1. Skyrim Se Alternate Start Mods

May 24, 2013  Anyone? I've gone through all the mods and looked at which scripts they added/edited, None that would affect Alternate Start's additions. I don't have any random encounter mods or ones that changes main quest npc's. Is there a way to use tes5 to check the mods? So today we're in Skyrim, taking a look at all of the Alternate Starts, in the mod Alternate Start- Live Another Life by Arthmoor Download the mod here: http.

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We’ve all heard of the core mod, which offers a wide variety of different places you can choose to start your Skyrim adventure other than Helgen. It’s a great mod that has inspired other mod authors to include compatibility patches for Alternate Start options in their own separate mods. What I’d like to do is put together a comprehensive list of other mods that offer an Alternate Start - Live Another Life component in order to let people know what other options are out there.Here are the ones I know about:.- Adds a tiny bit more backstory to a few of the Alternate Start scenarios to help you with your roleplaying.

Example (I am a patron at an inn - Bee & Barb Inn start: 'You're finally of age and free of that horrible orphanage and its vicious matron! But what will you do now? Seek out your friend Arentino?

Or maybe make your way across Skyrim to find the family you never knew you had?' .- This one adds another dozen or so Alternate Start options ranging from being a humble pilgrim, filthy skooma addict, or even a prisoner of the Thalmor.- This mod incorporates several difficult scenarios from the mods and into Alternate Start options for players looking for a challenging way to begin their Skyrim game.

These options include being a prisoner of the Falmer in Blackreach, being captured by bandits or Forsworn and held for ransom, and a few other dire situations. While the Death Alternative mods are a required install to use the ASLAL option, their base mechanic can be disabled to avoid affecting your gameplay past the beginning scenario. (Per PhunkieJ, 'Some of the captured scenarios cannot be escaped from if you are playing with a controller. For some reason they require the keyboard movement keys.' ).(LoversLab) - Adds 49 new Alternate Starts of varying levels of depravity. Some are fairly interesting, such as 'I am a witch of the wilds', 'I am an aspiring mage who has been trapped in Oblivion', 'I am an ancient Nord Queen', 'I am a sexbot waking up in a Dwemer forge', etc.

But given the context, it shouldn't be a surprising that most of the scenarios revolve around slavery, prostitution and a surprising amount of bestiality (i.e. 'I am Meeko's bitch'). There's also more than one scenario about being an incubator for chaurus eggs, if that's what you're into. The mod requires Sexlab as a hard requirement. Some scenarios that tie into other LL mods will also require those, as well.(LoversLab) - Another slavery-focused Alternate Start mod that ties into various other LL slavery mods.

Allows you to start either as a slave in some of the ASLAL scenarios or as a slaver in coordination with mods that let you capture NPCs. Another neat thing about the Priory is that you can start the quest from there by praying at one of the shrines located within.I'm currently roleplaying my Start there, making my character do odd jobs as any lowly initiate would, until I collect 500 gold to donate to the cause. Then I'm tasked to make my pilgrimage across Skyrim, to bring the Paladin armor back, praying along the way. So begins my adventure. Will I stay the course? Or be tempted to defect and go my own way?

Depends on the mods.There's my tangent:)More tangent: if you use the mod 'Cleric' making a donation also gives you your first Cleric Perk to spend. First, while not strictly a Loverslab mod, but available on both and the Nexus, adds some backstory and extra flavor to your LAL start. It's quite fun for RP and has no LL content at all.Content Consumer's mod has 49 different alternate starts, branched off from a distinct dialogue line so that there shouldn't be any confusion with the regular LAL.

These starts hook into other LoversLab mods to support scenarios ranging from slavery, bestiality, breeding, kidnapping, vampire slavery, and skooma whore. I am not going to list them all, as most of the slavery ones are pretty similar. I've only ever used two of them: Heroine in distress, which was more fun than I thought it would be (and yes, I was playing as a male, I like to mess up gender roles) and Skooma whore, which was exactly as disturbing as I thought it would be. I broke my habit, leveled up, and then came back and killed everyone in the skooma den and the surrounding town except for people who were immortal.If that's not enough slavery options, there's which alters/adds to the base LAL Scenarios to make them more slavery-oriented, such as changing the shipwreck to a shipwreck full of dead slaves and the player in chains and more. This mod also connects to other Loverslab mods to make the alternate starts work, such as connecting to Sanguine's Debauchery or Paradise Halls to allow the player to start on the side of enslaving people instead of being a slave. Immerslave also starts from distinct dialogue at the Mara statue to avoid confusion.

