[RELz] Live Another Life

Post » Tue Jun 19, 2012 11:39 am

Ya know, the problem with this mod is that there's just too many interesting starts and its going to force me to start a surplus of characters just to play the many that I like >.>

Nice update.
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Trevi
 
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Post » Tue Jun 19, 2012 11:49 am

The text went by way too fast. Might want to try 3 seconds on the silent voices.

My new Khajiit started out somewhere outside Markarth, but no caravan in site. Is that supposed to happen?
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Ice Fire
 
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Post » Tue Jun 19, 2012 6:54 am

Some posts have been removed. Please play nice, fellas.

Thanks.
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QuinDINGDONGcey
 
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Post » Tue Jun 19, 2012 5:16 pm

The text went by way too fast. Might want to try 3 seconds on the silent voices.

My new Khajiit started out somewhere outside Markarth, but no caravan in site. Is that supposed to happen?
Odd, because even at 2 seconds the duration on screen is rather long when I run through it. Looks like one of those things where we can't win :P

The caravan system is a bit weird. You've been added to their faction, but it seems they start out on the move rather than fixed in place and I'm not sure yet how to make them park long enough for the start to feel right.
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Anna Beattie
 
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Post » Tue Jun 19, 2012 2:46 pm

The caravan system is a bit weird. You've been added to their faction, but it seems they start out on the move rather than fixed in place and I'm not sure yet how to make them park long enough for the start to feel right.
You could have them park long enough since they need to restore their health of a recent dragon attack. Another way to have them being parked is to have a little quest for the player to do and that's collect some ingredients.
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Jason Wolf
 
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Post » Tue Jun 19, 2012 8:17 am

Not quite what I was getting at. I'd have them park for as long as it took if I could just figure out how to get them to do that :)
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Benji
 
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Post » Tue Jun 19, 2012 5:08 pm

Not quite what I was getting at. I'd have them park for as long as it took if I could just figure out how to get them to do that :smile:

Make them stay at one of their camps and spawn you there.
They are at each location for a few days at least, should let you spawn there.

Also, maybe make it possible to be a prisoner of one of the factions. Start in the prison of the Thalmor Embassy, Castle Dour or the Palace of Kings Bloodworks.
Then you have to escape and survive with only your clothes and fists.
Heck, make it possible to be a prisoner in a cell at least, maybe one alternative for each city and faction?
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Nichola Haynes
 
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Post » Tue Jun 19, 2012 11:01 am

You already spawn at the site of the caravan outside Markarth. The problem is I can't figure out how to make THEM park themselves there. I'm sure I'm just overlooking something simple, but I'm not seeing it.
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john page
 
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Post » Tue Jun 19, 2012 6:23 am

Hmm, I can't help then. Could it be possible to change thier schedule and delay it until two days after you spawn? Maybe even make them never move and script it such that they will start their regular schedule when you talk to them?

But how about my prisoner suggestion? I realize you got your hands full, but that would be awesome.
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FABIAN RUIZ
 
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Post » Tue Jun 19, 2012 9:19 am

You already spawn at the site of the caravan outside Markarth. The problem is I can't figure out how to make THEM park themselves there. I'm sure I'm just overlooking something simple, but I'm not seeing it.

If they're there on certain days just fast forward time until one of those days and then move the player there?
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djimi
 
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Post » Tue Jun 19, 2012 2:17 am

This is an amazing mod.

Any chance you might add an install option that removes the player from the main quest. That is to NOT be the Dragonborn, to NOT have Shouts (or the ability to learn them). This way a player can truly 'live another life'.
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Shirley BEltran
 
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Post » Tue Jun 19, 2012 5:29 pm

This is an amazing mod.

Any chance you might add an install option that removes the player from the main quest. That is to NOT be the Dragonborn, to NOT have Shouts (or the ability to learn them). This way a player can truly 'live another life'.
Just use this mod
http://skyrim.nexusmods.com/downloads/file.php?id=9048
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Danielle Brown
 
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Post » Tue Jun 19, 2012 1:25 pm

Just use this mod
http://skyrim.nexusmods.com/downloads/file.php?id=9048

Hey thanks. Lol I made a thread once with the same name as this mod. Cool that someone made it. Thanks again.
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Chloe Botham
 
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Post » Tue Jun 19, 2012 2:28 am

But how about my prisoner suggestion? I realize you got your hands full, but that would be awesome.
I think I'll pass on that one. I've been poking around the prisons and discovering that Bethesda has gotten clever and offered up hidden escape routes which would make a scenario like that not much of a challenge and more of an annoyance. You'd also be screwed in those prisons where the only way to use the hidden escape is to pick a lock and you fail at picking the lock.

Getting out of the city once you've made your way out is pretty challenging though. Even for a veteran character since you'd have to abandon your stuff if you fail to pick the lock on the chest holding your gear.

Any chance you might add an install option that removes the player from the main quest. That is to NOT be the Dragonborn, to NOT have Shouts (or the ability to learn them). This way a player can truly 'live another life'.
For the record, no. The closest I'm looking at going with this is to delay the onset of all that by rigging up the system to leave Helgen intact until you get nabbed in the area and trigger its sequence as normal.

