[RELz] Live Another Life

Post » Tue Jun 19, 2012 12:55 pm

Very nice Arthmoor! your oblivion Alternative Start was a must, I'm sure this will be too :)

In the spirit of throwing out race specific starts: Why not a Cast Out or Turned Traitor Thalamor for the High Elf?
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Albert Wesker
 
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Post » Tue Jun 19, 2012 11:28 am

This mod is best mod. Just sayin'.

It's great to start out as an absolute nobody and stay an absolute nobody.
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Eibe Novy
 
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Post » Tue Jun 19, 2012 7:25 am

Really cool mod. I almost wish I didn't already have 4 different characters started "normally" since these all seem a lot more immersive. Oh well, I'm still intending to start at least 1 more new character in the near future and I'll definately be using this mod.

And since you asked for suggestions... how about a vampire start? I'd love to be able to start the game as a vampire rather than needing to start the game, go off and get smacked by a vampire for 5 minutes to get the disease, and then "accidentally" let myself turn.

Either just have the character as an already-established vampire character who lives either alone or with a clan of other vampires in a cave, or maybe have the character wake up to find they were bitten and have become a vampire overnight. Something like the inn start, except with the addition of being a vampire. Maybe even both.

Werewolf start might be kind of nice as well, to provide a way for your character to be a werewolf without requiring joining the Companions.
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Alba Casas
 
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Post » Tue Jun 19, 2012 5:24 am

I thought about a vampire start, but Skyrim's vampires are pretty well gimped and there's not a lot of places to make that work. Plus, if I'm reading right, vampires are actually a separate race and not just a diseased existing race. That would throw whole new wrinkles into things.

I don't know enough about the werewolf part to even begin to touch that just yet.
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Jamie Lee
 
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Post » Tue Jun 19, 2012 5:28 pm

When I spawn as a hunter I never see the dragon fly over. Do I need SKSE or Script Dragon to run this?

Other then that I love this mod. This is my #1 by far :)
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Tracy Byworth
 
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Post » Tue Jun 19, 2012 5:21 am

Nope, it's vanilla only. It's probably a timing issue though. I had to do some scripty dances with timing in order for me to even be able to see it consistently. Obviously that still needs tweaking.
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barbara belmonte
 
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Post » Tue Jun 19, 2012 6:05 am

Works well with the "You are not the Dragonborn" mod. :D Now I don't have to play as the Dragonborn at all. All I need now is for quests to be removed/unavailable.
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Elina
 
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Post » Tue Jun 19, 2012 1:21 pm

God your like one of my favourite modders! Loved this in Oblivion and I will DL as soon as I build my new system in the next few days.

Any way you could add in a vampire and werewolf beginning?

Vampire could start off in a cave with other vampires, perhaps with their faction tag like you did with bandits.

Werewolf could start off in wolf form at night in the woods or something.
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Jade Payton
 
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Post » Tue Jun 19, 2012 2:40 pm

Heh... a Forsworn start off? ^^...

"You start off as a Forsworn Briarheart! You start out in a random Forsworn camp, and they're friendly to you. Big bounty in Markath, and remember... keep a briarheart in your inventory at all times or bad things will happen..."

Edit:...

*teleports, staggers to the table, and drops dead, since the inventory was cleared out...*
Sheogorath: "My, my! Now this is unusual..."

... but at least it wasn't due to some overzealous alchemical practice! XD
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Joey Avelar
 
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Post » Tue Jun 19, 2012 3:01 pm

I thought about a vampire start, but Skyrim's vampires are pretty well gimped and there's not a lot of places to make that work. Plus, if I'm reading right, vampires are actually a separate race and not just a diseased existing race. That would throw whole new wrinkles into things.
I'm not sure I see a problem. If you make it so you start at night (or in a vampire cave if it must start during the day), there isn't a risk of gimped stats at the start. Setting the player's race to the appropriate vampire race shouldn't be a problem, though there may be a bit more to it... you could look into the vampire scripts to see what needs to be done to properly change the player into a vampire.

I don't know enough about the werewolf part to even begin to touch that just yet.
Werewolves would be rather hard to do. It'd be a cool option, but the only form of lycanthropy the game allows the player to get is unique to the Companions, and they wouldn't give it to you until you've proven yourself. A "wild" werewolf start would need much more work than just setting up an alt start... lunar transformations and proper bloodlust, along with changes to the Ring of Hircine, and changes to various quests to deal with it all. Just adding "normal" werewolves would be a project in itself.
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Lily
 
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Post » Tue Jun 19, 2012 8:45 am

I'm not sure I see a problem. If you make it so you start at night (or in a vampire cave if it must start during the day), there isn't a risk of gimped stats at the start. Setting the player's race to the appropriate vampire race shouldn't be a problem, though there may be a bit more to it... you could look into the vampire scripts to see what needs to be done to properly change the player into a vampire.