Credits and distribution permission. Other user's assets Some assets in this file belong to other authors.

Leftover NPCs in Helgen Keep were not disposed of properly if you had skipped going into the keep or the cave after seeing Alduin fly away and the LAL quest had stopped. This fix will not run retroactively.Hadvar and Ralof should no longer be standing around in the cave if you never rescued one of them. One or both will be disabled if Jagged Crown has not yet progressed to being directed to Korvanjund when you complete the LAL quest.The guard at the Whiterun gate was not returning to his post after confronting you due to a USLEEP fix which had not been forwarded. (Bug #21058)Dawnguard gargoyles placed in vampire lairs should no longer attack you if you choose a vampire start and end up in a dungeon that has some. (Bug #21133).

Version 3.1.4. Plugged another loophole that caused entering Dragonsreach to advance the Main Quest before visiting Helgen and before completing Korvanjund. The failsafe there should now only trigger if the player enters Dragonsreach during Message to Whiterun if they have not yet been to Helgen. This will not be tweaked further as this failsafe is in place to prevent breaking the MQ.Starting the game in Whiterun should no longer cause the confrontation outside the city gate to fail. Bethesda installed a number of failsafes to stop the guard from intercepting the player and these failsafes were clashing with what LAL intends to do.

The vanilla confrontation quest will now be shut down and a cloned version of it run in its place to handle this for any non-vanilla starts. Version 3.1.3. One of the child beds was mismarked with a chest keyword instead of a bed keyword so it would not get set properly in aliases for multiple adoptions.Added a railing around the stairway to the basement of the farmhouse. Picking up the rumor about Helgen from the Bannered Mare caused the MQ to get shorted if the player then passed a guard on the way out of the city.Confronting the guard at the Whiterun gate, but then going to Helgen without entering the city results in the gate becoming locked again and the map markers disabled. A failsafe check is now in place to prevent this from happening.A further failsafe has been added to the trigger in Dragonsreach to enable the map markers on the off chance the player finds a way into the city without confronting the gate guard.

Version 3.1.1. Made it possible to join the Civil War without having to go to Helgen first. Advancement beyond 'Message to Whiterun' requires starting the Main Quest.The journal found on the burned corpse no longer has specific dates listed. A slightly different version will be provided if the player has been to Korvunjund for Jagged Crown.If the player advances Jagged Crown up to the gathering at Korvunjund before going to Helgen, Hadvar and Ralof will no longer appear in the Helgen Keep cave.The inn rumor has been modified to simply provide a generic response that directs the player to travel to Helgen. Shady Sam will remain in the game as an Easter Egg, but no longer has any relevant function in the mod.

Your quest stage will automatically be adjusted to account for this if you were partway through it.Starting as a soldier in the war no longer triggers background events in Helgen.Bandit and Vampire starts could fail to move you to a location due to incomplete keyword checks in the conditions for starting the controller quests. Version 3.0.7. Updated Frostfall detection for Frostfall 3.0.It was possible to approach the Helgen area and enter the cave in the back side of the keep without triggering the Alduin flyover under very specific conditions. This would then result in some quest stages being skipped, which then caused the trigger detection to shut down. Once the trigger detection shut down, Tullius and Ulfric would not be enabled, which then blocked access to the Civil War. I if playing a Thalmor start, the Thalmor Embassy would not reset properly for Diplomatic Immunity either, which could then seriously break the main quest. Version 3.0.6.

Bandit start bounty location properties were never filled which resulted in no bounty ever being applied to the player for the hold the start location was in.Starting in the Winking Skeever in Solitude did not properly trigger Roggvir's execution scene upon exiting the inn.Starting with a Hearthfire house would cause certain upgrades to become unavailable or trigger dialogue claiming the player had no funds to purchase them. An unused script variable in the Hearthfire DLC was to blame for this.Skeletons and Draugr were hostile toward vampires in their start locations and has been corrected. Version 3.0.5. Bandit starts can now choose from as many valid bandit camps as there are in the game within Tamriel and Solstheim, with the following exceptions: Mistwatch, Nilheim, Trevas Watch, Ustengrav, Bloodskaal Barrow, Haknir's Shoal, and Hrodulf's House.

