Alternate Start - Live Another Life
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Showing 21-30 of 36 entries
Update: Mar 18, 2013 @ 5:23pm

Version 2.2.2
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Merged fixes from Official Patch 1.9.
Merged fixes needed from USKP 1.3.1.

Update: Mar 6, 2013 @ 6:36pm

Version 2.2.1
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The 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)

Update: Jan 19, 2013 @ 11:08pm

Version 2.2
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A new version tracking system has been created to better manage patch upgrades for the mod.
If the Vigilants start is being played, a check for Dawnguard being installed will now be made to transfer the inventory from your chest inside the Hall to a chest outside for when the Dawguard quest progresses to the point where the Hall has been destroyed.
The second collapsing hallway section added in Helgen Keep will now be disabled once Helgen is taken over by bandits.
There will no longer be a jarring forced teleport that takes place when the player approaches Helgen. Alduin will instead begin his flight as naturally as possible from just behind the city walls.
Adjusting for Alduin's new flight path, the burned corpse with the journal is now found inside the remains of Helgen.
The corpse journal and quest logs have been rewritten to better suit the new configuration, along with the camping start in the woods.
If you are able to reach South Skybound Watch before having been close enough to Helgen, Alduin will begin his flyover if you climb to the top of the ruined tower there.

Update: Dec 20, 2012 @ 11:29pm

Version 2.1.8a - Hotfix
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The alias usage set up in 2.1.8 for innkeepers didn't work and would result in the complete failure of the Live Another Life quest to operate. All aliases would be blank, with the first visible result being the Mara statue not appearing. The failure only occurred with certain mods installed. This has now been redone in a way that doesn't trigger the problem.

Update: Dec 18, 2012 @ 8:11pm

Version 2.1.8
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Disabled a dialogue branch where you could tell the Jarl in Whiterun that the Imperials were about to execute you if you did not use the Helgen start.
A topic where you could ask Viarmo about dragons has been delayed until the MQ starts.
A topic where you could ask Fihada for arrows to take down a dragon has been delayed until the MQ starts.
A greeting delivered by Heimvar in Solitude about dragons has been delayed until the MQ starts.
Dialogue for the Helgen rumors which rely on the innkeepers in Solitude and Windhelm will reference the innkeeper aliases for these towns in case the primaries happen to be dead.
An objective will now be displayed to inform you when your farmhouse profits are ready to collect if you chose that start.
If Savlian Shoal is killed, the farmhouse profits can no longer be collected.

Update: Oct 12, 2012 @ 1:47am

Version 2.1.7
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Fixed the error which caused the Helgen cart ride to break yet again. This damn thing is far too sensitive.

Update: Sep 25, 2012 @ 6:35pm

Version 2.1.6
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Two scripts were left out of the distribution that are necessary to advance the startup quest.
An objective marker has been added for Darkwater Crossing. This will only take effect for a new game.
Fixed a possible loophole that could have contributed to General Tullius not being available for the cart ride to Helgen.

Update: Sep 22, 2012 @ 10:31pm

Version 2.1.5
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Refined the Helgen approach script to detect any horse the player may be riding and keep them with the player when transported.

Update: Sep 16, 2012 @ 9:59pm

Version 2.1.4 package update failed to upload - retried and succeeded here.

Update: Sep 16, 2012 @ 9:45pm

Version 2.1.4
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Choosing the Helgen start will no longer strip the player's inventory which will preserve anything that other mods add at the beginning of the game.
The farmhouse now has an anvil, tanning rack, and grindstone for simple crafting operations.
The farmhouse also now has a stable across the road to put your horse if you own one.
Redid the script trigger that detects approach to Helgen since the trigger box method was not reliable.
A new start option has been added for Dunmer.