[RELz] Live Another Life

Post » Tue Jun 19, 2012 1:52 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.

Would be great to not having to fight them if you're a Forsworn.
Could it be possible to start a Forsworn character inside Cidhna Mine with Noboby Escapes Cidhna Mine started?
That way, you could do the quests there without having to try tracking them down first.
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JLG
 
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Post » Tue Jun 19, 2012 7:11 am

For the regular intro, the help dialogue for lockpicking and the quest journal still show up.
Yeah, those messages are tied to some other event system I haven't been able to find yet. They're not part of MQ101 or its scripting.
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Penny Wills
 
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Post » Tue Jun 19, 2012 5:11 am

This is a minor issue but I think you should know that the player needs to move their arms before sleeping in bed, because http://www.tesvskyrim.com/screenshot-788 might happen if the player end up in the sanctuary of Dark Brotherhood.

I couldn't move when I notice it, because every control doesn't work. I was stuck period. :wallbash:
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kiss my weasel
 
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Post » Tue Jun 19, 2012 5:10 pm

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.

What did you think of my prisoner idea?

In other words, instead of waking up in a new cell, you wake up on the road, being escorted to your cell, from a long distance away. Instead of having to escape the entire city, you just have to escape three guards (unless you wait for too long...).
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Rachell Katherine
 
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Post » Tue Jun 19, 2012 9:57 am

Arthmoor, Oblivion performed a sort of "start up relocation" -- NPCs might be placed somewhere else, but they do a one-time pop to where their schedule tells them to go. Maybe just find where the caravan is one the first game day and put the player there?
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Anna Beattie
 
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Post » Tue Jun 19, 2012 3:22 pm

What did you think of my prisoner idea?

In other words, instead of waking up in a new cell, you wake up on the road, being escorted to your cell, from a long distance away. Instead of having to escape the entire city, you just have to escape three guards (unless you wait for too long...).
This I could work with. Though it would probably be a bit of a hassle to try and have this go to more than one jail if you wait too long to attempt your escape. It also seems like this would only truly work if you didn't have control over your character at some point.

Arthmoor, Oblivion performed a sort of "start up relocation" -- NPCs might be placed somewhere else, but they do a one-time pop to where their schedule tells them to go. Maybe just find where the caravan is one the first game day and put the player there?
Already did that. I figured out the caravan I'm using for this starts near Markarth, but the game starts them in motion rather than camped. It's the getting them camped part I can't pin down.
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saxon
 
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Post » Tue Jun 19, 2012 9:49 am

The starting cell is too dark. I have the mod to give you a lot more color options when making a character, and in the lighting my skin tone looked like a normal fleshy color, but when I started the game I saw that my character was definitely pink. Not that I mind having a pink character, it's just that the color I got wasn't well reflected by the color I thought I was picking due to the lack of light.

Also, I was wondering if you'd consider being able to choose your birthsign. It's a bit of hassle trying to get a new character to a specific birthstone at the start of the game.
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D IV
 
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Post » Tue Jun 19, 2012 3:17 am

Already did that. I figured out the caravan I'm using for this starts near Markarth, but the game starts them in motion rather than camped. It's the getting them camped part I can't pin down.

Do they have a certain day when they're at a certain location?? Because if so you could fast forward time and then move the player there??
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Robert
 
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Post » Tue Jun 19, 2012 5:25 pm

"The starting cell is too dark". -> Not to sound like a [censored] or something, but I'm frankly getting tired of hearing about this one. You should take this up with the author of whatever mod is breaking the lighting system badly enough to interfere with a non-vanilla lighting source. I am not going to address this further, as all the measures I can take have been taken.

Do they have a certain day when they're at a certain location?? Because if so you could fast forward time and then move the player there??
They bounce around on a 24 hour interval. I've already tried to make a direct call into the script that controls where they're going but it has simply refused to force them to camp. The camp never shows up, and they're always walking from near Markarth on their way to Whiterun. I can't help but think this would have been trivially easy to force in Oblivion, but Papyrus is making things hell to figure out.

Anyone who might be able to help, have a look at the Caravans quest in the CK and its associated scripts. It's a much more complex system than you might think.
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Valerie Marie
 
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Post » Tue Jun 19, 2012 5:37 pm

Version 1.2

* Repackaged with a BSA so the mod can exist peacefully on Steam Workshop now that BSA load ordering is fixed in Bethesda's 1.4.27 patch.
* Fixed the issue with exploiting attacks on the bandit/vampire locations those starts sent you to. It was far to easy to kill them one member at a time while the others watched.
* Moved the vampire start to Mara's Eye Pond. Bloodlet Throne interferes with future plans for the Helgen area.
* Moved the College of Winterhold start outside in the courtyard.
* Added an option to start as a Vigilant of Stendarr.

Note on the ESP+BSA packaging. You MUST uninstall the loose files from the old versions of the mod before upgrading to version 1.2. Failure to do so will result in a broken install. Also note that patch 1.4.27 is required in case you weren't aware of that before. Failure to update will result in a new game getting stuck at the logo screen.

You can infer from this changelog that I am working on altering things further for Helgen. I'm going to completely cut off the automatic start for MQ102, which is the post-Helgen MQ setup stages. Afterward, I'll be placing a dead body with information that will be sufficient to make it appear as though you're the prisoner that would have been executed before. Much like what I did for the Oblivion mod. Might be a bit trope-ish, but it works.