Locations added by mods will be potential choices as well as long as they are properly configured.Vampire starts can now choose from as many valid vampire lairs as there are in the game within Tamriel and Solstheim, with the following exceptions: Potema's Catacombs, and Redwater Den. Locations added by mods will be potential choices as well as long as they are properly configured.Left for Dead starts can now choose any location in Tamriel or Solstheim at random as long as the destination marker is tagged with the MQ101HelgenArcher5 location reference type, and the destination marker is in a valid location record.

Other mods will thus be able to set up locations for this without the need for any patches.Sven and Hilde will no longer be outside their house eternally waiting for the Dragonborn to go to Helgen so their scene will run. They should arrive there as needed when the time comes now. 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. Version 3.0.3. NOTE: All Skyrim DLCs are now REQUIRED!

Please make sure you meet these requirements before downloading this update!Irileth's dialogue to tell her Alvor or Gerdur had sent you wasn't available on the vanilla start option. (Bug #18363)Maramal and Talen-Jei will no longer be standing in the center of the Bee & Barb waiting for dragons to be enabled before their scene starts.Inn Patron starts now include Markarth, Riften, Solitude, Whiterun, and Windhelm.The Helgen lockouts have been removed for Helgen Reborn and Morskom Estate. Apparently at some point updates to those mods, or to LAL itself, have rendered them unnecessary. (Bug #18591)Property owner starts never sent notification to the Hearthfire adoption system that the player owned a house.

So if a new vanilla house had not been purchased yet in a second city, the game would not know there was already one available for adoption purposes. (Bug #18681)As of version 3.0.0, this mod now requires all 3 official DLCs to run.Mod specific checks will only log Papyrus data until after leaving the prison cell. These checks are only needed for starting the game so don't need to be looked at for every load.Property start options were added for Hearthfire.

You can now choose on of the 3 houses to start in.Three new Left For Dead start positions have been placed on Solstheim. These won't be easy. It's Solstheim after all!Raven Rock was added to the list of destinations to arrive by ship. Choosing this will treat you to the boat ride animation you'd see coming from Windhelm.It is now possible to join Harkon's Court as a vampire lord.Old Hroldan Inn has been added to the inn start list.The Redguard start location has been moved north into the hills near Soljund's Sinkhole to avoid future compatibility issues with Shezrie's Old Hroldan Town mod. Version 2.5.6. Irileth's dialogue to tell her Alvor or Gerdur had sent you wasn't avalable on the vanilla start option.

(Bug #18363)Maramal and Talen-Jei will no longer be standing in the center of the Bee & Barb waiting for dragons to be enabled before their scene starts.Inn Patron starts now include Markarth, Riften, Solitude, Whiterun, and Windhelm.The Helgen lockouts have been removed for Helgen Reborn and Morskom Estate. Apparently at some point updates to those mods, or to LAL itself, have rendered them unnecessary.

(Bug #18591)Propery owner starts never sent notification to the Hearthfire adoption system that the player owned a house. So if a new vanilla house had not been purchased yet in a second city, the game would not know there was already one available for adoption purposes. In order to make this work properly, the Hearthfire patch is now REQUIRED in order to make use of a property start with Hearthfire installed. (Bug #18681). Version 2.5.5.

Added a small stable for the player's horse at Shoal's Rest Farm if they own one. The horse should stable itself when fast traveling to the farm unless you're riding it.The vanilla start option will be blocked if Morskom Estate is installed due to problems with their intro video on the cart ride. (Bug #18132)A failsafe trigger has been added to the prison cell to return the player there if another mod somehow pulls you out before you're able to complete a proper startup. (Bug #18133)Matlara, Ingrid, and Vilod will now be explicitly disabled by LAL during the Helgen cleanup process because they can sometimes be found in the ruins and should not be there. (Bug #17118).

Version 2.5.3. First person mode will now be forced when using the vanilla start to avoid critical bugs that happen if that start gets chosen while still in 3rd person.Added a new mesh to support the Hearthfire add-on for the farmhouse start.Added a new ESP that provided support for moving a spouse and up to 6 children into the home if Hearthfire and Hearthfire Multiple Adoptions are installed.The trigger used for setting the quest stage when using the cell escape start should have been disabled if any other start was chosen. Otherwise it will cause the player to be transported back to their chosen start location if it's encountered later.The chargen quest will now be self contained and will show up in the journal as 'A Second Chance'. A new stage has been added that will close out the journal with a more appropriate log.The trigger in Dragonsreach that sets up the scene with Balgruuf about Helgen was moving him without first checking if he was already in the room, which could result in him floating in a seated position away from the throne. Version 2.5.1. Overhauled the startup quest to allow for 'plugging in' additional start options without the need to directly edit the quest scripts that run the mod.Fixed a long standing bug with the random 'Surprise Me' option.

