[RELz] Live Another Life - Thread #2

Post » Sun May 27, 2012 6:33 pm

Live Another Life


Misery and despair have haunted you all your life. Just when you thought it couldn'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 since 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 rot 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 given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!

Downloads

http://skyrim.nexusmods.com/downloads/file.php?id=9557
http://tesalliance.org/forums/index.php?/files/file/1108-live-another-life/
http://www.tesvskyrim.com/skyrim-content-11-live-another-life
http://steamcommunity.com/sharedfiles/filedetails/?id=14243

http://www.gamesas.com/index.php?showtopic=1348154

Installation Requirements

Official Skyrim patch 1.5.24 or greater. Using this on earlier versions of the game will result in a stall at the main menu.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Steam Workshop

Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there.
Or add it to NMM manually through the "Add File" dialogue.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop Live Another Life.esp and Live Another Life.bsa into your Data folder.
Activate the mod using whatever management tool suits you.

Upgrading From Version 1.1 or Older

When upgrading to version 1.2, it is necessary to uninstall the loose files from version 1.1 or older.

Version 1.2 now comes packed as an ESP+BSA combination since it is now available through the Steam Workshop. Leaving the old loose files behind will cause all of the scripting to break.

Use whatever mod management solution you're using to uninstall the old version, then install the new one. You won't lose any data and there is no need for a clean save.

Old files from 1.1 all started with either the ARTH or ART prefixes. They are all safe to remove. You should also remove the QF_MQ101_0003372B.pex file from Data\Scripts and also remove QF_MQ101_0003372B.psc from Data\Scripts\Source if it's there.

Uninstalling Live Another Life

If you used one of the mod management tools, uninstall it using that. Otherwise check against the archive and remove the files added by the mod.

Load Order

Due to the sensitive nature of the mod, it should be loaded relatively late in the 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 BOSS specifies since it is now compatible with Skyrim's new load order system.

Incompatible Mods

Any mod which may edit MQ101 - Unbound. This includes other alternative start mods, and possibly any mods which seek to alter Helgen.

Any mod which edits the quest MQ102 - Before the Storm.

Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.

Known Issues

The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.

When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.

When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed.

There may be some unfound dialogue that references Helgen. If you find some and have NOT read the dead adventurer's journal yet, please report those with as much detail as possible.

Options Available

Choose from one of the many options to start your character. As more ideas are fleshed 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 during the lead up to your execution. Most of the tutorial prompts will be removed as well.

Immigrated to Skyrim

You will arrive by ship in the port of Solitude, Dawnstar, or Windhelm with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.

Property Owner

You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with 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 available 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 farmhouse is situated on the main road east of Dragon Bridge and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from 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 Companions, 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 Sanctuary and need only speak to Astrid to complete the process.
For the College, you'll be placed just inside the Hall of Elements and will have completed the initial joining phase.
For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.

The Bards College may be added later if Bethesda does more to flesh out the faction. Right now, they're just a token guild that's not worth much.

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.

Outlaw in the Wilds

You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random. You will begin with standard bandit level equipment. The bandit faction at the start location will remain friendly to you as long as you don't piss them off first. Tread carefully though, you WILL have a bounty of 500 gold in the hold the game chooses. The guards will not take kindly to seeing you trotting into a civilized area unless you're prepared to pay up.

Soldier in the Army

You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.

Camping in the Woods

You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. The camp will remain in place permanently should you wish to return and use it as a base.

Shipwrecked off the Coast

Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.

Take care if using survival mods, especially those with hypothermia modules. You can freeze to death quickly!

Attacked and Left for Dead

You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?

Vampire in a Secluded Lair

Bloodlet Throne has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.

Be aware - this starts you off as a stage 4 vampire. Everyone and his uncle will try to kill you the moment you've left the safety of the dungeon you're in. If you intend to mingle with the city folk, you'll need to feed first.

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 on 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 living access to their headquarters outside of Dawnstar.

The chest next to you when you begin is yours and is a safe storage container.

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 adventure.

For some people, this may be considered an unbalanced option since you get decked 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 Khajiit.

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 available for Bretons.

Note - You get a usable chest in the start location that's safe to keep things in.

Argonian Dock Worker

You've been on these docks for months now, perhaps longer. The locals aren't treating you any better and it's high time you did something about it. A life of adventure 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, belongs to you and can be used as storage. The container does not respawn.

Surprise Me

Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.

Starting the Main Quest

Skyrim has a lot more flexibility in pursuit of the main quest, even when playing 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 bypass 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 don't do it :)

That said, as of version 1.3, the mod will not activate the main quest until you travel to near the Helgen area and find the body of a dead adventurer, who (bugs not withstanding) should be the same race and gender as you. The adventurer has a journal. Upon reading it, the main quest will initiate with Alduin's overflight leaving Helgen. If you are anywhere in the visible vicinity of Helgen, Bleak Falls Barrow, Riverwood, or the nearby river and lake, you should be able to see this. If you happen to read the journal somewhere further away, the quest stages will fire, but you probably won't get to see Alduin flying by.

