[RELz] Live Another Life

Post » Tue Jun 19, 2012 5:12 am

First, thanks for adding this mod, like using it so far, but I ran into some weirdness that probably could be fixed:

Helgen, visiting it after picking someplace else, following the original route, the tower isn't broken (where the dragon broke through to roast a guy), the underground area, walking to go through a hallway causes the dragon to crash the ceiling to the floor so you can't go through.

The bed segment of your quest never finishes (may want to, as it looks incomplete, plus it's still targetable later). I was wondering where that quest pointer was aiming at.

For the outlaw in the wild, perhaps place another NPC that is non-combat (a bandit), that offers buying and selling of things? Since when you're out in the wild, its hard to find people to sell to that will when you've got bounties (and can't get into a town without guards after guards chasing you).

And my requests for additions:

Forsworn (yes please)
Witches (not sure if this one is applicable, but who knows)
Silver Hand (the werewolf hunters)
Caravan (this one, not sure of, you may need to make a new faction), for Khajiits.

GuruSR.
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Tue Jun 19, 2012 2:36 am

One small thing I noticed. When using this mod and Dragoneffects mod, the dragoneffects book appears in your inventory when you spawn in the choosing room but vanishes after you exit. You simply need to wait unti you've chosen a destiny and spawned in the "world" before adding the dragoneffects mod and the book will then spawn with you no problems.

yep i found this also,

i have realistic lighting mod which makes darkness actually dark, and i couldnt even see the bed in that jail cell, i just had to guess and wait for the marker to pop up,

obviously the creator doesnt use much mods, that add darkness.

personally id like to be able to see the whole room but for the amount of time your in there i guess its not important.

but great mod reguardless
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Tue Jun 19, 2012 4:21 am

yep i found this also,

i have realistic lighting mod which makes darkness actually dark, and i couldnt even see the bed in that jail cell, i just had to guess and wait for the marker to pop up,

obviously the creator doesnt use much mods, that add darkness.

personally id like to be able to see the whole room but for the amount of time your in there i guess its not important.

but great mod reguardless

Should be a easy request to just drop a light source in it, im sure it would only take a couple minutes.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Tue Jun 19, 2012 2:03 am

Thank you for releasing this. This should've been done in the vanilla game.
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Tue Jun 19, 2012 7:56 am

Should be a easy request to just drop a light source in it, im sure it would only take a couple minutes.
Well unless this realistic lighting mod everyone is on about is completely gimped, the update for this mod should resolve that with the existing light source. The reference bulb in the cell somehow got itself convinced I wanted a radius of 110.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Tue Jun 19, 2012 5:27 am

Well unless this realistic lighting mod everyone is on about is completely gimped, the update for this mod should resolve that with the existing light source. The reference bulb in the cell somehow got itself convinced I wanted a radius of 110.
Will the light still be shadow dependent?
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue Jun 19, 2012 5:56 pm

It will, and before someone asks, I've also repositioned the start marker so you'll not run into big shadow bars on your body/head. If you're forcing the game to turn the shadows off entirely, that's not really my problem. I've checked the UI on the launcher and it has no method for doing so there. Only for lowering the detail level.
User avatar
carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Tue Jun 19, 2012 9:00 am

I finally downloaded and tried this. Wow, it's really great. Excellent work, Arthmoor!
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Tue Jun 19, 2012 4:35 pm

I have some suggestions for you:

"You are a Vigilant of Stendarr, tasked with clearing Daedric minions from the world."

And, if you feel up for the scripting:

"You are a prisoner..."

"... of the Thalmor, being escorted to your death" [probably the torture room in their embassy]
"... of the Imperials, being escorted to your death" [probably in Solitude, after a stay in prison]
"... of the Stormcloaks, being escorted to your death" [Windhelm?]

The idea, here, would be that when you venture too far from your guards, they turn hostile. Also, if you wait too long without trying to escape, bad things start to happen (or maybe you just get your head chopped off).

"You are being helf for ransom..."
perhaps in Mistwatch? But then you would need to take the "Frightened Woman" out of the game, or force her to meet you shortly after you escape.

"You are a sacrificial victim..."
this might give you a dragaur or falmer or necromatic start without any long-term membership in those factions.

Meanwhile, for long-term faction membership in normally non-player factions, Is there a way to introduce a mechanism to convert items to owned items if a faction member is within detection distance when you encounter them? If not, I think that it's not much fun to stumble over heaps of treasure where no one cares if you take everything of theirs.

Apprentice starts: You might also give the player apprentice starts. This might need some further story (like maybe the player being unjustly accused and the shop owner breaking association to avoid losing sales, or maybe staged thugs in the shop -- with similar consequences).
User avatar
latrina
 
Posts: 3440
Joined: Mon Aug 20, 2007 4:31 pm

Post » Tue Jun 19, 2012 2:40 am

Very intruiging mod - definitely going to get this when you've added the necromancer 'life'.
User avatar
Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

Post » Tue Jun 19, 2012 5:48 pm

Thanks for the effort and hope you're able to make progress on disabling the main quest.

I would like to play with the main quest disabled, but still have dragons in the game (as if someone else is the hero). However I know some people would like to RP with the dragons disabled... would it be easy enough to have two versions of the MQ disabled, one with dragons and one without?

