Documente Academic
Documente Profesional
Documente Cultură
===================================
Misery and despair have haunted you all your life. Just when you thought it coul
dn't get any worse, you've been arrested and thrown in the dungeons. Your trial
was supposed to be weeks ago, only nobody has come for you. It's been so long si
nce seeing daylight you no longer know what month it is anymore. The dungeon is
cold, damp, and worse still, you're running out of food. At least you have that
leak in the wall for water. It seems as though you've been forgotten, soon to ro
t away and die. The eight have forsaken you! Or... have they?
Live Another Life provides an alternative means to start the game for those who
do not wish to go through the lengthy intro sequence at Helgen. You will be give
n the opportunity to choose your race and then choose a new life for your charac
ter to lead. A wide variety of choices will be available. What you choose will h
ave a lasting impact, so choose carefully or the gods may forsake you again!
Additional support has also been provided to allow you to extend Live Another Li
fe with your own starts.
Download Locations
==================
AFK Mods
- http://afkmods.iguanadons.net/index.php?/files/file/270-a
lternate-start-live-another-life/
Steam Workshop
- https://steamcommunity.com/sharedfiles/filedetails/?id=75
889890
Skyrim Nexus
- http://www.nexusmods.com/skyrim/mods/9557
TES Alliance
- http://tesalliance.org/forums/index.php?/files/file/1108live-another-life/
Dark Creations
- http://www.darkcreations.org/forums/files/file/270-altern
ate-start-live-another-life/
The Assimilation Lab - http://www.theassimilationlab.com/forums/files/file/809-a
lternate-start-live-another-life/
Live Another Life Bug Tracker: http://afkmods.iguanadons.net/index.php?/tracdown
/categories/8-alternate-start-live-another-life/
Installation Requirements
=========================
Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will re
sult in CTDs and other problems. Just don't.
You will need to turn on subtitles to see the text for the startup quest.
Alternately, download and use Fuz Ro D-oh - Silent Voice (http://www.nexusmods.c
om/skyrim/mods/14884) to see subtitles only on those NPCs with no voiced audio.
This requires SKSE.
Hearthfire module requires the official Hearthfire DLC.
Hearthfire module also requires the Hearthfire Multiple Adoptions mod by TMPhoen
ix (http://www.nexusmods.com/skyrim/mods/29249/).
Installation - Wrye Bash BAIN
=============================
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as u
sual.
Make sure the mod is active in the Wrye Bash mods tab.
Steam Workshop users should be sure to unsubscribe before doing this or the laun
cher will simply replace those files again.
Load Order
==========
Due to the sensitive nature of the mod, it should be loaded relatively late in t
he load order. A lot of other mods may seek to make modifications to Helgen and
the charactergen quests. Moving this further down in your list will likely help,
a lot. I highly recommend going with the order LOOT (http://loot.github.io/) sp
ecifies.
Extensions
==========
As of version 2.5.0 and higher, Live Another Life allows for extensions to be wr
itten to provide additional starting options. This is a known list of extensions
that are available:
City Guard - the example extension provided on the Nexus page for LAL.
Legacy of the Dragonborn ( http://www.nexusmods.com/skyrim/mods/52248 ) - An ext
ension to allow you start as a relic hunter for the mod's museum in Solitude.
Compatibility Patches
=====================
Starting Spell Choice - ( http://www.nexusmods.com/skyrim/mods/55489 )
Compatibility
=============
Tested and confirmed to work with Open Cities Skyrim.
Known to be incompatible with any mod which attempts to remove the essential fla
gs from any NPCs in Helgen.
Song of Ice and Skyrim ( http://steamcommunity.com/sharedfiles/filedetails/?id=2
0793 ) causes the game to get stuck loading the prison cell, regardless of load
order.
Descent Into Madness ( http://www.nexusmods.com/skyrim/mods/16461 ) causes the g
ame to get stuck loading the prison cell, regardless of load order.
The Oblivion Racial Bonuses module from Occupy Skyrim ( http://www.nexusmods.com
/skyrim/mods/12479 ) is not compatible since OCS OSR.esp alters MQ101.
Sellswords ( http://www.nexusmods.com/skyrim/mods/27942 ) is not compatible beca
use it alters MQ101 to be able to offer its alternative game mode.
The Forsworn Legacy ( http://www.nexusmods.com/skyrim/mods/27369 ) - Use the "Sa
vegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing i
t. DO NOT USE the "new game" version as it will not work with my mod.
Helgen Reborn ( http://www.nexusmods.com/skyrim/mods/35841 )
Since the readme fo
r Helgen Reborn explicitly says not to install it until after you've left Helgen
, my mod will block the option to use the vanilla start if you have both of them
installed when the game starts.
