[RELz] Alternative Beginnings

Post » Wed Mar 30, 2011 10:50 am

Version 1.1.2

* Modified the OBSE detection to behave the same way as is being used in my other mods. There may have been a slip-up somewhere with the initial method used in ALB.
* The Dark Brotherhood start did not provide you with the Cheydinhal Abandoned House key.
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james tait
 
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Post » Wed Mar 30, 2011 2:59 pm

Version 1.1.3

* Added a command to unlock the vanilla abandoned house door for the Dark Brotherhood start. Vanilla Oblivion assigns no key to this door.
* The house ownership start has been modified to indicate what class each house is in (lower, middle, upper).
* Updated the OBSE detection for the new Open Cities Reborn filenames.
* Made sure the vampire start provides the player with all of the abilities they should have for a stage 4 vampire.
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sarah simon-rogaume
 
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Post » Wed Mar 30, 2011 4:55 am

Hmm, I was able to produce a key and get out of the Sanctuary with additem 000034F3. I haven't tried going back in though. Is that what you mean?
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Patrick Gordon
 
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Post » Wed Mar 30, 2011 11:21 am

The UOP set the key on the lock so if you've got the UOP (and why wouldn't you!) then you'll have no issue getting out.
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GLOW...
 
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Post » Wed Mar 30, 2011 6:41 am

I found a small problem I think may be related to this I really can't be sure. I run Enhaned Water HD 2.0 and this together, whenever I use the shipwreck start the water all around the area after exiting the ship is clear I can see the ocean floor, the reflections are there, fog works underwater but above water you can see down below. However this seems to fix itself after loading a save once I reach the shore, maybe even before that. It's like something the ship does to the water doesn't get undone till the game is reloaded then all is fine. Nothing is wrong with the water any other time, only after exiting the shipwreck.
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Reven Lord
 
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Post » Wed Mar 30, 2011 4:59 am

Not much I can really do with that though. The mod doesn't change anything about water. It only places a ship for the shipwreck start. Enhanced Water 2.0 does have a tendency to allow seeing pretty deep though, even well into the game. It's one reason I like that water mod.
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!beef
 
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Post » Wed Mar 30, 2011 11:58 am

I want to change the start location for the "An outlaw in the wilds." option. I've extracted the scripts using the Oblivion Script Dumper GUI.
I was wondering if you could outline the flow between scripts? I understand the ALBChooseLocationScript. Is the ALBChargenQuestScript the main script or do they all run concurrently?
Where is ALBPlayerOutlawStart defined? In the esp!
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Kelsey Hall
 
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Post » Wed Mar 30, 2011 8:23 am

You want ALBMoveToStartScript, specifically the block that starts off with if( ALBChargenQuest.OutlawPicked == 1 )

You can either change the target to a new marker somewhere else, or move ALBPlayerOutlawStart to a new location. That marker is found in the exterior cell for Fort Ash. It's probably easiest just to move the marker to somewhere else.
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ladyflames
 
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Post » Tue Mar 29, 2011 11:56 pm

Does this keep the option of playing the normal start also?
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 12:43 am

No it doesn't, I've suggested it before. Maybe someday it will, but that's up to Arthmoor.
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TOYA toys
 
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Post » Tue Mar 29, 2011 11:45 pm

Keeping the normal start voids the purpose of using an alternate start mod, yes? You'd literally have a mod in your load order that served no purpose in that case.

Besides, the necessary changes to make alt-starts work aren't compatible with keeping the vanilla start in place.
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Symone Velez
 
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Post » Wed Mar 30, 2011 11:08 am

Alternate Start Revamped has a "Prison" start that functions the same as starting the game normally. So it's not impossible to have both.

