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  1. ESO Skyshards

    Long ago, during the second era in the time of the Planemeld, adventurers sought out whatever power they could gain to aid in their battle against Molag Bal. Among these items of power were Skyshards, presumably made available by the gods for those who were dedicated to exploring both the hidden and mundane corners of Tamriel. Not much is truly known about them, but in these trying times of dragons and civil war, the Skyshards have once again appeared for the Last Dragonborn to discover and augment his power.
     
    ESO Skyshards places several shards throughout the province of Skyrim, including Dawnguard areas and Solstheim. Much like the ones from ESO itself, once you collect 3, you will earn 1 perk point to spend as you see fit. There are 6 in each section, for a total of 66 shards amounting to 22 extra perk points. That may seem like a lot, but by the time you've found them all you'll likely be pretty high level anyway so it balances out in the end. Sorry, beyond the 3 screenshots displayed for the mod, I will not reveal the locations of all of the shards. They do not have map markers either, and there are no plans to provide any. They are located in a mix of easy areas and hard areas so they should prove to be quite a challenge to locate.
     
    This mod will go especially well with mods that expand the number of perks you can use as well as perk overhauls that expand the number of points required to obtain perks.

    49 downloads

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    Updated

  2. Cutting Room Floor




     

    A content restoration mod for Skyrim and the official DLCs.
     
    From the depths of the ether, or just the cutting room floor, comes forth several NPCs, some quests, and other miscellaneous content which was created but never implemented in the game. If ever you had the feeling that Skyrim was missing something, you were probably right! This mod should relieve a bit of that. Villages that were supposed to exist have been brought back. Quests that were partially implemented have been completed. Various items have been restored that were still in the data files. NPCs have been brought back to the game and given homes where appropriate. Plus plenty of other random bits of stuff that was mentioned in the game but didn't exist yet.
     
    NPCs were implemented using the list available on the UESP: http://www.uesp.net/wiki/Skyrim:Unused_NPCs
    Unimplemented quests were seeded by the following list on UESP: http://www.uesp.net/wiki/Skyrim:Unfinished_Quests
    Some unimplemented items have been added from the following UESP list: http://www.uesp.net/wiki/Skyrim:Unobtainable_Items
     
    CRF Bug Tracker
     
    Check out the video for the mod by Brodual:
    https://www.youtube.com/watch?v=ByPbGhFX2aM
     
    Installation Requirements
     
    Official Skyrim patch 1.9.32.0.8 or greater.
    Official Dawnguard DLC.
    Official Hearthfire DLC.
    Official Dragonborn DLC.
    Unofficial Skyrim Legendary Edition Patch 3.0.11 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 Cutting Room Floor page at Skyrim Nexus. The installer should take care of things from there.
    Then simply make sure NMM has the mod activated.
     
    Installation - Manual
     
    Drop the Cutting Room Floor.esp and Cutting Room Floor.bsa files into your Data folder.
    Activate the mod using whatever management tool suits you.
     
    Uninstalling
     
    Due to the nature of Skyrim mods, especially those with scripts, it is STRONGLY recommended you do not attempt to uninstall this mod once you've begun using it. The scripts altered by the mod, as well as several portions of the content will be permanently altered and will not restore themselves to their previous states.
     
    This is not a defect in this mod, it is merely how Skyrim works with any mod that includes scripted changes. There is nothing I or anyone else can do about this. You need to load a save prior to having installed this mod in order to restore the game to its previous condition.
     
    If you insist on removing the mod and continuing with the save though, the Cutting Room Floor.esp and Cutting Room Floor.bsa files must be removed from your Data folder. Any errors or residual changes left behind by doing so are your sole responsibility and any complaints about this will be ignored.
     
    Load Order
     
    Load early, as close to the top of your load list as reasonably possible since this mod deals in restored vanilla content.
     
    LOOT should be used for optimal placement.
     