Return to Helgen (by Giskard) ( http://steamcommunity.com/sharedfiles/filedetail
s/?id=95276126 ) - This mod is only partially compatible with LAL. If you plan t
o use them together, you must trigger the events at Helgen BEFORE venturing to t
he city of Solitude. Going to Solitude before Helgen will completely break the c
hain of events and render the MQ unstartable, as well as potentially disrupting
the Civil War permanently. Starts in or immediately near Solitude will be disabl
ed in LAL as long as Return to Helgen is installed.
Shlongs of Skyrim (ugh, yes, there really is a mod about dicks) - This has been
reported to completely mess up the cart ride for the vanilla start option. If yo
u're going to use that mod, it is best to wait until you're off the carts and in
side the keep before installing it.
Become High King of Skyrim ( http://www.nexusmods.com/skyrim/mods/41087 ) - Edit
s MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make s
ure it loads BEFORE Live Another Life so that it won't cause the "new game" menu
to get stuck.
Better Vampires ( http://www.nexusmods.com/skyrim/mods/9717 ) - No issues should
arise from using LAL and BV together. Even the vampire start should work proper
ly as the method LAL uses to change you into one uses script calls BV retains in
its edited version of the player's vampire quest.
Pirates of the Pacific ( http://www.nexusmods.com/skyrim/mods/29443 ) - Has been
reported several times to cause the player to spawn somewhere completely off th
e map. It is not currently known what causes this as it really shouldn't be poss
ible.
Buy_Whiterun3 ( http://www.nexusmods.com/skyrim/mods/57340 ) - The optional "New
Start" file has been confirmed incompatible because it modified the MQ101 quest
scripts. Do not install the optional file.
Mods altering the Abandoned Prison (cell 00021594) will probably need to be patc
hed since the navmesh has been edited.
Mods which alter the following quests will not be compatible without a patch:
MQ101 - Unbound
MQ102 - Before the Storm
CW00WindhelmMapTableScene - Jagged Crown scene for Ulfric and Galmar (USKP fixes
have been included)
WERoad01 - Farmer refugees after dragon attack
Mods which edit the following scripts will not be compatible unless patched:
dunPostHelgenEnableScript
QF_MQ101_0003372B
QF_MQ102_0004E50D
TIF__000D50CA
TIF__000D50DB
TIF__000D50E0
Known Issues
============
The Thane offer won't be available in every city right away if you use a propert
y owner start. The quest interaction makes doing so impossible without sacrifici
ng too much of the content to it.
When picking the Companions guild start, you need to go watch the fight before V
likas will go outside to train you.
When choosing one of the two civil war starts, you are strongly advised to let t
he Jagged Crown scene play out. If you don't, the quest may fail to start and th
e entire civil war quest line will get jammed.
There may be some unfound dialogue that references Helgen. If you find some and
have NOT witnessed Alduin fly overhead yet, please report those with as much det
ail as possible.
Some quests in a major city you pick a start for may not be available until afte
r you've left that city and returned later. This is normal. It's due to how Chan
ge Location events work in the game and there's nothing that can be done about i
t.
Starting the Main Quest
=======================
Skyrim has a lot more flexibility in pursuit of the main quest, even when playin
g the default Helgen scenario. Alduin's appearance does not force one to pursue
the main quest beyond Helgen. So this mod is mainly providing a mechanism to byp
ass Helgen and not encounter Alduin either. The game will patiently wait for you
to follow along. So there's no special effort really needed to avoid it, just d
on't do it :)
For most of the starts, it will appear as though your "Live Another Life" quest
has stalled. You will not have an active objective telling you where to go next.
When you are ready to begin pursuing the main quest, talk to an innkeeper and a
sk them for rumors. You should get your next objective at that point and can the
n follow things to their conclusion.
Of course, you don't strictly NEED to follow the quest to the letter and can jus
t show up in Helgen any time you want and the main quest will pick up with Aldui
n leaving the area for his initial flyover.
Choosing the campsite start skips the startup quest, you will begin immediately
with the encounter with Alduin. Choosing a civil war start bypasses all of this,
by necessity, so you won't need to deal with Helgen at all.
Using this mod to follow the default Helgen sequence will play out the same as t
he vanilla game.
Troubleshooting
===============
Nothing happened. I tried to start a new game and ended up going to Helgen. Agai
n.
--------------------------------------------------------------------------------Make sure the mod is actually activated. Even if your mod manager tells you it i
s. NMM is notorious for lying to its users, claiming a mod is active, but in rea
lity it isn't. Check with Wrye Bash, or with the official game launcher, to be s
ure that the mod really is active.
Help! I'm stuck at the main menu starting a new game!
----------------------------------------------------Skyrim version 1.9.32.0.8 or greater is REQUIRED for this mod. Be sure you're us
ing that first. Update through Steam if necessary. Older versions of the game ar
e not supported.
Mods that make large scale blanket changes to either essential flags or quest it
em flags may be blocking you from playing.