Having a normal start comes in useful if you need to test the normal start, create a new character without removing mods or you have a shared game. I've also used it a few times to go back to the Start Choices menu and go through the normal start which debugged the main quest for me and got it working as normal.
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Del Arte
 
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Post » Wed Mar 30, 2011 7:15 am

What do you think about adding ability to start in Shivering Isles if player character is Dark Seducer/Golden Saint? For example in corresponding base (Pinnacle Rock/Brellach)? And same for Dremora/Xivilai. I once made a mod doing this with various level of success, but I lost it for reason or another. Small nod like that for custom races would be quite nice.
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Danial Zachery
 
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Post » Wed Mar 30, 2011 2:10 am

That would be radical to start in the SI! Or how about start as a knight in training for the KOT9?
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Rachel Tyson
 
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Post » Wed Mar 30, 2011 1:36 am

I've a question concerning the start of the main quest. I've spent now at least half an hour running around Fort Ash in a widening spiral, unfortunately I've not found the dead adventurer. Could you please give me a hint?

Or might it be a mod conflict? Here's my mod list:
Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== Active Mod Files:* 00  Oblivion.esm* 01  All Natural Base.esm  [Version 1.3]* 02  Cobl Main.esm  [Version 1.72]* 03  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]* 04  TamrielTravellers.esm  [Version 1.39c]* 05  HorseCombatMaster.esm* 06  Idle Dialogue.esp* **  Cobl Races TNR.esp  [Version 1.53]* **  Cobl Races TNR SI.esp  [Version 1.53]* 07  Unofficial Oblivion Patch.esp  [Version 3.3.5]* 08  DLCShiveringIsles.esp* 09  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]* ++  Shivering OOO.esp* **  Oblivion Vwalk UOS.esp* **  DLCShiveringIsles Vwalk UOS.esp* **  DLCShiveringIsles Vwalk DG_DS UOS.esp* 0A  All Natural.esp  [Version 1.3]* 0B  All Natural - SI.esp  [Version 1.3]* 0C  Enhanced Water v2.0 HDMI.esp* 0D  All Natural - Real Lights.esp  [Version 1.3]* 0E  WindowLightingSystem.esp* 0F  1em_GiveAGift.esp  [Version 1.2]* ++  Item interchange - Extraction.esp  [Version 0.76]* 10  RAEVWD Cities.esp  [Version 1.9]* 11  RAEVWD New Sheoth.esp  [Version 1.6.1]* 12  RAEVWD Imperial City.esp  [Version 1.9]* 13  Enhanced Economy.esp  [Version 5.2.2]* 14  Display Stats.esp  [Version 2.0.1]* 15  DropLitTorchOBSE.esp  [Version 2.4]* 16  Duke Patricks - Follow That Actor.esp* 17  Duke Patricks - Friendship Ring For Companion Detection.esp  [Version 1.8]* 18  Quest Log Manager.esp  [Version 1.3.2]* 19  Streamline 3.1.esp* 1A  Map Marker Overhaul.esp  [Version 3.8]* 1B  Map Marker Overhaul - SI additions.esp  [Version 3.5]* 1C  DLCHorseArmor.esp* 1D  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]* 