    Implemented in This Mod
     
    NPCs
     
    Argi Farseer - Stonehills. Works in the mine, has a home in Stonehills, takes a random stroll around the mining camp at night.
    Talib - Stonehills. Restored his house, works the mines.
    Aleuc - Blacksmith in Stonehills. Has a house and slightly modified exterior forge area. Stonehills ought to be plenty populated now.
    Captain Metilius - Castle Dour. Hangs around the war room during Bleak Falls Barrow or Jagged Crown, wanders the castle district outside otherwise. Will be disabled if the Stormcloaks have Solitude.
    Grushnag - Placed with the Markarth Khajiit caravan and will travel with them. Serves as a guard due to the dangerous nature of The Reach.
    Herebane Sorenshield - Added on the span of Kilkreath Ruins between the first and second interior areas. He will patrol the area there and is now carrying his named reward items too.
    Karinda - Dagny's horse that was originally planned for use in the darker side of The Whispering Door. Just for show now though.
    Mazgak - Added to the hunters in Bloated Man's Grotto.
    Spirit of the Ancient Traveler - Added at Wayward Pass as was apparently intended.
    Steirod - NPC planned for use at Irontree Mill.
    Trilf - NPC planned for use at Irontree Mill.
    Sulvar the Steady - Placed in Niranye's house, spends the rest of his time at the warehouse. It made no sense for him to spend his entire existence in her place.
    Tasius Tragus - Added in the Dragon Bridge tavern. Doesn't do much other than sandboxing inside and outside. Sleeps at the inn. Supposedly is Varnius Junius' boss.
    Thjollod - Added to the hunters in Bloated Man's Grotto.
    Viding - Added to the hunters in Bloated Man's Grotto.
    Mithorpa Nasyal - Dark Elf NPC assigned to Barleydark Farm.
    Uglarz - Restored for Narzulbur, involved in a quest.
    College Guard - A generic guard for the College of Winterhold. Will patrol the grounds, and sleep upstairs in the Hall of Attainment.
    Froa - Daughter of Kjeld and Iddra who is mentioned in at least two scenes but doesn't exist.
    Guards restored for Half-Moon Mill who will use the cut dialogues for that location.
     
    Items
     
    Gallus' decoded journal - Will appear once the final major portion of the Thieves Guild quest is done.
    Spectral Arrow - Spell tome reward for completing Treva's Watch.
    Falmer Supple Bow - A slightly better version of the normal Falmer bow. Added to 3 of the encounter varieties of Falmer. A tempering recipe has been provided as well.
    Briarheart Geis - A special version of a Forsworn axe, now in the hands of the Briarheart at Lost Valley Redoubt.
    Mzinchaleft Guard's Note - A note for the guards who are watching Maluril's room.
    Habd's Death Letter - A note left behind by the former owner of Frostflow Lighthouse.
    Sild's Staff - A unique item available on Sild the Warlock in Rannveig's Fast that summons subjugated ghosts.
    Circle of Vitality - Added a new tome for the spell, plus completed the missing parts.
    Stormcloak Cuirass (sleeved version) - An alternate version of the standard Stormcloak Cuirass that was never added to the game.
    Letter to Vals Veran - A short note that provides a bit of backstory to Vals Veran.
    Robes & Boots - Several articles of clothing that were not added to leveled lists are now available.
    Letter from Harkon - A short note carried by Malkus talking about Harkon's promise for finding a Moth Priest.
     
    Quests
     
    Research Thief - An unfinished quest at the College of Winterhold. Nirya has something she'd like you to do. (Repeatable radiant quest)
    Filling Soul Gems - Sergius Turrianus doesn't just want you to restock them, the lazy bum! (Repeatable radiant quest)
    The Missing Apprentices - Phinis Gestor wants someone to find out what happened to the previous group of apprentices.
    Tolfdir the Absent-Minded - His alembic isn't the only thing he routinely misplaces! (Repeatable radiant quest)
    Animal Pelt Collection - Restored a radiant quest for the Companions to collect animal pelts. Needed some logic tweaks and bugfix hacks to get it into useable shape.
    Rogue Wizard - Tolfdir has more than just his absent-mindedness he needs help with. (Repeatable radiant quest)
    Hitting the Books - An extra dialogue exchange was restored between the player and Mirabelle Ervine.
    "A Wife For Mauhulakh" (name provided by CRF) - Chief Mauhulakh is lonely and longs for companionship.
    Proving Honor - Aela can now be chosen as your shield-sibling if you do more work for her than Farkas.
    Suppy Line - Frost River Farm needs help distributing their mead.
    Shalidor's Insights - Added the missing fortify magicka scroll to the reward table.
    Runil's Dark Past - Restored what little there is for this. Need to retrieve his journal first before the dialogue becomes available.
    Mourning - NPCs who lose friends or loved ones may mourn the loss for a set period of time.
     
