[RELz] Live Another Life

Post » Tue Jun 19, 2012 4:30 am

Hi Arthmoor:

Glad you're here and glad you started with alternative start mod, been looking for one since I first played Skyrim. Now, if you have some time, Skyrim Travel Service would be a very nice complement to this :)
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Laura Hicks
 
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Post » Tue Jun 19, 2012 4:56 am

I'm also a fan of a Bandit Start idea where the group are unique 'Bandits' in their own faction that remain friendly to you. Would be fun to be able to visit them throughout the gameplay.
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Charlotte X
 
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Post » Tue Jun 19, 2012 6:18 pm

This mod looks great and it kind of stops me from making my own which would have been similar. Does your mod remove the main character from the Dragonborn quest?

Perhaps you could add a version or feature that made it so the main PC did not earn Shouts and was never a Dragonborn to begin with? Unless of course one chooses the original beginning.
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Ross Zombie
 
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Post » Tue Jun 19, 2012 7:58 am

I'm also a fan of a Bandit Start idea where the group are unique 'Bandits' in their own faction that remain friendly to you. Would be fun to be able to visit them throughout the gameplay.
Would be nice if they even had a few of the amenities that towns offer (beds, armorer, etc.) :)
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Melissa De Thomasis
 
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Post » Tue Jun 19, 2012 5:40 pm

Check MQ101, stage 0. The condition check for MQQuickstart == 5. You don't ever need to send the player into Helgen at all.

I look at the script and I find these two lines:


Game.GetPlayer().MoveTo(NewStartMarker)
NewStartQuest.Start()

What do they mean? I can't find the location from which they come from or teleport the player. Also when I find them as properties, they don't have any sort of obvious linkage to any object in Skyrim. Also, can you please identify what the cell's name is for the prison start up position?

Please help. :/
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Crystal Clear
 
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Post » Tue Jun 19, 2012 5:23 pm

Game.GetPlayer().MoveTo(NewStartMarker)
That tells the game to move the player from wherever they're at to the marker designated as "NewStartMarker". You need to click the properties button and find the one for NewStartMarker. That will tell you the actual location the marker is for.

NewStartQuest.Start()
This one simply tells the quest designated as "NewStartQuest" to start running. The same properties button will also tell you which actual quest this tag belongs to.

When you start a new game, the player has no starting location yet and must be placed in one before you can do anything.
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Manny(BAKE)
 
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Post » Tue Jun 19, 2012 10:25 am

Wow great mod! I want to start a new game just to use it! :)
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lucile
 
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Post » Tue Jun 19, 2012 2:13 pm

That tells the game to move the player from wherever they're at to the marker designated as "NewStartMarker". You need to click the properties button and find the one for NewStartMarker. That will tell you the actual location the marker is for.


This one simply tells the quest designated as "NewStartQuest" to start running. The same properties button will also tell you which actual quest this tag belongs to.

When you start a new game, the player has no starting location yet and must be placed in one before you can do anything.

Why can't you just tell me the name of the marker and the quest? What's so hard about that? Anyhow, the properties say "" for each property value. All the other ones give specific information for what it's linked to.

Why is this so hard to do?
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louise tagg
 
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Post » Tue Jun 19, 2012 2:35 pm

Why can't you just tell me the name of the marker and the quest? What's so hard about that? Anyhow, the properties say "" for each property value. All the other ones give specific information for what it's linked to.

Why is this so hard to do?

He did tell you in the easiest way to explain.
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Emily Jones
 
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Post » Tue Jun 19, 2012 11:43 am

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.

Sadly, there's no way to actually deal with that, but I myself have been using the mod and I've not really found anything wrong with taking little stuff here or there, mostly health potions and such, but to be honest, the game limits whats available anyways by level, so what you're getting really isn't going to be great, plus if you're disliked by towns, who you going to sell the stuff to anyways?

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.