Check the Data\Scripts folder and make sure there are no copies of the following
files:
dunPostHelgenEnableScript.pex, QF_MQ101_0003372B.pex, QF_MQ102_0004E50D.pex, M
Q101QuestScript.pex, TIF__000D50CA.pex, TIF__000D50DB.pex, and TIF__000D50E0.pex
If these files are present, they will break the quest controls for Live Anothe
r Life. You'll need to figure out which packages installed these since they woul
d only come from mods. Skyrim's own
files are in Bethesda's BSAs and get overridden by the ones in my BSA.
Verify its placement in load order. This mod should be loaded near the end of th
e list, not the beginning. LOOT has it placed appropriately and should be used i
f you are in doubt.
Your mod is broken, it says my save can't be updated! You need to fix that!
--------------------------------------------------------------------------Actually, no, it's not broken. Loading a save when you're still in the prison ce
ll is not supported, never has been, and is a source of bugs. The message tellin
g you to start a new game was added to make sure people are aware of this. Do no
t attempt to continue on with your game in this state as it WILL cause you probl
ems.
No. I do not need to fix anything. You need to break yourself of bad habits.
The Live Another Life quest never finishes, it's stuck in my journal.
--------------------------------------------------------------------Not exactly. The quest remains active because it's necessary for it to do so. Go
speak to an innkeeper to pick up on it. Any properly configured innkeeper will
have a rumors topic that should get things started.
My quest will close out when you've spoken to the Jarl in Whiterun about being i
n Helgen.
General Tullius and Ulfric Stormcloak are missing. You broke my game!
--------------------------------------------------------------------I did no such thing. You need to kick off the main quest before they'll be avail
able. Sorry, yes, this means no joining the civil war until then. Don't blame me
. Bethesda tied everything too close together to unravel the mess without breaki
ng a whole bunch of stuff.
I found your burned up corpse and clicked on it, but nothing happens.
--------------------------------------------------------------------This isn't quite the problem it used to be since all you'll be missing out on is
the journal, which is a good read, but not critical to anything.
If it simply refuses to work, just skip it and either go to the cave, or go to W
hiterun.
OK, I did that, then went to the cave, but nothing is there.
------------------------------------------------------------
The quest marker isn't GPS accurate. You should be able to easily spot two poor
hapless souls on the ground, doubled over in pain. That's Hadvar and Ralof. Go t
alk to one.
If these guys are NOT here, then you have another mod somewhere else that has ov
erridden their AI priority and caused them to get moved elsewhere. Nothing I can
do about that except raise the priority on my quest scripting. Load order canno
t fix this.
No, you don't get it! A whole bunch of pieces in the Helgen cave have gone missi
ng. What have you done!
-----------------------------------------------------------------------------------------------------It wasn't me! No, really, chances are this was the fault of TESVSnip.
As of version 2.0 of Live Another Life, causes for this are coming from other mo
ds that have likely also been run through TESVSnip.
That program has turned out to be dangerous and cause data loss due to improper
handling of compressed record data.
If you are having trouble with this problem (commonly referred to as "blue voids
") check the readmes of your mods for mention of TESVSnip, sometimes simply refe
rred to as Snip.
Remove those mods first. Check the cave. You'll likely find the problem has reso
lved itself.
Only the mod's author can correct these issues, and they'll need to do it by reb
uilding their work without using TESVSnip on the files.
Ulfric is naked, you pervert!
----------------------------Well the ladies like him th.... no wait.
This issue has been reported on occasion to occur in conjunction with Immersive
Armors.
Immersive Armors has a toggle switch within its MCM menu that should resolve thi
s problem while using an alternate start mod.
I walked by the farmhouse and the game crashed.
----------------------------------------------Update your game. This is a legacy issue caused by using a version of Skyrim tha
t's too old.
Options Available
=================
Choose from one of the many options to start your character. As more ideas are f
leshed out, this list will grow.
Caught Crossing the Border Illegally
-----------------------------------For those who wish to use this to play through the original game start at Helgen
, this option will streamline the process to skip the race selection dialogue du
ring the lead up to your execution. Most of the tutorial prompts will be removed
as well.
Escape My Cell
-------------You've been left to die, forgotten, in a damp, dark cell. All you really want is
a second chance - to escape! Fortunately, Mara has taken pity on you and provid
ed you a means to do just that, if you can manage it.
With this start option, 3 lockpicks will appear in the soul gem holder. Pick the
lock on the jail cell door and win your freedom. It's that simple. You will sim
ply begin the game proper as soon as you've climbed up the stairs. Until doing s
o, you can still go back and ask Mara for another option. After that, you're com
mitted.
Immigrated to Skyrim
-------------------You will arrive by ship in the port of Solitude, Dawnstar, or Windhelm with litt
le more than some basic supplies, middle class clothing, and a decent sum of gol
d to start over upon your arrival.
