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Alternative Beginnings 1.4.6


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Tossed in jail for waylaying a royal caravan on the highway, your trial was mere days away. Something is wrong though, the days have turned to weeks, and the weeks to months. You no longer have any idea how long you've been down here. The guards stopped checking your cell almost a week ago, and now the last of your food is running out. Your cellmate died months ago and they never removed the body. It won't be long before your bones decorate the cell as well. The Gods have forsaken you! Or have they....

Alternative Beginnings puts you in the position of the poor forgotten prisoner lamenting life's choices. You will be able to choose from several different options on how to begin the game, all from the discomfort of your dank prison cell. Your choices influence the circumstances by which the game begins, and hopefully the Gods won't forsake you this time around!


What's New in Version 1.4.6

Released

Fixed an issue with the Kvatch addon ring in the Imperial Dungeon. It should no longer disappear when equipped until you're in range of the chest.


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Hey I tried this out, but could find the note / body / whatever I am supposed to be looking for, I went to the manor in the pic and searched all around and turned grass off in case it hid anything outside and I searched the inside and spoke to the npc there and I am stumped.  How am I supposed to start the main quest with this?

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The manor in what pic?

You're supposed to go to Fort Ash when you want to pick up the MQ.

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Arthmoor ... question.

I'm trying to create a load order that is as best I can not ever trying to do the main quest. I looked into this ... and used it in the past, but I've been gone for a decade, so rusty. Anyway ... using this with the Kvatch Rebuilt intact option. And the note on an adventurer not found and no intention of finding it.

Now with that set up will the emporer be alive and remain alive? Will Kvatch remain intact? If no amulet or letter is ever addressed? I'm pretty sure I asked this years ago on forums long since lost.

If not is there some custom editing I can do ... like a setstage or hidden fame attribute qualifier I can adjust such that they do.

thanks in advance

as always, love your work.

Edited by Psymon
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Yes, with that setup the game begins with the Emperor alive and well. Kvatch should also be intact and visitable.

Events will proceed to the assassination phase once your fame or infamy reaches 10. So if you're dead set on things never advancing, you can monitor your fame/infamy and edit those back down if you want. It's not going to be the most ideal way of handling things but it should work.

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Thanks man. I'm relearning a lot and have a lot of catching up to do ... having stepped away from all games and modding for a decade. So much appreciation for any help with this.

Currently I'm trying to master the tes4ll with MPGUI and ... I did get it to work a few times and have some reference variants.

Even with the Kvatch Rebuilt - No More Burned Ground.esp installed (though it does fully merge into the bashed patch) - what I'm seeing is burnt ground around what appears a fully built Kvatch, so the walls and everything are fine, no war camp out front etc. But the ground is black?

This could be an issue with how I'm messing up with with tes4ll, so any tips would be appreciated.

The current load order I'm building is for a lot more infrastructure in tamriel world space - so testing out a lot of village compilations - mod testing arrangements no set load order yet, been checking out your OCR and kinda surprised that after all this time, people still not modding for them  .. only patching. Anyway the  current goal for me is no Oblivion Gates and as much intact as long as possible. Not planing any severe overhauls or overhaul combos, though I may try my hand at making patches so that they are in effect only in dungeons, while the surface world stays low level and very sparse lower level spawns. The CTDs from pushing my system currently all about too much AI competing with the game rendering surface landscape and infrastructure additions.

Related I learned that SM plugin refurbish has an option for knights of the Nine to not have the priory near anvil destroyed unless a level which allows for adjusting via OBSE. Not tested that yet. Likely though that will come out as ... I'd only have it due to including all DLC ends up meaning fewer patches.

thanks again

this is me ... if you forgot

Edited by Psymon
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If you're using that plugin the ground shouldn't be burnt when you show up there regardless of what tes4ll did. For the LOD I could see it still being black if it's somehow not including that plugin in it's generation process.

Unfortunately it's been too long since I used that stuff so I don't remember how any of it works anymore. So apparently you can forget stuff you did regularly if you stop doing it for long enough :P

CTDs are part of the modding game. You have to keep a balance. Don't get caught up in "mod greed". It's a hard lesson to learn, and one that took me years to finally admit to. That's why what's left of my Oblivion install is mostly content mods like Unique Landscapes and my villages and such, but not a full suite of texture packs beyond what QTP3 at 1K resolution offers.

And yes, I remember who you are. My lizard brain hasn't forgotten everything yet :P

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Cool.

So yeah ... I've learned my lessons and I don't play with replacers or OOO/FCOM ... not trying to push limits. It is just after seeing Starfield then Skyblivion progress and then seeing a bit of TWMP ... had to check that stuff out. That brought me back - nostalgic too I guess.

Am I correct in assuming that this mod is a finalized and more fully realized version of MOE main quest delayer. Seems so ... that mod said it needed the old version of kvatch rebuilt ... surprisingly I had that squirreled away, but loading it ... seems to have no required masters, how can it set kvatch to fully rebuilt. Well ... gonna find out.

Not mod greed as much as remember that the thing that finally turned me off with Oblivion was completing or even doing the main quest. Prefer the sandbox. Testing mods though...that came back after a few months of sticking my nose back in.

thanks for what you do.

[edit]wait nevermind about the origins ... I retraced it ... modular then modular with kvatch rebuilt then alternate start revamped ... then this.

Edited by Psymon
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No, this mod has nothing to do with MOE in any way and was never intended to be used as a main quest delayer. It's only meant to be an alternate start. That said, yes, you can delay it to an extent even without the KR mod just by ignoring what you need to do in order to advance it far enough.

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anelovefindhela

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sometimes i have to load this after the bashed patch for the mod to work, but i cant figure out why

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You'd need to check the Bashed Patch to see what it's doing. There should be no reason for it to interfere with this mod though.

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