The starting prison cell location has been relocated to the Abandoned Prison in Eastmarch. Across the road/river from Fort Amol.

This has been done to provide access to a new start option.The farmhouse start has been relocated to a new plot of land north of Rorikstead. The property name has also been changed from Karnsdale Farmhouse to Shoal's Rest Farm. The interior cell was not affected, so there is no need to worry about losing anything inside.All vanilla edits to faction data have been removed. Faction relationships will now be exclusively handled in the DLC support script.The starting journal entries have removed mention of going to Helgen, and the initial objective to ask about war rumors has been removed. In order to pursue the startup quest, go to an innkeeper and ask about rumors. One of them will now deal with the operation in Helgen.Removed several unused silent voice files that were floating around.New start added: Erik the Slayer's childhood friend.

Only available to Nords.New start added: Escape My Cell.New start added: Warlock's Thrall. Version 2.3.7.

Dunmer can now choose whether to start in Windhelm or in Raven Rock (if Dragonborn is installed).The Dunmer start in previous versions failed to properly advance the DLC2Init quest to stage 100. This resulted in numerous quests on Solstheim not being started when they should be. This has now been fixed but cannot be applied retroactively since some quests could have been started through other means. If you wish to make it fix itself anyway, just walk on to the boat in Raven Rock and the trigger there will do this for you.The inn patron start option will now offer the chance to start in Raven Rock if Dragonborn is installed. This works for any race.Several old scripts that should have been cleaned out ages ago have been removed.Shady Sam will now carry his traditional vendor inventory once you have made your way to Helgen.Syncronized fixes from USKP 2.0.4. Version 2.3.6a.

Reworked the method for setting Tullius and Ulfric aside. They will both be disabled temporarily instead of trying to move them around to confine them. The only exceptions now will be for soldier starts, which don't require going to Helgen, and the campsite start, which triggers the events that would re-enable them both anyway. This should avoid some previously unknown Papyrus timing issues that were getting in the way too.Hilde's scene in Riverwood after Alduin has appeared should now play out properly if the player visits Riverwood before advancing Before the Storm (MQ102).Start options for Solitude will now be disabled if Giskard's Return to Helgen is installed.The second collapse inside Helgen Keep has been removed and any live soldiers that needed to be killed will be. This allows access to the whole keep in order to loot it if desired. The bridge collapse will remain in place though so you will still need to go around to the other side if you want to rescue Hadvar or Ralof.A dialogue bug with Irileth if the player told Sven about the dragon attack instead of Alvor or Gerdur was fixed.Retro script update messages will only be logged if they should actually run.

Version 2.3.5. Part of the clutter in Honeyside was not clearing if Hearthfire was installed.There were some misaligned wall pieces in the starting prison cell.The lights on the bridge approaching the College of Winterhold were never turned on for the College start.Due to complications from the quest at Nilheim, the bandit start located here has been moved to Snowpoint Beacon in Winterhold. (Bug #14530)Merged necessary fixes to match up with USKP 2.0.1. (Bug #14623)A backup method for Ulfric and Tullius to get out of the prison cell after you reach Helgen has been added. Version 2.3.4. 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. Version 2.3.2.

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. 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 Ulf.

Version 2.2.3. 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. Version 2.2.2. 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). 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 destroy. 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. Version 2.1.8a. 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. Version 2.1.3. The initial rumors in Helgen dialogue will now display a new objective to go to Solitude or Windhelm if it's asked outside of those two cities. Dialogue referencing Shady Sam as wearing hooded leather armor has been updated to reflect his new outfit.

One of the bandit start options was still pointing to the old marker at Faldar's Tooth, causing bandits to remain permanently friendly to the player. Visit Nilheim to correct this, as this is the location that replaced Faldar's Tooth. When choosing the shipwreck or Redguard start, the startup quest will no longer silently advance stages causing the dialogue to be blocked.

