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I still appreciate the thought mate.
Hmm not sure why I'm getting crashes then, it's definitely this mod, although I haven't tested disabling all other mods and only enabling TEG Return to Helgen. Not sure if my mods are of any use but this is the list as per LOOT:
0 0 Skyrim.esm
1 1 Update.esm
2 2 Dawnguard.esm
3 3 HearthFires.esm
4 4 Dragonborn.esm
5 5 unofficial skyrim special edition patch.esp
6 6 cutting room floor.esp
7 7 static mesh improvement mod se.esp
8 8 weightmod.esp
9 9 Immersive Sounds - Compendium.esp
10 a immersive citizens - ai overhaul.esp
11 b realisticwatertwo.esp
12 c climatesoftamriel.esp
13 d wildcat - combat of skyrim.esp
14 e dd - enhanced blood main.esp
15 f treeslod_23 v1.1.esp
16 10 nordicsnow.esp
17 11 _iorilongerdays.esp
teg_returntohelgen.esp
practice dummies.esp
18 12 Immersive Patrols II.esp
19 13 kittedoutblacksmiths.esp
20 14 ISC Enhanced Blood Patch.esp
21 15 forgottencity.esp
22 16 transfer your gear.esp
23 17 skyforgeworkshop.esp
24 18 smithingtree.esp
25 19 ars metallica.esp
26 1a aesmoresmeltabledwarvenscrap.esp
27 1b realisticarrowdamage.esp
28 1c open cities skyrim.esp
29 1d alternate start - live another life.esp
30 1e immersive citizens - ocs patch.esp
Have you considered for the future adding a name or something that irrefutable proves it as yours, in case it happens again? Preferably something discrete that a novice mod thief wouldn't notice and change.
Just an idea.
Btw I dont offer support at all anymore, been trolled far too many times but I do help those who try and help me so here goes.
28 1c open cities skyrim.esp = Definately not compatible with any of my mods.
29 1d alternate start - live another life.esp = Might cause problems early on, leave Helgen disabled if you have doubts and enable it after the start of the game.
5 5 unofficial skyrim special edition patch.esp = Not Recommended but should not conflict.
I looked at the fixes it is supposed to do and many of the bugs it claims exist, dont exist in the default game. I spend a lot of time in unmodded games before making any mods btw.
Want proof, see my Skyrim SE achievements, they dont work in modded games.
Loot and similar tools = not supported at all.
Well made mods dont have a load order so dont need loot.
Some mods like quest mods have to be made differently from other mods because they contain so many edits, if they where made like normal mods, they would not work with anything.
The quest modder has to be careful to avoid editing too much of the default game and any edits he makes, is because his mod needs those edits.
So letting loot over ride them is very dangerous.
Save corruption, crashing, low frame rates all can result from a tool blocking a quest mods features as loot does.
Players never understood this but my only reason for going private was to remove my self as a target of the mod trolls that flamed me 24/7 for 10 years.
I wanted my mods available and paid £100s of my own money to keep them available after those trolls made sure no host would taken them for half a decade.
So having the "Sons of those trolls" spreading my mods around is more than a little ironic.
Just understand quest modders work differently from other modders because we have too. Our mods would not even work with each other let alone other mods if we worked the same way normal modders work.
I know that im supposed to finish the main quest to enable this of course. Havent finished it yet. But helgen did get rebuilt and now i can go on patrols.
Just wondering if there is a return to helgen guide around. I tried going to the original website the mod was hosted on but dosent work.
Oh and shame on your haters. You created content that should have been potential skyrim dlc! Especially after leaving us hanging with the thalmor sitiuation, you deserve more praise for this mod.
Here is an old guide, it may not contain help for the later quests.
Return to Helgen Guide
Written for V3.2
Introduction (No Spoilers)
As with most of my mods (except Telvanni Hall), waiting around for the next quest is generally a mistake because other quests in the world typically need to be completed first before some of my quests will advance to the next stage.
This makes my mods dynamic and not linear. Depending on the order you do things, my mods play out differently, this mod especially.
