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[RELz] Alternate Start - Live Another Life


Arthmoor

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Please make the start options in LAL dependable of which DLL you use sort of a mod compatibility you mention in this post. :)

 

I don't use Dawnguard, because I don't like it and I never like the MQ in Bloodmoon either after my first playthrough.  This means I'll only use LAL 2.5.5 and not LAL 3.0.0 due to the requirement of all DLC.

As an aside if you dont like dawnguard install it, get timing is everything and set the dawnguard start to lvl 99 XD

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Can't do it Leo. The steps necessary to get the Volkihar start working properly required access to Dawnguard stuff. If you don't want to use the DLC for whatever reason, download 2.5.6 off of Nexus.

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I see.  Is it possible to make LAL a MCM mod in the same way OCS is, I mean in MCM you can configure OCS like this e.g disable/enable oblivion gates, lights on the streets on/off in cities IIRC.

 

Why not have a separate upload for LAL 2.5.6 here too just as a courtesy for all LAL fans. :)

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An MCM wouldn't really help since the mod will still require the DLC to be present.

 

I didn't put 2.5.6 up anywhere else but Nexus because the file systems don't provide enough of a distinction between the current copy and an old copy. It's a minor failing in IPB's otherwise excellent file upload module.

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What do you mean?  Does LAL require all DLC for MCM regardless what choice you make?

 

Have you tried using the changelog (describe what 2.5.6 is and what's different from 3.0.0) feature in IPS?

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LAL doesn't have an MCM, but yes, from 3.0.0 forward all 3 DLCs will be required to run it.

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So you're saying that MCM cannot handle LAL 3.0.0 with the options for all DLC and disable those options that belongs to a certain DLC properly if an user doesn't want to play Dragonborn like this.

 

- No Dragonborn DLC then no start in Raven Rock just as it was before LAL 3.0.0 regardless what other DLC you use

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I don't think you're quite understanding here. An MCM wouldn't help. The dependency is still required for those starts to even work. It's not something I just did to be a jerk :P

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Looks like there's no actual bugtracker for ASLAL, and I have one to report :

I chose the 'I'm a new member of a guild.', then 'Lord Harkon's Court'. After the vampire lord tutorial, Harkon gives me my first quest : after taking the blood chalice, I have to go to Redwater Den. I can go out of Volkihar castle, but the castle harrow is closed, and there's absolutely no activator to open it. It is theorically possible to fast-travel, but at this very early stage of the game there's absolutely no known destination, making it practically impossible...

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Yeah, saw that. Pretty cool that people are banding together to do this for mods that never made it before.

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It's fully deserved, and it's a shame that none of your mods was file of the month n°1 before. The Nexus community can be really disappointing sometimes.  :P

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Concerning the 'I came on boat' start option, looks like even being in 1st person view before activating the bed makes the camera controls broken during the Ravenrock arrival cutscene.

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Version 3.0.1

The scene trigger and castle gate outside Castle Volkihar were overlooked when setting up the Volkihar start. (Bug #18872)
The sack and bed for the Raven Rock Dunmer start were not owned by the player.
Serana's AI override was not properly conditioned to keep her from leaving Dimhollow Crypt if neither of the DLC1 starts were chosen.

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  • 2 weeks later...

so been giving this mod its paces creating numerous characters and got a few bugs/observations.

 

No Imperial or Bosmer Start? I'm using 3.0.1 and have seen dunmer, khajiit, argonian, etc but theres no Imperial or Bosmer specific start options.

 

The Thalmor Start as a Altmer really breaks the game, Delphine will agro on you the second you enter the inn and will come after you the second you enter dragons reach with the Dragonstone. As she is essential you can't just kill her. Believe me i tried. I even COC into a locked cell in dragonsreach, consoled her into the same cell then COCed back to dragons reachs and she still found a way to break out and hunt me down. Ultimately i had to disable her. Because Realistically a mad woman going around and attacking the Thane of white run who just killed a Dragon is going to get tossed in a cell. Now i realize fixing this would mean modifying more of the main quest but it's unavoidable. A somewhat easy fix might be to offload her duties to Elewyn since she is your "contact" in the Thalmor quest dialog.

remove essential from delphin and either leave the horn in Jergen's tomb or have the note be from Elewyn telling you to return to the Thalmor Embassy. Hell that might be the easiest option. De-essential Delphin so she can be killed and have Elewyn take over her duties for the MQ, they already send a hit squad for Esbern so just have you lead it and then take him by force. Of if Deessentializing Delphine would be to hard maybe after you defeat her you need to escort her to the embassy for interrogation that way the MQ remains mostly intact its just shes forced to work wih the Thalmor for the greater good of deafeating the dragons.

 

The Forsworn start has similar problems, notably if i want to do the entire rescue the leader forsworn conspiracy quest and let myself get thrown in Cidna mine i still cant get past the orc even though I'm a know forsworn. Seems to me like the easy solution would simply be to set the Forsworn conspiracy to the Talos shine point so the next time your captured and jailed you can start right off in the forsworn quest

 

Kinda sorta mini bug: For the Vigilant start i find it kinda odd given the relationship between the two factions i still have to be recruited by the dawnguard guy, shouldn't you just start off with "investigate fort dawnguard" instead of needing to talk to the orc guy or a guard first?

 

silly note: Just started a argonian play through and found it kinda funny there was no "maid" options which starts you off as the personal serven of some noble, just a thought.

redguard start: Could you add some NPCs alik'r near the spawn point seems kinda lonely almost feels like more of a "camping in the woods start" the other faction starts put you with others of your kind but the aliker start had you all alone.

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Yeah, I think it's pretty cool how there's this effort to recognize mods that didn't make the cut in the past. I wonder who they'll pick up next?

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  • 1 month later...

This is an interesting mod that adds a special camping map marker to the game map.

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Heh. That seems like it would crowd awfully close to the one for Helgen, but hey :P

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And that mod would also be useful to avoid another bandit camp nearby and I think the camp I'm referring to is to south east/north west of your camping start location just uphill from the main road.

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  • 1 month later...

Version 3.0.2

Dialogue condition checks for Shady Sam in Kynesgrove and Dragon Bridge had somehow been changed to check for Grelod instead, which obviously should not happen.
Journal entries and dialogue responses when looking for Sam were indicating the wrong days for when he'd be in Kynesgrove or Dragon Bridge.
Added some plantable herb mounds to Shoal's Rest Farm.
All starts in Solstheim will now set the boat up so that you can talk to the captain to ride back to Skyrim.

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  • 4 weeks later...

Version 3.0.3

Forgot to generate the needed linked NPC refs for the plantable herb mounds.

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  • 4 weeks later...

Version 3.0.4

WhiterunStablesScene3 fix from USKP 2.1.3 carried over.
The failsafe trigger box should not be active if the mod was installed into an existing save that is already past chargen.
The objectives for A Second Chance are not completed properly if the vanilla start is used.
Added bShowTutorials=0 to the ini file fragment to turn off the remaining tutorial prompts that were not activated by scripts.
Navmesh blockers should now get properly cleared when starting in a Hearthfire home. Bethesda's testing script was not disabling the one in the main hall.
Two unknown facegen mesh files have been removed from the archive.

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  • 3 weeks later...

Hi Arthmoor,

 

When I start a new game with LAL, I get the message "Your follower cannot accompany you here" just after the character creation. Not a big deal since I can talk to Mara and begin my new life, but I never noticed this message before.

 

Is this message normal since I obviously don't have a follower ? Or is it a sign of an issue with a mod in my load order ? I'm testing some new mods, that's why I wonder.

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