[RELz] Live Another Life - Thread #2

Post » Sun May 27, 2012 5:24 pm

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. :wink:

Really? when i was playing vanilla i went on a whiterune killing spree just for fun and they actually started helping me kill every one off.
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Anna Watts
 
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Post » Sun May 27, 2012 7:08 pm

Really? when i was playing vanilla i went on a whiterune killing spree just for fun and they actually started helping me kill every one off.
Were you a member of the Companions? That might have made a difference.
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Franko AlVarado
 
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Post » Sun May 27, 2012 3:48 pm

Yep, really. Quote from the UESP wiki;
Farkas, Vilkas, and Aela are tagged as guards, which will make them chase you if you have a high enough bounty.
As far as I know, it doesn't make a difference if you're a member or not. Maybe your bounty wasn't high enough yet.
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Kate Norris
 
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Post » Mon May 28, 2012 12:26 am

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.
Odd, unless that village is messing with the cave somehow that really shouldn't happen.

Really? when i was playing vanilla i went on a whiterune killing spree just for fun and they actually started helping me kill every one off.
Even better. When I wiped out the citizens for SCIENCE! they not only aided me, they were chasing the 3 kids around trying to kill them for me too :P My lizard is a member but only did one mission for them. I guess it was enough.
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Aliish Sheldonn
 
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Post » Mon May 28, 2012 3:04 am

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.


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?
Ok, so the bandits are supposed to turn on you then?

As for the companions, it seems like I remember something like them recruiting honorable people, so its possible they auto attack a PC with a high bounty. I murdered some hunters to role play as a bandit early on and increased my bounty to 1000, so its possible the companions attack players with high bounties. I'll pay it off and see what happens.

Edit: No, I wasn't a vampire either.
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Milagros Osorio
 
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Post » Sun May 27, 2012 1:52 pm

Bandits outside of the location you start in are supposed to be hostile, yes. But Knifepoint Ridge has an interior mine section I tried to include, which is apparently backfiring for some people. So finding another camp seems like the easiest way to fix this.

Some of the Companions are also tagged as guards, but they're part of Whiterun Hold, and you'd only get the bounty response if the bandit site you started at was also in Whiterun Hold.
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Danial Zachery
 
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Post » Sun May 27, 2012 7:33 pm

Arthmoor, I'm loving to mod so far. I'm playing as a pure hunter, living in the woods. Most of the time I just hunt and enjoy the scenery, so the camping in the woods option works great for me. I did want to let you know about a few things though and make a request.

First, I wanted to let you know that the Dead Adventurer is still alive (though it looks like you figured that out already) and that there are some problems in Helgen when you start. The gate on the side of Helgen is invisible because there is only a single side to it. It's impossible to open, but you can see through it. I believe this is the game's fault, not yours, but it's noticeable when you start so close to Helgen.

Second, would it be possible for you to place a wood cutting ax in the campsite? A lot of the camping mods out there require firewood to craft items, and you have a woodcutting block there, but no ax. Also, could you please place a cooking pot in the campsite as well, so that we can use the area for survival mods that require food?

Other than that, keep up the good work - I don't think I'll ever uninstall this mod.
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Abel Vazquez
 
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Post » Sun May 27, 2012 10:12 pm

Arthmoor, I'm loving to mod so far. I'm playing as a pure hunter, living in the woods. Most of the time I just hunt and enjoy the scenery, so the camping in the woods option works great for me. I did want to let you know about a few things though and make a request.

Second, would it be possible for you to place a wood cutting ax in the campsite? A lot of the camping mods out there require firewood to craft items, and you have a woodcutting block there, but no ax. Also, could you please place a cooking pot in the campsite as well, so that we can use the area for survival mods that require food?

Other than that, keep up the good work - I don't think I'll ever uninstall this mod.
I agree and good point. I also notice the missing axe and I was asking my self when I get http://www.uesp.net/wiki/Skyrim:Firewood#Firewood in a grindstone. :smile:
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Rinceoir
 
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Post » Mon May 28, 2012 2:18 am

Yeah, no problem on the axe and cook pot, I had intended to put those in anyway and just forgot.

Not sure what the deal is with that gate. I'd never even noticed it before. I guess I've never tried to approach Helgen from the west side like that. Strange thing is, Bethesda even tagged it to get swapped out after the battle but it looks like it's been handled incorrectly. Either that or my calling the quest stage to make it go away isn't behaving properly.
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Stephy Beck
 
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Post » Sun May 27, 2012 1:57 pm

When do you expect an update? No rush or anything, since I'm rather busy anyway. But just curious. I'm partly waiting to make a new character with a new update to the mod.

Anyway... this mod is definitely going to be on my must haves. It was for Oblivion and I think you did the Fallout 3 one too, didn't you? This mod is probably among my favorites...adds a lot of RP opportunity and a lot of different ways to start the game. Even if the beginning is fun, doing the same beginning over and over, gets rather boring.
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Kayleigh Williams
 
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Post » Sun May 27, 2012 2:24 pm

Just ran into a problem with 1.3. I've had 1.2 working properly and removed it with NMM, installed 1.3 with NMM and tried a new game with the vanilla start. The cart got stuck tying to enter Helgen and just keeps running endlessly into a closed door to the city. Are there some files NMM removal doesn't clean up? Anything else to check?
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Bedford White
 
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Post » Sun May 27, 2012 1:00 pm

No, something happened to the Helgen start. Not sure what. You'll probably also notice that Ulfric vanishes on you and someone reported seeing Tullius launched into the sky never to be seen again. The village gates don't work right either. It's like the whole timing of everything got thrown completely off somehow.