Rule 1:
Do not wait in Helgen for the next quest to start, but do return often and walk around Helgen so my Helgen Triggers fire and checks if you have met the conditions for a new quest to be started. That is how this mod works. I will explain this in detail below.
Rule 2:
Talk to the NPCs each time you enter Helgen to see if new dialog has appeared. Generally though, if you have not done any other quests in the game, nothing will have changed in Helgen. So its only worth talking to NPCs if you have completed major quest lines since your last visit.
Triggers to start things.
Triggers are the only way to a start a new mods quests now Bethesda have broken the Start game enabled option and left the replacement system bugged out and mostly none functional. Timers are broken too so I have to workaround those. Nor are triggers are 100% either, there are times when they do not work at all. Trouble is, there are so many conditions that prevent triggers from working that I keep forgetting them and have to keep relearning them.
Make no mistake, 90% of the time spent making this mod, was spent creating workarounds for those bugs so my quests worked every time without fail. I had to remove several quests from the mod because of timer bugs already to make sure everything worked as intended.
Remember this is a dynamic mod, not a linear one, so I cannot walk you through it, nor do I wish too. What I can do is help you get each quest started and reveal common mistakes players make.
Quests & Trigger Zones
Starting Return to Helgen
At the main gate leading in to Solitude is the Return to Helgen Start Trigger. A message will pop up when you first enter Solitude telling you there is a rumour that Helgen has been rebuilt.
The time it takes you to travel to Helgen is roughly the amount of time Helgen would need to sort itself out after the attack. This travel time is the workaround for the broken timers in Skyrim. You can leave it an extra week before entering Solitude to make it more realistic if you wish.
The Helgen Trigger Zone.
Sitting over most of Helgen (marketplace, barracks etc) is the Helgen Trigger Zone, it is how quests are started according to events elsewhere in the world.
Each time you walk through the Helgen Market or walk towards the officer at the Barracks, you enter this trigger and the trigger checks if its time to start more quests for you. If it does, new dialog will appear on NPCs. But remember rule 2 above, if you did not any new skyrim default game quests, nothing will have changed.
This trigger also controls rank greetings so they change when you get promoted.
It handles Helgen Update messages.
It totally replaces my older Civ War Restore mod. Once you finish the civil war quest line of the main game, walking through this trigger will fix the damage in the other cities.
It also starts these quests
Mine All Mine.
Join the Hunting Lodge
Taking Care of Business
On Patrol
Troop Controller
The Eight Divines
In the Service of the Emperor
Breaking Cover
Bait
Lore of the Land
Eyes of the Enemy
Brave Brave Brave Sir Robin
Rebellion
Alik'r Favors
Death March
The Battle of Helgen
Usurper
Politics
Basic Helgen Quests:
Start Return to Helgen
Requirements: None....
Started by: Solitude Trigger Zone
Just walk in to Solitude via the main gate to start Return to Helgen.
Civil War Damage.
Enter the Helgen Trigger Zone once at the end of the Civil War Quest, restores all cities to their pre civil war state.
Mine All Mine
Requirements: None....
Started by: Helgen Trigger Zone
Speak too = Helgen Arms Barman to get started.
Allows the player to own a mine, this was effected by the timer bug and so ore is no longer placed in the chest according to a timer. Instead the chest respawns the ore every 4 or 5 days. The player should stay out of the mine for that time, in order for the ore to respawn.
Join the Hunting Lodge
Requirements: None....
Started by: Helgen Trigger Zone
Speak too = Florin the Fletcher at the Hunting Lodge to get started.
This is built automatically now, another victim of Skyrim Timer bugs, once you enter the Helgen Trigger zone, quests for the Hunting Lodge will be available.
Joining the Hunting Lodge starts the “The Hunting Lodge Repeatable Jobs” Quest which turns the Lodge in to a Merchant you can sell your goods too at a fair price. Eg you can actually earn a living from hunting once this quest starts.
Goods the Lodge buys
10 Raw Beef
10 Leg's of Goat
10 Horker Meat
10 Mammoth Snout
10 Raw Rabbit Leg's
10 Salmon Meat
10 Venison
10 Horse Meat
10 Clam Meat
10 Dog Meat
The Storm Crown Part 1 Quests:
Supports both the Empire and Stormcloaks.
