RavinBeast Posted March 29, 2016 Posted March 29, 2016 I've Made My Own LAL Addon And Was Wondering If You'd Tell Me How You Removed LAL As Master While Still Keeping Your Own Addons Functionality Intact? Let Me Reclarify, As I Believe We've Misunderstood Each Other You Said "They Just Add A Story To Some Of The Starts That LAL Already Provides." Which Means That At Some Point During Development You Would Have Had To Have ESM-fied Alternate Start - Live Another Life.esp In Order To Add Your Stories Them, Then Subsequently Removed Alternate Start - Live Another Life.esp As Master File In Order To Remove Your Mods Dependency On LAL As Seen In The Picture Here Now What I'm Asking Is "How" You Removed Alternate Start - Live Another Life.esp As A Masterfile. I Hope This Helped Clear Up Any Confusion.
jfraser Posted March 29, 2016 Author Posted March 29, 2016 I've Made My Own LAL Addon And Was Wondering If You'd Tell Me How You Removed LAL As Master While Still Keeping Your Own Addons Functionality Intact? Let Me Reclarify, As I Believe We've Misunderstood Each Other You Said "They Just Add A Story To Some Of The Starts That LAL Already Provides." Which Means That At Some Point During Development You Would Have Had To Have ESM-fied Alternate Start - Live Another Life.esp In Order To Add Your Stories Them, Then Subsequently Removed Alternate Start - Live Another Life.esp As Master File In Order To Remove Your Mods Dependency On LAL As Seen In The Picture Here No LAL Requirment.jpg Now What I'm Asking Is "How" You Removed Alternate Start - Live Another Life.esp As A Masterfile. I Hope This Helped Clear Up Any Confusion. My Apologies, It Is I Who Am Not Being Clear. I Did Not Edit Anything. I Made NPC's And Placed Them At The Spots Where LAL Sends You After Sleeping On The Bed. Then I Made Quests That Start By Talking To The NPC's. They Are Officially Unrelated To LAL. If You Did Not Have LAL But Had My Mod, Those NPC's Would Still Be There Awaiting You To Start Their Quests Although The Dialogue Would Not Make Much Sense Because The Context Would Be Completely Different.
jfraser Posted May 9, 2016 Author Posted May 9, 2016 Okay, version 5.0 is up. it includes the beginnings of a new storyline that assumes no one has ever heard of dragonborns. It is accessible through any beginning except the warlock's thrall. Once you reach the burned cabin, you will get two dialogue options at the end of the conversation with Mallin. Pick the path you want to follow. Although I suppose you could choose the non-dragonborn one and still be dragonborn. it doesn't remove any abilities or anything.
Bondage-Sealed Posted May 10, 2016 Posted May 10, 2016 this is awesome as live another life is a great mod but as you said it is lacking in some areas of story and this just fills the missing gaps
jfraser Posted May 10, 2016 Author Posted May 10, 2016 this is awesome as live another life is a great mod but as you said it is lacking in some areas of story and this just fills the missing gaps thank you for the kind words. I hope to have more scenarios soon. And a continuation of the non dragonborn story.
Maddac Posted May 15, 2016 Posted May 15, 2016 Hi i played the shipwrecked start, and the guy on the iceflow just stands there, doesnt follow me or go to raid the shipwreck, maybe compatibility issue with some other mod? i am also running CCAS v10, as i have been playing with those starts too
jfraser Posted May 15, 2016 Author Posted May 15, 2016 Hi i played the shipwrecked start, and the guy on the iceflow just stands there, doesnt follow me or go to raid the shipwreck, maybe compatibility issue with some other mod? i am also running CCAS v10, as i have been playing with those starts too you can talk to him, right?
Kestrel77 Posted May 16, 2016 Posted May 16, 2016 path escape from cell and take two companion from cells dont work for me i dont know why:(,if i give option follow me... ,they doesnt become follower
jfraser Posted May 16, 2016 Author Posted May 16, 2016 path escape from cell and take two companion from cells dont work for me i dont know why:(,if i give option follow me... ,they doesnt become follower hmm, that's a good point. I should change that description. Or make them followers again. I had a plan for them so I took away their abilities to follow, but it turns out I'm incapable of building workable towns. You can still use your favorite follower mod to make them follow. Except they might disappear once you reach the cabin.
