[RELz] Live Another Life - Thread #2

Post » Sun May 27, 2012 1:50 pm

How about a starting position in http://www.tesvskyrim.com/skyrim-content-14-primby-village?
Starts using other mods will need to wait for SKSE to get the IsModLoaded() function before that could even be considered.
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Rachael
 
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Post » Sun May 27, 2012 11:59 pm

Starts using other mods will need to wait for SKSE to get the IsModLoaded() function before that could even be considered.
I see. Perhaps later then. :smile:
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CArlos BArrera
 
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Post » Sun May 27, 2012 4:57 pm

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 compatibility 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 unless the player actually started that scenario.

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.

* Starting "Before the Storm" (MQ102) is now done via a journal found on a dead adventurer on the road outside Helgen, for all but the campsite and civil war starts.
+ Reading the book will initiate the quest, and will activate Alduin's overflight 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 and 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.
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Robert Jackson
 
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Post » Mon May 28, 2012 3:58 am

* The campsite start will now provide fur armor rather than leather.

Yessss... *endorsemants* :banana:
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Myles
 
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Post » Mon May 28, 2012 1:05 am

Starts using other mods will need to wait for SKSE to get the IsModLoaded() function before that could even be considered.

Actually, you can do this without SKSE. Merely set a Quest/ObjectReference Property Auto, set it. If the mod isn't loaded, that property will return None. I've done it, it does work. Then merely get a location pointer to where you want to add it in, obviously, you'll have to manually move items after the fact, but you could easily do this.

Also, how about checking the status of the player before using the bed, as in "IsWeaponDrawn()" by blocking the activation, telling the player to "get ready, upon awaking up in your new life, you could be thrown into battle, prepare yourself". This seems to remove the issue with the bound hands and probably wouldn't have any issues with lore.

GuruSR.

PS, Are the Foresworns in-fighting fixed or are just the ones you arrive at the only ones that won't hate you?
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e.Double
 
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Post » Sun May 27, 2012 2:32 pm

Loved the Oblivion version of this mod - glad you remade it for Skyrim. Instant download, as are most of your mods, Arthmoor.
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DAVId Bryant
 
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Post » Sun May 27, 2012 9:56 pm

I was just about to upgrade when I saw a comment on Nexus that there is a 1.5 problem. Anyone tried the new version with the beta?
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Angela Woods
 
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Post » Sun May 27, 2012 11:46 pm

I was just about to upgrade when I saw a comment on Nexus that there is a 1.5 problem. Anyone tried the new version with the beta?

Most modders aren't installing 1.5 beta, because the Creation Kit hasn't got the 1.5 update, so anyone installing 1.5 beta should not do any modding.

GuruSR.
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patricia kris
 
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Post » Sun May 27, 2012 10:16 pm

Yeah, but the 1.2 LAL works fine with the beta. I guess I'll try it myself.
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Kelvin Diaz
 
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Post » Mon May 28, 2012 3:15 am

Version 1.3 ought to be ok with the beta, it didn't give me any lip during testing, but I had to revert to 1.4.27 in order to be able to make changes.

Which is all a moot point now apparently since the game and the CK have both just been updated to 1.5 officially.

And yes, the only forsworn tribe friendly to you is the one you start in. It would have been massively exploitative to make them all friendly because you could butcher them all one by one and loot all their stuff without a fight.

Interesting on the property thing, but that sounds dodgy to me since it relies on undefined behavior.
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kirsty joanne hines
 
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Post » Sun May 27, 2012 6:56 pm

Most modders aren't installing 1.5 beta, because the Creation Kit hasn't got the 1.5 update, so anyone installing 1.5 beta should not do any modding.
Version 1.3 ought to be ok with the beta, it didn't give me any lip during testing, but I had to revert to 1.4.27 in order to be able to make changes.

Which is all a moot point now apparently since the game and the CK have both just been updated to 1.5 officially.
What GuruSR is saying confirms my constant CTD when I'm trying to reload my game and select a different starting position, because Live Another Life 1.3 won't work with the http://www.gamesas.com/topic/1358714-beta-update-1524/ patch plus the latest SKSE if you're using SkyUI.

I don't know if LiveALife 1.3 is compatible with the latest http://www.gamesas.com/topic/1356343-wipz-skyrim-script-extender-skse/ or not if you have http://www.gamesas.com/topic/1342812-relz-skyui/ installed. :shrug:

I think there is no point to post your loadorder since mods are being updated faster than you change underwear. :tongue:
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Samantha Wood
 
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Post » Sun May 27, 2012 5:35 pm

LAL works just fine with 1.5.24, SKSE, and SkyUI. I use them all. The only thing you need to be careful of at the moment is using the farmhouse start. The navmesh bug graduating to CTD status makes that impossible to fast travel to if you've been there once during the game session. Or merely passing by it in general really. On foot you should be ok though.

Rumor has it scrubbing the navmeshes and redoing them completely can solve this, so I'll be trying that out to see what comes of it. The farmhouse is small enough I can get that redone in a couple of hours, vs the days it'd take to test that rumor with Open Cities.
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louise fortin
 
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Post » Sun May 27, 2012 4:12 pm

Thanks for your reply. :smile:

I don't know the cause of my CTD yet, so what it's then if LAL couldn't be the one.
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le GraiN
 
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Post » Sun May 27, 2012 2:14 pm

Got me. Skyrim is infinitely more sensitive to this, likely because of the update churn. A problem that wasn't really that big a thing with Oblivion.

