The Elder Scrolls V: Skyrim

Alternate Start - Live Another Life
< 1  2  3  4  5 >
Showing 21-30 of 43 entries
Update: Oct 18, 2013 @ 10:42pm

Version 2.3.3b
===========

Found the root cause of the Alduin flyover failure - a line of code had been accidentally deleted from the modified MQ102 quest fragments. Doh!

Update: Oct 8, 2013 @ 6:04pm

Version 2.3.3a
===========

The workaround fix for the campsite start that handles stage 40 of the startup quest needed to be replicated in the general stage 45 handler for approaching Helgen in the other starts.
Minor synchronization fixes ported over to match up with USKP 2.0.

Update: Sep 29, 2013 @ 8:03pm

Version 2.3.3
==========

The north and east gates to Helgen should be unlockable after MQ101 is done but the two stages that handle this were not being called.
The clutter at the campsite start was not supposed to get disabled for existing saves that started from this position. (Bug #13370)
Something broke the campsite start, preventing Alduin's flyover from running. This in turn would cause Ralof and Hadvar to fail to progress once one of them was taken out of the Helgen cave.
For users of Frostfall, two Snowberry Extract potions will now be available in one of the containers aboard the ship for the shipwreck start.

Update: Jul 30, 2013 @ 10:53pm

Version 2.3.2
==========

The campsite start was not set up to handle returning Ulfric and Tullius back to where they belong after the adjustments in version 2.3.1 were made.
Facegen data for the farmhouse NPCs needed to be regenerated due to having incorrect paths in the generated mesh files.
A dead crewmember for the shipwreck start that I forgot to place is now in the ship, floating next to his old bed.
Three more start locations for the Left For Dead option have been added. Skyrim is surprisingly crowded - these are getting hard to find.
Fixed a missing ownership flag on one of the snowberry bushes at the farmhouse.
Fixed the weapon racks inside the farmhouse so they'll work with the fixed rack scripts supplied by the USKP 1.3.3 update.

Update: Jun 26, 2013 @ 8:05pm

Version 2.3.1
==========

The script that determines the player as having approached Helgen was not checking the worldspace to be sure they were actually still in Tamriel.
Ulfric and Tullius will now be moved back to their proper locations when the player sees Alduin since conditions are proper for them to return home at that point.
The setup script that does the reset for the player default spells will now refer back to the original vanilla function. My duplicated copy has been removed. This will allow mods that have modified the default race spell handling to work as intended if they've modified the vanilla script to do this.
All vanilla markers used by the script that moves the player out of the prison cell have been replaced with dedicated markers belonging to the mod. This should help prevent situations where the transfer fails and you are dumped back into the cell with Ulfric and Tullius fighting it out.

Update: May 4, 2013 @ 6:56pm

Update: May 3, 2013 @ 11:26pm

Version 2.3
=========

A 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.

Update: Mar 18, 2013 @ 5:23pm

Version 2.2.2
===========

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
===========

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
=========

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.