[RELz] Live Another Life - Thread #2

Post » Sun May 27, 2012 4:02 pm

Thank you for this awesome mod!
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Gill Mackin
 
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Post » Sun May 27, 2012 6:16 pm

Hmm, I suppose it's conflicting with some other mods but since reinstalling I have barely anything running but I have only tried the camping start so far on my new install. Can't get the main quest to trigger even reading the book off the ground though. I'll try to take off everything and see what happens. Your mod breathes much needed new life into the game, I wish I could get it to work. What happened to the old days when when we had a conflict detector to spot trouble with Oblivion or Morrowind? Even Wrye Bash seems buggy for Skyrim... Anyway, am fully updated as well(even though I tell steam not to auto update...), let me see what happens. It would be nice to find out what causes the conflict to tell others.
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Emzy Baby!
 
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Post » Mon May 28, 2012 3:17 am

Am I the only one that has problems with quests using this mod? I used the shipwreck start and couldn't get the first Mage quest to work properly. No one said the dialogue they were supposed to and it just got stuck. When I started out camping the crazed adventurer attacked me then i took the book off him, read it but the main quest won't start even after placing the book down and reading it from the ground. This is a very well planned and thought out mod but it is broken unfortunately and unusable because of the many quests it seems to break. Someone else complained that the companion quest won't start either.. Too bad because I just reinstalled and would love to use this. Hope an update comes soon, this is such a great idea.

Did you go up to Whiterun and try talking to the Jarl to see if the MQ continues?

Also, have a character who started with the shipwreck and am not having a problem with the dialogue with the gal guarding the entrance. Of course the char is level one and doesn't have the magicka to be able to summon an atronach.
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Chris Ellis
 
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Post » Sun May 27, 2012 8:36 pm

Talking to the Jarl isn't enough as of 1.4. You need to retrieve the journal from the adventurer near Helgen before that would become a viable option.
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Emma Copeland
 
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Post » Sun May 27, 2012 8:40 pm

Talking to the Jarl isn't enough as of 1.4. You need to retrieve the journal from the adventurer near Helgen before that would become a viable option.

I hadn't tried that since 1.02 so the information is appreciated. On my second try through the college I got the healing hands spell for testing which my char did have enough mana for. I can confirm that starting the winterhold college quest line is not broken by the shipwreck start.
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Jordan Fletcher
 
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Post » Sun May 27, 2012 10:26 pm

As far as the main quest goes, I even read the read me before installing 1.4. And I still managed not to understand that you had changed how the MQ progresses. :wallbash:
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Rachyroo
 
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Post » Sun May 27, 2012 1:45 pm

This sounds great! I like that some of the options seem to add some noticeable gameplay benefit or immersion.

I'm wondering if you'd consider some new alternative starts, even though I imagine they'd be a tremendous amount of work:

Altmer - Possible start as an initiate (or perhaps greenhorn enforcer?) in the Aldmeri Dominion; makes agents friendly to you unless you become a traitor or show signs of being sympathetic to Talos worshippers, while making Stormcloaks more aggressive (or daedric and Talos worshippers fearful, brave outspoken priests nonwithstanding). Non-Altmer would be even more irritable around you than usual (including shop price hikes and other annoyances -- hated how invisible racial relationships have been since Oblivion). Would be neat to throw in a few different "go catch this heathen" Radiant quests from your superiors for so long as they're friendly.

Any Race - Talos Worshipper / Talos Priest(ess). Instant hostility from Aldmeri Dominion agents, improved relationships with other worshippers and Nords (maybe including small tithes and donations to help you on your journey on occassion, or shop discounts - after all, you're fighting the good fight for Talos). Random encounters could include worshippers (mostly Nords) seeking your advice on priestly matters, your protection (in the wilderness from the Dominion), etc.

Any Race - Silver Hand hunter. Comes with Silver Hand-themed starter equipment and gives you basic werewolf-hunting quests (would be great in tandem with some of those other big mods out there, like Tales of Lycanthropy). This could put you at odds with the Companions. If you defect and join the Companions or become a werewolf, they will hunt you down like the dog you (now) are!

Daedric Worshipper - Surprised I didn't actually see this one; you'd get your choice of daedric prince overlord, and you'd start near an appropriate shrine or area with some basic appropriate equipment. Friendly with the related faction, probably despised by the Dominion and most other people in general. (What are you, some kind of dunmer?) Maybe you can bring tithes or sacrifices to shrines belonging to your chosen daedra and get some unique gifts/buffs.
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Mistress trades Melissa
 
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Post » Mon May 28, 2012 3:15 am

Hi Arthmoor, its great to have a way to avoid that lengthy opening sequence. Now some minor things I have noticed.

Bug: After camping start walk back to helgen, the cutscene headcutter will be standing around doing nothing.
Bug: Walking near any of the helgen keep doors automatically makes me go inside them without pressing the action key to open them. Interestingly walking back outside the headcutter will have dissapeared.

Observation: I may need to play further but does the quest journel entry for live another life eventually get set to completed?
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biiibi
 
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Post » Sun May 27, 2012 4:19 pm

Hi Arthmoor, its great to have a way to avoid that lengthy opening sequence. Now some minor things I have noticed.

Bug: After camping start walk back to helgen, the cutscene headcutter will be standing around doing nothing.
Yes I noticed this one as well, ages ago. I assumed it to be a once-off glitch though.
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Czar Kahchi
 
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Post » Sun May 27, 2012 2:27 pm

I suppose, that should happen after you read the Crazy Adventurer's journal?

Observation: I may need to play further but does the quest journel entry for live another life eventually get set to completed?
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Ricky Meehan
 
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Post » Sun May 27, 2012 9:09 pm

There is at least one more step after reading the journal.
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saharen beauty
 
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Post » Mon May 28, 2012 2:13 am

Hi Arthmoor, its great to have a way to avoid that lengthy opening sequence. Now some minor things I have noticed.

Bug: After camping start walk back to helgen, the cutscene headcutter will be standing around doing nothing.
Bug: Walking near any of the helgen keep doors automatically makes me go inside them without pressing the action key to open them. Interestingly walking back outside the headcutter will have dissapeared.

Observation: I may need to play further but does the quest journel entry for live another life eventually get set to completed?
Yes I noticed this one as well, ages ago. I assumed it to be a once-off glitch though.

I just tried the camping start. Walked all the way around Helgen, then opened the doors and walked into and around Helgen. I did not see anyone. I did not get pulled into Helgen without activating a gate and walking through.
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Cccurly
 
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Post » Sun May 27, 2012 10:15 pm

David Brasher is looking into the conflict between the Vigilant start in this mod. I'm going to be trying some console commands to help narrow this down. He also had trouble getting your mod to work.

"Scorpian02 asked me look into the mod conflict between Live Another Life and this mod. He wanted me to try to figure out why the quests won't start.

But unfortunately, I cannot get Live Another Life to work. I get a black screen, an Imperial symbol, and Skyrim music if I try to start a new character. (I can run the mod as long as I don't try to start any new characters.) I always get the same black screen no matter how many times I try to start a new character. I even deactivated all of my other mods and the same thing still happens. I am using Skyrim 1.5.26.0.5.

So I guess I cannot really move on to diagnosing the problem and building a fix until I can get Live Another Life working."

http://forums.nexusmods.com/index.php?/topic/629425-vigilant-of-stendarr-quests/page__st__49
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Sophie Louise Edge
 
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Post » Sun May 27, 2012 11:45 pm

I just tried the camping start. Walked all the way around Helgen, then opened the doors and walked into and around Helgen. I did not see anyone. I did not get pulled into Helgen without activating a gate and walking through.

It was the helgen keep door (there are two, one where you follow the imperial and one where you follow the nords) not the helgen gate. But fair enough. Maybe its a conflict with the unofficial patch? That and UI mods are the only mods I had active doing this run through.
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Danel
 
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Post » Sun May 27, 2012 10:50 pm

Hi Arthmoor, its great to have a way to avoid that lengthy opening sequence. Now some minor things I have noticed.

Bug: After camping start walk back to helgen, the cutscene headcutter will be standing around doing nothing.
The headsman is still wandering around? Hrm. I'll have to see if there's a stage to get rid of him with, or if he needs to be run down separately like the soldier who was up on the gate catwalk.

Bug: Walking near any of the helgen keep doors automatically makes me go inside them without pressing the action key to open them. Interestingly walking back outside the headcutter will have dissapeared.
It was the helgen keep door (there are two, one where you follow the imperial and one where you follow the nords) not the helgen gate. But fair enough. Maybe its a conflict with the unofficial patch? That and UI mods are the only mods I had active doing this run through.
That's normal. The keep uses auto-doors rather than normal ones.

Observation: I may need to play further but does the quest journel entry for live another life eventually get set to completed?
Yes, it does, once you've gone to get the journal. Though I have discovered there's one contingency I need to account for if you don't follow up on what it asks.
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matt
 
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Post » Sun May 27, 2012 11:36 pm

Kool thanks Arthmoor :biggrin: And thanks bethesda for giving us magic suction doors.
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koumba
 
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Post » Mon May 28, 2012 12:12 am

Hey guys,

Started using this mod today, it's brilliant but I have a slight problem :confused:

When I die, or, when I choose to quit to menu, the game automatically closes and drops to the desktop. Any ideas what might be causing this? This is the only mod I have installed, I did a clean install of the game and updated it to latest patch today. Only other thing I'm using is Beth High Res texture pack.
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Emily Shackleton
 
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Post » Sun May 27, 2012 5:13 pm

Likely due to the prison cell autosave being your only fallback. It's probably best if you go ahead and make a manual save AFTER you get to your starting point.
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Claire Mclaughlin
 
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Post » Sun May 27, 2012 1:22 pm

Thanks for the swift reply Arth, this could be the problem (I was just testing various starts so never went further than 10 mins or so). I will try it and get back to you. :biggrin:
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Steph
 
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Post » Mon May 28, 2012 1:14 am

Easily one of my favorite mods. It's a sanity-saver.
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Philip Lyon
 
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Post » Sun May 27, 2012 2:33 pm

Hey Arthmoor,

Very strange, but making a manual save doesn't help. The game is still crashing to the desktop when I try to quit to the menu. Disabling the mod fixes the issue. It can't be a compatibility problem with another mod because as I said before its the only one I've got installed. :confused:

Other than that, it is working fine, the alternative starts work properly, the adventurer comes and drops his book etc, I just can't die or quit to the menu :blink:

Edit: Maybe this isn't the right place for this but... I have been away from Skyrim for a while, I have just read somewhere that loose files are loaded last now. Does this mean I can safely use the Beth Hi-Res .esp instead of editing the ini to load the .bsa (which at the last time I played was the way to do it). Maybe if I unedited my ini to remove the Beth Hi-Res pack from there and instead ticked the .esp files Live Another Life might work, its the only thing I can think of at this stage.

So question is, is it safe to use the Beth Hi-Res .esp files now, if I download a mod with loose textures will they override the Beth Hi-Res esp files?

2nd Edit: Nope, using the .esp files for the hi-res packs doesn't change the issue. Nevermind, loading and saving games is fine, and I never really quit to main menu anyway or die that often, its just strange nobody else has this problem, especially as I'm on a clean install.
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Trish
 
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Post » Mon May 28, 2012 12:17 am

Manual save AFTER picking the start and leaving the cell. Not before. Before has too much going on that's getting changed around. I've seen the same kind of crash reports coming from people who aren't even using my mod, so it isn't this mod that's causing the issue. It's the game itself. Stuff we've all been dealing with since Oblivion. It's beginning to become apparent that you shouldn't trust reloading a save without first exiting the game.
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amhain
 
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Post » Sun May 27, 2012 12:45 pm

Manual save AFTER picking the start and leaving the cell. Not before. Before has too much going on that's getting changed around. I've seen the same kind of crash reports coming from people who aren't even using my mod, so it isn't this mod that's causing the issue. It's the game itself. Stuff we've all been dealing with since Oblivion. It's beginning to become apparent that you shouldn't trust reloading a save without first exiting the game.

I just found that out the hard way yesterday, and it didn't involve this mod at all.
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Stu Clarke
 
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Post » Sun May 27, 2012 9:21 pm

I have a problem: The game hangs on the main menu when I try to start a new game. Previous versions worked fine, but this wont. Up to date with patches, so I'm not sure what could be causing it.

Edit: Load Order:
Spoiler
  • Skyrim.esm
  • Update.esm
  • Shadow Striping Fix.esp
  • Unofficial Skyrim Patch.esp
  • Chesko_Frostfall.esp
  • SoS - The Dungeons.esp
  • SoS - The Wilds.esp
  • Better Dynamic Snow.esp
  • Natural Skyrim Rain.esp
  • Realistic Lighting.esp
  • bloodierCombatv1.1.esp
  • Bring Out Your Dead.esp
  • Crimson Tide - Blood.esp
  • EquipableMap.esp
  • itsatrap!.esp
  • SabreFurBag.esp
  • Darwins_Primitive_Times.esp
  • DarwinsHT_Less_is_More.esp
  • DarwinsHT_less_soulgems.esp
  • DarwinsHT_vendorspeak.esp
  • Smithing Perks Overhaul - Balanced.esp
  • Weapons and Armor fixes.esp
  • Weapons and Armor fixes - Hacks.esp
  • Complete Crafting Overhaul.esp
  • PISE.esp
  • DeadlyDragons.esp
  • no_quest_items.esp
  • No Essentials 1.esp
  • DarwinsPT_runspeed.esp
  • GloriousGrass.esp
  • WATER.esp
  • WATER - Get Wet.esp
  • SkyTEST-RealPredators&Animals.esp
  • Live Another Life.esp
  • dovahkiinrelax.esp
  • Skyrim Improved Magic System.esp
  • Starting Spell Choice.esp
  • ReneersCrimeOverhaul.esp
  • Duke Patricks - Heavy Weapons Combat.esp
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Lance Vannortwick
 
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Post » Sun May 27, 2012 3:39 pm

Interesting mod. I've been looking for a way to avoid that headsman that still allowed me to do the rest of the tutorial (I actually tried to mod it out, but it didn't work at all), but the camp and Mage starts are interesting enough that I don't mind missing it.

Thanks!
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gemma king
 
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