Property Owner
-------------You will start off with the fully furnished house of your choice in one of 4 maj
or cities. Windhelm is not included due to the quest that interacts directly wit
h the house there.
Each house will start you off with appropriate class clothing and some leftover
cash to spend. There will also be a selection of weapons fitting to the city ava
ilable on the storage chest in the bedroom.
If owning property in a city is boring, or you'd prefer to have access to all of
the available hold questing, you can choose instead to own a farmhouse. The far
mhouse is situated on the main road southeast of Dragon Bridge and comes complet
e with a pair of NPCs to act as your farm hands. Your farm will generate a regul
ar income that you can collect from the farm hands. You do need to come home fro
m time to time to collect it though.
Member of a Guild
----------------You will be a new recruit in one of the joinable factions in the game. The Compa
nions, College of Winterhold, Dark Brotherhood, or Thieves Guild. Your starting
equipment will be geared toward the faction you have chosen.
For the Thieves Guild, you will begin just inside the Ragged Flagon, having just
emerged from the Ratway. Talk to Brynjolf to seal the deal.
For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctu
ary and need only speak to Astrid to complete the process.
For the College, you'll be placed just outside the Hall of Elements and will hav
e completed the initial joining phase.
For the Companions, you'll begin in Jorvaskr and begin with the mission to train
with Varkas.
Patron at an Inn
---------------You will be able to choose from one of several inns throughout Skyrim. Some are
relatively safe, others not so much. Nightgate Inn in particular is isolated in
the mountains and is more dangerous than most others. Do be careful.
The end table immediately in front of the bedroll where you start is a safe stor
age container.
Necromancer in a Hidden Lab
--------------------------The laboratory you discovered in Blackreach is running low on supplies. It looks
like you'll need to set forth soon to replenish, and perhaps see what's going o
n in the world these days.
Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need
to plan ahead before leaving.
Vigilant of Stendarr
-------------------You have been accepted into the Vigilants of Stendarr and have been granted livi
ng access to their headquarters outside of Dawnstar.
The chest next to you when you begin is yours and is a safe storage container.
Caution: If you are playing Dawnguard, you'll lose access to the safe storage ch
est once the quest line kicks in and the hall is destroyed. If you are keeping v
aluable stuff there, be sure it's cleared out before you hit level 10.
Warlock's Thrall
---------------You snap to your senses, a sudden weight lifted from your mind by a curious ring
you found while gutting a fish. You aren't even sure why you put it on, but you
did. Then, suddenly, it becomes clear... You've been under the control of a pai
r of warlocks dabbling in necromancy! Fortunately they are not aware you've brok
en their hold over you, and now is your chance to escape!
You begin the game in Boulderfall Cave, the home of two warlocks. Aside from som
e rather mundane robes and boots, you are equipped with a very powerful Ring of
Nullification and a cheap iron dagger. You are safe so long as you choose to rem
ain in the cave. Venture outside, and as soon as you've wandered far enough, the
warlocks will realize you've broken their hold and become hostile. Time to run
if you want to live!
Note: There is no safe storage at this location, so don't leave anything here if
you want it later.
Live in an Orc Stronghold
------------------------You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there
for some time, they still call you outlander, and now you once more hunger for a
dventure.
For some people, this may be considered an unbalanced option since you get decke
d out in a full set of orcish armor and a nice big orcish battleaxe, but you're
still level 1. Death can still find you easily enough.
Khajiit Caravan Guard
--------------------You've been with the caravan for a long time now, and finally your group leader
has hired a new guard. Time for some adventure, but you'll always be welcome at
the camps in Whiterun or Markarth as always. This option only activates for a Kh
ajiit.
Member of a Forsworn Tribe
-------------------------Once the true rulers of The Reach, your tribesmen and kin have since been forced
to carve out a life in the rugged mountains, away from more comfortable living.
The time has come for you to leave and find adventure on your own. Only availab
le for Bretons.
Note - You get a usable chest in the start location that's safe to keep things i
n.
Argonian Dock Worker
-------------------You've been on these docks for months now, perhaps longer. The locals aren't tre
ating you any better and it's high time you did something about it. A life of ad
venture and glory is just the change of pace you need.
Note - The first end table inside the door, with the soul gem holder on it, belo
ngs to you and can be used as storage. The container does not respawn.
Redguard Alik'r Warrior
----------------------Disillusioned with life back home in Hammerfell, you joined the Alik'r and set o
ut to Skyrim on a mission. Only things are not what they seem and it looks like
time to set out on your own. Nobody back home will know the difference anyway.
Dunmer Refugee (Windhelm)
------------------------Morrowind is still a very hostile place, and you've decided to take your chances
in Skyrim instead. Upon arrival though, Windhelm isn't at all what you expected
or were hoping for. It looks like it's time to cast aside your expectations of
an easy life and become an adventurer.
Note - The bedroll and sack you start standing next to for this are yours. The s
ack is safe storage.
