Arthmoor Posted January 29, 2013 Author Share Posted January 29, 2013 Actually the gate is enabled prior to starting the game. I don't know why it's even there since it gets disabled and never reenables later. Maybe it was a thing they had planned for a start location somewhere other than Helgen and that was a quick way to keep people out beforehand. That obviously changed when the intro became what it is. Link to comment Share on other sites More sharing options...
Dwip Posted January 29, 2013 Share Posted January 29, 2013 Where are you finding that, though? All I could find was a use info hit for MQ101. Link to comment Share on other sites More sharing options...
Dwip Posted January 29, 2013 Share Posted January 29, 2013 Meanwhile, digging around in TES5Edit because I can't let these things go, was the idea for Live Another Life to overwrite Dawnguard's changes to the vampire/vampire thrall factions? Link to comment Share on other sites More sharing options...
Arthmoor Posted January 30, 2013 Author Share Posted January 30, 2013 That wasn't the intent, no. Bethesda threw a wrench into that. Link to comment Share on other sites More sharing options...
Dwip Posted February 1, 2013 Share Posted February 1, 2013 Because not enough whack shit was happening in my Helgen: - I'm moderately certain that while the far gate aboveground is still locked when you come back through, it doesn't need a key I don't have. Also, I'm fairly certain there's not supposed to be an imperial soldier just chilling out over the gate. - Similarly, while I can't recall if the new bandit tenants clear the collapsed hallways inside or not, I'm pretty sure when I go down the stairs in the keep I'm not supposed to get screen shake and Alduin flyover noises. - Imperial torturers don't give a fuck about bandits or the fact they're supposed to be dead - they're staying put, thanks. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 1, 2013 Author Share Posted February 1, 2013 Because I'm an anal lizard, what version of this mod are you actually playing with? Cause the collapsing thingy shouldn't be an issue once the bandits come. Nor should there still be that guard on top of the gate. The torturers are also supposed to be gone. So far as I can recall they get disabled without my having to do so. Methinks perhaps your game has decided to strike out on its own. Link to comment Share on other sites More sharing options...
Dwip Posted February 1, 2013 Share Posted February 1, 2013 2.2. Which has been the case since this game got started a week ago or whatever it was. 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 HearthFires.esm 04 HighResTexturePack01.esp 05 HighResTexturePack02.esp 06 Unofficial Skyrim Patch.esp [Version 1.2.7] 07 Unofficial Dawnguard Patch.esp [Version 1.1.4] 08 Unofficial Hearthfire Patch.esp [Version 1.0.3] 09 Economics of Skyrim.esp 0A Economics of Skyrim - Dawnguard.esp 0B Ars Metallica.esp [Version 1.1.4] 0C Ars Metallica - Dawnguard.esp [Version 1.1.4] 0D Ars Metallica - Hearthfire.esp [Version 1.1.4] 0E Bring Out Your Dead.esp [Version 1.1.4] 0F Where's My Horse Gone.esp 10 Footprints.esp 11 WetandCold.esp 12 SkyUI.esp 13 Gildergreen Regrown.esp [Version 1.2.3] 14 Run For Your Lives.esp [Version 1.2] 15 When Vampires Attack.esp [Version 1.0.1] 16 The Paarthurnax Dilemma.esp [Version 1.2.3] 17 Open Cities Skyrim.esp [Version 0.9.8] 18 OCS + Hearthfire Patch.esp [Version 1.0] 19 Alternate Start - Live Another Life.esp [Version 2.2] 1A AFK_MapMarkers.esp 1B rt_AutoHarvest.esp 1C Bashed Patch, 0.esp Link to comment Share on other sites More sharing options...
Arthmoor Posted February 1, 2013 Author Share Posted February 1, 2013 Strange, will check on them. Even made shiny bug entries for them on the tracker Link to comment Share on other sites More sharing options...
Dwip Posted February 1, 2013 Share Posted February 1, 2013 Neat. Missed the bit about the gates being locked with need a key to open, though. That definitely isn't the case in vanilla. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 1, 2013 Author Share Posted February 1, 2013 Actually it is, I've run into that plenty of times in USKP testing in and around Helgen. The gate locks when the cells reset. Link to comment Share on other sites More sharing options...