Further general script optimizations. When getting close to Hadvar and Ralof in the cave, the objective marker will split to highlight them both instead of remaining focused on the middle of the cave floor. Version 2.1.1. Further minor script optimizations to remove more calls to Game.GetPlayer. Papyrus wasn't starting the house purchase quest fast enough which caused the house variables to not be set at all for property owner starts. All submenus for the initial dialogue to choose a start now have 'walk away' support to randomize the choices in those menus. This are also accessible via 'Surprise me' options in each one.

The Left for Dead start now randomizes between 5 different locations. More may be added in a future update when more good locations are found. The Helgen approach trigger is now equipped to deal with mounted players properly.

During the initial character generation, 3rd person mode will be available again after fixing the bed script to force a fade to black before swapping in the player's starting gear. Made some fine tuning adjustments to the prison cell lighting to eliminate striping issues that were noticed. Shady Sam gets a new outfit.

Version 2.1. A new startup quest has been added to make the Helgen run-up easier to manage. This should kick in retroactively for anyone who hasn't been to the corpse yet. House quest starts have been corrected to set the proper starting variable for the ownership quest. Retroactively fixing this will not be necessary for existing games. All Papyrus scripts have been recompiled to be sure they're in compliance with Patch 1.6's compiled script formats.

Navmeshes have been refinalized with CK 1.6.89 to update their formats for Patch 1.6. Skyrim 1.6.89 is now required for this mod to function. Version 2.0.

Complete rebuild of the mod after it was discovered damage had been done by TESVSnip which caused significant data loss to an unknown number of forms. Optimized scripts used throughout the mod to reduce the number of function calls needed to process the information. Added player safe storage to the vampire start. Use the end table next to the starting bedroll area.

Added a quest objective for the wilderness start to clarify the existence of the burned corpse. Modified the journal entry for the wilderness start so it makes more sense with the above objective addition. Fixed a bug where ignoring the burned corpse would result in Hadvar and Ralof not being placed in the cave. Version 1.4.4. Typo - it should be a 'Burned Corpse'.

Fixed a bug in the friendly fire script that allowed the Four Skull Lookout bandit start to be exploited. The bandit start location at Faldar's Tooth has been relocated to Nilheim to avoid complications from the interor portion of the hideout. This will change your allegiance to Nilheim if you started at Faldar's Tooth. The trigger boxes that control the bandit/vampire friendly faction stuff have been fixed to use the proper actor detection method. Removed several abandoned script properties from the Live Another Life quest. Blocked off access to the torture room in Helgen for non-vanilla starts.

Moved the 3rd person lockout to the initial stage of the quest so it can't be invoked during script lag following the race menu. (NO, I will NOT remove this feature.). Cleaned up vanilla NPC handling in the scripting prior to the scenario start by switching their static properties over to quest aliases.

Version 1.4.2. A bug in the gift menu handling for Hadvar or Ralof made it possible to break progression into the main quest if the player didn't actually give one of them a potion. A quest objective has been added that will display after picking your start option and being moved to the destination. 3rd person camera control will be disabled until after you've picked a start and used the bed to begin. The crazed adventurer's tenure as a plot device has been terminated and the actor burned at the stake for his insolence. Find the journal on the burned corpse now instead.

Helgen cleanup will now leave behind the expected amount of damage and rubble. The Headsman in Helgen will no longer be hanging around after he should be dead and gone. Version 1.4.1. Fixed the crazed adventurer not equipping their weapon/shield. They should be slightly more of a threat now.

Changed the farmhouse profits quest to use RegisterForSingleUpdateGameTime rather than a repeating update to prevent it running updates forever if the mod is uninstalled. (STUPID PAPYRUS!).

If the player skipped the Helgen cave after reading the journal, the 'Live Another Life' quest never closes out. This has now been fixed and will be taken care of upon entering Dragonsreach and speaking to the Jarl.

Blocked Marmal's scene in Riften about dragons from playing before the MQ has begun, along with several other dialogue options from other NPCs elsewhere. Generated facegen texture data for the farmhouse NPCs to eliminate the grey face bug. Changed the torches carried by the orc in the shipwreck start to use non-shadow versions. Version 1.4. Moved the bandit start location in Knifepoint Ridge over to Four Skull Lookout, in The Reach.

This avoids script timing issues with entering and leaving the mine. Reworked the main quest hook. You will now be attacked by a hostile crazed adventurer rather than finding one dead on the road due to difficulties in getting them to STAY DEAD!. Rebuilt the navmeshes at the farmhouse start location.

The campsite start had no cook pot or axe for the chopping block. Eliminated the camera bobbing and locked arms at startup.