Dunmer Refugee (Raven Rock)
--------------------------The mainland of Morrowind is still a hostile place, and you've had enough. You'r
e taking your chances on Solstheim in Raven Rock. Upon your arrival though, it's
not at all what you were hoping. They almost treat you as an outsider. It looks
like that easy life isn't there to be had after all. Might be time to take up a
dventuring instead.
This start will replace the refugee option if Dragonborn is installed. You'll be
gin in the abandon building on the edge of town and from there, you're on your o
wn.
Note that for Raven Rock, there is NO SAFE STORAGE so don't count on stuff getti
ng left behind in the containers still being there later! You'll also need to us
e the fast travel marker to go to Skyrim the first time since the boat ride will
not be available until after you've begun the Skyrim main quest.
nto the home if Hearthfire and Hearthfire Multiple Adoptions are installed.
The trigger used for setting the quest stage when using the cell escape start sh
ould have been disabled if any other start was chosen. Otherwise it will cause t
he player to be transported back to their chosen start location if it's encounte
red later.
The chargen quest will now be self contained and will show up in the journal as
"A Second Chance". A new stage has been added that will close out the journal wi
th a more appropriate log.
The trigger in Dragonsreach that sets up the scene with Balgruuf about Helgen wa
s moving him without first checking if he was already in the room, which could r
esult in him floating in a seated position away from the throne.
Version 2.5.1
------------Forgot to include an alias for the Whiterun city gate into the restructured ques
t.
Version 2.5.0
------------Overhauled the startup quest to allow for "plugging in" additional start options
without the need to directly edit the quest scripts that run the mod.
Fixed a long standing bug with the random "Surprise Me" option. It should now be
a lot more random than before.
Intro scenes in Sleeping Giant Inn, Windpeak Inn, and The Frozen Hearth will now
play properly when these inn starts are chosen.
The friendly faction trigger in Mara's Eye Pond was not large enough, making it
possible for the player to step outside of it and cause the vampires there to tu
rn hostile when they shouldn't.
It was possible for the guild randomizer to pick the Dawnguard start even if the
DLC was not active.
Starting as a soldier for the Imperials or Stormcloaks was not marking Unbound a
s completed.
If the player went directly to Whiterun after seeing Alduin fly over, it was pos
sible for Balgruuf and Irileth to be elsewhere in Dragonsreach when the scene ab
out Helgen starts.
Version 2.4.1
------------Added an ini snippet to prevent the character's hands from returning to the boun
d state when switching races during chargen.
ARTH_TIF_LALNewStart_020370F7 was attempting to set an invalid quest objective.
(Bug #16522)
The old prison start cell has been removed. If you find yourself suddenly transp
orted to the Sleeping Giant Inn in Riverwood, trust me, I'll know what happened
:P
Synchronized fixes from USKP 2.0.5.
Version 2.4.0
------------The starting prison cell location has been relocated to the Abandoned Prison in
Eastmarch. Across the road/river from Fort Amol. This has been done to provide a
ccess to a new start option.
The farmhouse start has been relocated to a new plot of land north of Rorikstead
. The property name has also been changed from Karnsdale Farmhouse to Shoal's Re
st Farm. The interior cell was not affected, so there is no need to worry about
losing anything inside.
All vanilla edits to faction data have been removed. Faction relationships will
now be exclusively handled in the DLC support script.
The starting journal entries have removed mention of going to Helgen, and the in
itial objective to ask about war rumors has been removed. In order to pursue the
startup quest, go to an innkeeper and ask about rumors. One of them will now de
al with the operation in Helgen.
Removed several unused silent voice files that were floating around.
New start added: Erik the Slayer's childhood friend. Only available to Nords.
New start added: Escape My Cell.
New start added: Warlock's Thrall.
Version 2.3.7
------------Dunmer can now choose whether to start in Windhelm or in Raven Rock (if Dragonbo
rn is installed).
The Dunmer start in previous versions failed to properly advance the DLC2Init qu
est to stage 100. This resulted in numerous quests on Solstheim not being starte
d when they should be. This has now been fixed but cannot be applied retroactive
ly since some quests could have been started through other means. If you wish to
make it fix itself anyway, just walk on to the boat in Raven Rock and the trigg
er there will do this for you.
The inn patron start option will now offer the chance to start in Raven Rock if
Dragonborn is installed. This works for any race.
Several old scripts that should have been cleaned out ages ago have been removed
.
Shady Sam will now carry his traditional vendor inventory once you have made you
r way to Helgen.
Syncronized fixes from USKP 2.0.4.
Version 2.3.6a
-------------The wrong version of the script controlling Whiterun's gate was packaged and has
been corrected.
Version 2.3.6
------------Reworked the method for setting Tullius and Ulfric aside. They will both be disa
bled temporarily instead of trying to move them around to confine them. The only
exceptions now will be for soldier starts, which don't require going to Helgen,
and the campsite start, which triggers the events that would re-enable them bot
h anyway. This should avoid some previously unknown Papyrus timing issues that w
ere getting in the way too.
