Alternate Start Skyrim Nexus
DLC requirements
DLC name |
---|
Dawnguard |
Hearthfire |
Dragonborn |
Mods requiring this file
Mod name | Notes |
---|---|
Alternate Start - Bruma | |
Alternate Start - Japanese Voice Patch | |
Alternate Start - Live Another Life - Deutsch | |
Alternate Start - Live Another Life - Polish Translation | |
Alternate Start - Live Another Life - Polish Translation - Polska wersja | |
Alternate Start - Live Another Life czech translation | |
Alternate Start - Live Another Life Polish Translation_Spolszczenie | |
Alternate Start - translation brazilian portuguese PT-BR - V.3.1.7 | |
Alternate Start ECE Position Tweak | |
Alternate Start Live Another Life - Traduzione in Italiano | |
Alternate start Live another life spansish translation | |
ALTERNATE START PATCH FOR THE PEOPLE OF SKYRIM COMPLETE CLASSIC | |
Alternate-Start-Live-Portuguese | |
Amazon Barbarian Race | |
ASLAL and VT Patch | |
Chinese Translation for Alternate Start - Live Another Life | |
Death Alternative - Alternate Start Addon | |
donald trump save game | |
just another lara croft save game | |
Keaira Save Game | |
Level 252 All Perks at Start | |
Live another life - Alternate Start - Deutsch | |
Live Another Well Lit Life | Not actually required, but pointless to install this mod unless you use Alternate Start |
Meia - A Hot Breton | |
New Beginnings -- Live Another Life Extension | |
New Beginnings -- Live Another Life Extension -- Portugues do Brasil | |
New Beginnings -- Live Another Life Extension -- Spanish Translation | |
Nico Robin Saved Game | |
Patch - Starting Spell Choice and Live Another Life | |
Patch - Starting Spell Choice and Live Another Life - Polish translation | |
S.M.O.K. (Alternate Start - LAL Extension) | |
Salmon Shack - LAL Version | |
Selena Gomez - Save Game (Follower Mod is Out NOW) | |
Skyrim - Final Fantasy VII Zack Fair Save Game | |
Sovngardes Restless Souls Undead Argonian | |
Sovngardes Restless Souls Undead Khajiit | |
Sovngardes Restless Souls Undead Nord | |
Sp - Spanish - Alternate start - live another life | |
THE PEOPLE OF SKYRIM COMPLETE IMMERSIVE CITIZENS PATCH CLASSIC | |
The Ravens Breeze Home Tweaks | |
The Shire - Alternate Start Options | |
Tiger Lily Lvl 19 Save Game | |
Tyler Carter - Save Game Version | |
Undae The Half Argonian - Save File and Preset | For the Intro |
Credits and distribution permission
- Other user's assetsSome assets in this file belong to other authors. You will need to seek permission from these authors before you can use their assets
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
- Modification permissionYou are not allowed to modify my files, including creating bug fixes or improving on features under any circumstances
- Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
- Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
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.
Use the 'Download with Manager' button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there. Drop Alternate Start. 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.
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This author has not provided any additional notes regarding file permissions
File 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 used in the farmhouse option.
Donation Points system
This mod is opted-in to receive Donation Points
Translations- Turkish
- Spanish
- Russian
- Portuguese
- Polish
- Japanese
- Italian
- German
- Czech
Translations available on the Nexus
Language | Name |
---|---|
Spanish | Sp - Spanish - Alternate start - live another life |
Portuguese | Alternate Start - translation brazilian portuguese PT-BR - V.3.1.7 |
Czech | Alternate Start - Live Another Life czech translation |
Turkish | Alternate Start - Live Another Life Turkish Translation |
Spanish | Alternative Start - Live another life spanish Campak |
Italian | Alternate Start - Live Another Life ITA |
Other | Chinese Translation for Alternate Start - Live Another Life |
Japanese | Alternate Start - Japanese Voice Patch |
German | Alternate Start - Live Another Life - Deutsch |
Polish | Alternate Start - Live Another Life - Polish Translation |
Portuguese | Alternate Start - Live Another Life Portugues do Brasil |
Italian | Alternate Start Live Another Life - Traduzione in Italiano |
Spanish | Alternate start Live another life spansish translation |
Spanish | Alternate Start - Live Another Life 3.1.5a Spanish |
German | Alternate Start - Live Another Life - Deutsch - German |
Portuguese | Alternate-Start-Live-Portuguese |
Czech | Alternate Start - Live Another Life - Czech translation |
German | Live Another Life (Lebe ein Anderes Leben) V3.0.2 - Offizielle Deutsche Version - DV |
Polish | Alternate Start - Live Another Life - Polish Translation - Polska wersja |
Spanish | Alternate Start Spanish |
Polish | Alternate Start - Live Another Life Polish Translation_Spolszczenie |
Italian | Alternate Start - Live Another Life versione italiana |
Spanish | Alternate Start - Live Another Life - Spanish translation |
Russian | Alternate Start - Live Another Life - Russian Translation |
Polish | Alternate Start - Live Another Life - polish 2.4.0 |
Alternate Start Skyrim Nexus Mods
Skyrim Alternate Beginnings
Different Start Skyrim Mod
Version 3.1.7
- Fixed an issue with the Thalmor start that was resulting in the embassy triggers not being enabled properly for Diplomatic Immunity.