Maddac Posted May 16, 2016 Posted May 16, 2016 Hi i played the shipwrecked start, and the guy on the iceflow just stands there, doesnt follow me or go to raid the shipwreck, maybe compatibility issue with some other mod? i am also running CCAS v10, as i have been playing with those starts tooyou can talk to him, right? yes, but when i talk to him he wants to go investigate the shipwreck, and just stands there, i changed his relationshiprank to 4 to test if he would follow me, and he agrees to, but just stands there also i use AFT, and there appears to be two "Follow me, i need your help" options in the conversation, second one at bottom is the one he agrees to follow me. but like i said, he just stands there.
jfraser Posted May 16, 2016 Author Posted May 16, 2016 Hi i played the shipwrecked start, and the guy on the iceflow just stands there, doesnt follow me or go to raid the shipwreck, maybe compatibility issue with some other mod? i am also running CCAS v10, as i have been playing with those starts tooyou can talk to him, right? yes, but when i talk to him he wants to go investigate the shipwreck, and just stands there, i changed his relationshiprank to 4 to test if he would follow me, and he agrees to, but just stands there also i use AFT, and there appears to be two "Follow me, i need your help" options in the conversation, second one at bottom is the one he agrees to follow me. but like i said, he just stands there. yes, that's all he will do. All of the npc's in this mod have the "follow me" line, but they will all politely refuse to join you. This is because I was going to add the building of a town and all these npc's were going to be residents of it. But turns out I can't build livable areas for shit so I abandoned that idea. You can see the beginnings of it if you do the Left for Dead at Steamcrag Camp. The guy at the shipwreck won't do anything else. Once you get to the cabin and talk to the guy there, the shipwreck guy and all the other npc's this mod adds are disabled. I will change that since I've abandoned the town idea.
Kingslayer101 Posted May 18, 2016 Posted May 18, 2016 Umm Mallin keeps following me after I talk to them about the parents... unfortunately I use console and disable him is there anything else I can fix him ?
jfraser Posted May 18, 2016 Author Posted May 18, 2016 Umm Mallin keeps following me after I talk to them about the parents... unfortunately I use console and disable him is there anything else I can fix him ? Yeah, that happens to some people sometimes. Something breaks the autogreet. Just keep walking. He'll stop trying once you're out of range.
jfraser Posted May 30, 2016 Author Posted May 30, 2016 kay, Mallin's foregreet should be fixed. Shoal's Rest Farm now has a very simple beginning (speak to the khajit on the road near the entrance). And the non-dragonborn storyline has been extended a bit more. Let me know if anything (such as Candlehearth Hall) is broken! also, Lane and Aren, the npc's in the prison, can be made into followers again
Mufasalikemods Posted June 7, 2016 Posted June 7, 2016 Very intrigued with the non dragonborn story that you have. Its really well written and engaging. Does it go past Byron (having dialogue with him but mot progressing the quest)
jfraser Posted June 7, 2016 Author Posted June 7, 2016 Very intrigued with the non dragonborn story that you have. Its really well written and engaging. Does it go past Byron (having dialogue with him but mot progressing the quest) thank you for the kind words. It will be extended three steps on the next update, hopefully this weekend.
Storms of Superior Posted June 8, 2016 Posted June 8, 2016 or beginning a new quest that assumes you wouldn't know a Dragon shout from a peal of thunder. I like peals of thunder. They are very appealing.
jfraser Posted June 8, 2016 Author Posted June 8, 2016 or beginning a new quest that assumes you wouldn't know a Dragon shout from a peal of thunder. I like peals of thunder. They are very appealing.[/jucolor] boo! Hiss! XD
Mufasalikemods Posted June 8, 2016 Posted June 8, 2016 Very intrigued with the non dragonborn story that you have. Its really well written and engaging. Does it go past Byron (having dialogue with him but mot progressing the quest)thank you for the kind words. It will be extended three steps on the next update, hopefully this weekend. wow fast response! Looking forward to this update!
jfraser Posted June 8, 2016 Author Posted June 8, 2016 Very intrigued with the non dragonborn story that you have. Its really well written and engaging. Does it go past Byron (having dialogue with him but mot progressing the quest)thank you for the kind words. It will be extended three steps on the next update, hopefully this weekend. wow fast response! Looking forward to this update! I'll be very interested in how it goes. Please let me know if you're able to pick up where you left off in the questline. In one of my tests the entire thing reset and I had to start all over again.