Hilde's scene in Riverwood after Alduin has appeared should now play out properl
y if the player visits Riverwood before advancing Before the Storm (MQ102).
Start options for Solitude will now be disabled if Giskard's Return to Helgen is
installed.
The second collapse inside Helgen Keep has been removed and any live soldiers th
at needed to be killed will be. This allows access to the whole keep in order to
loot it if desired. The bridge collapse will remain in place though so you will
still need to go around to the other side if you want to rescue Hadvar or Ralof
.
A dialogue bug with Irileth if the player told Sven about the dragon attack inst
ead of Alvor or Gerdur was fixed.
Retro script update messages will only be logged if they should actually run.
Version 2.3.5
-------------
Part of the clutter in Honeyside was not clearing if Hearthfire was installed.
There were some misaligned wall pieces in the starting prison cell.
The lights on the bridge approaching the College of Winterhold were never turned
on for the College start.
Due to complications from the quest at Nilheim, the bandit start located here ha
s been moved to Snowpoint Beacon in Winterhold. (Bug #14530)
Merged necessary fixes to match up with USKP 2.0.1. (Bug #14623)
A backup method for Ulfric and Tullius to get out of the prison cell after you r
each Helgen has been added.
Version 2.3.4
------------Vampire starts were not receiving the full status update upon being transformed
the first time. (Bug #12351)
The farmhouse location has been fixed up so that it will be available for radian
t quests such as the Companions Animal Extermination quest.
The farmhouse was incorrectly assigned to Haafingar Hold when it's really in Hja
almarch.
Version 2.3.3b
-------------Found the root cause of the Alduin flyover failure - a line of code had been acc
identally deleted from the modified MQ102 quest fragments. Doh!
Version 2.3.3a
-------------The workaround fix for the campsite start that handles stage 40 of the startup q
uest needed to be replicated in the general stage 45 handler for approaching Hel
gen in the other starts.
Minor synchronization fixes ported over to match up with USKP 2.0.
Version 2.3.3
------------The north and east gates to Helgen should be unlockable after MQ101 is done but
the two stages that handle this were not being called.
The clutter at the campsite start was not supposed to get disabled for existing
saves that started from this position. (Bug #13370)
Something broke the campsite start, preventing Alduin's flyover from running. Th
is in turn would cause Ralof and Hadvar to fail to progress once one of them was
taken out of the Helgen cave.
For users of Frostfall, two Snowberry Extract potions will now be available in o
ne of the containers aboard the ship for the shipwreck start.
Version 2.3.2
------------The campsite start was not set up to handle returning Ulfric and Tullius back to
where they belong after the adjustments in version 2.3.1 were made.
Facegen data for the farmhouse NPCs needed to be regenerated due to having incor
rect paths in the generated mesh files.
A dead crew member for the shipwreck start that I forgot to place is now in the
ship, floating next to his old bed.
Three more start locations for the Left For Dead option have been added. Skyrim
is surprisingly crowded - these are getting hard to find.
Fixed a missing ownership flag on one of the snowberry bushes at the farmhouse.
Fixed the weapon racks inside the farmhouse so they'll work with the fixed rack
scripts supplied by the USKP 1.3.3 update.
Version 2.3.1
------------The script that determines the player as having approached Helgen was not checki
ng the worldspace to be sure they were actually still in Tamriel.
Ulfric and Tullius will now be moved back to their proper locations when the pla
yer sees Alduin since conditions are proper for them to return home at that poin
t.
The setup script that does the reset for the player default spells will now refe
r back to the original vanilla function. My duplicated copy has been removed. Th
is will allow mods that have modified the default race spell handling to work as
intended if they've modified the vanilla script to do this.
All vanilla markers used by the script that moves the player out of the prison c
ell have been replaced with dedicated markers belonging to the mod. This should
help prevent situations where the transfer fails and you are dumped back into th
e cell with Ulfric and Tullius fighting it out.
Version 2.3
----------A new start option for Dunmer has been added. If Dragonborn is installed, this w
ill start you off in Raven Rock instead of Windhelm.
A new start option to join the Dawnguard has been added, which begins immediatel
y following the end of Awakening, back in Fort Dawnguard.
A new start option for Altmer has been added. You will begin at the Thalmor Emba
ssy and be on friendly terms with them until you reach Helgen.
Unbound (MQ101) was never marked as completed when using a start that required v
isiting Helgen to initiate the main quest. This would block the startup of any m
od checking for the completion flag on MQ101.
The Mara statue now has voiced lines, thanks to Nikkita. No, really, huge thanks
even. Quality voice acting is a rare thing.
Merged necessary fixes from USKP 1.3.2.
Version 2.2.2
------------Merged fixes from Official Patch 1.9.