All you really need to do is give the disease to be a vampire, I think. Probably wouldn't be too hard to make.
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Darian Ennels
 
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Post » Tue Jun 19, 2012 2:14 am

Just giving the disease won't make you a vampire. You have to wait 3 days after getting it before it takes hold. I haven't looked into Skyrim's vampirism to see if the change is automatic or not, but in previous games you had to go to sleep before it took effect too.
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Bethany Short
 
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Post » Tue Jun 19, 2012 8:49 am

We'll see. Vampires at least sound doable. Werewolves sounds like it would require an entire mod dedicated to the idea.
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CArlos BArrera
 
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Post » Tue Jun 19, 2012 3:41 am

I'm also curious about a vampire start. There's a mod up on the nexus where you start in a cage with the disease but not yet turned.
http://skyrim.nexusmods.com/downloads/file.php?id=3798

I remember in your oblivion mod you started as a new vampire in a cave with a coffin, and I think the enemies are non-hostile until you leave. I thought it was pretty well done.

On a side note, you've done open cities and alternative start for skyrim. Your other big project for oblivion was TIE, do you envision a similar mod for skyrim?
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Tiffany Castillo
 
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Post » Tue Jun 19, 2012 5:17 am

Still hoping for a "Left for dead" start where you start out with only your clothes.
The closest one seems to be the "Shipwrecked" option, but even then you can loot stuff from the wreck.
hmmm
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Veronica Flores
 
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Post » Tue Jun 19, 2012 2:54 pm

On a side note, you've done open cities and alternative start for skyrim. Your other big project for oblivion was TIE, do you envision a similar mod for skyrim?
Veritas has a thread up for the Skyrim equivalent of TIE. Designing overhauls really isn't my thing. I only ended up as the steward for TIE once he passed the torch.

Villages is where I tend to stay, but the navmesh bug is going to make that nearly impossible to do.

Still hoping for a "Left for dead" start where you start out with only your clothes.
The closest one seems to be the "Shipwrecked" option, but even then you can loot stuff from the wreck.
hmmm
Not sure if that would really be fair considering the abundance and unpredictability of wildlife, but for hardcoe survivalists, yeah, it would probably work :)
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Amy Smith
 
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Post » Tue Jun 19, 2012 3:47 pm

Not sure if that would really be fair considering the abundance and unpredictability of wildlife, but for hardcoe survivalists, yeah, it would probably work :smile:

I'm also using the mod "Unlevelled World" too, so mine is probably an extremely masochistic request, as my current play through started off with Draugr Deathlords
in various dungeons at level one. :biggrin:
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Amy Melissa
 
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Post » Tue Jun 19, 2012 3:09 am

Just giving the disease won't make you a vampire. You have to wait 3 days after getting it before it takes hold. I haven't looked into Skyrim's vampirism to see if the change is automatic or not, but in previous games you had to go to sleep before it took effect too.
I've come across a mod that added potions that instantly gave you vampirism. http://skyrim.nexusmods.com/downloads/file.php?id=8918
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luke trodden
 
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Post » Tue Jun 19, 2012 4:21 pm

Thanks for this one, gives a lot of starting over choices and fast without going through the whole intro story all over again.
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Mimi BC
 
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Post » Tue Jun 19, 2012 3:22 am

lovely selection of start groups, are you gonna do anything with the rogue arcane types? conjurors, necro, etc etc
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MISS KEEP UR
 
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Post » Tue Jun 19, 2012 4:50 pm

Sounds great!
However, do you think it is possible to eventually completely delay the main quest?
There was a mod for oblivion (think it was modular oblivion) that removed all rumors regarding the main quest and placed Tiber septim in white gold tower. In addition the main quest could only be initiated by doing a crime against or in front of a captain in the Imperial city.
It would be fantastic if your mod could also do something similar....where all rumors and dialog are removed regarding the dragonborn and that the main quest can only be initiated by stumbling upon a stormcloak vs. imperial battle along the skyrim border.
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Veronica Martinez
 
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Post » Tue Jun 19, 2012 2:10 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.
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Courtney Foren
 
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Post » Tue Jun 19, 2012 5:28 pm

i have an idea for an alternate start how about u actually start in a jail cell, nd you have to break out to start your journey

just an idea?
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CHARLODDE
 
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Post » Tue Jun 19, 2012 4:41 pm

Thanks for this Arthmoor.
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Haley Cooper
 
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Post » Tue Jun 19, 2012 4:04 am

This mod activates update.esm. Is it fine to load that?
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neil slattery
 
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