The player's chest in Druadach Redoubt was facing the wrong direction. (Bug #22353)
- Fixed an issue with the Thalmor start that was resulting in the embassy triggers not being enabled properly for Diplomatic Immunity.
Version 3.1.6a
- The version tracking number was not being properly initialized on a new game, triggering false upgrade warnings for saves in the prison cell.
Version 3.1.6
- The guard who handles the confrontation at the Whiterun city gate is now essential so that he doesn't end up accidentally getting killed if the main quest is delayed for a significant period of time. If he is dead already and the controlling quest is still running, he will be resurrected since his role there is critical.
The gate guard will also now be moved to his position the moment the quest is activated that needs him there since he seems to wander off easily. (Bug #21815)
- The guard who handles the confrontation at the Whiterun city gate is now essential so that he doesn't end up accidentally getting killed if the main quest is delayed for a significant period of time. If he is dead already and the controlling quest is still running, he will be resurrected since his role there is critical.
Version 3.1.5a
- Oops! Accidentally broke the vanilla start due to a missing safeguard in the script for another quest.
Version 3.1.5
- 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)
- 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.
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.
- 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.
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. Can't have the kids falling in!
Forwarded fixes from USLEEP 3.0.1 for tavern acoustic spaces and music.
Plugged another loophole in the Dragonsreach failsafe that should cover getting the Helgen objective but talking to the gate guard to get in without going there.
Being sent to Solstheim as the result of one of the randomized picks (bandit, vampire, left for dead) was not correctly setting the Solstheim start flag on all possible destinations due to using the wrong function for checking locations.
Trimmed several properties off and rewrote the parts that used them to run through formlists instead. This should help reduce Papyrus string usage, even if it's just a small amount.
Retro scripts are now blocked from running on a brand new save as some of the logic in them might cause some problems if they're allowed to do so.
Hadvar and Ralof should no longer appear inside the Helgen Cave if The Jagged Crown has started, causing a plot continuity error.
- 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.
Version 3.1.2
- 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.
- 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.
Version 3.1.1
- Imperials can now start the game as a member of the Penitus Oculatus at the outpost in Dragon Bridge.
Fixed a bug that would cause vanilla starts to be blocked from entering Whiterun because the guard would not confront you and open the gate.
Fixed a bug in the friendly faction assault system that wasn't recognizing attacks against Thalmor faction members.
- Imperials can now start the game as a member of the Penitus Oculatus at the outpost in Dragon Bridge.
Version 3.1.0
- 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.
- 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.
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.
- Updated Frostfall detection for Frostfall 3.0.
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.
- 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.
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.
- 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.
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.
- WhiterunStablesScene3 fix from USKP 2.1.3 carried over.
Version 3.0.3
- Forgot to generate the needed linked NPC refs for the plantable herb mounds.
Version 3.0.2
- Dialogue condition checks for Shady Sam in Kynesgrove and Dragon Bridge had somehow been changed to check for Grelod instead, which obviously should not happen.
Journal entries and dialogue responses when looking for Sam were indicating the wrong days for when he'd be in Kynesgrove or Dragon Bridge.
Added some plantable herb mounds to Shoal's Rest Farm.
All starts in Solstheim will now set the boat up so that you can talk to the captain to ride back to Skyrim.
- Dialogue condition checks for Shady Sam in Kynesgrove and Dragon Bridge had somehow been changed to check for Grelod instead, which obviously should not happen.
Version 3.0.1
- The scene trigger and castle gate outside Castle Volkihar were overlooked when setting up the Volkihar start. (Bug #18872)
The sack and bed for the Raven Rock Dunmer start were not owned by the player.
Serana's AI override was not properly conditioned to keep her from leaving Dimhollow Crypt if neither of the DLC1 starts were chosen.
- The scene trigger and castle gate outside Castle Volkihar were overlooked when setting up the Volkihar start. (Bug #18872)
Version 3.0.0
- 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.
- NOTE: All Skyrim DLCs are now REQUIRED! Please make sure you meet these requirements before downloading this update!
