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Found 4 results

  1. Version 4.0.9

    167 downloads

    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! Additional support has also been provided to allow you to extend Live Another Life with your own starts.
  2. 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! Additional support has also been provided to allow you to extend Live Another Life with your own starts. Check out the video review GamerPoets did for his first episode: https://www.youtube.com/watch?v=Pi5AU8yCry0 Downloads AFK Mods Skyrim Nexus TES Alliance The Assimilation Lab Live Another Life Bug Tracker Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't. Official Dawnguard, Hearthfire, and Dragonborn DLCs are required. Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended. You will need to turn on subtitles to see the text for the startup quest. Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE. 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 Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Live Another Life Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. That said, should you insist on going forward with doing so you must adhere to the following: First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war. It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all. Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!! Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely. Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again. Load Order Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies. Starting the Main Quest Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so. The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there. If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest. Choosing the campsite start will begin immediately with the encounter with Alduin. Using this mod to follow the default Helgen sequence will play out the same as the vanilla game. Extensions As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available: City Guard - the example extension provided on the Nexus page for LAL. Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude. Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive. Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack. New Beginnings - Several new start options using the extension framework. Compatibility Patches Starting Spell Choice Compatibility Tested and confirmed to work with Open Cities Skyrim. Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen. Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order. Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order. The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101. Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode. The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod. Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible. Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed. Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible. Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it. Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck. Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest. Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible. Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file. Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem. Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue. Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited. Mods which alter the following quests will not be compatible without a patch: MQ101 - Unbound MQ102 - Before the Storm DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate. WERoad01 - Farmer refugees after dragon attack Mods which edit the following scripts will not be compatible unless patched: dunPostHelgenEnableScript QF_MQ101_0003372B QF_MQ102_0004E50D QF_DialogueWhiterunGuardGateS_000D1984 TIF__0005A6A6 TIF__0005A6B1 TIF__000D50CA TIF__000D50DB TIF__000D50E0 TIF__000D197B TIF__000D660D TIF__000E2D03 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. When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed. There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible. Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it. If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell. Troubleshooting Options Available Credits Chesko - For his polygon shape detection script. Nikkita - For her awesome work on the voiced lines for the statue of Mara in the starting cell. Dwip - The new mesh section for the farmhouse interior. Disclaimer This mod is not made, guaranteed, or supported by Zenimax, Bethesda Game Studios, or any of their affiliates.
  3. Version 3.1.7

    7630 downloads

    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! Additional support has also been provided to allow you to extend Live Another Life with your own starts. Check out the video review GamerPoets did for his first episode: [media]https://www.youtube.com/watch?v=Pi5AU8yCry0[/media] Downloads AFK Mods Steam Workshop Skyrim Nexus TES Alliance Dark Creations The Assimilation Lab Live Another Life Bug Tracker Installation Requirements Official Skyrim patch 1.9.32.0.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't. Official Dawnguard, Hearthfire, and Dragonborn DLCs are required. Use of the Unofficial Skyrim Legendary Edition Patch is STRONGLY recommended. You will need to turn on subtitles to see the text for the startup quest. Alternately, download and use Fuz Ro D-oh - Silent Voice to see subtitles only on those NPCs with no voiced audio. This requires SKSE. 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 Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, and Alternate Start - Live Another Life.ini into your Data folder. Activate the mod using whatever management tool suits you. Uninstalling Live Another Life Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save. That said, should you insist on going forward with doing so you must adhere to the following: First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war. It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all. Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!! Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely. Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again. Load Order Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT specifies. Starting the Main Quest Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You'll be given a generic rumor about Helgen and told to travel there. You can also simply go to Helgen on your own without anyone telling you to do so. The main quest will also start if you join the Civil War, complete the first two missions for your chosen side, and then get sent to Whiterun. Once there, you'll find Whiterun closed. If you manage to bribe or persuade your way in, the next guard you pass by who delivers the line about Helgen being hit by a dragon will resolve the beginning portion. Otherwise asking them what they mean by dragons will get you pointed toward Helgen and you can proceed from there. If you somehow avoid all the guards and get into Dragonsreach without ever hearing about Helgen, the MQ will be force-started upon entering the main hall. Sorry, but this failsafe is required because it is not possible to advance the Civil War until Bleak Falls Barrow and Dragon Rising have been completed. Bethesda did not supply dialogue to allow for a Stormcloak takeover of Whiterun before starting the Main Quest. Choosing the campsite start will begin immediately with the encounter with Alduin. Using this mod to follow the default Helgen sequence will play out the same as the vanilla game. Extensions As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available: City Guard - the example extension provided on the Nexus page for LAL. Legacy of the Dragonborn - An extension to allow you start as a relic hunter for the mod's museum in Solitude. Death Alternative - Alternate Start Addon - Various options to start as a slave and/or captive. Salmon Shack - LAL Version - Start option utilizing MannyGT's Salmon Shack. New Beginnings - Several new start options using the extension framework. Compatibility Patches Starting Spell Choice Compatibility Tested and confirmed to work with Open Cities Skyrim. Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen. Song of Ice and Skyrim causes the game to get stuck loading the prison cell, regardless of load order. Descent Into Madness causes the game to get stuck loading the prison cell, regardless of load order. The Oblivion Racial Bonuses module from Occupy Skyrim is not compatible since OCS OSR.esp alters MQ101. Sellswords is not compatible because it alters MQ101 to be able to offer its alternative game mode. The Forsworn Legacy - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod. Helgen Reborn – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible. Return to Helgen (by Giskard) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed. Morskom Estate - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible. Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it. Become High King of Skyrim - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck. Better Vampires - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest. Pirates of the Pacific - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible. Buy_Whiterun3 - The optional "New Start" file has been confirmed incompatible because it modified the MQ101 quest scripts. Do not install the optional file. Reclamation Legacy Armor - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem. Requiem - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue. Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited. Mods which alter the following quests will not be compatible without a patch: MQ101 - Unbound MQ102 - Before the Storm DialogueWhiterunGuardGateStop - Guard who stops you at the Whiterun city gate. WERoad01 - Farmer refugees after dragon attack Mods which edit the following scripts will not be compatible unless patched: dunPostHelgenEnableScript QF_MQ101_0003372B QF_MQ102_0004E50D QF_DialogueWhiterunGuardGateS_000D1984 TIF__0005A6A6 TIF__0005A6B1 TIF__000D50CA TIF__000D50DB TIF__000D50E0 TIF__000D197B TIF__000D660D TIF__000E2D03 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. When choosing one of the two civil war starts, you are strongly advised to let the Jagged Crown scene play out. If you don't, the quest may fail to start and the entire civil war quest line will get jammed. There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible. Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how "Change Location" events work in the game and there's nothing that can be done about it. If you pick the ship arrival start for Raven Rock, the mouse is not being locked down for some reason when the function is called to run the animated ship ride. No know solution for this exists as of yet. Avoid moving the mouse. It will disrupt the scene, even though the boat will arrive properly. It just looks goofy as hell. Troubleshooting
  4. Version 2.17

