[RELz] Live Another Life

Post » Tue Jun 19, 2012 6:00 pm

Live Another Life


Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?

Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!

Reasonable suggestions for more options are welcome. Especially anything fitting for specific race origins as I've done with the orcs.

http://skyrim.nexusmods.com/downloads/file.php?id=9557
http://tesalliance.org/forums/index.php?/files/file/1108-live-another-life/
http://www.tesvskyrim.com/skyrim-content-11-live-another-life
http://steamcommunity.com/sharedfiles/filedetails/?id=14243

Installation Requirements

Official Skyrim patch 1.4.27 or greater.

Installation - Wrye Bash BAIN

Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.

Installation - Steam Workshop

Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.

Installation - Nexus Mod Manager

Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there.
Or add it to NMM manually through the "Add File" dialogue.
Then simply make sure NMM has the mod activated.

Installation - Manual

Drop the Live Another Life.esp and the two included folders into your Data folder.
Activate the mod using whatever management tool suits you.

Upgrading From Version 1.1 or Older

When upgrading to version 1.2, it is necessary to uninstall the loose files from version 1.1 or older.

Version 1.2 now comes packed as an ESP+BSA combination since it is now available through the Steam Workshop. Leaving the old loose files behind will cause all of the scripting to break.

Use whatever mod management solution you're using to uninstall the old version, then install the new one. You won't lose any data and there is no need for a clean save.

Uninstalling Live Another Life

If you used one of the mod management tools, uninstall it using that. Otherwise check against the archive and remove the files added by the mod.

Load Order

Load order should not make a great deal of difference except for mods that may alter the quest "Unbound" (MQ101), which is the default startup quest in Helgen.

Incompatible Mods

Any other alternative start systems that require editing the quest "Unbound" (MQ101).

Known Issues

The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.

When picking the Companions guild start, you need to go watch the fight before Vlikas will go outside to train you.

Large chunks of dialogue is going to speak to you as though you were at Helgen and that the Imperials were about to execute you. There's too much of this scattered throughout the game to try and hunt it all down and flag it to stop working. Doing so could in fact break the main quest.

Options Available

Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.

Caught Crossing the Border Illegally

For those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. All of the tutorial prompts will be removed as well.

Immigrated to Skyrim

You will arrive by ship in the port of Solitude, Dawnstar, or Windhelm with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.

Property Owner

You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there.

Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.

If owning property in a city is boring, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road east of Dragon Bridge and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though.

Member of a Guild

You will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, or Thieves Guild. Your starting equipment will be geared toward the faction you have chosen.

For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway. Talk to Brynjolf to seal the deal.
For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctuary and need only speak to Astrid to complete the process.
For the College, you'll be placed just inside the Hall of Elements and will have completed the initial joining phase.
For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.

The Bards College may be added later if Bethesda does more to flesh out the faction. Right now, they're just a token guild that's not worth much.

Patron at an Inn

You will be able to choose from one of several inns throughout Skyrim. Some are relatively safe, others not so much. Nightgate Inn in particular is isolated in the mountains and is more dangerous than most others. Do be careful.

Outlaw in the Wilds

You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random. You will begin with standard bandit level equipment. Unlike the Oblivion version, you WILL be inducted into the bandit faction. All indications are that the guards will not be overtly hostile to you. Tread carefully though, you WILL have a bounty of 500 gold in he hold the game chooses.

Soldier in the Army

You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.

Camping in the Woods

You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. Your camp will be cleared once you have vacated it for longer than 3 days.

Shipwrecked off the Coast

Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.

Attacked and Left for Dead

You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?

Vampire in a Secluded Lair

Bloodlet Throne has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.

Be aware - this starts you off as a stage 4 vampire. Everyone and his uncle will try to kill you the moment you've left the safety of the dungeon you're in. If you intend to mingle with the city folk, you'll need to feed first.

Necromancer in a Hidden Lab

The laboratory you discovered in Blackreach is running low on supplies. It looks like you'll need to set forth soon to replenish, and perhaps see what's going on in the world these days.

Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need to plan ahead before leaving.

Vigilant of Stendarr

You have been accepted into the Vigilants of Stendarr and have been granted living access to their headquarters outside of Dawnstar.