Dwip Posted February 1, 2013 Share Posted February 1, 2013 With needs key? I'm pretty sure it locks regular. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 1, 2013 Author Share Posted February 1, 2013 He who posts in semi-cryptic prose should expect his bug reports to be misinterpreted.... I'll look into it. Or, you know, go try out the bug tracker. You might even find such a beast useful for your own stuff. Link to comment Share on other sites More sharing options...
Dwip Posted February 1, 2013 Share Posted February 1, 2013 Ah, wasn't sure if I was supposed to be posting bugs for your stuff instead of you. If my own stuff had any remaining bugs, I totally would use it. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 1, 2013 Author Share Posted February 1, 2013 The tracker is for anyone to report a bug, that's why it's here Link to comment Share on other sites More sharing options...
Arthmoor Posted March 7, 2013 Author Share Posted March 7, 2013 Version 2.2.1The trigger box in Helgen Keep that collapses the first tunnel section should not be active once bandits have taken over the keep, nor should it be playing dragon roar sounds at that point. (Bug #11878)The torturer in the keep is never disabled in MQ101 stage 500 like he should be. (Bug #11877)Dawnguard vampires should no longer act hostile toward their thralls. (Bug #12115)Khajiit starts will now have an active caravan camp to relax in before departing on a life of adventure. (Bug #12222) Link to comment Share on other sites More sharing options...
Leonardo Posted March 8, 2013 Share Posted March 8, 2013 I just had an idea for a new starting alternative. How about a defected Thalmor who is trying to conceal the identity from Thalmor agents and the player is just a defected Thalmor agent. Where this former Thalmor agent has its starting location doesn't matter. Link to comment Share on other sites More sharing options...
Arthmoor Posted March 19, 2013 Author Share Posted March 19, 2013 Version 2.2.2Merged fixes from Official Patch 1.9.Merged fixes needed from USKP 1.3.1. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 4, 2013 Author Share Posted May 4, 2013 Version 2.3A new start option for Dunmer has been added. If Dragonborn is installed, this will start you off in Raven Rock instead of Windhelm.A new start option to join the Dawnguard has been added, which begins immediately following the end of Awakening, back in Fort Dawnguard.A new start option for Altmer has been added. You will begin at the Thalmor Embassy and be on friendly terms with them until you reach Helgen.Unbound (MQ101) was never marked as completed when using a start that required visiting Helgen to initiate the main quest. This would block the startup of any mod checking for the completion flag on MQ101.The Mara statue now has voiced lines, thanks to Nikkita.Merged necessary fixes from USKP 1.3.2. Link to comment Share on other sites More sharing options...
Leonardo Posted May 4, 2013 Share Posted May 4, 2013 The Mara statue now has voiced lines, thanks to Nikkita. I wonder why you haven't hired the V.A.P on TESA before. Anyway, thanks for the update! Link to comment Share on other sites More sharing options...
Nico coiN Posted May 4, 2013 Share Posted May 4, 2013 Voice acting is impressive ! Professionnal quality. Thanks and greetings to Nikkita ! :wink: Link to comment Share on other sites More sharing options...
Ysne58 Posted May 5, 2013 Share Posted May 5, 2013 I'm about to run through Helgen Reborn again as a tester. I'll be grabbing this before I start. Thanks for the update. You do great work Arthmoor. Link to comment Share on other sites More sharing options...
Ysne58 Posted May 6, 2013 Share Posted May 6, 2013 This does seem to be working properly with Helgen Reborn now. Unbound completed as I approached Helgen to find the corpse with the Journal. Link to comment Share on other sites More sharing options...
Ysne58 Posted May 7, 2013 Share Posted May 7, 2013 Just came up with a really weird issue when testing with Falskaar and not having travelled to Helgen. When I get to the same coordinates in Falskaar as would be in Skyrim, it triggers the completion of the Unbound quest. Since I'm not in Skyrim, that shouldn't be triggering. Link to comment Share on other sites More sharing options...
Arthmoor Posted May 7, 2013 Author Share Posted May 7, 2013 Oh. Yeah. That's a bit of a fluke I guess. I'll have to make sure the script is checking that you're in the right worldspace Link to comment Share on other sites More sharing options...
Ysne58 Posted May 7, 2013 Share Posted May 7, 2013 I thought it was pretty funny. Thanks for checking that out. Link to comment Share on other sites More sharing options...
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