Again thanks for your efforts, this is a must have for me :]
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Tue Jun 19, 2012 5:47 pm

You can already play vanilla with the MQ "disabled" by simply not pursuing it. If you never kill that first dragon outside of Whiterun, the MQ never truly gets started and no dragons will ever appear beyond Alduin's first showing.

It isn't practical for this mod to go through and scrub all mention of dragons everywhere if that's what you're hoping for. Too many dialogue hooks to consider. So many it'd probably be impossible to find them all.

It's certainly not possible to have dragons yet have the MQ disabled since dragons are tied directly to the MQ.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Tue Jun 19, 2012 7:26 am

I would really like to see a Forsworn start for this mod. I'm not sure how difficult or practical this would be but I think that it would be a great and interesting addition.

Also, if there are plans to expand, perhaps a quest for each 'origin' to introduce you to the world would make things a bit more immersive.

By the way, great work on this mod!
User avatar
GEo LIme
 
Posts: 3304
Joined: Wed Oct 03, 2007 7:18 pm

Post » Tue Jun 19, 2012 12:17 pm

A Forsworn start is on the todo list. Though I'm suspecting that will suffer the same problem the bandit and vampire starts are suffering. Attacking members of those factions while the player is a member does nothing to anger other members who aren't actively fighting you. I need to find some way to detect when the player attacks someone in one of these factions and then removes them. The normal hostility reactions are not working to do this on their own.

Long term, this isn't going to be able to stand anyway. I'm going to need to take the player out of these factions upon leaving the areas anyway or it becomes far too easy to loot every last vampire/bandit cave in the whole world. Bandits and vampires don't strike me as the type to have province wide loyalty and friendship to complete strangers in their lairs.
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Tue Jun 19, 2012 6:39 am

I am not familiar with the CK in anyway, but could it be possible to localise the friendly recognition, so it only occurs in the one area?
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Tue Jun 19, 2012 2:54 am

Great mod, Arthmoor. This is as essential as your Alternative Beginnings was for Oblivion and I see it's only going to get better. :cool:
User avatar
Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Tue Jun 19, 2012 5:23 am

I am not familiar with the CK in anyway, but could it be possible to localise the friendly recognition, so it only occurs in the one area?
That's not really the issue. I could modify the trigger box code I just wrote to put you back into the appropriate faction upon returning to the area but that doesn't help with someone deliberately massacring the population by exploiting the game's refusal to turn them hostile toward you if you attack.
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue Jun 19, 2012 12:59 pm


That's not really the issue. I could modify the trigger box code I just wrote to put you back into the appropriate faction upon returning to the area but that doesn't help with someone deliberately massacring the population by exploiting the game's refusal to turn them hostile toward you if you attack.
There is a set of non hostile bandits in game if you return a certain ring for the boss without killing them?! you could look at that?! or couldnt you just make theu set of vamps/bandits your start with a unique faction? sorry im not familar with the ck so im just guessing to try and help lol
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue Jun 19, 2012 12:39 pm

They're all generic bandits and vampires though, so no, not without creating a substantial compatibility issue.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Tue Jun 19, 2012 7:14 am

They're all generic bandits and vampires though, so no, not without creating a substantial compatibility issue.
oh ok sorry i dont really know what im talking about you see, ive never modded a tes game i just wanna help if i can as all you modders make my game/day lol! you see i just thought id mention that set of bandits because they are hostile when you first meet them but end up being friendly once you complete the quest unless you attack them again. So i thought it might have some code attached to sort out the problem you described, sorry i cantbe more speciafic i cant remember the name of the fort.
User avatar
Chloé
 
Posts: 3351
Joined: Sun Apr 08, 2007 8:15 am

Post » Tue Jun 19, 2012 11:10 am

You could always make the bandits not generic, make them a different set of bandits with a specific name (similar to the Silver Hand, they're basically just bandits with a different name display) and then give those new NPC entries a unique faction that would be friendly to you.
User avatar
Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Tue Jun 19, 2012 7:54 am

You could always make the bandits not generic, make them a different set of bandits with a specific name (similar to the Silver Hand, they're basically just bandits with a different name display) and then give those new NPC entries a unique faction that would be friendly to you.
i sujested that a min ago apprently it would cause incompatability issues, so it may have to be a more usual solution. im not exsperenced enough to tell you why sorry.
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Tue Jun 19, 2012 5:34 am

I hope you can answer this: How did you teleport the player from the first spawn point around Helgen to the prison cell?

Can you please show me exactly how you did it? I looked through the esp. and couldn't find anything useful that could help me figure out how it works.

This is for my conversion mod that's going to be filled with interesting lore information and such that's specifically for it. I pray that I can get help to be able to make a nice transition instead of the classical "finish the intro quest and then go through this door" kind of immersion breaking junk.

Please help. :)
User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Tue Jun 19, 2012 7:02 am

Check MQ101, stage 0. The condition check for MQQuickstart == 5. You don't ever need to send the player into Helgen at all.
User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Tue Jun 19, 2012 10:46 am

Hello Arthmoor!

If I choose Soldier, do I get to complete civil war quest line without playing MQ?
User avatar
Luis Longoria
 
Posts: 3323
Joined: Fri Sep 07, 2007 1:21 am

PreviousNext

Return to V - Skyrim