Even that may not happen though. It appears as though vast portions of dialogue and scripting assume you were at Helgen and about to be executed. Makes little sense to go to one of the Jarls and have them commenting about it if those events never happened for you.
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lauren cleaves
 
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Post » Tue Jun 19, 2012 1:59 pm

When starting as a Vampire my character does not have the disease to become a vampire nor is he turned into one. This could be a conflict with my own mod. I'm curious, how have you designed the Vampire start? If it's an easy fix I'll make my Vampire mod work in conjunction with yours.
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Helen Quill
 
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Post » Tue Jun 19, 2012 7:50 am

Nothing too special, I don't think. The relevant code snippet:
VampireQuest.VampireChange(Game.GetPlayer())VampireQuest.FeedTimer = 4VampireQuest.VampireStatus = 3GameHour.SetValue(19)

VampireQuest being a property that points to the PCVampireQuest. All I'm doing is setting the feed timer and status to the values the quest expects to transition to stage 4. Which is why I then move the clock forward to 7pm. That way the quest will register that enough time has gone by to warrant advancing. Also so you don't start with the sun up and burn alive upon exiting the dungeon :P
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Life long Observer
 
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Post » Tue Jun 19, 2012 10:30 am

Ah okay thanks for posting that. My mod overhauls everything vampire (including the quest and scripts related). It was the only way I could get it to work. Just means with my mod on I have to add the disease to become a vampire. Works fine after that :D
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pinar
 
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Post » Tue Jun 19, 2012 4:52 am

I've just found a CTD issue with http://skyrim.nexusmods.com/downloads/file.php?id=9778 Real Wildlife when ever I switch out of the prison cell via the bed.
Went through most of the mods I thought were the culprit and this new one was it for some reason. I will most likely re-inable that mod now that I have started a bandit cat character.

EDIT! Sorry it seems I installed pirate lords loot adjustment before these mods and it was making me crash between all cells on any save I had so I'm guessing this was the culprit and not these mods.... sorry.
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Josh Dagreat
 
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Post » Tue Jun 19, 2012 2:46 am

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.

I know they're a faction, (I actually wrote Race by accident, was thinking of something else), but with BanditFriends added and Adding only BanditFaction as a Friend to it, that should solve the issue, as you seem to have done. With that, so could the rest be done that way (presume you did). Now one thing I did notice, if you pick the Solitude home, one door won't open to you, even with the key, the others open, just not that one. Also, I could take a horse from any of the Stormcloak camps and it wasn't stealing, not sure if that is right either.

GuruSR.
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celebrity
 
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Post » Tue Jun 19, 2012 7:56 am

I haven't implemented the updated system for this yet, it's still operating off of my imperfect script for the job :P

The Solitude door thing is actually a vanilla bug. It's going to be addressed with the USKP when the first beta comes out.

Horses in the Stormcloak camps are also a vanilla bug. I think I saw that on the tracker too, but if not, I'll make sure it gets there. They should all be owned by the faction, not just free to steal.
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Marion Geneste
 
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Post » Tue Jun 19, 2012 10:22 am

Odd, because even at 2 seconds the duration on screen is rather long when I run through it. Looks like one of those things where we can't win :tongue:

The caravan system is a bit weird. You've been added to their faction, but it seems they start out on the move rather than fixed in place and I'm not sure yet how to make them park long enough for the start to feel right.

Simplest method is to move the player to Risaad's current location, can be a bit of a lore break but people will realize that they need to run to keep up with them as they travel.

Edit: Any thoughts on making some of the Forsworn and Bandits merchants for their faction only? So that they can trade, make gold, etc?

GuruSR.
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StunnaLiike FiiFii
 
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Post » Tue Jun 19, 2012 2:48 pm

Side note about the Forsworn, didn't go through the mod to see what you did, but the only safe Forsworn location, is the one you arrive at, all other locations attack you as normal. Was this preferred?

GuruSR.
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Richard Thompson
 
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Post » Tue Jun 19, 2012 6:32 pm

I cannot say that this problem is caused by your excellent mod, but every time I try to play through as a Stormcloak (using your mod by selecting war: Stormcloak side) I run into a problem. Every time I return the Jagged Crown to Ulfric Stormcloak, instead of giving me his axe like he says, I recieve 'General Tullius' Orders'. Hence whenever I proceed to Whiterun to give Jarl Baalgruf the axe, the only option I can say is 'I have a message from General Tullius'. This means that I cannot progress as a Stormcloak and the game thinks I am an Imperial. I have tested going Imperial, and that works fine, just as intended. Anyone else noticed this problem?

EDIT: Tried it by loading a new game using any other option, seems to work when you don't use joining the war for Stormcloaks.
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Nicole Mark
 
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Post » Tue Jun 19, 2012 5:02 am

awesome mod, just had to make more characters!
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Stat Wrecker
 
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Post » Tue Jun 19, 2012 9:54 am

For the regular intro, the help dialogue for lockpicking and the quest journal still show up.
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rae.x
 
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