    9453 downloads

    These files contain a variety of clean saves for Skyrim. All saves were created only with the Skyrim and Update files and specified DLC. No quests/quest lines were completed except those named, the bare minimum of prerequisites, and Way of the Voice where applicable. Random encounter quests are in the journal but no progress towards their completion has been made. Klimmek may have had his quest completed because... why not. PM or Comment with requests. You will most likely be over-encumbered when you load these saves. I picked up just about everything of value (most non-crafting supplies were sold). No skill books have been read on any of these saves due to the Dragonborn DLC ability which grants two skill points from every skill book. All saves contain only level 1 characters and will be compatible with the showracemenu command. See Support section for How To. Clean saves will only work with Skyrim and are not compatible with any DLC's except for the texture packs. Dawn saves will only work with Dawnguard and are not compatible with vanilla or any other DLC's except for the texture packs. Total saves will only work with all DLCs installed and active and are not compatible with vanilla or only partial DLCs except for the texture packs. The texture packs are only compatible with a 64-bit OS. Starter Packs - Files are separated into a Vampire or non-Vampire starter pack. Vampires become infected at the "Unbound" save. Standing stone choices may vary depending on the active DLC's. Lycanthropy - These saves were made immediately after the Way of the Voice was completed and only involve the Companions up to your induction as a member of the Circle. Arvak - These saves get you to the most important point in the game... ARVAK! No more lost horses, dying horses (he's already dead), stupid horses, buying horses, ect. Files are separated into Vampire or non-Vampire selections. Vampires are aligned with the Volkihar, non-Vampires are aligned with the Dawnguard. Vampire saves have two extra checkpoint quests. Civil War - Civil War quest line complete for both Imperial and Stormcloak. Stormcloak saves done as a vampire/Vampire Lord as appropriate. These saves were made after Arvak is acquired for Dawnguard and All DLCs. Main Quest - Main quest line complete after Reunifying/Liberating Skyrim. Imperial Skyrim will be non-vampire and Stormcloak Skyrim will be vampire/Vampire Lord as appropriate. Dawnguard - Dawnguard quest line complete after defeating Alduin. All Paragon Crystals have been obtained but not all portals have been visited. Special - Currently only one save, eventually will be updated with the opposite faction choices. Requires all DLCs to be active. See spoiler for what has and has not been done. ImperialWerewolf - Inside the secret room of Sleeping Giant Inn in Riverwood. Shadowmere is standing outside. Your belongings are in the chest in front of you... all of them... it's a lot and it's heavy. Your destination directory should be something along the lines of - C:\Documents and Settings\<User Name>\My Documents\My Games\Skyrim\Saves or C:\Users\<User Name>\Documents\My Games\Skyrim\Saves List of Saves Requested Dragon Rising completed Completed for Vanilla, Dawnguard, and All DLCs. War storyline completed for both Stormcloak and Imperial Completed for All DLCs. Battle for Whiterun Completed for Stormcloak and Imperial for All DLCs. A completionist save with little to no dungeon crawling. See Support section for how to make your own! Support How to Change your Race/Appearance at Level 1 (See the Face Sculptor in Riften for past level 1 changes) First Open Console with the tilde (~) key. Type showracemenu and hit enter. Close the console by hitting the tilde key again. Change your race, name, and any other settings like you would when normally starting a fresh game. Any saves where the character is still level 1 will be able to do this but bad things happen if done on saves if you are not level 1. ShowRaceMenu user WARNING Changing your race through this menu will RESET all your skills to the new race's default. If changing your race from the default Nord be sure to use Player.SetRace <race ID> console command to change it and DO NOT use the ShowRaceMenu to change it. The available races ID codes are actually very simple and you won't even have to look it up! You may use the ShowRaceMenu to alter your appearance before or