The only exceptions to needing to read the journal are the campsite start, which is already in the area, and the two civil war starts, which require that the Alduin overflight take place for the war quests to operate properly.

Since people also wanted to pick their buddy (Hadvar vs Ralof) the game has been altered to have them both lying wounded in the cave you exit from during the normal Helgen sequence. You choose who to help by giving one of them a healing potion. Or you could leave them both to suffer. If you choose to help one of them, they will be the NPC you can follow down to Riverwood to begin the main quest.

If you choose neither, or decide not to follow the one you saved, you can still pick up the MQ in the usual way by heading to Whiterun and informing the Jarl of what happened. The MQ will then proceed as normal.

Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
User avatar
suniti
 
Posts: 3176
Joined: Mon Sep 25, 2006 4:22 pm

Post » Sun May 27, 2012 9:25 pm

Woot thread #2 I really enjoy this mod. Have you thought about a witch option? Start off somewhere with a Hagraven and some witches.

Just in case my request on Nexus goes unnoticed, I'd like to request fur armor instead of leather for the option of starting with a camp in the forest. It would make the mod essential for me instead of just being novelty.

I concur. I think fur armor feels more hunterisk then leather, and IMO leather looks a bit feminine when worn on males.
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Benji
 
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Post » Mon May 28, 2012 12:09 am

Woot thread #2 I really enjoy this mod. Have you thought about a witch option? Start off somewhere with a Hagraven and some witches.



I concur. I think fur armor feels more hunterisk then leather, and IMO leather looks a bit feminine when worn on males.

The leather helmet is the most immersion-breaking item in the game to me as well as the entire set looks pathetic. The helmet takes the cake.
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katsomaya Sanchez
 
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Post » Sun May 27, 2012 5:35 pm

I think this solution for my arms bound position issue could added to known issues.

I have these arms with starting as a patron in Riverwood's Sleeping Giant Inn. I can confirm the simple solution too.
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lydia nekongo
 
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Post » Mon May 28, 2012 2:02 am

I'd still like to see an option for archtypes that are not associated with a guild. Something like a wandering scholar/priest for mages that has recently traveled to Skyrim for some reason or another. You could choose to be a retired soldier or mercenary traveling to Skyrim. And then something for the rogues. Sorry, nothing is coming to mind right off hand. Maybe a cutpurse, smuggler or something.
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Annika Marziniak
 
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Post » Sun May 27, 2012 4:05 pm

I haven't read most of the comments, but I'd also like to add (in addition to my fur armor request) that when I tried the bandit option, I zoned into the mine and was immediately assaulted by the bandit miner. When zoning back out, I was immediately assaulted by the bandit girl that I was spawned next to, and who previously was not attacking me.

Edit: And of the 2 Inn patron options, I wasn't in any way in charge of the inn, or even of patron status. I couldn't use the chest and I had to pay for the bed like normal. Is this supposed to happen?
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GRAEME
 
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Post » Sun May 27, 2012 10:12 pm

Are there any mods that would conflict with LAL opening scripts or quest? Frostfall, Imp'sMCN, Reneer'sCO, and GSC are the mods I can see starting on character creation.

Now this doesn't happen all the time, but on occasion, the Statue of Mara will be completely unresponsive along with the Live Another Life quest banner not appearing. I assume the script isn't firing for some reason.

Is there a console command to start the script if it doesn't work?

I am using 1.4.27 and LAL 1.2 installed via NMM having uninstalled 1.1 (w/NMM) prior. So, should be no loose files.

Thanks for the wonderful mod, Arthmoor.
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Teghan Harris
 
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Post » Mon May 28, 2012 4:35 am

Honestly I have no idea. I haven't begun using that many mods just yet. Lots of stuff, but most of it isn't generally my thing. So I don't know if any of what you listed would conflict.

Best I can tell you is that if any of them directly touches MQ101 then yes, they would conflict. It doesn't seem like they should though since MQ101 is strictly used for the character generation and Helgen sequence.

What you're describing with the statue and quest banner not showing up could be the result of running with dirty copies of the old files. That's why the upgrade instructions specifically say to get rid of them before installing the new version. Best to make sure nothing got left behind, including the loose compiled script for MQ101.
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Connie Thomas
 
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Post » Mon May 28, 2012 3:42 am

Edit: And of the 2 Inn patron options, I wasn't in any way in charge of the inn, or even of patron status. I couldn't use the chest and I had to pay for the bed like normal. Is this supposed to happen?