The chest next to you when you begin is yours and is a safe storage container.

Live in an Orc Stronghold

You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there for some time, they still call you outlander, and now you once more hunger for adventure.

For some people, this may be considered an unbalanced option since you get decked out in a full set of orcish armor and a nice big orcish battleaxe, but you're still level 1. Death can still find you easily enough.

Khajiit Caravan Guard

You've been with the caravan for a long time now, and finally your group leader has hired a new guard. Time for some adventure, but you'll always be welcome at the camps in Whiterun or Markarth as always. This option only activates for a Khajiit.

Member of a Forsworn Tribe

Once the true rulers of The Reach, your tribesmen and kin have since been forced to carve out a life in the rugged mountains, away from more comfortable living. The time has come for you to leave and find adventure on your own. Only available for Bretons.

Note - You get a usable chest in the start location that's safe to keep things in.

Surprise Me

Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.

Starting the Main Quest

Skyrim is a lot less linear in this respect. Even if the start at Helgen is chosen, the actual main quest where the player learns they are the Dragonborn doesn't actually get underway until after the first audience with the Jarl of Whiterun. As a result, there should be no real need to attempt to sidestep it.

If you choose the Helgen start, this will play out as normal.

If not, news of the attack on Helgen will begin to circulate immediately, and any dialogue involving the player saying they were there will be left intact - pretend you're lying about it or something if it helps. Adventurers tell fish stories all the time, and hey, for all you know someone fitting your general description WAS at Helgen and the idiots thinking they recognize you don't realize you're not that person.

Helgen will be destroyed as expected regardless of which start option is chosen.
User avatar
barbara belmonte
 
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Joined: Fri Apr 06, 2007 6:12 pm

Post » Tue Jun 19, 2012 5:30 am

Awesome :D. Will definitely use for my next playthrough!
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Alycia Leann grace
 
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Joined: Tue Jun 26, 2007 10:07 pm

Post » Tue Jun 19, 2012 4:53 am

I'm impressed; sounds like there's great variety to choose from. Definitely using this for my next character :D
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Matt Gammond
 
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Post » Tue Jun 19, 2012 10:25 am

Yes! I've been waiting for this.
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Joie Perez
 
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Joined: Fri Sep 15, 2006 3:25 pm

Post » Tue Jun 19, 2012 12:51 pm

Wow that was fast.

Well next play through this will be as mandatory as Alternative Beginnings is for Oblivion.

Any plans to remove the rumors about Helgen or leave it intact or alter the Jarl of Whiterun dialogue?

Thanks
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Emily Jones
 
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Joined: Mon Jul 17, 2006 3:33 pm

Post » Tue Jun 19, 2012 8:09 am

Reasonable suggestions for more options are welcome. Especially anything fitting for specific race origins as I've done with the orcs.
For a Khajiit, the option of starting as a member of a Khajiit Caravan? Assuming you haven't already implemented that, as I didn't read anything about the orcs apart from in this quote, yet it's implemented.
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electro_fantics
 
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Post » Tue Jun 19, 2012 3:11 pm

Nope, too much is tied into Helgen rumors for that to be feasible. I'd end up having to edit into too many dialogue positions and Skyrim's dialogue system is not as flexible with compatibility on that front as Oblivion was.

Also, should anyone ask, no, this isn't going up on the Workshop. The BSA bug makes that impossible since I'm overriding the Helgen quest.

Oh, and good catch. No idea how I left out that orcs get a special stronghold start :P Khajiit caravan.... yeah... that could work.
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Dean Ashcroft
 
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Post » Tue Jun 19, 2012 10:20 am

Hi Arthmoor,

no way to use this without 1.4 patch?

I`m on 1.3 and fear updating will break my current mod setup. Have heard that 1.4 actually breaks more than it fixes, BTW.

Rgds, Haldir
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Ian White
 
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Joined: Thu Jul 19, 2007 8:08 pm

Post » Tue Jun 19, 2012 3:35 am

Ahh that's tasty as hell. A must have for my next character.