Well, from what I've seen, the ally means don't attack an ally (although I've been attacked or angered by followers I've accidentally hit during combat). My only thought there would be to sound the assault alarm on a hit or two. Besides, if you're part of their community, why not use and take the stuff thats there? I can't see it as a lore break, more of a lore positive, if people run around being wrong and murdering their kin, why should this mod suffer for that cheating behavior?

GuruSR.
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Cartoon
 
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Post » Tue Jun 19, 2012 11:42 am

He did tell you in the easiest way to explain.

Well, can you figure it out their names then?
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louise fortin
 
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Post » Tue Jun 19, 2012 6:06 pm

Well, can you figure it out their names then?
I can't help thinking that in the time it took you to whine about this (16 hours) you might have figured it out yourself.
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Chenae Butler
 
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Post » Tue Jun 19, 2012 1:42 pm

I can't help thinking that in the time it took you to whine about this (16 hours) you might have figured it out yourself.

Thanks for the hateful comment.

I wasn't intentionally whining, I just want this dang thing to work because I've already poured days into my mod and I don't want it to get lost over an immersion breaking start up. I've been truely trying to figure out how to do this for nearly a month and now I feel as if I should just give it all up.

It doesn't make sense to have blank properties that tell the player where to teleport and also what quest to start; it should mess up the game, but somehow it works. It doesn't all add up right. If you want me to stop complaining, would you please help me understand this?
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Arrogant SId
 
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Post » Tue Jun 19, 2012 5:36 am

It would be utterly awesome if you added an option to start as http://www.pcgamer.com/2011/12/10/the-elder-strolls-part-1-fresh-off-the-boat/.
It would be even awesomer if you could default the character to look as goofy as him.
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Jennifer Rose
 
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Post » Tue Jun 19, 2012 8:32 am

Thanks for the hateful comment.

I wasn't intentionally whining, I just want this dang thing to work because I've already poured days into my mod and I don't want it to get lost over an immersion breaking start up. I've been truely trying to figure out how to do this for nearly a month and now I feel as if I should just give it all up.

It doesn't make sense to have blank properties that tell the player where to teleport and also what quest to start; it should mess up the game, but somehow it works. It doesn't all add up right. If you want me to stop complaining, would you please help me understand this?

You may be over thinking this Mythic. I think you should give that scripting a try and see what happens. Another option would be to sign up over at http://tesalliance.org/forums/.

Take a look through the http://tesalliance.org/forums/index.php?/forum/113-esv-skyrim-school/ and if you don't find an answer, post your question there. The people there will try to help you figure this out.
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Damian Parsons
 
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Post » Tue Jun 19, 2012 6:38 am

Very nice :goodjob: The Saarthal quest was actually almost diffcult at level 1 :lmao:
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Dj Matty P
 
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Post » Tue Jun 19, 2012 3:50 pm

Very nice :goodjob: The Saarthal quest was actually almost diffcult at level 1 :lmao:
My first playthrough ever started in Winterhold using the sStartingCell method, and I did Saarthal at level 1 too. Where do I file a complaint because Tolfdir shouldn't leave first grade students alone in a dungeon full of monsters.
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Beth Belcher
 
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Post » Tue Jun 19, 2012 2:02 am



Thanks for the hateful comment.

I wasn't intentionally whining, I just want this dang thing to work because I've already poured days into my mod and I don't want it to get lost over an immersion breaking start up. I've been truely trying to figure out how to do this for nearly a month and now I feel as if I should just give it all up.

It doesn't make sense to have blank properties that tell the player where to teleport and also what quest to start; it should mess up the game, but somehow it works. It doesn't all add up right. If you want me to stop complaining, would you please help me understand this?

It's probably best you open a seperate thread in the CK section about thia (or over at TESA) as it's off topic.