after using the SetRace command with no adverse effects. If you use SetRace after, you will retain the facial features of the previous race/gender. There are actually whole web pages dedicated to making hybrids in Skyrim this way - especially in enabling male/female features on female/male models (Argonian males have all the cool colors/spikes SO LET'S STICK EM ON A GIRL!) If you are having trouble with this, see bugs section for solution. An example - Player.SetRace BretonRace You are now a Breton with all your skills unchanged and the proper racial bonuses. or if you are a vampire - Player.SetRace BretonRaceVampire There are two codes for setting your proper race - use the other one and unpleasantness will occur. How to reset entered/cleared cells (miscellaneous .bat file available) Do not be in the cell you wish to reset (recommend finding an interior cell to sit in) Using the console - type pcb (this purges the cell buffer in case you entered the cell) then enter resetinterior <Cell ID> where the Cell ID is either the Editor or Form ID (eg WhiterunUnderforge or 165A6 will both work) To set a location cleared find the Form ID and enter (only 165A6 will work) SetLocationCleared <Form ID> into the console. The miscellaneous .bat file if ran as is may crash Skyrim. It contains a list of all interiors including test cells, player homes, inns, guild halls, cells never accessible by the player, cells only visited once, ect. If it's an interior, it is in the file - all 728 of them. Cells are listed with their Editor ID alphabetically for the name of the location, eg. the cell TestTony has an Editor ID of AAADeleteWhenDoneTestJeremy so it is on line 615, instead of 1. I suggest using it as a reference to locate the cells you wish to reset. Modder Information To create a clean save you must have no loose script files and no .esp/.bsa files loaded (unless specific to your mod such as the Dragonborn DLC for a Solstheim mod). Textures are not saved in the game data but are loaded on demand and so will not effect creating a clean save. Loose script files (and possibly .bsa files in the main Data folder) should be contained in the Data>Scripts folder in the form of .pex files (not the Source folder - .psc files contained therein should not effect gameplay and are for reference by the Creation Kit and Modders). If you do not wish to delete your .pex files simply get them out of the way while you create your clean save - hide them in another folder, move them to another folder outside the Data folder, compress them, make it so that the game won't see them when it loads a save. To restore a corrupted/modified/removed Scripts folder simply verify the game files for the Creation Kit (listed in Steam under Tools). Bugs Serana has no "Follow me" option when she should. This is not from save game corruption but rather an oversight in the DLC's follower AI for Serana. It is fixed by entering setpqv DLC1NPCMentalModel LockedIn_var False into the console and speaking to Serana again. There is a miscellaneous file that contains a .txt file for this if you so desire. This file also contains a .txt to reset Serana's desire (or lack thereof) to cure her vampirism. Extract the .txt files to your Skyrim folder (not your Saves folder like the Clean Saves or the Data folder like with other mods) To execute these fixes simply load the save game you desire that has Serana in it and enter bat Follow and/or bat Cure into the console. During the Stormcloak side of the Civil War quests when Galmar first speaks to you, you will not be able to respond as a Nord if you are a Nord who is also a vampire/Vampire Lord. Choosing the second option "Skyrim is home to more than just Nords." will advance the dialogue in the same direction as it would have had you been recognized as a Nord and been able to respond accordingly. Changing your race to Nord and back to a Nord vampire may work but has not been fully tested. It appears to work and does not seem to break any vampiric abilities, positive or negative. Stage 3 vampires/Vampire Lords will experience some health/magicka/stamina regeneration (25%) instead of none with Dawnguard installed. This was fixed for vanilla vampires in an official patch which Dawnguard reverted. Feed or wait a day to reduce your stage below 3 or increase it to stage 4. Also available on The Nexus and AFK Mods.

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