The civil war start scenes will now play for Jagged Crown instead of the less important comments about Balgruuf, which should trigger as expected later. Version 1.3. Corrected a deleted reference at the farmhouse location that could lead to game crashes exiting to the main menu. Cleaned out numerous dirty edits in various locations.

Should help with odd compatibility issues. The Khajiit caravan start added the player to the wrong faction, making bandits non-hostile. Repackaged with a BSA so the mod can exist peacefully on Steam Workshop now that BSA load ordering is fixed in Bethesda's 1.4.27 patch. Fixed the issue with exploiting attacks on the bandit/vampire locations those starts sent you to. It was far to easy to kill them one member at a time while the others watched. Moved the vampire start to Mara's Eye Pond. Bloodlet Throne interferes with future plans for the Helgen area.

Moved the College of Winterhold start outside in the courtyard. Added an option to start as a Vigilant of Stendarr.

Version 1.1. Tweaks for timing issues on the woodland hunter and Dark Brotherhood starts to try and fix issues with the quest stage sequences that disrupt player animation states. Adjusted lighting in the initial prison cell due to a bad radius set on the light reference. Fixed a bug in the Thieves Guild start where Brand-Shei would not be in jail where he belongs. Fixed a bug where Breezehome still had old junk enabled due to a bad property assignment. The bandit start will no longer allow you to kill your fellow bandits with impunity. Be aware that in some cases simply raising your weapon in front of one can get you attacked.

Modified the prison cell to remove all of the takeable junk. The bed will now explicitly remove only the prison attire instead of everything. The two Whiterun start options will now prevent the gate guard from stopping you to block access to the city since you're already inside. The bed will no longer start Helgen if no choice has been made yet. The Helgen map marker has been removed from the initial map display.

It will now be discoverable like all the others. Silent audio files on the Mara statue have all been shortened to 2 seconds each. Added an option to start as a vampire.

This will be a stage 4 disease using Bloodlet Throne as a base. Added an option to start as a member of a Khajiit caravan. Added an option for hardcore survivalists where you are left for dead in a remote area. Added an option to start as a necromancer holed up in Sinderion's laboratory in Blackreach. Added an option to start as a member of a Forsworn tribe. Only available to Bretons.Donations.

Skyrim Alternative Start Mods

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! 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.

Installation RequirementsOfficial 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 to see subtitles only on those NPCs with no voiced audio. This requires SKSE.DO NOT extract the contents of the BSA file into your Data folder as loose files, or let your mod manager perform an equivalent function on the contents of the file. Doing so will cause things to load in the wrong order and break the game.

Skyrim is intended to load a BSA alongside it's ESM/ESP file. Circumventing this causes issues which we will not provide support for. If you insist on going against this advice, you will receive no support for the problems you generate as a result of this.Installation - Wrye Bash BAINDrop the archive into your Skyrim ModsBash Installers folder, then install as usual.Make sure the mod is active in the Wrye Bash mods tab.Installation - Nexus Mod ManagerUse 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 - ManualDrop 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 LifeDue 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 OrderDue 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 specifies.Starting the Main QuestSkyrim 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.ExtensionsAs of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. Nothing happened. I tried to start a new game and ended up going to Helgen. Again.Make sure the mod is actually activated. Even if your mod manager tells you it is. NMM is notorious for lying to its users, claiming a mod is active, but in reality it isn't. Check with Wrye Bash, or with the official game launcher, to be sure that the mod really is active.Help!

I'm stuck at the main menu starting a new game!Skyrim version 1.9.32.0.8 or greater is REQUIRED for this mod. Be sure you're using that first. Update through Steam if necessary. Older versions of the game are not supported.Mods that make large scale blanket changes to either essential flags or quest item flags may be blocking you from playing.Check the DataScripts folder and make sure there are no copies of the following files:dunPostHelgenEnableScript, QFMQ1B, QFMQ1020004E50D, TIF0005A6A6, TIF0005A6B1, TIF000D50CA, TIF000D50DB, TIF000D50E0, TIF000D197B, TIF000D660D, or TIF000E2D03.If these files are present, they will break the quest controls for Live Another Life. You'll need to figure out which packages installed these since they would only come from mods. Skyrim's ownfiles are in Bethesda's BSAs and get overridden by the ones in my BSA.Verify its placement in load order.