And for those who might be keeping score, no, scrapping your navmeshes and building them again from scratch has no impact on the CTDs caused by them.
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Julia Schwalbe
 
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Post » Mon May 28, 2012 2:53 am

Hey Arthmoor, Sweet mod! A quick question, I started as a bandit, but after I went in the bandit camp I started at and went back outside they all turned on me, and every other bandit I have found attacks me. Also when I went to Whiterun, the companions attacked me on sight. I believe I have a 1000+ bounty in the Falkreath hold, is that normal for the companions to attack? Also that wanderer guy attacked me on the roads, the bard fellow who won't teach you speachcraft if you ask him about it. If I pay my bounty in Falkreath will the companions stop attacking me? Or by picking a bandit am I forever going to be hated by some factions?
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Matthew Barrows
 
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Post » Mon May 28, 2012 1:23 am

Hey Arthmoor, Sweet mod! A quick question, I started as a bandit, but after I went in the bandit camp I started at and went back outside they all turned on me, and every other bandit I have found attacks me. Also when I went to Whiterun, the companions attacked me on sight. I believe I have a 1000+ bounty in the Falkreath hold, is that normal for the companions to attack? Also that wanderer guy attacked me on the roads, the bard fellow who won't teach you speachcraft if you ask him about it. If I pay my bounty in Falkreath will the companions stop attacking me? Or by picking a bandit am I forever going to be hated by some factions?

I think i read somewhere that starting as a bandit will give you a random bounty in one of the holds. Also i believe its normal for them to turn on you. Same if your a vampire or necro. When you leave the starting area you loose your faction tag with them. As far as the companions go, I have no idea on that one.
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Jennifer Munroe
 
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Post » Sun May 27, 2012 4:51 pm

Great stuff as always, Arthmoor. Couldn't resist starting a new character last night for a bit of a play, and finding my new Khajiit drowning in a shipwreck gave me oodles of nostalgia about the same start off the coast of Anvil back in Oblivion. Love it.

Bedraggled and half-dead, Rakasha the Scrawny dragged herself onto the coast by Dawnstar and is ready to begin adventurin' ... well, after she recovers from the near-hypothermia experience and lack of warm sands in the Pale.
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anna ley
 
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Post » Mon May 28, 2012 1:06 am

Are there supposed to be massive void holes and clipping in the Helgen cave?
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Camden Unglesbee
 
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Post » Sun May 27, 2012 6:56 pm

Hey Arthmoor, Sweet mod! A quick question, I started as a bandit, but after I went in the bandit camp I started at and went back outside they all turned on me, and every other bandit I have found attacks me. Also when I went to Whiterun, the companions attacked me on sight. I believe I have a 1000+ bounty in the Falkreath hold, is that normal for the companions to attack? Also that wanderer guy attacked me on the roads, the bard fellow who won't teach you speachcraft if you ask him about it. If I pay my bounty in Falkreath will the companions stop attacking me? Or by picking a bandit am I forever going to be hated by some factions?
Erg. I guess I need to find someplace other than Knifepoint Ridge to use as a bandit camp. The other two sites don't seem to have this problem because there's nobody near the doorways to catch you before the trigger script has a chance to make sure you're friendly.

You start off with a 500 gold bounty. I don't really know if the Companions Guild members are supposed to react to that. It's set up to remove you from the fake bandit faction I'm using whenever you're far enough away from the starting camp. So there shouldn't be a faction reason for everyone hating you unless you've managed to become a vampire along the way.

Are there supposed to be massive void holes and clipping in the Helgen cave?
Nope, and I've seen stuff like this reported for all sorts of mods. I don't think anyone knows what's causing it, but it isn't specific to any one mod. What version of the game are you running?
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Kira! :)))
 
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Post » Sun May 27, 2012 10:12 pm

Nope, and I've seen stuff like this reported for all sorts of mods. I don't think anyone knows what's causing it, but it isn't specific to any one mod. What version of the game are you running?
The newest 1.5 version.

Sometimes I can't even go in the cave at all without clipping through the void, but in an earlier start, I could save the people,but most of the cave was void.
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Claire Mclaughlin
 
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Post » Mon May 28, 2012 3:09 am

Also, I forgot to report, that (camping in the woods start) the 'Dead Adventurer' is always alive in my game. I have to kill her.
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Robyn Howlett
 
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Post » Sun May 27, 2012 8:03 pm

Can't do anything about the cave part, but I think I've got the not-so-dead adventurer problem solved.
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Eire Charlotta
 
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Post » Sun May 27, 2012 12:35 pm

I'm also getting CTD on the way to Riverwood on the trail by the river. Happened three times in the same place by a group of mountain flowers and when I disabled this mod it stopped doing it. Probably a conflict with another mod as well, though I also do not know which.
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Nichola Haynes
 
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Post » Sun May 27, 2012 10:21 pm

.... Also when I went to Whiterun, the companions attacked me on sight. I believe I have a 1000+ bounty in the Falkreath hold, is that normal for the companions to attack?
Yes, that is normal for the Companions, they are set as guards and will get in your face when you have any bounty. Unless Arthmoor wants to change that, that's the risk you take going into town with a bounty. ;)
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helen buchan
 
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Post » Sun May 27, 2012 5:35 pm

It appears as if Pinewatch Village mod is causing the glitched Helgen cave with the void and clipping issues. I'll have to 'reroll' (god forbid using that term with Skyrim) and try it all again to see if I can start the main quest. The 2 wounded gentlemen weren't in the cave by the time I finally figured out what mod was causing it to bug.
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vanuza
 
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