    Scenes
     
    DialogueRiftenRatway - Restored a non-functional dialogue scene between the player and two thugs in the Ratway entrance. (Disabled if Live Another Life is installed and Thieves Guild start is chosen)
    DialogueWhiterun - Scene between Uthgerd the Unbroken and Skulvar Sable-Hilt at the Whiterun Stables.
    DialogueWhiterun - Scene where Mikael thanks the audience for their applause as the player first enters the Bannered Mare.
    DialogueGenericVigilantsOfStendarr - Restored dialogue for the Vigilants to confront the player when they are wearing/wielding a Daedric artifact item. (http://uesp.net/wiki/Skyrim:Vigilants_of_Stendarr#Conversations)
    Windhelm - 2 scenes between Scouts-Many-Marshes and Ambarys unlocked by giving Scouts-Many-Marshes an AI pack to sandbox in the club after work.
    Solitude - 3 scenes involvng Xander have been restored by giving him AI packages to go to each of the stores he should visit.
    MS06StartPotemaEscapesScene - Removed condition blocking the dialogue from Potema's escape sequence.
     
    Locations
     
    Thalmor Justiciar HQ in Solitude - Populated with one commander and 4 justiciars who will disable if the Stormcloaks take Solitude. Banners changed from Imperial to Thalmor, and these banners will change again to Stormcloak ones if they take the city.
    Castle Dour Tower - Restored access to an unused tower room above General Tullius' room. Captain Metilius will sandbox here for part of the day as well as sleep here since he has no bed otherwise.
    Frost River Farm - The meadery that goes with the Supply Line quest that was restored.
    Irontree Mill - Restored a missing sawmill originally designated for Haafingar Hold. Haafingar has no adequate space for it, so it's just over the border with Hjaalmarch, located next to the newly restored Frost River Farm. Steirod and Trilf live and work here.
    Trilf's House - Added with the relocation of Irontree Mill after discovering that there is a key and location data for a house. Since Steirod has nowhere else to go, he'll be living there too.
    Barleydark Farm - Restored a farm southwest of Fort Greymoor occupied by Mithorpa Nasyal. The location was already leveled out and labeled, just never actually built.
    Stonehills - Restored the village which was intended to be placed here. (Argi Farseer's house, Aleuc's house [blacksmith], Talib's house)
    Wintersand Manor - Nazeem & Ahlam's house, restored to the game at Chillfurrow Farm.
    Maiden-Loom Manor - Lilith Maiden-Loom's house, restored to the game across from Whiterun Stables.
    Cidhna Mine - Obscured Passage, restored and repurposed as an escape route out of the prison.
    Frostbark Lumber Mill - The abandoned remains of the sawmill that Ganna tells you about in Kynesgrove but was never added to the game.
    Heljarchen - The village which was intended to be placed surrounding Nightgate Inn has been restored. (Blacksmith, Alchemist, 2 farmhouses, and the NPCs who live in them)
    Riften - Restores the southeast city gate to the game, which was boarded over prior to release for some reason.
     
    Other
     
    Restored the Omen of Warding and Stop Rune powers. These were originally designed as Black Book rewards but there is no book to place them in. Instead, they have been attached to standing stones hidden on Solstheim.
    Pack Spiders! You can now create a pack spider in White Ridge Barrow that can haul some extra loot for you. Be careful, they're fragile, and you can only have one following you at a time.
    Glowing Spiders! Another spider you can also make in White Ridge Barrow that produces light while following you around. They will last for 2 in-game hours, or until killed, whichever comes first.
     
    Troubleshooting
     
    Help! There's a duplicate farm sitting on top of Frost River Farm!
     
    You are probably using my Alternate Start - Live Another Life mod. Frost River Farm was built from the data provided by LAL and will overlap the entire exterior, which will lead to performance degradation, severe z-fighting, and a duplicated set of farm people operating the site. Plus it will probably be random luck as to which building you enter if you try to go through the door.
     