I've also got plans to fiddle with Helgen some to make it fit with the MQ not starting at all. The most significant of which will be that if you approach the south side of the city, or the nearby fort, that you'll be captured and taken through the normal Helgen sequence. That's part of why I moved the vampire start location to somewhere out of the area. That old start location was too close and Helgen was an easy place to stumble into. We'll see how it goes. I'm not going to release that anytime soon since it's going to take more detail planning to pull off right, and to make sure you don't lose equipment from being captured.
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Alexxxxxx
 
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Post » Tue Jun 19, 2012 4:46 pm

Already did that. I figured out the caravan I'm using for this starts near Markarth, but the game starts them in motion rather than camped. It's the getting them camped part I can't pin down.
Not sure if you saw, but Risaad is probably the best to just move the player to, since they'll be moving, you'll appear with the caravan where they are and notice they're running to their next location and umm, you'd best MOVE your tail to keep up! :)

Any updates on the Forsworn in-fighting?

GuruSR.
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RaeAnne
 
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Post » Tue Jun 19, 2012 4:36 am

Not to sound like a [censored] or something, but I'm frankly getting tired of hearing about this one. You should take this up with the author of whatever mod is breaking the lighting system badly enough to interfere with a non-vanilla lighting source.
It's more a problem because it is a non-vanilla lighting source - the main issue is the colour of the light. Consider how Skyrim's initial character generation takes place in broad daylight, or how Oblivion's starting dungeon's lit by a window, not a lamp. Both of those look neutral, and don't mess around with the colours of anything. Your main light source, however, is a very yellow/orange candle light. Changing that to, say, a soft white light would probably stop people complaining, even if it does look unrealistic.
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Roanne Bardsley
 
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Post » Tue Jun 19, 2012 1:02 pm

The bandit start seems to start in Valtheim Towers a rather large percentage of the time. Is this just coincidence?
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Gemma Archer
 
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Post » Tue Jun 19, 2012 5:51 pm

Yep. It likes to toss me into Faldar's Tooth the most. Randomness isn't as random as it could be.
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Kayleigh Mcneil
 
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Post » Tue Jun 19, 2012 6:54 am

I have a small question. Is it ok for me to uncheck this mod after I've used it to start a new game? I love the multiple quick starts, but I've run into a problem in Markath's Understone Keep, parts of the inside disappears when I have it checked. I think it might be something wrong with my particular game, but I've tried everything else and only unchecking this mod's esp allows me to go in normally for some reason.
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Kaley X
 
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Post » Tue Jun 19, 2012 4:16 am

As long as you're not using the farmhouse, or the bandit/vampire start and you don't care about what happens if you visit those areas again, you should be fine.

Can't imagine why there'd be anything in here that could cause the kind of thing you describe. Understone Keep isn't even one of the locations that's been edited.
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LuCY sCoTT
 
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Post » Tue Jun 19, 2012 10:20 am

Hey, for the caravan start, are bandits supposed to be friendly? And does anyone know how I can make the bandit faction hate me again? (i mean permanently, obviously shooting them will work for that one group)
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Louise Andrew
 
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Post » Tue Jun 19, 2012 7:23 am

Ah thanks, I'm using the hunter's start, love archery. I understand your mod doesn't edit that area, that's why I didn't say it's done by your mod. :biggrin: I probably will need to reinstall Skyrim after I'm done with this playthrough, something wrong with it maybe. :dry: Thank you for this mod :goodjob:
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Tania Bunic
 
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Post » Tue Jun 19, 2012 6:56 am

I'm really liking the Breton start, would it be possible to add a chest or even NPC that I could return to and give something to in order to not feel like I've abandoned them in search for adventure, but rather to help the effort? If Septims are out of place, gems, or even food? Perhaps this could then give you a small buff.

Thanks for the fun starts!
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Wayne W
 
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Post » Tue Jun 19, 2012 9:35 am

Ah! I completely forgot about this mod! I've already started a new char using the vanilla system dammit haha. Definitely using this when I start my next game.

Thanks.
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Prisca Lacour
 
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Post » Tue Jun 19, 2012 10:44 am

I really like the surprise me option.
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Robert Garcia
 
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Post » Tue Jun 19, 2012 4:22 pm

I'm trying to pin down what mod would be causing this: I seem to be a part of the undead faction (or at least they are friendly to me). I installed both http://skyrim.nexusmods.com/downloads/file.php?id=10898 (Vampire FX project) and http://skyrim.nexusmods.com/downloads/file.php?id=11487 (Vampire Overhaul). Undead have been non-aggressive to me since before I became a vampire, though.

Anyone else had this problem? Any idea which mod might be responsible?
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Robert Jackson
 
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Post » Tue Jun 19, 2012 6:25 pm

I just wanted to pop in and say I love this mod :D
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kirsty williams
 
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Post » Tue Jun 19, 2012 3:11 am

I'm trying to pin down what mod would be causing this: I seem to be a part of the undead faction (or at least they are friendly to me). I installed both http://skyrim.nexusmods.com/downloads/file.php?id=10898 (Vampire FX project) and http://skyrim.nexusmods.com/downloads/file.php?id=11487 (Vampire Overhaul). Undead have been non-aggressive to me since before I became a vampire, though.

Anyone else had this problem? Any idea which mod might be responsible?
Vampire FX makes specific mention of factions, which could well be the issue. The faction used in my mod is one I made to mark you as a friend to the group of vampires you start with and has no affect on undead or any of that.
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Justin
 
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Post » Tue Jun 19, 2012 4:53 am

This mod should win file of the month for all the hard work you've put in arthmoor and extending the replayability of the game. I can see myself playing countless more characters and hours thanks to this mod alone.

Def one of my top 5 mods on the nexus :)
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Brooke Turner
 
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