Taking Care of business
Requirements: Must have joined a side in the Civil War.
Started by: Helgen Trigger Zone
Starts when the player chooses a side in the Civil War and cannot change his mind.
This is the start of the Military quests in Return to Helgen.
Before you become governor of Helgen or receive a promotion, this quest runs as you enter the Helgen Trigger Zone and starts a quest that allows you to join the local Helgen Garrison as either a Stormcloak or an Imperial Legion soldier depending on the side you joined in the Civil War Quest line.
New dialog appears on the Commanders (Imperial/Stormcloak) Assistant who is waiting in the Commander's Quarters near the Helgen market. He will allowing you to join the Helgen garrison and give you further instructions.
He will also explain about the Jarl of Falkreath being the Jarl of the area and that you take your orders from the officer in the Helgen Barracks for the time being.
On Patrol
Requirements: Must have joined a side in the Civil War.
Started by: Helgen Trigger Zone
NPC to Talk to: The (Imperial/Stormcloak) officer in the Helgen Barracks
Doing patrols counts towards your promotion to Governor, also fast travel is no longer restricted on this quest because that too was a buggy and had to be dropped as a feature.
Below are a list of patrols you need to do, these are repeatable and so can be done over and over again. Do not forget your squad, talk to the officer giving you the patrol about your squad so you do not do the patrol alone.
Falkreath
Ivarstead
Riverwood
Rorikstead
Morthal
Dawnstar
Winterhold
Dragon Bridge
If you do the patrol in the correct uniform, you earn 2 rank points per patrol. If you do it out of uniform, you only earn 1 rank point per patrol. When you earn 20 rank points, returning to Helgen and walking through the Helgen Trigger Zone will trigger new dialog on the commanders assistant.
Speaking to the commanders Assistant at that point earns you a promotion to Governor.
This is actually part of the Taking Care of Business Quest
Requirements: Must have joined a side in the Civil War.
Requirements: Must have joined the Helgen Garrison.
Requirements. Must have 20 Rank Points.
Started by: Helgen Trigger Zone
NPC to Talk to: The Commanders Assistant in the Commander's Quarters in Helgen.
Becoming Governor unlocks advanced features for Imperial players. Stormcloak players simply get to govern Helgen as a Stormcloak outpost since Helgen is not that important to the Stormcloaks. Unlike the Empire.
This event effectively marks the end of part 1 of the mod and the start of part 2 and 3 which focuses on the Empire and the Legion.
The Storm Crown Part 2 Quests:
From Part 2 onwards the Stormcloaks are not supported.
Fighting for the Empire:
The Eight Divines
Requirements: Must be on the Imperial Side
Requirements: Must be the Imperial Governor of Helgen
Started by: Helgen Trigger Zone
NPC to Talk to: The Thalmor Agent in the Commander's Quarters in Helgen.
The Thalmor attempt to enforce the White Gold Concordat by forcing the Governor of Helgen to round up Talos Worshippers.
Working for the Enemy
Requirements: Must be on the Imperial Side
Requirements: Must be the Imperial Governor of Helgen
Requirements. Must have finished the The Eight Divines Quest
Started by: Finishing the The Eight Divines Quest
NPC to Talk to: The Thalmor Agent in the Commander's Quarters in Helgen.
The Governor of Helgen finds he has no choice but to carry out the orders of the Thalmor.
The Talos Mistake
Requirements: Must be on the Imperial Side
Requirements: Must be the Imperial Governor of Helgen
Requirements. Must have finished the Working for the Enemy Quest
Started by: Finishing the The Working for the Enemy Quest
NPC to Talk to: The Thalmor Agent in the Commander's Quarters in Helgen.
The Governor of Helgen gets one last job from the Thalmor. Having seen the tactics the Thalmor employ first hand. The Governor finally understands what the White Gold Concordat is costing the Empire.
In the Service of the Emperor
Requirements: Must be named Dragonborn by the Grey Beards.
