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
- Open ue4ss\Mods\mods.txt and either delete the PlayerRespawnOnShip line or set it to PlayerRespawnOnShip : 0.
- 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.