Merged fixes needed from USKP 1.3.1.
Version 2.2.1
------------The trigger box in Helgen Keep that collapses the first tunnel section should no
t be active once bandits have taken over the keep, nor should it be playing drag
on roar sounds at that point. (Bug #11878)
The torturer in the keep is never disabled in MQ101 stage 500 like he should be.
(Bug #11877)
Dawnguard vampires should no longer act hostile toward their thralls. (Bug #1211
5)
Khajiit starts will now have an active caravan camp to relax in before departing
on a life of adventure. (Bug #12222)
Version 2.2
----------A new version tracking system has been created to better manage patch upgrades f
or the mod.
If the Vigilants start is being played, a check for Dawnguard being installed wi
ll now be made to transfer the inventory from your chest inside the Hall to a ch
est outside for when the Dawguard quest progresses to the point where the Hall h
as been destroyed.
The second collapsing hallway section added in Helgen Keep will now be disabled
once Helgen is taken over by bandits.
There will no longer be a jarring forced teleport that takes place when the play
er approaches Helgen. Alduin will instead begin his flight as naturally as possi
ble from just behind the city walls.
Adjusting for Alduin's new flight path, the burned corpse with the journal is no
w found inside the remains of Helgen.
The corpse journal and quest logs have been rewritten to better suit the new con
figuration, along with the camping start in the woods.
If you are able to reach South Skybound Watch before having been close enough to
Helgen, Alduin will begin his flyover if you climb to the top of the ruined tow
er there.
Version 2.1.8a - Hotfix
----------------------The alias usage set up in 2.1.8 for innkeepers didn't work and would result in t
he complete failure of the Live Another Life quest to operate. All aliases would
be blank, with the first visible result being the Mara statue not appearing. Th
e failure only occurred with certain mods installed. This has now been redone in
a way that doesn't trigger the problem.
Version 2.1.8
------------Disabled a dialogue branch where you could tell the Jarl in Whiterun that the Im
perials were about to execute you if you did not use the Helgen start.
A topic where you could ask Viarmo about dragons has been delayed until the MQ s
tarts.
A topic where you could ask Fihada for arrows to take down a dragon has been del
ayed until the MQ starts.
A greeting delivered by Heimvar in Solitude about dragons has been delayed until
the MQ starts.
Dialogue for the Helgen rumors which rely on the innkeepers in Solitude and Wind
helm will reference the innkeeper aliases for these towns in case the primaries
happen to be dead.
An objective will now be displayed to inform you when your farmhouse profits are
ready to collect if you chose that start.
If Savlian Shoal is killed, the farmhouse profits can no longer be collected.
Version 2.1.7
------------Fixed the error which caused the Helgen cart ride to break yet again. This damn
thing is far too sensitive.
Version 2.1.6
------------Two scripts were left out of the distribution that are necessary to advance the
startup quest.
An objective marker has been added for Darkwater Crossing. This will only take e
ffect for a new game.
Fixed a possible loophole that could have contributed to General Tullius not bei
ng available for the cart ride to Helgen.
Version 2.1.5
------------Refined the Helgen approach script to detect any horse the player may be riding
and keep them with the player when transported.
Version 2.1.4
------------Choosing the Helgen start will no longer strip the player's inventory which will
preserve anything that other mods add at the beginning of the game.
The farmhouse now has an anvil, tanning rack, and grindstone for simple crafting
operations.
The farmhouse also now has a stable across the road to put your horse if you own
one.
Redid the script trigger that detects approach to Helgen since the trigger box m
ethod was not reliable.
A new start option has been added for Dunmer.
Version 2.1.3
------------Set ownership on the exterior barrels and furniture at the farmhouse.
Added some salt piles to the farmhouse interior so the cooking pot can be used i
mmediately.
Dialogue scripts for the statue were calling the wrong objective number after th
e 2.1 update changed them for the startup quest.
Version 2.1.2
------------The initial rumors in Helgen dialogue will now display a new objective to go to
Solitude or Windhelm if it's asked outside of those two cities.
Dialogue referencing Shady Sam as wearing hooded leather armor has been updated
to reflect his new outfit.
One of the bandit start options was still pointing to the old marker at Faldar's
Tooth, causing bandits to remain permanently friendly to the player. Visit Nilh
eim to correct this, as this is the location that replaced Faldar's Tooth.
When choosing the shipwreck or Redguard start, the startup quest will no longer
silently advance stages causing the dialogue to be blocked.
Further general script optimizations.
When getting close to Hadvar and Ralof in the cave, the objective marker will sp
lit to highlight them both instead of remaining focused on the middle of the cav
e floor.
Version 2.1.1
------------Further minor script optimizations to remove more calls to Game.GetPlayer().
Papyrus wasn't starting the house purchase quest fast enough which caused the ho
use variables to not be set at all for property owner starts.