1E  DLCOrrery.esp* 1F  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]* **  DLCOrrery Vwalk.esp* 20  DLCVileLair.esp* 21  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]* 22  DLCMehrunesRazor.esp* 23  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]* **  DLCMehrunesRazor Vwalk UOP.esp* 24  DLCSpellTomes.esp* ++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]* **  EVE_StockEquipmentReplacer.esp* 25  ElyndasLostDressesHGEC.esp* 26  Sinblood's Widow Dress.esp* 27  sluggosilkdancer.esp* 28  SkeuomorphT3.esp* 29  Slof's Horses Base.esp* 2A  kuerteeHorseCommands.esp* 2B  Dude Wheres My Horse.esp* 2C  DLCThievesDen.esp* 2D  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]* **  DLCThievesDen Vwalk UOP.esp* 2E  Cobl Glue.esp  [Version 1.72]* 2F  Cobl Si.esp  [Version 1.63]* ++  Cobl Tweaks.esp  [Version 1.44]* 30  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]* ++  OOO-DLT_Remover.esp  [Version 1.33]* **  Oscuro's_Oblivion_Overhaul Vwalk.esp* 31  OOO 1.32-Cobl.esp  [Version 1.72]* 32  TamrielTravellers4OOO.esp  [Version 1.39c]* **  TamrielTravellers4OOO Vwalk.esp* 33  TamrielTravellersItemsCobl.esp  [Version 1.39c]* 34  ShiveringIsleTravellers.esp  [Version 1.39c]* **  ShiveringIsleTravellers Vwalk.esp* ++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]* **  EVE_StockEquipmentReplacer for OOO.esp* 35  EM_CompInnsleeping.esp  [Version 0.9]* 36  AleswellHomeQuest.esp* 37  Better Benirus Manor.esp  [Version 4.71]* 38  Better Benirus Manor - AN Patch - Natural.esp* 39  BravilBridgeCottage.esp  [Version 2.1]* 3A  EM_RedRoseManor.esp  [Version 1.1]* 3B  EMRedRoseAddonCOBL.esp* 3C  EM_Packdonkeys.esp  [Version 1.1]* 3D  FishermansCottage.esp  [Version 2.3]* 3E  FishermansCOBLaddon.esp* 3F  FishermansCottage-LostCoast patch.esp  [Version 1.0.0]* 40  LakesideHome.esp  [Version 1.1]* 41  LakesideHomeCOBLaddon.esp* 42  RoxeyCottage.esp  [Version 2.1]* 43  RoxeyCottageCOBLaddon.esp* 44  The Ayleid Steps.esp  [Version 3.4]* **  The Ayleid Steps Vwalk.esp* 45  WaterlilyCottage1.esp  [Version 1.1]* 46  DLCBattlehornCastle.esp* 47  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]* 48  Artificerens Battlehorn Coblized.esp* 49  DLCFrostcrag.esp* 4A  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]* **  DLCFrostcrag Vwalk.esp* 4B  Knights.esp* 4C  Knights - Unofficial Patch.esp  [Version 1.1]* **  Knights Vwalk UOP.esp* **  EVE_KnightsoftheNine.esp* 4D  The Lost Spires.esp* **  The Lost Spires Vwalk.esp* 4E  road+bridges.esp  [Version 4.6.1]* 4F  Faregyl.esp  [Version 2.0.2]* **  Faregyl Vwalk.esp* 50  Feldscar.esp  [Version 1.0.9]* **  Feldscar Vwalk.esp* 51  Molapi.esp  [Version 1.0.1]* 52  Vergayun.esp  [Version 1.0.7]* **  Vergayun Vwalk.esp* 53  xuldarkforest.esp  [Version 1.0.5]* 54  LostSpires-DarkForest patch.esp* 55  xulStendarrValley.esp  [Version 1.2.2]* 56  xulTheHeath.esp* 57  XulEntiusGorge.esp* 58  xulFallenleafEverglade.esp  [Version 1.3.1]* 59  LostSpires-Everglade patch.esp* 5A  xulColovianHighlands_EV.esp  [Version 1.2.1]* 5B  xulChorrolHinterland.esp  [Version 1.2.2]* **  xulChorrolHinterland