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)
- Irileth's dialogue to tell her Alvor or Gerdur had sent you wasn't avalable on the vanilla start option. (Bug #18363)
Version 2.5.5
- Missed a variable check on the bed script for Helgen mods. (Bug #18239)
Version 2.5.4
- 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)
- 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.
Version 2.5.3
- The journal entries for the Shady Sam quest obtained in Dragon Bridge or Kynsegrove were giving incorrect text due to the wrong alias being referenced. (Bug #17361)
Two posts in the Abandoned Prison did not meet the ceiling and have been raised. (Bug #17343)
- The journal entries for the Shady Sam quest obtained in Dragon Bridge or Kynsegrove were giving incorrect text due to the wrong alias being referenced. (Bug #17361)
Version 2.5.2
- 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.
- 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.
Version 2.5.1
- Forgot to include an alias for the Whiterun city gate into the restructured quest.
Version 2.5.0
- 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. It should now be a lot more random than before.
Intro scenes in Sleeping Giant Inn, Windpeak Inn, and The Frozen Hearth will now play properly when these inn starts are chosen.
The friendly faction trigger in Mara's Eye Pond was not large enough, making it possible for the player to step outside of it and cause the vampires there to turn hostile when they shouldn't.
It was possible for the guild randomizer to pick the Dawnguard start even if the DLC was not active.
Starting as a soldier for the Imperials or Stormcloaks was not marking Unbound as completed.
If the player went directly to Whiterun after seeing Alduin fly over, it was possible for Balgruuf and Irileth to be elsewhere in Dragonsreach when the scene about Helgen starts.
- 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.
Version 2.4.1
- Added an ini snippet to prevent the character's hands from returning to the bound state when switching races during chargen.
ARTH_TIF_LALNewStart_020370F7 was attempting to set an invalid quest objective. (Bug #16522)
The old prison start cell has been removed. If you find yourself suddenly transported to the Sleeping Giant Inn in Riverwood, trust me, I'll know what happened :P
Synchronized fixes from USKP 2.0.5.
- Added an ini snippet to prevent the character's hands from returning to the bound state when switching races during chargen.
Version 2.4.0
- 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.
- 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.
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.
- Dunmer can now choose whether to start in Windhelm or in Raven Rock (if Dragonborn is installed).
Version 2.3.6a
- The wrong version of the script controlling Whiterun's gate was packaged and has been corrected.
Version 2.3.6
- 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.
- 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.
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.
- Part of the clutter in Honeyside was not clearing if Hearthfire was installed.
Version 2.3.4
- Vampire starts were not receiving the full status update upon being transformed the first time.
- The farmhouse location has been fixed up so that it will be available for radiant quests such as the Companions Animal Extermination quest.
- The farmhouse was incorrectly assigned to Haafingar Hold when it's really in Hjaalmarch.
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!
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.
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.
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.
- 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.
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.
- 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
- Merged fixes from Official Patch 1.9.
- Merged fixes needed from USKP 1.3.1.
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)
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
- Fixed the issue causing the Mara statue to vanish when starting with certain mods loaded.
Version 2.1.8
- 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.
Version 2.1.7
- Fixed the error which caused the Helgen cart ride to break yet again. This damn thing is far too sensitive.
Version 2.1.6
- 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.
Version 2.1.5
- Refined the Helgen approach script to detect any horse the player may be riding and keep them with the player when transported.
Version 2.1.4
- 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
- Set ownership on the exterior barrels and furniture at the farmhouse.
- Added some salt piles to the farmhouse interor so the cooking pot can be used immediately.
- Dialogue scripts for the statue were calling the wrong objective number after the 2.1 update changed them for the startup quest.
Version 2.1.2
- 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
- For DB starts, Grelod the Kind was not killed as she should have been.
- The block added to keep people out of the torture room was not properly disabled for Helgen starts.
- Made it possible to warn Riverwood about the dragon if the player ignores Hadvar and Ralof, or doesn't completely follow through on rescuing one of them.
- Added a Redguard start for the Alik'r.
Version 1.4.3
- 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. This is now corrected.
- The farmhouse start should not have access to the bookshelf and weapon racks unless the player actually started that scenario.
- Starting 'Before the Storm' (MQ102) is now done via a journal found on a dead adventurer on the road outside Helgen, for all but the campsite and civil war starts.
- Disabled the stray Imperial soldier left behind during the Helgen cleanup stages.
- Cut some stages off of the Helgen cleanup that didn't need to be touched.
- Several minor dialogue entries have new conditions added to block talking about dragons if MQ102 hasn't been triggered yet.
- The campsite start will now provide fur armor rather than leather.
- Starting positions for the two civil war starts have been relocated further from Ulfric and Tullius to avoid crowding them at the beginning of their scenes.
- Added an option to start as an Argonian dock worker in Windhelm.
Version 1.2
- 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.