Just to be sure it wasn't some regression in vanilla, I've tested it 3 times without my mod loaded and Helgen worked each time.

Version 1.2 and 1.3 both only have the .esp and the .bsa file so there's nothing special required to shift between versions.
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Scott
 
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Post » Sun May 27, 2012 7:10 pm

No, something happened to the Helgen start. Not sure what...
OK, thanks for the info, I'll just work around it for now.
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Monika
 
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Post » Mon May 28, 2012 3:29 am

I do feel compelled to ask. Why choose an alt-start mod to go through the same old vanilla Helgen again?

I included the option because people asked for it in large numbers when I did the Oblivion mod this was inspired by. I just never got why someone would download such a mod only to go through the very thing it's intended to bypass.
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Ezekiel Macallister
 
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Post » Sun May 27, 2012 2:22 pm

I do feel compelled to ask. Why choose an alt-start mod to go through the same old vanilla Helgen again?

I included the option because people asked for it in large numbers when I did the Oblivion mod this was inspired by. I just never got why someone would download such a mod only to go through the very thing it's intended to bypass.

Simple really mate. Some people like to have it there ready, for when they want to use it properly.

Does seems strange, why not just install when you want it? :shrug:
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Sarah Evason
 
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Post » Mon May 28, 2012 3:53 am

I do feel compelled to ask. Why choose an alt-start mod to go through the same old vanilla Helgen again?


Because I like to leave it installed for the options but in this case I wanted a vanilla start. (I usually have several active characters at once)
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Stephanie I
 
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Post » Mon May 28, 2012 12:29 am

I have a suggestion. You have a start where you can be a vampire, but would a werewolf start work as well?
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Portions
 
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Post » Mon May 28, 2012 1:53 am

I've done the shipwrecked route and now want to start the bards college. What is with the Live Another Life quest still being active? Is anything going to happen? There are no more things for me to accomplish on the quest list.

If there is no more to do with this quest then does anyone know a console code to remove the quest?
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Alexandra walker
 
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Post » Sun May 27, 2012 7:07 pm

I do feel compelled to ask. Why choose an alt-start mod to go through the same old vanilla Helgen again?

I included the option because people asked for it in large numbers when I did the Oblivion mod this was inspired by. I just never got why someone would download such a mod only to go through the very thing it's intended to bypass.

My only answer to that would be nostalgia. To just be able to play the game as it was originally intended if one decided they wanted to do it for old time's sake.
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Darian Ennels
 
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Post » Sun May 27, 2012 10:33 pm

If there is no more to do with this quest then does anyone know a console code to remove the quest?
There is. It won't clear until you've gone down to pick up the adventurer's journal and followed up on it.
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Shelby Huffman
 
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Post » Sun May 27, 2012 5:15 pm

There is. It won't clear until you've gone down to pick up the adventurer's journal and followed up on it.

And start the main quest? Right I see.
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Melanie
 
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Post » Sun May 27, 2012 4:04 pm

It was the only method available to force Hadvar and Ralof to stay where I wanted them until the MQ started up. Same with Tullius and Ulfric.

Now if I could just figure out why starting with Helgen is hosed and why the campsite start has suddenly decided it wants to crash, it would all be good.

I give up on trying to figure this game out sometimes. Now it's not crashing, but Helgen is still hosed. Go figure.

Erm. Right.

Crazed Adventurer... check.
Campsite start working.... check.
Helgen working.... check.
Helgen NPCs properly sequestered.... check.

I think the fix I figured out for breaking the camera bobbing may have had a far more sweeping effect than I thought!
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Lauren Graves
 
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Post » Sun May 27, 2012 11:21 pm

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 mine.
(Note that this will change your allegiance to the new location if you started in Knifepoint Ridge)
* Reworked the main quest hook. You will now be attacked by a hostile crazed adventurer rather than finding one dead on the road due to difficulties in getting them to STAY DEAD!
* Rebuilt the navmeshes at the farmhouse start location.
* The campsite start had no cook pot or axe for the chopping block.
* Eliminated the camera bobbing and locked arms at startup.
* The civil war start scenes will now play for Jagged Crown instead of the less important comments about Balgruuf, which should trigger as expected later.
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Liv Staff
 
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Post » Sun May 27, 2012 6:20 pm

Awesome. :D An update :D This is probably one of my favorite mods so far for Skyrim.
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matt
 
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Post » Mon May 28, 2012 12:07 am

I only just decided to start modding Skyrim about a week or so ago, and felt the need to say that is my favorite find so far. In Oblivion I always felt the need to run an alternate start mod (and lets be fair, Helgen is better than the Oblivion start), but always felt like I had some kind of complaint with them. This is great. It works perfectly so far (admittedly I haven't tried to start the MQ with this yet, but irrelevant) and it has everything in it I could possibly think of including, and then some (big fan of the shipwrecked start). ...so, consider this my formal equivalent of giving you and endorsemant on the Nexus (which I will also do). Thanks for another great mod.
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Steve Smith
 
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