Revival Revived
Dying gets a second chance. When your health hits zero you are downed
instead of dead: your body fades in a puff of smoke and a green revive
marker drops in where you fell. Teammates can channel on the marker to bring
you back — if nobody does before the window runs out, you die for real and the
marker becomes your regular tombstone, right in place.
Features
- Downed, not dead — lethal damage puts you in a downed state. No ragdoll,
no instant grave: a green-glowing marker (with your name on it) marks the
spot.
- Hold-to-revive — teammates hold the interact key on the marker; a radial
progress circle shows the channel. Revive progress is driven by the reviving
player, so it is lag-free for the person doing the work. A single-press mode
is available in the config.
- Bleed-out window — you stay revivable for a configurable window
(30s default). The marker's accent gradually shifts from revive-green back
to tombstone-red as time runs out. Actively channeling a revive pauses
the timer.
- Clean handoff on true death — when the window expires, the real loot
tombstone takes the marker's place seamlessly (no drop-in pop replay, no
flicker). If you had nothing to drop, the marker crumbles away like an
emptied grave.
- No disconnect cheese — logging out (or crashing) while downed doesn't
save you: the marker persists, and completing the death is enforced when you
reconnect.
- Multiplayer-first — state lives in replicated ZDOs; late joiners and
players streaming into the area see downed markers correctly.
Configuration
BepInEx/config/com.andres.revivalrevived.cfg (created on first launch):
| Setting |
Default |
Description |
Revive.Mode |
Hold |
Hold: keep the interact key held to revive. Press: a single press revives instantly. |
Revive.HoldTimeSeconds |
4 |
How long the interact key must be held to complete a revive (Hold mode). |
Revive.WindowSeconds |
30 |
How long a downed player stays revivable before dying for real. |
Timing is authoritative on the downed player's side; a reviver's own config
only affects which button gesture their client accepts.
Notes
- Revived players come back at 25% health.
- All players in a session should run the mod (it patches death handling and
registers a networked marker prefab).