! Thank you!
However I did find out other issues since my last posts, maybe related to my modlist or because I removed this mod and then put it back on, so I've made my own changes that I can share too, maybe some people could be interested: https://drive.google.com/file/d/13csIxzHdnOac0NADYX-XytssEe5APC5T/view?usp=sharing
Changes: invulnerability & "disabled auto eject" are no more set by default when this mod is active, but only when the red countdown is started. I've removed the advert mecanism, once the countdown is started you're done. I've also completly removed the yellow countdown.
With Y = 2 & Z = 8 I've reached a behavior I like: when the countdown starts, you have to run out and only 10s to do so.
Otherwise vanilla is not impacted: in the rare cases you get so much damage that you are instantly destroyed (without countdown) vanilla auto eject triggers as normal so no game over screen.
This is to fix a big issue I found with the invulnerability and I think, another mod (I guess this is somekind of conflict indeed): S/M ships stopped shooting at me after their first attack run, just doing nothing after that. Now they stop once the countdown is triggered - since the ship is "already dead", I'm completly fine with that!
And Y is set at a really small value (2s) so the red countdown does not trigger too soon, not sure yet if I should go for 1s.
Died, alternative triggered, popup to kill all organic life, but for some reason I'm on a station in teladi space and xenon are also -30 to me
v7.1.09, 10 Oct 2024:
-Bug-fix: Some factions (e.g. Xenon) still had locked factions that prevented assimilation into them.
-Tweak: Station-only teleport compatibility with Teleport From Transporter Room mod.
Hi,I have the problem that with _some_ of your mods the encyclopedia does not work in 7.1 Beta 5, but I am not fully sure which one. I tried 90 minutes to narrow it down to specific combinations.The issue is that the GUI for the encyclopedia at first does not load. When you then click the mouse, it shows up, but selecting an entry does not work as well. Many entries are also empty or don't expand.First I thought it would be Alternatives to Death, but when I use AtD with just UI Extensions (v7.1.05) and Mod Support APIs (v1.90), it works.Only combined with others of your mods (such as SS&C and R&P) the issue occurs.When I use SS&C and R&P only (combined or just one of these) the issue also does NOT occur.Could you please check (when you have time) if one of your mods or a combination of specific of your mods can lead to this issue?=======
v7.1.02, 13 Jul 2024:
-Tweak: Ensure mod only works in player-owned ships.
v7.0.02, 29 Jun 2024:
-Tweak: 7.00 hf 1 compatibility. Disabled in Timelines scenarios.
-Tweak: make new starts based on a randomly found ships instead of the player's original game start
-Bug-fix: death doesn't reset Social Standings And Citizenships mod data
-Bug-fix: death cutscene was conflicting with Autocam mod cutscenes
-Bug-fix: working countdown ui with new uix custom hud code
-Bug-fix: sometimes the countdown is stuck at paused - which prevents the countdown from completing
-Bug-fix: correct money transfers to/from trust
-Bug-fix: properties are not returned from the trust after completing its mission