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Bring Out Your Dead 4.0.9


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About This File

Bring Out Your Dead is a simple yet immersive mod which expands on the number of graves given to the unique NPCs in areas of the game that don't currently have them. Solitude, Windhelm, Whiterun, Riften, and Markarth all have a Hall of the Dead that contains coffins and urns for various unique NPCs who live there. Their items are transferred to their assigned coffin when they die. The smaller cities of Falkreath, Morthal, Dawnstar, and Winterhold do not have these facilities, and neither do the other smaller villages and towns. NPCs living on farms outside the major hold capitols don't get buried in their Hall of the Dead either. This mod aims to correct this and provide for more uniform handling of everyone's dead.

Falkreath and Morthal both have graveyards already and have been expanded slightly to hold more. Dawnstar and Winterhold now have their own Halls of the Dead just outside of town. The smaller villages all have space set aside for new graveyards. NPCs living on farms immediately outside the 5 major hold capitols will be given appropriate burial space in the Hall of the Dead for their city if they don't already have it.

NPCs marked as essential will not be given a grave since they cannot be killed normally unless the game removes that flag as the result of a completed quest.

Requires the Unofficial Skyrim Special Edition Patch to be installed first!


What's New in Version 4.0.9

Released

The .esp and .bsa files have been changed to lowercase filenames. This is to help facilitate universal filename compatibility for Steam Deck and regular linux users whose file systems are case sensitive. Many of them make use of the in-game menu to download mods and Bethesda.net ALWAYS downloads in lowercase. For the benefit of people using linux or the Steam Deck, it would be greatly appreciated if any mods which currently use this mod as a file dependency change the case of that dependency in their master lists. (Bug #34096)


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16 hours ago, Palewof22 said:

Is this mod compatible with AI Overhaul?

Yes. I use both and never had any issues between them.

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18 hours ago, SixCrimsonShade said:

Where are the patches for this?

Arthmoor to my knowledge never produced any for BOYD. But, what mods in particular are you looking for patches for?

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On 5/5/2022 at 1:59 AM, ilct said:

Is this still compatible with SE (1.5.97)?

Yes.

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Anywhere I can look at the compatibility notes, changelogs, and installation/uninstallation instructions?

I'd like to know if this is compatible with The Great Cities.  The Great City of Morthal doesn't affect the graveyard, I don't think, but the area around it is different.  Also, the Great City of Falkreath greatly expands the grave yard and even adds a vast Nordic Ruin that at least aesthetically functions as a Hall of the Dead.  The Great City of Dawnstar also adds a graveyard, I think.  

I'd also like to know if this can be installed mid-playthrough.  A lot of the NPCs in these "Hall-less" cities are already dead, (Dragon Combat Overhaul is a killer!)  Will this mod read who's dead and act accordingly, or will it ignore them and only bury those who die from now on?

*****UPDATE 5/27/2022******
Found this.  Probably answers all my questions. 

https://steamcommunity.com/sharedfiles/filedetails/?id=2589708885

 

Quote

Compatibility

Expanded Towns and Cities has been confirmed to be 100% compatible as of version 2.0.

Potential conflict with any mod which is expanding the various cities and villages. If these conflicts are brought to my attention I can attempt to make adjustments for them within reason.

Use of Wrye Bash to merge NPC edits will be strongly recommended once Bash gets the ability to handle NPC script assignments.

 

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On 4/3/2022 at 2:11 AM, OrdosAlpha said:

Arthmoor to my knowledge never produced any for BOYD. But, what mods in particular are you looking for patches for?

Noticed that in Dawnstar the burial mound conflicts with both of the Cities of the North/Great City of... mods.

I have also contacted the author who makes the patches for COTN, so will see what comes of it.

 

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@Arthmoor

I was thinking of doing similar mod but for Oblivion. I thought I could use the local reference copy enable state from parent and set it to the opposite. But turns out a dead NPC getting cleared out from the world by engine is not the same as setting npc disabled. The only viable way to make the mod is to use the quest/global script(s)? With Obliivon I find it displeasing having a large script running in the background setting dead NPCs disabled after they get cleared from the worldsapce. Thing is the script wouldn't have to get called that very often as on default settings it takes 10 days for the corpse to get removed by the engine. Would setting fQuestDelayTime to like 600 == 10 unburden the script engine from having to process a large script(s)?

//Well it could actually work by using OBSE GetFirstRef 35 for NPC or 69 for actor making a loop and marking a date and scheduling to disable that npcs 10 days from the date of death. That way I could utilize the local tombstone/coffin etc. reference copy enable state from parent and set it to the opposite. Sometimes writing problem put the solution in my head.

Edited by zelazko
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Is this compatible with 1.6.4 AE? I accidentally deleted my older file and do not wish to update to the newest version of AE.

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It's compatible with the current version of SE which as of right now is 1.6.1130.

"AE" only comes into play when you buy the AE Upgrade DLC and none of my mods have direct dependency on those DLCs. They may have patches for them, but no direct dependencies.

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Is this version compatible with 1.6.640?

Or is there an older one I should be using?

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Are the additional changes in the "Additional Graves" submod integrated into BOYD now? Or is the submod still needed?

 

 

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zajic_eptesicus

Posted

Where can i find ver 4.0.7?

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OrdosAlpha

Posted (edited)

2 hours ago, zajic_eptesicus said:

Where can i find ver 4.0.7?

Discover time travel and build a time machine, or find someone who still has it.

Edited by OrdosAlpha
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TopherChristian777

Posted

Does anyone have Bring out your dead version for Skyrim SE 1.5970 . I don't care much for AE . I prefere 1,5970 

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No, they don't, because 1.5.97 has been obsolete for over 2 years now and there's no reason to keep avoiding the update after all this time.

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5 hours ago, Arthmoor said:

No, they don't, because 1.5.97 has been obsolete for over 2 years now and there's no reason to keep avoiding the update after all this time.

With respect, having an older stable version to use does not make it obsolete.  In the enterprise software world, companies pay literally millions of dollars for such things as they are a known quantity.  1.5.97 is that known quantity for many people.

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5 hours ago, TopherChristian777 said:

Does anyone have Bring out your dead version for Skyrim SE 1.5970 . I don't care much for AE . I prefere 1,5970 

Yes people have it but asking for it here will end up getting you banned.  Unless you are looking for versions which support the newest versions of Skyrim SE, you will want to ask elsewhere.

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7 hours ago, Galishai said:

In the enterprise software world, companies pay literally millions of dollars for such things as they are a known quantity.

This isn't an Enterprise operation. Nobody's life is on the line when the software updates.

Microsoft doesn't continue to offer support and updates for XP or Windows 7. You are essentially trying to get us to do what even the operating system vendor itself won't do. Software reaches end of life. Even in mission critical apps. Updates are the natural course of things.

 

7 hours ago, Galishai said:

1.5.97 is that known quantity for many people.

No. It's a desired quantity for a vanishingly small number of people who hate everything Bethesda does. You may as well just delete the game and go play something else. You aren't going to get people to continually provide support for a dead branch of the game no matter how much you might want that. Nobody has time for that.

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