    You will need to upgrade LAL to version 2.4.0 or higher in order to resolve this conflict. LAL 2.4.0 relocated the farm to a plot of land north of Rorikstead.
     
    Credits
     
    Hana - For a ton of beta testing my characters weren't able to do. Bethesda's rat's nest never stood a chance!
    Hana again - For the road sign resources used to make the new signs.
    nonoodles - Meshes used for the restored Riften southeast gate.

    232 downloads

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    Updated

  3. Run For Your Lives

    A small mod that makes citizens in a village or city run indoors during a dragon or vampire attack.
     
    This was born out of frustration at seeing the citizens all trying to be a hero and rushing headlong to their doom attacking dragons and vampires. Instead, the citizens will run to safety like smart people should when faced with the horrors of giant flying fire breathing lizards (or bloodthirsty undead). NPCs who live in the attack location who own a home there will retreat to it. If the attack location has an inn, NPCs who don't live there will flee to the inn, along with any NPCs who live outdoors. If no inn is present the game picks a random interior from the surrounding area and those NPCs will flee there instead.
     
    This should work for any NPCs added by mods as well, up to a limit of 150 in the area. After that, they're on their own. The NPCs chosen are first come, first serve by the game engine.
     
    Guards, members of The Companions, Vigilants of Stendarr, and the player's followers/teammates will not run, they will stand and fight. Farm animals will not run either, because they're stupid. That includes your horse.
     
    Spawned dragons are detected via animation events, which should allow for completely reliable detection even if the dragon never lands on something.
     
    Hand placed dragons are detected when their combat state changes* as well as when they land on any available perch objects in the area.
     
    Vampires will be detected when the events that spawn them begin running.
     
    * [Only after they land on the ground]
     
    My Patreon Page: https://www.patreon.com/arthmoor

    211 downloads

    0 comments

    Updated

  4. Ars Metallica - Smithing Enhancement

    The crafting system is one of Skyrim's better features, but for thieves and archers, there's not much use for the system. Light armor is dead easy to come by in already finished forms, but arrows can sometimes be scarce in the types you may want. Lockpicks have been known to be somewhat scarce too, yet are relatively basic to construct.
     
    Ars Metallica aims to fill in some of the basic issues I had with the crafting system by doing the following:
     
    For vanilla Skyrim:
    Allow archers to forge their own arrows out of the various ore materials, wood, leather strips, and feathers. Indirectly making it somewhat useful to chop wood too. Allow thieves to make their own lockpicks out of iron or steel. Provide skill advancement for the use of the smelter to melt down ore. After all, that's as important as knowing how to shape it once refined. Provide skill advancement for the use of the tanning rack to make leather. That's far more important in my mind than the skill advances from using the leather to make stuff. Provide for a small amount of skill advancement from mining the ore itself out of ore veins. Provide the ability to melt down existing pieces of armor and some clutter items into ingots so that you can then use those ingots to make missing pieces of a set if you want. Allow members of factions to forge equipment appropriate to their guild. Thieves can make guild armor. Assassins can make Brotherhood armor. Legionnaires can make Imperial armor, and so on.

    For Dawnguard:
    Modifies the dragonbone arrow recipes and the crossbow bolt recipes to conform to the same formulas as vanilla. Disabled Dawnguard's native recipes.

    For Hearthfire:
    Provides smithing experience for using the various workbenches used to construct your homes. The drafting table does not count since nothing is actually built using it.

    For Dragonborn:
    Modifies the stalhrim and nordic arrow recipes to conform to the same formulas as the vanilla arrows. Adds smelting formulas to recover ore from stalhrim and nordic carved equipment. Adds crafting feathers to the Felsaad Tern.

     
    Note that all smelting of metals requires that you know the perk associated with that metal. For example, if you wish to smelt Dwemer scrap, you need to know the Dwemer Smithing perk first. This applies not just to smelting existing goods but also to smelting raw ore. This isn't a bug, it's a feature.
     
    My Patreon Page: https://www.patreon.com/arthmoor

    199 downloads

    0 comments

    Updated

  5. Alternate Start - 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!
     
    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
     
    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

     
     
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    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.

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