Vwalk.esp* 5C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]* 5D  xulBravilBarrowfields.esp  [Version 1.3.3]* **  xulBravilBarrowfields Vwalk.esp* 5E  xulLushWoodlands.esp  [Version 1.3.1]* 5F  xulAncientYews.esp  [Version 1.4.3]* 60  WaterlilyCottage-AncientYews patch.esp  [Version 1.0]* 61  xulAncientRedwoods.esp  [Version 1.6]* 62  xulCloudtopMountains.esp  [Version 1.0.3]* 63  xulArriusCreek.esp  [Version 1.1.3]* 64  xulPatch_AY_AC.esp  [Version 1.1]* 65  xulRollingHills_EV.esp  [Version 1.3.3]* **  xulRollingHills_EV Vwalk.esp* 66  xulPantherRiver.esp* 67  xulRiverEthe.esp  [Version 1.0.2]* 68  xulBrenaRiverRavine.esp  [Version 1.1]* **  xulBrenaRiverRavine Vwalk.esp* 69  xulImperialIsle.esp  [Version 1.6.7]* **  xulImperialIsle Vwalk.esp* 6A  xulBlackwoodForest.esp  [Version 1.1.0]* 6B  xulCheydinhalFalls.esp  [Version 1.0.1]* 6C  xulAspenWood.esp  [Version 1.0.2]* **  xulAspenWood Vwalk.esp* 6D  xulSkingradOutskirts.esp  [Version 1.0.1]* **  xulSkingradOutskirts Vwalk.esp* 6E  xulSnowdale.esp  [Version 1.0.2]* 6F  Feldscar+Snowdale Patch.esp  [Version 1.0]* 70  OOO-Snowdale Patch.esp* 71  xulCliffsOfAnvil.esp  [Version 1.12]* 72  OOOCliffsofAnvilPatch.esp  [Version 1.0]* **  xulCliffsOfAnvil Vwalk.esp* 73  xulSilverfishRiverValley.esp  [Version 1.0.1]* 74  Lost Spires + Silverfish River Patch.esp  [Version 1.0]* 75  NRB4+UL-II Patch.esp  [Version 5.0.1]* 76  Frostcrag Village.esp  [Version 1.0.2]* **  Frostcrag Village Vwalk.esp* 77  Harvest [Flora].esp  [Version 3.0.0]* ++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]* ++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]* 78  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]* 79  Birthsigns Expanded.esp  [Version 3.21.]* 7A  HUD Status Bars.esp  [Version 4.2]* 7B  DS Portable Sorters.esp  [Version 1.3]* 7C  EVE_ShiveringIslesEasterEggs.esp* ++  Enhanced Vegetation [100%].esp* 7D  Soulgem Magic.esp  [Version 1.0]* 7E  Alternative Beginnings.esp  [Version 1.1.1]* 7F  RefScope.esp  [Version 2.1.2]* 80  RenGuardOverhaul.esp* 81  Duke Patricks - Combat Archery.esp  [Version 5]* 82  Deadly Reflex 5 - Timed Block with no damage or durability changes.esp* 83  DeadlyReflex 5 - Combat Moves.esp* 84  Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp  [Version 7.1]* 85  nGCD.esp* 86  nGCD Oghma Infinium.esp* ++  nGCD Skeleton Key.esp* 87  Sneaking Detection Recalibrated.esp* 88  The Versatile Adventurer.esp* ++  Item interchange - Placement.esp  [Version 0.76]* 89  1em_Vilja.esp  [Version 3.1]* **  1em_Vilja OOO FCOM Fix.esp* ++  1em_Vilja_custom_hair.esp* 8A  ViljainAleswell.esp  [Version 1.1]* 8B  ViljainRedRoseManor.esp* 8C  Companion Neeshka.esp* **  Companion Neeshka Vwalk.esp* 8D  RhiannaII.esp* ++  EVE_KhajiitFix.esp* 8E  TRAP.esp* 8F  Automatic Timescale.esp  [Version 1.1.1]* ++  Faction Rank Fix.esp* **  NRB4 Standard Road Record.esp* ++  OOO Harvest Containers Filter patch for mods.esp  [Version 1.03]* **  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]* 90  Bashed Patch, 0.esp= Cobl RulesThis ruleset covers Cobl (Common Oblivion) and related mods.