Random idea: how about a "left for dead" type of beginning? Your character wakes up with low health in the middle of nowhere, maybe at night and without anything of use except an arrow in his inventory. A bit of survivalist's fun. Being eaten by a bear and all.
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Suzie Dalziel
 
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Post » Tue Jun 19, 2012 3:07 am

This was fast, indeed. Have not expected something like this to arise this early for Skyrim.
I will, for sure, give one or the other starting options a try, once i start over again.

I loved the Alternative Start mod for Oblivion, and i guess it will be the same with this.
Thank you Arthmoor, and curse you :biggrin: , because i`ll start with an new Char much earlier then planned. :thanks:
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Jason Wolf
 
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Post » Tue Jun 19, 2012 6:22 pm

Hi Arthmoor,

no way to use this without 1.4 patch?

I`m on 1.3 and fear updating will break my current mod setup. Have heard that 1.4 actually breaks more than it fixes, BTW.

Rgds, Haldir
CK releases require patch 1.4 or greater, so no, sorry. You'll need to update or face the possibility of crashes.
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Lory Da Costa
 
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Post » Tue Jun 19, 2012 1:43 pm

CK releases require patch 1.4 or greater, so no, sorry. You'll need to update or face the possibility of crashes.

Thx for the clarification, Arthmoor.
So it`s a no-go for me for the time being.

Rgds, Haldir
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James Hate
 
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Post » Tue Jun 19, 2012 7:50 am

Chances are you'd be much better off on 1.4, but that's up to you :)
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Alexis Acevedo
 
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Post » Tue Jun 19, 2012 4:27 pm

Thank you for the lone hunter - this is exactly what i wanted! :thanks:
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Krystina Proietti
 
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Post » Tue Jun 19, 2012 4:27 am

great mod i look forward to some more starting options

tho you have covered most :)
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Prisca Lacour
 
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Post » Tue Jun 19, 2012 1:55 pm

I was just about to start a new game as a Dunmer thief in Riften. This is perfect! Thank you!
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Phillip Brunyee
 
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Post » Tue Jun 19, 2012 9:54 am

That's a very nice number of options! :goodjob:
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Taylor Thompson
 
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Post » Tue Jun 19, 2012 5:46 am

I'd really like to have a start option connected to the forsworn that lets you start in a forsworn camp, turns the faction non hostile and gives you a huge bounty in Markath.
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QuinDINGDONGcey
 
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Post » Tue Jun 19, 2012 6:05 am

Hmm, ok. Yes, I think a Forsworn start would work for a Breton at least. It's the only thing that would really make sense since they despise everyone else. Provided it doesn't turn the whole situation into an awkward mess.

I'll also be adding the Khajiit caravans as an option for Khajiit. As soon as I figure out where those boys start the game :P

This may be a bit because I'm going to start prodding the Open Cities mod again now that I've got the file back with the navmesh issues dealt with (hopefully).
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Quick Draw III
 
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Post » Tue Jun 19, 2012 5:37 pm

Sweet!
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Fluffer
 
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Post » Tue Jun 19, 2012 7:36 am

I'd like to suggest another starting option

"Left for Dead"

You wake up outside a bandit camp with nothing but the clothes on your back, because the bandits knocked you out, and stole everything of yours
and left you lying there because they thought that they had killed you.
Or, whatever race you play has dumped you unconscious at the border, banishing you from your homeland forever.

No free weapon or gear handouts with this start, you have to scrounge, fight or steal to get equipment.
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chirsty aggas
 
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Post » Tue Jun 19, 2012 2:41 am

This is a great idea. I'm just about to start a new game, this was released just in time. Thanks for this.
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Monika Fiolek
 
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Post » Tue Jun 19, 2012 5:31 pm

Hmm, ok. Yes, I think a Forsworn start would work for a Breton at least. It's the only thing that would really make sense since they despise everyone else. Provided it doesn't turn the whole situation into an awkward mess.
FYI there is a http://steamcommunity.com/sharedfiles/filedetails/?id=8549&searchtext=, but it requires the Markarth quest to be completed first on their side.

Thanks for this addition! :banana:
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Monika
 
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Post » Tue Jun 19, 2012 7:44 am

awesome. great job, arthmoor. thanks so much.
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Pants
 
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Post » Tue Jun 19, 2012 4:43 pm

Very cool Arthmoor! More RP options are always great to have. Thanks! I will be using this on my next character!
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Richus Dude
 
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