promotional bannermobile promotional banner

Player Respawn on Ship

On player death, if your ship is summoned and not destroyed/sunk, you respawn on the ship deck. Otherwise the game's vanilla respawn runs untouched.
What this mod does
 
When you die, this mod checks whether your ship is currently summoned in the world and intact:
 
  • Ship is valid (summoned, not destroyed, not sunk) → you respawn on the ship deck.
  • Ship is gone (destroyed, sunk, not summoned) → the game's vanilla respawn runs untouched.
 
v0.2 — same mod file works in single-player, self-host, and dedicated-server installs. The mod auto-detects the running environment and dispatches to the right code path.
 

 
Requirements
 
You need UE4SS for Windrose installed. Recommended distribution: the UE4SS for Windrose mod here on Nexus.
 

 
Installation
 
Download PlayerRespawnOnShip-v0.2.0.zip from the Files tab. Extract the zip — inside you'll find a folder named PlayerRespawnOnShip.
 
Upgrading from v0.1.x? Do a clean reinstall. v0.2 drops the enabled.txt registration in favor of explicit mods.txt listing (universal across UE4SS distributions). I strongly recommend the UE4SS for Windrose over GitHub RE-UE4SS releases for a consistent baseline that matches these instructions. Also delete the old PlayerRespawnOnShip\ folder.
 
Step 1 — install UE4SS at the matching R5\Binaries\Win64\ directory
 
UE4SS lives next to the EXE it injects into. Each scenario has its own R5\Binaries\Win64\ parent — extract dwmapi.dll + ue4ss\ from the Nexus UE4SS zip into that exact directory.
 
(A) Single-player
<Steam>\steamapps\common\Windrose\R5\Binaries\Win64\
 
(B) Self-host (bundled server)
<Steam>\steamapps\common\Windrose\R5\Builds\WindowsServer\R5\Binaries\Win64\
 
(C) Standalone dedicated server
<Steam>\steamapps\common\Windrose Dedicated Server\R5\Binaries\Win64\
 
For (B) self-host: the server install is the one that matters — players who join the server (including the host) receive on-ship respawn through normal replication. Host's own client install is optional, but recommended.
 
For (C) dedicated: only the server install matters; clients connecting do NOT need the mod.
 
Step 2 — drop the mod folder into the same scenario's ue4ss\Mods\
 
(A) <Steam>\steamapps\common\Windrose\R5\Binaries\Win64\ue4ss\Mods\
(B) <Steam>\steamapps\common\Windrose\R5\Builds\WindowsServer\R5\Binaries\Win64\ue4ss\Mods\
(C) <Steam>\steamapps\common\Windrose Dedicated Server\R5\Binaries\Win64\ue4ss\Mods\
 
Step 3 — register the mod in mods.txt
 
In the sameue4ss\Mods\ directory, open mods.txt and add this line at the bottom of the file:
 
PlayerRespawnOnShip : 1
 
The 1 enables the mod. Save the file.
 
Final layout
 
...\ue4ss\Mods\
├── mods.txt                  ← contains "PlayerRespawnOnShip : 1" line
├── mods.json
└── PlayerRespawnOnShip\
    └── Scripts\
        ├── main.lua
        └── config.txt
 
Uninstall
 
  1. Open ue4ss\Mods\mods.txt and either delete the PlayerRespawnOnShip line or set it to PlayerRespawnOnShip : 0.
  2. Delete the PlayerRespawnOnShip\ folder from ue4ss\Mods\.
 

 
Multiplayer / dedicated server
 
v0.2 adds proper server-side support. Install on the server (bundled for self-host, standalone for dedicated). All connected clients automatically get on-ship respawn through normal replication. No per-client install required.
 
If you previously ran v0.1.x on dedicated and saw the teleport revert to vanilla respawn — that was server position correction overriding the client-only teleport. v0.2 fixes this by running the teleport on the server, where it is authoritative.
 

 
Known caveats
 
  • Ship discovery may fail at session start if your ship is in an unloaded streamed-island region. Workaround: visit your ship once per session to register it; the per-session state persists from then on.
  • Multi-player ship ownership uses a nearest-with-crew heuristic. Single-player and self-host with one player work reliably; multi-player dedicated with several parked ships sharing crew positions may mis-assign which ship belongs to which player.
  • Ship not summoned. A ship that exists in your save but is not currently in the world (warehoused/dismissed) is not respawn-eligible. Vanilla respawn runs. This is by design.
 

 
Bug reports
 
Please attach the latest UE4SS.log to your bug report — log lines are written specifically to make issues easy to diagnose. Include the startup banner line so the running mode (CLIENT/SERVER/dormant) is obvious.
 

 
Credits
 
  • UE4SS — the Lua scripting framework this mod runs on.
  • Windrose modding community on Discord — for class names, install paths, and reference patterns.

The Player Respawn on Ship Team

profile avatar
  • 1
    Projects
  • 2.3K
    Downloads
Donate