Patron means customer, not owner.
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Sarah Knight
 
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Post » Sun May 27, 2012 5:05 pm

Yes, that it does, but I'll see what I can do about applying a week's rent to the room or something. The chest however won't be marked as yours because that's not going to be permanent storage.
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kelly thomson
 
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Post » Sun May 27, 2012 7:35 pm

Patron means customer, not owner.

That's why I said that I wasn't in charge of the inn, or even of patron status.

Edit: But yeah, @ Arthmoor: Any chance on that fur armor instead of leather for the camp site alt start?
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Alex [AK]
 
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Post » Sun May 27, 2012 7:41 pm

Yes, that it does, but I'll see what I can do about applying a week's rent to the room or something. The chest however won't be marked as yours because that's not going to be permanent storage.
Another possibility could be that you're there in the inn, because a long distant relative has suddenly passed away and you have inherited what your cousin or uncle has stored in the chest. :smile:
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Hella Beast
 
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Post » Sun May 27, 2012 2:37 pm

Edit: But yeah, @ Arthmoor: Any chance on that fur armor instead of leather for the camp site alt start?
Can't hurt, and it's a slight bit of extra variety. Rather silly that it also doubles as bandit armor.
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Kay O'Hara
 
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Post » Sun May 27, 2012 7:41 pm

Can't hurt, and it's a slight bit of extra variety. Rather silly that it also doubles as bandit armor.

What about giving Fur to Hunters and Hide or Scaled to Bandits?
I think that would be better than the current ones. I don't like Leather at all anyway, it looks so fugly.
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Ernesto Salinas
 
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Post » Sun May 27, 2012 9:26 pm

I don't like Leather at all anyway, it looks so fugly.

qft
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Claire Lynham
 
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Post » Sun May 27, 2012 3:26 pm

Patron means customer, not owner.
Actually, a secondary meaning of patron is "proprietor of an establishment" according to Webster's 3rd unabridged.
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m Gardner
 
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Post » Mon May 28, 2012 12:12 am

Hence the inclusion of both definitions in my post. I wasn't sure which were supposed to be happening, as neither were. :sorcerer:
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Eibe Novy
 
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Post » Sun May 27, 2012 1:27 pm

Any updates on an update eta?
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barbara belmonte
 
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Post » Sun May 27, 2012 2:02 pm

This is one great mod. My guy, with Frostfall, and Imp's More Complex Needs, was raided by bandits. He struggled to a mill ( which he found of his own accord - immersive HUD ftw) where the owner refused to help him for fear of reprisal, so he stole her food and hiked to Windhelm were he's struggling to make enough money to get by without starving.
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john page
 
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Post » Sun May 27, 2012 3:00 pm

Any updates on an update eta?
Not yet. Ran into the dreaded "my arms are stuck" bug on both of the civil war starts. No idea why. I can't issue an update knowing this is there. I can't figure out how to undo it either. There don't seem to be any commands anywhere in the vanilla Helgen setup that cause this, so I don't get why it would happen like this either.
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FoReVeR_Me_N
 
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Post » Mon May 28, 2012 2:29 am

What would be awesome is a start for 'I am a famed criminal shunned from society' with a 1k gold bounty in all holds, even more hardcoe than 'Bandit' start.
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hannah sillery
 
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Post » Sun May 27, 2012 10:11 pm

What would be awesome: beginning in a small village (in its own worldspace) as a Khajiit, in Elsweyr. We cannot leave the village but there are some quest in there and when we're done, we can go to Skyrim with a caravan.
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Taylor Bakos
 
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Post » Sun May 27, 2012 12:54 pm

What would be awesome: beginning in a small village (in its own worldspace) as a Khajiit, in Elsweyr. We cannot leave the village but there are some quest in there and when we're done, we can go to Skyrim with a caravan.
That was exactly what Antiscamp did for Oblivion in his http://www.gamesas.com/topic/1165331-relz-dibellas-watch/ mod and I know that he is working on the http://www.fliggerty.com/phpBB3/viewtopic.php?f=103&t=4907 mod, which be the same concept as Dibella's Watch. Perhaps he'll add an alternate starting position. :biggrin:

How about a starting position in http://www.tesvskyrim.com/skyrim-content-14-primby-village?
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lucy chadwick
 
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Post » Mon May 28, 2012 3:50 am

This mod compatible with open cities? I used the thieves guild start and now i cant get the fast travel markers for riften or whiterun. Seems the open cities ones arw gone. Also riften is a ghost town now. I think everyone is in the 'old' closed for riften. I assume waiting a week or so will reset the npcs into the correct version of the city?
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Javier Borjas
 
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Post » Sun May 27, 2012 7:23 pm

Griz, you need to remove open cities. Arthmoor has explained the reasons elsewhere. Briefly: the Navmesh bug really messes the open cities mod up and the beta patch makes it even worse along with breaking the CK.
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kennedy
 
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