Mufasalikemods Posted June 9, 2016 Posted June 9, 2016 Very intrigued with the non dragonborn story that you have. Its really well written and engaging. Does it go past Byron (having dialogue with him but mot progressing the quest)thank you for the kind words. It will be extended three steps on the next update, hopefully this weekend. wow fast response! Looking forward to this update! I'll be very interested in how it goes. Please let me know if you're able to pick up where you left off in the questline. In one of my tests the entire thing reset and I had to start all over again. I sort of could, on one save talking to Byron didn't progress anything, on another (I was standing next to him and had just spoken to him when I saved) it automatically selected save Melissa but then when talking to Melissa "Are you ok?" she would answer she could have handled them then the conversation ends. To be honest I assumed I would need a clean save so no major inconvenience really
Asaroki Posted June 17, 2016 Posted June 17, 2016 So I started a new save after updating to 6.1. However, for some reason the quest "A Sort of Homecoming" which I assume is the Non-Dragonborn storyline just stalled up right after I talked to Dargon, which pointed me to Anakath... which the dialogue says is in Rorikstead, and the journal says is in Riverwood. So there's a discrepancy there, just a minor bug though. Anyways, so I went to both Rorikstead and Riverwood and I couldn't find Anakath in either the Frostfruit (Rorikstead) or Sleeping Giant (Riverwood). Not sure why that happened or where she was supposed to actually be. Sort of passing over that, I decided to just spawn her next to me for the sake of investigation. She explained the usual text, told me to get to lvl 15. Of course, my character was past 15 by that time (A bit of cheating to boost my level, not sure if that'd break it but idk). So the text for that popped up. Talked some more but then she cut off the dialogue randomly after "I see, continue on." Every attempt to continue talking broke there. Oh and when I somehow managed to get to Byron, he just tells me he can't help and to go away with no quest update or anything.
Content Consumer Posted June 18, 2016 Posted June 18, 2016 Anyways, so I went to both Rorikstead and Riverwood and I couldn't find Anakath in either the Frostfruit (Rorikstead) or Sleeping Giant (Riverwood). Not sure why that happened or where she was supposed to actually be. I've had this happen with several mods, this included. College Days Winterhold, Captured Dreams, CCAS... I'm still not sure what goes wrong, but it appears to be a problem with AI packages (I think). NPCs will randomly spawn somewhere they're not supposed to be. Sometimes you'll find them wandering roads or parked at some bandit camp halfway across the province. I'm *pretty sure* it's not a mod conflict, like some third mod using the NPC for its own purposes, but in truth I honestly don't know. Unfortunately, there's not much that can be done in these cases except finding them by refid and using moveto, or, as you did, spawning a copy at your position. However... I have from time to time missed an NPC in a darkened inn when the NPC was sitting in plain sight. :shrug:
jfraser Posted July 8, 2016 Author Posted July 8, 2016 This mod is very close to the official re-release. All the scenarios have been moved to separate quests. The player homes questline is finished. The non-dragonborn quest is nearing completion. Much of this is untested. That's where you come in - I'm looking for beta testers for the new version. Be the first of your friends to see the sparkling new features! Run around the neighbourhood with your phone looking to ... Oh, wait, that's Pokemon Go. Anyway, let me know if you're interested. Thanks.
RitualClarity Posted July 8, 2016 Posted July 8, 2016 This mod is very close to the official re-release. All the scenarios have been moved to separate quests. The player homes questline is finished. The non-dragonborn quest is nearing completion. Much of this is untested. That's where you come in - I'm looking for beta testers for the new version. Be the first of your friends to see the sparkling new features! Run around the neighbourhood with your phone looking to ... Oh, wait, that's Pokemon Go. Anyway, let me know if you're interested. Thanks. Yea... still working on this.. I haven't been (and still am not in the Skyrim universe ) but rooting for your project none the less.
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