Requirements: Must be Governor of Helgen
Requirements: The Eight Divines Quest must be completed.
Requirements: The Talos Mistake Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = Commanders Assistant in the Commander's Quarters in Helgen.
This quest allows you to join the Penitus Oculatus and start the Penitus Oculatus quest line. This also introduces you to Mr Smith and sets up a Penitus Oculatus HQ in the Imperial held Helgen.
Because your an agent of the Penitus Oculatus, most of your quests are first given to you by your assistant who acts as a go between, between you and Mr Smith early on.
Breaking Cover
Requirements: In the Service of the Emperor Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak too = Commanders Assistant in the Commander's Quarters in Helgen.
You must meet Agent Kelf and help him get back to Helgen alive.
Bait
Requirements: Breaking Cover Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = Commanders Assistant in the Commander's Quarters in Helgen.
A trap is set for Thalmor agents at Agnars Mill when they try and arrest you for Talos Worshipping.
Lore of the Land
Requirements: The Bait Quest must be completed.
Optional Requirements: Maty743’s Knights of the Nine V2.6 Mod, see Helgen docs for a link.
Started by: Helgen Trigger Zone
NPC to speak to = A messenger confronts the player near the Helgen market and gives him a note.
Persecuted for their believes in the 9 divines, an old run down order of knights known as the Knights of the Nine agree to help you in your missions against the Thalmor.
Eyes of the Enemy
Requirements: Lore of the land Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak too = Commanders Assistant in the Commander's Quarters in Helgen.
Kill the 5 Thalmor Sleeper agents in Skyrim.
Brave Brave Brave Sir Robin
Requirements: Eyes of the Enemy Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak too = Commanders Assistant in the Commander's Quarters in Helgen.
You must Search Thalmor HeadQuarters in Solitude for incriminating documents. The quest arrow points to the location you must search and not the item you have to search for. After all, telling you where the item is would make a search pointless.
After finding the item, Sir Robin needs your help taking care of some Thalmor landing on the Beaches of Skyrim.
The Storm Crown Part 3 Quests:
The Imperial Throne:
Rebellion
Requirements: Brave Brave Brave Sir Robin Quest must be completed.
Requirements: Hail Sithis! Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = The Divine Crusader confronts the player in the Commander's Quarters in Helgen.
With the Emperor dead by unknown hands, a power vacuum has opened up and the loyalty of the Penitus Oculatus takes a dramatic turn. For the first time the Dragonborn starts looking like the next Emperor.
Notes: Nobody gets to be emperor by asking nicely..... you either inherit the title or you usurp the title.... In this mod, you Usurp the title.
Alik'r Favors
Requirements: The Rebellion Quest must be completed.
Started by: Helgen Trigger Zone
NPC to talk to = Mohi Sadi is waiting for the player in the Commander's Quarters.
It is a time to rebuild some Bridges with Hammerfell, bridges destroyed by Titus Mede II. Mohi Sadi needs the players help to round up 2 traitors in Morthal.
Death March
Requirements: Alik'r Favors Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = Commanders Assistant in the Commander's Quarters in Helgen.
You are tasked with the job of rescuing some Talos Worshippers before the Thalmor execute them.
The Battle of Helgen
Requirements: Death March Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = Commanders Assistant in the Commander's Quarters in Helgen.
The word is out, the Thalmor know what you have been doing and are now coming to get you. You stand accused of Talos Worship and the Empire has given you up to them in order to maintain the White Gold Concordat. Fortunately, you have friends. The Battle of Helgen is about to begin.
Usurper
Requirements: The Battle of Helgen Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = Commanders Assistant in the Commander's Quarters in Helgen.
It is time to decide if you want to be the next Emperor.
Contract Denied!
Requirements: Usurper Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak to = A Dark Brotherhood Assassin awaits you in the Commander's Quarters in Helgen.
Lord Howard, a member of the Elder Council has arrived in Skyrim to see to it that the Dark Brotherhood take care of the trouble some Governor of Helgen once and for all. Unfortunately, our dear Lord Howard does not know the Governors other secret life as head of the Dark Brotherhood in Skyrim.