This mod should be loaded near the end of the list, not the beginning. LOOT has it placed appropriately and should be used if you are in doubt.Dude, there's a pole in my face. Why did you not move it?This is a commonly mentioned problem that's caused by using alongside starting with LAL. It is not a problem with this mod, and it's unknown exactly why ECE does the camera thing the way it does.It's not something I feel I should be responsible for fixing since I have not caused this to happen.Your mod is broken, it says my save can't be updated!

You need to fix that!Actually, no, it's not broken. Upgrading a save when you're still in the prison cell is not supported, never has been, and is a source of bugs. The message telling you to start a new game was added to make sure people are aware of this. Do not attempt to continue on with your game in this state as it WILL cause you problems.No.

I do not need to fix anything. You need to break yourself of bad habits.The game instantly CTDs when trying to talk to Mara. Why do you make such buggy mods man?Once again, this one is not actually due to something I've done.

The problem actually comes from certain OTHER mods that have done dialogue options that cause some problems with 'talking activator' objects. Mara is one such object. The fact that you're getting this problem here is merely a coincidence and you'd have run into it again elsehwere, like during the Molag Bal quest. So Mara has done you a favor in her infinite wisdom.The 2 most common causes of this are:1.

Having an old version of the Sofia follower mod installed.2. Having version 4.0 of the Vilja mod installed.These problems can be fixed by updating those mods to their current versions where the authors have addressed the issue in their mods. There may be other mods with the same problem but they have not been brought to light yet.Emma explains the problem in more detail here: game crashes whenever I use the bed! Don't tell me this isn't your fault either.Surprise! It's not my fault either.The only known cause for this is using a body mod with a mismatched skeleton that's not compatible with it. When the bed is used, your character gets stripped of the prison clothing and your new equipment is added based on what you started as.

It is this process that causes the issue when a skeleton mod that doesn't match the body is used. Something to do with bones the body mod is looking for that the skeleton doesn't have.

Oddly enough, this tends to only happen on female characters. I have no idea why that is.If this just confused the shit out of you, you're not alone.

I don't use body mods. The only advice I can offer is to contact the authors of the body mod you're using and find out if it's compatible with the skeleton you're using. Trust me, you'll know if you're not using the vanilla skeleton because it requires installing one separately.Again, since I don't know body mods, it's possible you just need to be sure that if the body mod comes with one that you're using that instead of something else.The Live Another Life quest never finishes, it's stuck in my journal.Not exactly. The quest remains active because it's necessary for it to do so.

Go speak to an innkeeper to pick up on it. Any properly configured innkeeper will have a rumors topic that should get things started.My quest will close out when you've spoken to the Jarl in Whiterun about being in Helgen.General Tullius and Ulfric Stormcloak are missing.

You broke my game!You are using an old version of the mod. Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.Caught Crossing the Border IllegallyFor those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. All of the tutorial prompts will be removed as well.Escape My CellYou've been left to die, forgotten, in a damp, dark cell. All you really want is a second chance - to escape! Fortunately, Mara has taken pity on you and provided you a means to do just that, if you can manage it.With this start option, 3 lockpicks will appear in the soul gem holder.

Pick the lock on the jail cell door and win your freedom. It's that simple.

You will simply begin the game proper as soon as you've climbed up the stairs. Until doing so, you can still go back and ask Mara for another option. After that, you're committed.Should you fail to pick the lock, you can go back and pick another start option to get out.

Skyrim Se Alternate Start Mods

Sorry, Mara insists we limit this strictly to 3 lockpicks only.Arrived by ShipYou will arrive by ship in the port of Solitude, Dawnstar, Windhelm, or Raven Rock with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.Property OwnerYou will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there.

Raven Rock is similarly not included due to the attached quest involved with acquiring that property.Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.Alternatively, you can choose from one of the 3 Hearthfire houses. For these, you will start off with a fully furnished Entry Way, Main Hall, Cellar, and all exterior additions. The only thing which will not be enabled is the bard since the bard specifically mentions your steward you don't have yet.

The drafting table outside should be ready to go with whatever additions you want on the house afterward.If owning property in a city is boring, you don't like Hearthfire houses, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road just north of Rorikstead and comes complete with a pair of NPCs to act as your farm hands.

Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though. The farmhouse also supports adoption if Hearthfire Multiple Adoptions is installed.Member of a GuildYou will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, Thieves Guild, The Dawnguard, or the Volkihar Vampires (Lord Harkon's Court). Your starting equipment will be geared toward the faction you have chosen.For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway.