[RELz] Live Another Life - Thread #2

Post » Mon May 28, 2012 12:51 am

no_quest_items.esp
No Essentials 1.esp
99.99% sure your problem is coming from one of these two mods. Probably both. The kinds of edits necessary to do this are probably overriding the changes made to the chargen quest.

If either of those installed a bunch of script files as loose files, then I'd strongly suggest removing them both and then asking the author to make BSA packages out of the files he needs for that. Otherwise it's very likely that his edits will simply stomp out anyone else trying to change various things too.
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Tyrone Haywood
 
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Post » Sun May 27, 2012 4:22 pm

I have a question/request.

Would it be possible to add in an option at the statue of Mara in the beginning to start the Dragon Crisis without having to start it with the quest line?

I think it would be more realistic if you witness it happening in the beginning without having to actually go through the hole starter thing, but still have that quest line available just to have it and be able to get the house in Whiterun and Lydia.
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Louise
 
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Post » Sun May 27, 2012 6:59 pm

I have a question/request.

Would it be possible to add in an option at the statue of Mara in the beginning to start the Dragon Crisis without having to start it with the quest line?

I think it would be more realistic if you witness it happening in the beginning without having to actually go through the hole starter thing, but still have that quest line available just to have it and be able to get the house in Whiterun and Lydia.

Is http://skyrim.nexusmods.com/downloads/file.php?id=9621 what you are looking for? It works without issue for me with LAL
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Olga Xx
 
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Post » Mon May 28, 2012 12:53 am

Actually yeah, but i thought it would be better to incorporate the option within LAL.


EDIT:

Lol gave it a spin with my new ship wrecked character and within 20 minutes of exploring the coast line had a Frost Dragon spawn on me. Yeah a game running LAL, PISE and that mod gives interesting results. I ran for dear life to Winterhold, and thankfully a group of horkers got its attention long enough for me to slip away.
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Zach Hunter
 
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Post » Sun May 27, 2012 9:30 pm

Actually yeah, but i thought it would be better to incorporate the option within LAL.

Oh I agree, I would prefer it as a option personally, and it would be one less mod in my load order.
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Portions
 
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Post » Sun May 27, 2012 1:21 pm

Arthmoor, I just thought I'd let you know about something that happened when I tried your mod. It's not major, but you may want to check it out to see what's up.

I have a mod that gives a ring with +10k carry weight (it's nice because you can choose to use it or not as you see fit). It adds the ring to your inventory autmatically. When I tried your mod, it added the ring. I chose the normal prisoner start. It went through the usual routine, but once I could check my inventory inside Helgen Keep, the ring from that mod was gone. I still had some other stuff added by other mods (e.g., IMCN) but not the ring. Also, the mod works okay with the normal start without your mod (I just restarted and it stayed in my inventory).

Here's the mod on Nexus:

http://skyrim.nexusmods.com/downloads/file.php?id=8520

Like I said, not huge, but it might be worth checking, anyway.
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steve brewin
 
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Post » Sun May 27, 2012 8:34 pm

Version 1.4.1

* Fixed the crazed adventurer not equipping their weapon/shield. They should be slightly more of a threat now.
* Changed the farmhouse profits quest to use RegisterForSingleUpdateGameTime() rather than a repeating update to prevent it running updates forever if the mod is uninstalled. (STUPID PAPYRUS!)
* If the player skipped the Helgen cave after reading the journal, the "Live Another Life" quest never closes out. This has now been fixed and will be taken care of upon entering Dragonsreach and speaking to the Jarl.
* Blocked Marmal's scene in Riften about dragons from playing before the MQ has begun, along with several other dialogue options from other NPCs elsewhere.
* Generated facegen texture data for the farmhouse NPCs to eliminate the grey face bug.
* Changed the torches carried by the orc in the shipwreck start to use non-shadow versions.

Re: Starting off with dragons. Nope. I'll leave that to other mods to deal with as doing that would necessitate interfering directly with even more actual quests as opposed to a few random dialogue entries.

On that ring mod, I don't see why it would get removed since the bed script got changed awhile back to stop removing your whole inventory. Unless of course you ran the Helgen start, in which case it might have removed it since that's part of the setup for that.

EDIT: Ok, the ring mod. I've downloaded it and all there is is an esp file. No scripts or anything. I don't know how the guy expects it to show up automatically in your inventory without one.
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Star Dunkels Macmillan
 
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Post » Sun May 27, 2012 3:35 pm

Version 1.4.2

* A bug in the gift menu handling for Hadvar or Ralof made it possible to break progression into the main quest if the player didn't actually give one of them a potion.
* A quest objective has been added that will display after picking your start option and being moved to the destination.

Please note that none of the following changes will matter if you've already begun a game with this installed. These changes only affect newly started characters.

* 3rd person camera control will be disabled until after you've picked a start and used the bed to begin.
* The crazed adventurer's tenure as a plot device has been terminated and the actor burned at the stake for his insolence. Find the journal on the burned corpse now instead.
* Helgen cleanup will now leave behind the expected amount of damage and rubble.
* The Headsman in Helgen will no longer be hanging around after he should be dead and gone.
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Trevi
 
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Post » Sun May 27, 2012 1:06 pm

Hey Arthmoor, I've been thinking about the "Surprise me" option. Right now it's impossible to begin in helgen (the regular beginning). But I was wondering if it's possible to add this feature:

Instead of randomizing one of the possible beginnings from all of them, the player would be able to choose which beginnings he wants to randomize from. Right now, when 've tried around half of the beginnings, I end up in one I've already played. Thus, I reload and try again until I get a new beginning. The option to randomize from specific beginnings would mean I wouldn't need to reload a single time. (What I'm asking is if it's possible to add such a feature. Technically possible that is).
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Shae Munro
 
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Post » Sun May 27, 2012 9:13 pm

I'm not sure actually. There's no direct mechanism for checking option boxes, and with as many starts as are already in, using messagebox menus wouldn't work so great either.

@Everyone: I just happened to realize that the farmhouse and shipwreck references no longer have their "IsFullLOD" flag set which was being used as a workaround to keep them from vanishing due to a bug. Anyone else ever see those vanish up close? Using patch 1.5 at least. It would be wonderful to find out if there's a chance the bug has vanished.
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NO suckers In Here
 
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Post » Sun May 27, 2012 2:44 pm

I'm about to test with a new start. So I will check this later today.
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Eire Charlotta
 
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Post » Sun May 27, 2012 8:10 pm

I need some help.... I can't seem to find the body of the dead adventurer. I've checked around Helgen and I can't find it. There is no quest arrow either. Is something wrong with my game?

I chose the "shipwrecked" option.
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Lily Evans
 
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Post » Sun May 27, 2012 10:06 pm

I need some help.... I can't seem to find the body of the dead adventurer. I've checked around Helgen and I can't find it. There is no quest arrow either. Is something wrong with my game?

I chose the "shipwrecked" option.

Spoiler
On the path to Riverwood from Helgen, it's on the road. A charred corpse. Would say it's closer to Riverwood than Helgen actually
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Daniel Lozano
 
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Post » Sun May 27, 2012 6:33 pm

Spoiler
On the path to Riverwood from Helgen, it's on the road. A charred corpse. Would say it's closer to Riverwood than Helgen actually

Thanks!! I was able to find him. I had a weird bug when I went in the cave to investigate though. The dialogue was silent when talking to either of the men but I was able to proceed fine.
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Nathan Barker
 
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Post » Sun May 27, 2012 1:18 pm

That's not a bug. There's no voice acting for those lines.
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Nicole Elocin
 
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Post » Mon May 28, 2012 12:57 am

What you mean you weren't able to get the professional voice actors that did Hadvarr and Ralof to add in voiced dialogue for those lines? What kind of free mod service is this???

:tongue: (if it's really needed...)

One curious thing I wanted to mention, I ended up going through the Helgen dungeon from the start point in the burned town for some reason well after I'd started the main quest on a different alternate start point (arrived by ship in Windhelm I think was what that character used) with an earlier version of your mod installed and it ended up that there was a massive stone wall/gate blocking the exit from the cave to the exterior world right where you're supposed to sneak past/kill the bear in the original game. I simply disabled the static and walked through it to the exit transition point but it was rather surprising to find it there. Was that from your mod and/or part of the original start sequence that we normally never see? Just curious as I'd never seen anything like that before.

In any case, love the mod thanks for the work on it.
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Vera Maslar
 
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Post » Mon May 28, 2012 4:45 am

Typo-report for 1.4.2, the corpse with journal is named "bruned" rather than "burned". :smile:

Also, just figure I'd let you know it's still possible to get into 3rd person in the cell if you do it instantly after creating your character. Guess there's a script that handles that and it just needs time to kick in? Not something I mind at all, but figured it'd be worth posting since you took the time to remove that option!
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Juliet
 
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Post » Sun May 27, 2012 9:43 pm

Well I'd certainly be appreciative of any voiced dialogue if anyone is offering.

That gate that blocks the Helgen cave is actually there in the vanilla game before Helgen is destroyed. For whatever reason Bethesda actually disables that after the dragon attacks. Which is nice, because that's a convenient bit of leftover I can use for future plans to keep people out of that dungeon when they shouldn't be there.

Ah, typos. If only all bugs were so easy to fix. And yes, thanks for that on the 3rd person thing. I'll move that back another stage so it locks that out before the race menu.

And no, before anyone asks/complains/whines about that, I'm not getting rid of it. Folks making videos to put on Youtube have already commented in their videos about how sloppy it was that that hadn't been considered. I agree, it just wasn't something I'd even remotely given thought to before that.
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Ludivine Poussineau
 
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Post » Sun May 27, 2012 1:34 pm

Having an odd issue with 2 of the starting-options I've tried. Starting as a membre of the Companions, I can't zone out to Whiterun. It will simply freeze after a while. I use Elys MemInfo and can see it stops loading after awhile. This issue has been around for Jorrvaskr forever though, so that's not really the odd part. Same thing with starting as a houseowner in Whiterun, and thus starting inside Breezehome. I can't zone out, and even a "coc whiterunorigin" from Breezehome or Jorrvaskr (depending on starting cell) will not work.

Now, if I do a "coc whiterunexterior01" to pop up just outside the gates, and then run back inside Whiterun and zone into either Jorrvaskr and Breezehome, I can zone out again just fine with no issues at all. Makes me think it could be something to do with starting inside either of those cells? At the same time doubt that this mod would be to blame since every other starting-pos I've tried have worked flawlessly and have never had issues with any of your other mods in Oblivion or Skyrim. Anyway, it's easy to get aroudn in the meantime so no big deal, but *if* the issue is from this mod then it's worth posting atleast.


Active Mod Files (Yeah it's quite long, but there's tons of mods that simply add weapons/armor):
Spoiler
00  Skyrim.esm01  Update.esm02  3rdEraWeaponsMoS.esm03  Vigilant of Stendarr Quests Master.esm04  JSwords.esm05  Lycanthropy_Audio_by_Brevi.esm06  ApachiiHair.esm07  Omegared99-Compilation.esm08  SoS - The Dungeons.esp  [Version 1.10]09  SoS - The Wilds.esp  [Version 1.0.1]0A  Farengar.esp0B  Farm Wheat Height Fix.esp0C  KR - Whiterun gate light fix.esp0D  MageRobesCommentFix.esp0E  Shadow Striping Fix.esp0F  Whiterun Lighting Fix.esp10  Unofficial Skyrim Patch.esp  [Version 1.0]11  Improved Combat Sounds v2.0.esp12  ICS Possible Fix 1.esp13  Further Dark Dungeons for ENB.esp14  Warmer Magic Lights v2 - Big.esp15  PersonalizedMusic_v4.0.esp16  StaticMeshImprovementMod.esp17  3DNPC.esp18  83Willows_101BUGS_V4_HighRes_HighSpawn.esp19  Ars Metallica.esp  [Version 1.0]1A  Bring Out Your Dead.esp  [Version 1.1]1B  CarryWeightSpells.esp1C  dbmisc.esp1D  dD - Enhanced Blood Main.esp1E  Dr_Bandolier.esp1F  ExpandedJewelryCrafting.esp20  HigherLevelEnemies.esp21  Lanterns Of Skyrim - Around Cities.esp22  Lanterns Of Skyrim - Bridges x2 - OnOff.esp23  mintylightningmod.esp24  navetsea female face preset.esp++  Perfect Legionnaire 3.0.esp25  PilgrimsDelight.esp26  SabreFurBag.esp27  SMDropLitTorch.esp28  IMAGINATOR - Visual Control for Skyrim.esp29  follower map markers.esp2A  Necessary Map Markers with alternate house.esp2B  3rdEraWeaponsMoS.esp2C  BaratheonArmor.esp2D  Cloaks.esp2E  1nivWICCloaks.esp2F  1nivWICSkyCloaksPatch.esp  [Version 1.1]30  daedric_phelm.esp31  DragonBoneWeaponsComplete.esp32  Dread Knight Weapon Set.esp33  Earrings Set1.esp34  HedgeKnight.esp35  Insanity's Dragon Katana.esp  [Version 1.0]36  Insanity's Sorrow.esp  [Version 1.0]37  JSwordsDistributionBalancePlugin.esp38  LFArmors.esp39  Masters of Death - Sicarius Armor (Standalone).esp3A  Omegared99-WeaponSets.esp3B  RobedSteelPlateArmor.esp3C  SabrecatGear_AncientArmorVs_wFix.esp3D  SabreCat_Gear.esp3E  ScoutArmor.esp3F  spawnshield.esp40  TCOSS.esp41  TrissArmorRetextured.esp42  viciousdawnbreaker.esp43  DeadlyDragons.esp44  DeadlyDragonsArmory.esp45  DeadlyDragonsSpells.esp46  More Winterhold Flora.esp47  MoreSolitudeFlora V1.0.esp48  Quest_NoMercy.esp49  Vigilant of Stendarr Quests.esp4A  EzEWorldMap.esp4B  AddChoices01.esp4C  armored-horses.esp4D  ArtifactOverhaul.esp++  Proper Aiming.esp4E  Better Dynamic Snow.esp4F  faster vanilla horses.esp++  LaFemmeLycana.esp50  masser Size x0.7.esp51  OpenFaceGuardHelmets.esp++  posesivecorpses.esp52  WATER.esp53  Reduced Distance NPC Greetings.esp54  secunda Size x0.5.esp55  VariedGuards.esp56  Unique Region Names.esp  [Version 2.1]57  dD - Realistic Ragdoll Force - Realistic.esp58  mslVampiricThirst.esp59  Lycanthropy_Main_by_Brevi.esp5A  markrecall.esp5B  Paladin Spell Pack.esp5C  tSSSSS.esp5D  MMOAlterationChanges.esp5E  MMOConjurationChanges.esp5F  MMODestructionChanges.esp60  MMOIllusionChanges.esp61  MMORestorationChanges.esp62  The Dance of Death.esp63  Dual Wield Parrying_ScriptDragon.esp64  Duel - Combat Realism.esp65  ACE Speech.esp66  ACE Archery.esp67  ACE Armor.esp68  ACE Enchanting.esp69  ACE Melee.esp6A  ACE Smithing.esp6B  ACE Synergy.esp6C  LovelyHairstyles.esp6D  UFO - Ultimate Follower Overhaul.esp6E  Better Followers - BP.esp6F  Better NPC - Faction Pack.esp70  Live Another Life.esp  [Version 1.4.2]71  AutoCastRacials.esp72  Feminine Female Orcs.esp73  Height Adjusted Races with True Giants - Oblivion Lore Heights.esp++  Skyrim 3 Day DeadBody Timer.esp++  Skyrim 3 Day Respawn.esp74  RCRN Classic - Hybrid Shaders.esp75  MoreRainWindy66percentLessView.esp76  MoreSnowWindyand75percentLessView.esp77  Bashed Patch, 0.esp78  ASIS-Dependency.esp79  ASIS.esp


Issue solved, was Unique Region Names conflicting with some other mods.
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Pants
 
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Post » Sun May 27, 2012 3:31 pm

I've done the Breezehome and had no problem exiting to Whiterun.
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Jade Barnes-Mackey
 
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Post » Sun May 27, 2012 9:11 pm

That's strange, I am using Live Another Life together with Unique Region Names and no problem in Breezehome?

Issue solved, was Unique Region Names conflicting with some other mods.
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Shannon Marie Jones
 
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Post » Mon May 28, 2012 12:58 am

Same here though I haven't tried that since installing Unique Region Names.
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Lyndsey Bird
 
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Post » Sun May 27, 2012 9:50 pm

That's strange, I am using Live Another Life together with Unique Region Names and no problem in Breezehome?

I believe it was URN conflicting with some other mod that made it happen, not simply Live Another Life + Unique Region Names. So much harder to find the culprit properly with Skyrim thus far than it was in Oblivion, but atleast it works after removing the mod for me and I can live with cells being named Skyrim, even though it was a nice touch of immersion for sure.
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An Lor
 
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Post » Sun May 27, 2012 4:27 pm

I have tried to get the MQ kicked off from this mod after getting the adventurers journal but after going into Helgen Cave this is what I get:

http://imageshack.us/photo/my-images/43/2012051400001.jpg/

http://imageshack.us/photo/my-images/802/2012051400002.jpg/

Likewise when I visit Castle Dour in Solitude Tulius isn't there and Rikke ends up talking to herself? It may be a conflict with another mod but it may spell the end of my RP storytelling if I cannot get this fixed. Mod list below.


Mod List
Spoiler
Update.esm
Imp's More Complex Needs.esm
SkyMoMod.esm
WinterholdDestruction.esm
Unofficial Skyrim Patch.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
SkyrimURWL.esp
StaticMeshImprovementMod.esp
Economics of Skyrim.esp
3DNPC.esp
83Willows_101BUGS_V4_HighRes.esp
BooksBooksBooks.esp
Cliffracers.esp
dD - Enhanced Blood Main.esp
Half-sized Snowberries.esp
lt_camping.esp
NewBeveragesAndMiscItems.esp
Real Wildlife Skyrim 0.1.esp
SkyMoMod Extras Collectables.esp
Tamriel Compendium.esp
adventurersandtravelers.esp
SIM- NPC Additions.esp
SIM - NPCAdditionsHOSTILE.esp
SIM - NPCAdditionsWEREWOLVES.esp
SIM - NPCSUBMITTED.esp
Cloaks.esp
LFArmors.esp
TCOSS.esp
WeaponsOf3E.esp
WVExpansion.esp
darkstadt.esp
dwemerstatuetest.esp
Elvenwood.esp
ExpandedWinterholdRuins.esp
EMHighviewCottage.esp
Better Dynamic Snow.esp
BetterQuestObjectives.esp
Improved Cloaks.esp
Improved Runes.esp
VariousGuardReplacer.esp
PrimbyTown.esp
IMCN - Overrides.esp
EOS - IMCN Compatibility.esp
BetterMage.esp
MidasSkyrim.esp
Phenderix's Magic Evolved.esp
PJs_Spell_Compendium.esp
DeadlySpellImpacts.esp
DeadlyCombat.esp
Improved Destruction Perks.esp
Improved Expert Spells.esp
Improved Master Spells.esp
SpecializedFollowers.esp
Live Another Life.esp
Bashed Patch, 0.esp
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Ana Torrecilla Cabeza
 
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Post » Mon May 28, 2012 2:20 am

Found a temporary solution. Cave interior was OK once I disabled Real Wildlife Mod. If anyone else is getting these type of problems try that out and see
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Aman Bhattal
 
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