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Sarah Unwin
 
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Post » Wed Mar 30, 2011 2:58 am

I've a question concerning the start of the main quest. I've spent now at least half an hour running around Fort Ash in a widening spiral, unfortunately I've not found the dead adventurer. Could you please give me a hint?


The corpse is on the ground floor, so you would have seen it by now if it was there. I have also experienced it going missing, in my case I believe it wasn't conflicting mods, but that the corpse was sinking into the ground. I realised this because on numerous later playthroughs, when I'd wander through the fort I'd notice the body had sunk most of the way into the ground (in some cases just an arm or leg remaining).
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Marguerite Dabrin
 
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Post » Wed Mar 30, 2011 11:58 am

Thanks Arthmoor! A nice selection of alternate ways to begin the game. I appreciate your time and effort in making this mod. Keep up the good modding!
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Eilidh Brian
 
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Post » Wed Mar 30, 2011 9:21 am

I had to re-install Oblivion to do a quick patch for an old mod. Alternative Beginnings spared me a bunch of pain.

For those of us who have played the game 100+ times, this mod is a godsend. Thanks. :goodjob:

-Deep
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Cameron Garrod
 
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Post » Wed Mar 30, 2011 12:51 am

Not much I can do about the issue with the body. I don't recall ever having that sort of problem with other mods. Plus, moving the body up off the landscape would remove it from casual view. Not everyone reads the semi-spoilerish part of the readme :)
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~Amy~
 
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Post » Wed Mar 30, 2011 12:31 am

You could make his body hold a torch so it's more visible. Unless you've done that already.
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krystal sowten
 
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Post » Wed Mar 30, 2011 2:04 pm

The corpse is on the ground floor, so you would have seen it by now if it was there. I have also experienced it going missing, in my case I believe it wasn't conflicting mods, but that the corpse was sinking into the ground. I realised this because on numerous later playthroughs, when I'd wander through the fort I'd notice the body had sunk most of the way into the ground (in some cases just an arm or leg remaining).

I've seen that happen to corpses a few times, so that may well be the answer. I've checked all of Fort Ash again after seeing your post, even using TCL to look underground, so I guess it's probably fallen into Oblivion by now. :whistling: I was quite close to Fort Ash early in the game but got distracted, I only reached it after a lot of game hours. So that first visit may well have triggered the start of the sinking and by the time I returned it was gone.

Not much I can do about the issue with the body. I don't recall ever having that sort of problem with other mods. Plus, moving the body up off the landscape would remove it from casual view. Not everyone reads the semi-spoilerish part of the readme :)

I've found the RefId of the amulet on the wiki, I've tried to use player.moveto, but that doesn't work. I guess that means player.additem will be the way to go. Will I also need the note to start the quest? If yes, do you happen to have the RefId of the note handy?
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Katie Louise Ingram
 
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Post » Wed Mar 30, 2011 5:36 am

You want ALBMoveToStartScript, specifically the block that starts off with if( ALBChargenQuest.OutlawPicked == 1 )

You can either change the target to a new marker somewhere else, or move ALBPlayerOutlawStart to a new location. That marker is found in the exterior cell for Fort Ash. It's probably easiest just to move the marker to somewhere else.
Arthmoor,

I created a Wanderer. Someone traveling from Morrowind to Tamriel. Along with Real Hunger/Sleep type mods to see if I could survive the trip. So I started from cell [54,-3] with a tent and two sacks of food and health.
I wanted to add a separate option, but I used the Outlaw option for now.
If you like this idea feel free to add it. I can send the changes or ESP if you need it.

Thanks for you help!
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Mashystar
 
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Post » Wed Mar 30, 2011 2:09 pm

I've found the RefId of the amulet on the wiki, I've tried to use player.moveto, but that doesn't work. I guess that means player.additem will be the way to go. Will I also need the note to start the quest? If yes, do you happen to have the RefId of the note handy?

Forget the question about the note, it's a lot easier to simply use SetStage MQ02 25. (Now why didn't I think of that before trying to find the Refid of the note in the CS. :blush: )
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Samantha Wood
 
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