Politics
Requirements: Contract Denied! Quest must be completed.
Started by: Helgen Trigger Zone
NPC to speak too = Commanders Assistant in the Commander's Quarters in Helgen.
High ranking members of the Legion start to take notice in you and wonder, are you the one to lead them.
Fighting 33rd
Requirements: Politics Quest must be completed.
Started by: Finishing Politics.
NPC to speak to = General Opus on board the the Katariah.
The legendary Fighting 33rd Imperial Legion have been sent to take care of you by the Elder Council. The Skyrim Legions will not fight other Imperial Legions for you. It is time for you to step up to the plate and be counted. It is time to act like the Emperor you want to be.
A Crown of Storms
Requirements: Politics Quest must be completed.
Started by: Finishing Fighting 33rd.
NPC to speak to = Lord Hayworthy in the Castle Dour, Emperor's Tower.
It is time to be Crowned Emperor, Lord Hayworthy awaits you at the Castle Dour, Emperor's Tower.
The Thalmor Mistake
Requirements: A Crown of Storms Quest must be completed.
Requirements: The default games A Cornered Rat quest must be finished (rescue Esbern from the ratway).
Started by: Finishing A Crown of Storms and leaving the castle briefly.
NPC to speak to = Lord Hayworthy in the Castle Dour, Emperor's Tower.
It is time to deal with the Thalmor, it is time for the second Great War against them to begin, this time with a Dragon Emperor leading the way.
Storm Crown Part 4:
The Thalmor War:
Betrayal and Defeat
Requirements: The Thalmor Mistake Quest must be completed.
Started by Entering the Castle Dour, Emperor's Tower, you will be told to speak to the Divine Crusader who will walk down the stairs to meet you.
The Road to Bruma
Requirements: Betrayal and Defeat Quest must be completed.
Started by finishing Betrayal and Defeat, you will be told to speak to Mr Smith in the Castle Dour, Emperor's Tower.
The Battle of Mzhark
Requirements: The Road to Bruma Quest must be completed.
Started by finishing The Road to Bruma Quest and speaking to the Divine Crusader in the Castle Dour, Emperor's Tower.
The Battle of Pzulta
Requirements: The Battle of Mzhark Quest must be completed.
Started by finishing The Battle of Mzhark Quest and speaking to the Divine Crusader in the Castle Dour, Emperor's Tower.
In the Service of the Emperor Part 2
Requirements: The Battle of Pzulta Quest must be completed.
Started by finishing The Battle of Pzulta, you will be told to speak to Mr Smith in the Castle Dour, Emperor's Tower.
Questionable Loyalty
Requirements: In the Service of the Emperor Part 2 Quest must be completed.
Started by finishing The In the Service of the Emperor Part 2 Quest, you will be told to speak to Mr Smith in the Castle Dour, Emperor's Tower.
The Battle of Ikrusdi
Requirements: The Questionable Loyalty Quest must be completed.
Started by finishing The Questionable Loyalty Quest and speaking to the Divine Crusader in the Castle Dour, Emperor's Tower.
The Battle of Buntrus
Requirements: The Battle of Ikrusdi Quest must be completed.
Started by finishing The Battle of Ikrusdi Quest and speaking to the Divine Crusader in the Castle Dour, Emperor's Tower.
Preparations for Invasion
Requirements: The Battle of BuntrusQuest must be completed.
Started by finishing The Battle of Buntrus Quest, you will be told to speak to Mr Smith in the Castle Dour, Emperor's Tower.
The Battle of Skyrim
Requirements: The Preparations for Invasion Quest must be completed.
Started by finishing The Preparations for Invasion Quest and speaking to the Divine Crusader in the Castle Dour, Emperor's Tower.
War without end.
Requirements: The Battle of Skyrim Quest must be completed.
Started by finishing The Battle of SkyrimQuest and speaking to Lord Hayworthy in the Castle Dour, Emperor's Tower.
Return to Helgen Lore & Role Play Tips.
At times some lore dialog may not seem to fit with the mods story. That is because official lore usually contradicts other official lore because that is how Beth write their lore. So I have to present that lore “as is” to show you the all versions of the real lore even if it does contradict it self. I know it seems out of place at times but thats necessary for the correct presentation of actual lore topics.