As for the faction friendly thing, that svcks. Hopefully you find some way of overcoming that.
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Melung Chan
 
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Post » Tue Jun 19, 2012 4:09 am

Just a quick thought, as I'm about to release a race management mod to the Nexus (as fast as possible as I have to go out and it'll delay usage). Wouldn't creating a "BanditPlayerFaction" and setting the Bandit as a Friend not fix the issue? Since if a friend hits another, it's classed as an assault, but an ally usually ignores it. Just a thought.

GuruSR.

Edit: I had Race on my mind, not Faction, meant "BanditPlayerFaction". Oops. And that mod, it's up.
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Cool Man Sam
 
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Post » Tue Jun 19, 2012 3:56 pm

Bandits are a faction, not a race. But if marking them as a friend will get me the result I want, that will simplify things. Player added to "BanditFriends" faction instead, etc. Still not going to make ALL bandits stick as your friends though. That wouldn't make any sense.
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Trevor Bostwick
 
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Post » Tue Jun 19, 2012 8:49 am

Version 1.1

* Tweaks for timing issues on the woodland hunter and Dark Brotherhood starts to try and fix issues with the quest stage sequences that disrupt player animation states.
* Adjusted lighting in the initial prison cell due to a bad radius set on the light reference.
* Fixed a bug in the Thieves Guild start where Brand-Shei would not be in jail where he belongs.
* Fixed a bug where Breezehome still had old junk enabled due to a bad property assignment.
* The bandit start will no longer allow you to kill your fellow bandits with impunity. Be aware that in some cases simply raising your weapon in front of one can get you attacked.
* Modified the prison cell to remove all of the takeable junk. The bed will now explicitly remove only the prison attire instead of everything.
* The two Whiterun start options will now prevent the gate guard from stopping you to block access to the city since you're already inside.
* The bed will no longer start Helgen if no choice has been made yet.
* The Helgen map marker has been removed from the initial map display. It will now be discoverable like all the others.
* Silent audio files on the Mara statue have all been shortened to 2 seconds each.
* Added an option to start as a vampire. This will be a stage 4 disease using Bloodlet Throne as a base.
* Added an option to start as a member of a Khajiit caravan.
* Added an option for hardcoe survivalists where you are left for dead in a remote area.
* Added an option to start as a necromancer holed up in Sinderion's laboratory in Blackreach.
* Added an option to start as a member of a Forsworn tribe. Only available to Bretons.

I'm still looking to do a Thalmor start for high-elf characters, but that's going to take some more research first to make sure I'm not sending people to their deaths. Also going to try and refine the hostility detection so assaulting your target produces the result I'm really after.

Not sure if I'm going to do a witches start. From what I've seen, they appear to desire their isolation and wouldn't necessarily live in groups.
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Nathan Hunter
 
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Post » Tue Jun 19, 2012 5:11 pm

Awesome update. Thanks!
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Tina Tupou
 
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Post » Tue Jun 19, 2012 11:13 am

Version 1.1

* Added an option to start as a member of a Forsworn tribe. Only available to Bretons.

Not sure if I'm going to do a witches start. From what I've seen, they appear to desire their isolation and wouldn't necessarily live in groups.
Perfect just in time for a new game and thanks for the update! :celebration:

How about the opposite? You're capative by the Forsworn and during a dragon attack you survived (not available to Bretons). I know there is a damaged fort near Helgen (either North-East or North-West of Helgen) as a starting location.

In case you didn't know but there is a quest in the Darklight Tower, which has a couple of witches plus a hag so perhaps a couple of witches with some hags as a group do exists.
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phil walsh
 
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Post » Tue Jun 19, 2012 2:01 am

Version 1.1

* Added an option for hardcoe survivalists where you are left for dead in a remote area.

YES!!!!

Can you update the OP?
I've been checking that post rather then wading through all the posts in the thread.

Awesome! This option is DEFINITELY going to make me start a new game.
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Petr Jordy Zugar
 
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Post » Tue Jun 19, 2012 5:02 pm

I am grabbing the update now. Looking forward to trying out the caravan start with my Khajiit.
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Crystal Clear
 
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