All submenus for the initial dialogue to choose a start now have "walk away" sup
port to randomize the choices in those menus. This are also accessible via "Surp
rise me" options in each one.
The Left for Dead start now randomizes between 5 different locations. More may b
e added in a future update when more good locations are found.
The Helgen approach trigger is now equipped to deal with mounted players properl
y.
During the initial character generation, 3rd person mode will be available again
after fixing the bed script to force a fade to black before swapping in the pla
Changed the torches carried by the orc in the shipwreck start to use non-shadow
versions.
Version 1.4
----------Moved the bandit start location in Knifepoint Ridge over to Four Skull Lookout,
in The Reach. This avoids script timing issues with entering and leaving the min
e.
(Note that this will change your allegiance to the new location if you started
in Knifepoint Ridge)
Rebuilt the navmeshes at the farmhouse start location.
The campsite start had no cook pot or axe for the chopping block.
Please note that none of the following changes will matter if you've already beg
un a game with this installed. These changes only affect newly started character
s.
Reworked the main quest hook. You will now be attacked by a hostile crazed adven
turer rather than finding one dead on the road due to difficulties in getting th
em to STAY DEAD!
Eliminated the camera bobbing and locked arms at startup.
The civil war start scenes will now play for Jagged Crown instead of the less im
portant comments about Balgruuf, which should trigger as expected later.
Version 1.3
----------Corrected a deleted reference at the farmhouse location that could lead to game
crashes exiting to the main menu.
Cleaned out numerous dirty edits in various locations. Should help with odd comp
atibility issues.
The Khajiit caravan start added the player to the wrong faction, making bandits
non-hostile. This is now corrected.
The farmhouse start should not have access to the bookshelf and weapon racks unl
ess the player actually started that scenario.
Please note that none of the following changes will matter if you've already beg
un a game with this installed. These changes only affect newly started character
s.
Starting "Before the Storm" (MQ102) is now done via a journal found on a dead ad
venturer on the road outside Helgen, for all but the campsite and civil war star
ts.
+ Reading the book will initiate the quest, and will activate Alduin's overfli
ght of the area. So you'll be able to see the dragon now.
+ Hadvar and Ralof will be found inside the cave you would ordinarily come out
of, which is down the dirt path from where the dead adventurer is.
+ This will allow you to decide who to pick as a friend, or ignore them both a
nd let their fate be decided apart from yours.
Disabled the stray Imperial soldier left behind during the Helgen cleanup stages
.
Cut some stages off of the Helgen cleanup that didn't need to be touched.
Several minor dialogue entries have new conditions added to block talking about
dragons if MQ102 hasn't been triggered yet.
The campsite start will now provide fur armor rather than leather.
Starting positions for the two civil war starts have been relocated further from
Ulfric and Tullius to avoid crowding them at the beginning of their scenes.
Added an option to start as an Argonian dock worker in Windhelm.
Version 1.2
----------Repackaged with a BSA so the mod can exist peacefully on Steam Workshop now that
BSA load ordering is fixed in Bethesda's 1.4.27 patch.
Fixed the issue with exploiting attacks on the bandit/vampire locations those st
arts sent you to. It was far to easy to kill them one member at a time while the
others watched.
Moved the vampire start to Mara's Eye Pond. Bloodlet Throne interferes with futu
re plans for the Helgen area.
Moved the College of Winterhold start outside in the courtyard.
Added an option to start as a Vigilant of Stendarr.
Version 1.1
----------Tweaks for timing issues on the woodland hunter and Dark Brotherhood starts to t
ry and fix issues with the quest stage sequences that disrupt player animation s
tates.
Adjusted lighting in the initial prison cell due to a bad radius set on the ligh
t reference.
Fixed a bug in the Thieves Guild start where Brand-Shei would not be in jail whe
re he belongs.
Fixed a bug where Breezehome still had old junk enabled due to a bad property as
signment.
The bandit start will no longer allow you to kill your fellow bandits with impun
ity. Be aware that in some cases simply raising your weapon in front of one can
get you attacked.
Modified the prison cell to remove all of the takeable junk. The bed will now ex
plicitly remove only the prison attire instead of everything.
The two Whiterun start options will now prevent the gate guard from stopping you
to block access to the city since you're already inside.
The bed will no longer start Helgen if no choice has been made yet.
The Helgen map marker has been removed from the initial map display. It will now
be discoverable like all the others.
Silent audio files on the Mara statue have all been shortened to 2 seconds each.
Added an option to start as a vampire. This will be a stage 4 disease using Bloo
dlet Throne as a base.
Added an option to start as a member of a Khajiit caravan.
Added an option for hardcore survivalists where you are left for dead in a remot
e area.
Added an option to start as a necromancer holed up in Sinderion's laboratory in
Blackreach.
Added an option to start as a member of a Forsworn tribe. Only available to Bret
ons.
Version 1.0
----------Initial release.