When you return to the mods own plot, you will noticed the mod has chosen one version of that lore over the others and is following it closely. Bethesda expect you to choose your own path just as this mod does and this mod provides moments when you can say NO and end the plot so not to force your character to do anything it would not do normally. Basically it supports good role play.
For example, if you play a High Elf then Lorkhan is the Trickster, the god that denied the Elves their place in heaven. Anything Lorkhan says is not to be trusted.
But if you are a man, especially a Nord, then Lorkhan is Shor, your primary god, or Shezarr in the case of Imperials. Either way he is part of your religion and holy to you. If your god says something, you believe it.
In a mod that is heavily based on what Lorkhan has said to the Nords, human characters should be replying YES to questions like battling the Thalmor and becoming Emperor, were as Elves should be saying NO because its just the trickster messing with their heads.
That is good role play based purely on racial beliefs, the mod supports both views.
The player also being Ysmir Dragon of the North is a Nordic thing and has a lot of power in Skyrim but not outside Skyrim. Elves should fear the name of this Nordic Hero but Nords should hail the name and sing its praises since Ysmir usually ends up defending nordic traditions from Elves.
The Storm Crown means Talos. The Greybeards name the player heir to the Storm crown. But the Stormcrown can also refer to the storm that floated above the head of Talos during the battle of Sancre Tor. If you choose to believe this and only this, you should say NO to the question do you want to be Emperor.
Talos was also the name of person that became Tiber Septim and founded an Empire. If you believe your character is heir to the Septim throne as well, you should say YES to being Emperor.
This mod chooses to believe the heir to the Stormcrown is heir to the powers Talos gained at Sancre Tor and the Empire he built under the name Tiber Septim. The Storm power being the Storm power you can get in game already as the Dragonborn as part of the default game.
All Dragon Emperors from Alessia to Reman, to Tiber Septim all had the same Dragonblood, there were all Dragonborn and sat on the Dragon Throne of the Empire. Alessia got it from Akatosh along with the Amulet of Kings. Reman is said to have gotten it from land you know as Cyrodiil and adopted the name Reman Cyrodiil for that reason. Tiber Septim got his power at Sancre Tor. You got yours by killing a Dragon. All the previous Emperors got the throne by taking it by force. They did not inherit it.
This mods primary plot knows all this and says YES you are Ysmir and there for will most likely end up fighting any Elven threat you find, in this case the Thalmor. This mod says YES you are Dragonborn and have the Dragonblood, it says YES you are heir to Talos, his powers and his throne.
And this mod gives you the chance be all those things too, as outlined by the existing game lore. How this mod goes about it is complicated and sometimes stretches the lore a little, but the lore it is based on is real. I have provided you with the books so you can check it out.
Btw, most players never read a single lore book so I could simply ♥♥♥♥♥♥♥♥ them, I could tell them Rincewind and Galdalf were gay lovers in charge of the College of Winterhold and they would just accept it.
This document is for people that do want to know the lore, do want to read the source material and want some insider tips on role place from the modder. It is to those types of players I give this documnent.
Enjoy.
Unrelated question, im roleplaying a dragonborn who is freelancing in skyrim and not taking sides in the war. Somewhhere along the line he is motivated to join the empire but im searchign for a particular reason for that. I was thinking of just doing the diplomatic immunity quest and reading ulfric's dossier report as the motive, or simply join the empire cuz of the muniez! I was wondering if there is a quest that may give a dragonborn incentive to join the empire for roleplaying reasons.
How is this, straight from the Lore.
Dragonborn is the heir to the Stormcrown which is also Tiber Septims Name and Title, meaning, your the heir to the Septim thrown according to the Greybeards. The mod explains this in great detail as part of the lore aspect of the mod.
Question is, what does a way ward dragonborn heir to an empire do about that!
Reading any docs on the mod also helps but if you got the mod from Beth.net, then the docs you have are the short versions. Still worth a read unless you like doing 20 patrols instead of the usual 10 :)