stobor Posted December 14, 2014 Posted December 14, 2014 View File This is a small alternate start mod, built to plug in to Live Another Life (LAL). The character starts out as a lowly novice in Bashnag's coven of spellswords (Southfringe Sanctum, near the southern border of Skyrim), but promptly gets into trouble as Bashnag's paranoia gets out of control. To start, select 'I am a novice spellsword' at the statue of Mara in the LAL cell. The introductory quest builds on Sanguine's Debauchery Plus (v3.0 or later) and adds some quest-specific touches to the general SD+ scenario - a little bit of extra dialogue, an additional way to escape. Bashnag has a sadistic streak (SD+ personality profile), and may decide to feed you to the spiders after all. Ending the quest by dumping you in with the spiders requires more than 5 punishments from Bashnag in a single day, and a very submissive dialogue option. Easy to avoid, if you so choose (but kind of challenging to get out of). The easiest way out is to steal the key. But there's a locked gate on the direct path, so you'll need some lock picks. There are at least a few available, on Bashnag's side of the barrier. A second alternate start, as a vampire thrall in Bloodlet Throne, has been added in v1.1; this start will usually result in contracting vampirism. Once the character turns, if it is between 6pm and midnight, she will have a dialogue option to say that the hunger is gnawing at her. This will release her from captivity (though Deviously Helpless might kick in almost immediately, if it is installed). It is timed for evening, so that she has a substantial part of the night to find shelter... and prey. On default settings, that is usually about the same point where SD+ allows you to join the master's faction, so you have a choice about which way to depart Bloodlet Throne. Requirements: SexLab v1.59c Sanguine's Debauchery Plus v3.0 or later Devious Devices v2.9.0 or later Live Another Life v3.0 or later Changelog: v1.1: Expansion: Added a second alternate start, as a vampire captive in Bloodlet Throne. Updated for Live Another Life v3.0, which means it now requires all three DLC. The old 1.0 version is still available, for players who do not want that requirement. v1.0: Minor fixes: Made spellswords non-hostile to Bashnag. Added chance that pilfering from Bashnag's chest will be noticed (and punished). Added custom dialogue to some of the nearby spellswords; among other things, this blocks them from volunteering to be your new master. v0.9: Minor fixes: Added a few lockpicks to a couple of NPCs, to make the stockade less of a barrier. Added a SEQ file to ensure that the LAL starting option is processed properly. Submitter stobor Submitted 12/13/2014 Category Quests Requires SD+, LAL, Devious Devices, SexLab Special Edition Compatible
stobor Posted December 14, 2014 Author Posted December 14, 2014 I made this as a proof of concept, to see how an Alternate Start plugin worked and to experiment with new features of SD+. But it seems to be in playable shape at this point, so I thought I'd share...
bbob1231212 Posted December 14, 2014 Posted December 14, 2014 no problem sir. Will try it out tonight!
Guest Long John Posted December 14, 2014 Posted December 14, 2014 @stobor - All you need to allow for the dialogue for the modification to start is to generate a SEQ file. The issue with custom dialogue (and/or greeting) was introduced to Skyrim by one of Bethesda's official patches. If a SEQ file is generated there will be no more need to save and reload at the start for the dialogue to appear.
Guest Posted December 14, 2014 Posted December 14, 2014 Cool concept. Unfortunately one of the other spellswords in the area is hostile to me :/
stobor Posted December 14, 2014 Author Posted December 14, 2014 @Long John: Ah, yes! I've gotten out of the habit, since I hardly ever use start-enabled quests in my mods anymore (they are less convenient to debug). I'll add one. @Bobbert6996: Yup. Wouldn't want it to be easy. Actually, that stems from the fact that Bethesda didn't assign factions to most of them - but I decided to leave it that way, at least for now.
stobor Posted December 14, 2014 Author Posted December 14, 2014 By the way, my test character (a Succubus Race would-be mage) managed to get out both ways. Once from the middle of the spider den, and once by a wing-assisted leap over the locked stockade (followed by a bare-clawed sneak attack on the guy by the alchemy table to gain armor and a weapon). I may have to stash some lockpicks somewhere, for other types of character... I never find this location much of a challenge in normal play, because it is so easy to pick off the spellswords one at a time. But for a brand-new character armed with nothing but her wits and one or two basic spells, it is a lot more fun. Even if you skip through the SD+ parts quickly.
Ashra XIII Posted December 14, 2014 Posted December 14, 2014 This mod does sounds like a lot of fun, as your quest mods always are Stobor! Is the thing fixed with having to save/reload? I figured I'd wait for that, to make sure the mod starts and all before trying.
fizzybutt Posted December 14, 2014 Posted December 14, 2014 I got all excited, then: dumping you in with the spiders ... Not even gonna chance it. I'm sure it's awesome though
stobor Posted December 14, 2014 Author Posted December 14, 2014 And done: v0.9 is up, with the SEQ file fix, and some extra lockpicks added. It should not require save/reload in the LAL cell anymore.
DeepBlueFrog Posted December 14, 2014 Posted December 14, 2014 Very nice! I am so happy to see someone jumping in and trying out the new hooks inside SD+ Let me know if there is anything you find you wish you could do to interact with SD+. I will try to make it happen.
Zdun Posted December 14, 2014 Posted December 14, 2014 I start game, Spellswords hostile kill Beshog (I use requiem but when I look at it Beshog is level 12 and spellswords level 1). I will try third time maybe this time beshog survive.
stobor Posted December 14, 2014 Author Posted December 14, 2014 How did that happen? The closest of the spellswords is not normally in detection distance of Bashnag, and certainly shouldn't be able to win a fight with him - even with Requiem.
Ashra XIII Posted December 14, 2014 Posted December 14, 2014 Probably something Requiem does... it de-levels the game, and to do so it sets the difficulty of various areas which possibly messes with stuff like this. I tried the mod and everything went fine I suppose... Bashnag enslaved me, but after that, there wasn't much going on. I lured a spellsword over and Bashnag destroyed him, but then I went and found the 2nd spellsword, submitted to him (changing him to my owner) then let him kill himself against the spiders. I started as a Breton, and I guess in Perkus Maximus that means I start with a 'Summon Weak Flame Atronach' spell, so she was a huge help against the remaining spiders. After that I made my way into the world and the game pretty much went on as usual. Funniest thing to me is that, once I got to the surface, I had no idea where I was! It has been a very long time since I was lost in Skyrim, but I had never gone to this area of the map, so it was a bit of a thrill to truly feel lost in the wilderness, at least for awhile.
sashalag Posted December 14, 2014 Posted December 14, 2014 Funniest thing to me is that, once I got to the surface, I had no idea where I was! It has been a very long time since I was lost in Skyrim, but I had never gone to this area of the map, so it was a bit of a thrill to truly feel lost in the wilderness, at least for awhile. Same feelings here. After more than 1800 hours playing Skyrim (so says Steam...) I´ve never been in that cave. Is amazing how Skyrim can still surprise us after three years
windu190 Posted December 16, 2014 Posted December 16, 2014 The spellsword dialogue option doesn't appear for me at the statue of mara statue. And I have both LaL and this mod activated.
stobor Posted December 17, 2014 Author Posted December 17, 2014 @windu190: Try save/reload. That fixed it for me in the past, before adding a SEQ file. I haven't seen such a problem since adding the SEQ file, however.
Xerxeth Posted December 18, 2014 Posted December 18, 2014 Very cool work Stobor. It will be interesting to see how this mod develops, and what kind of other LAL starts come along as things progress. Can never have too many alternative start options imo, so thanks for the mod .
asd000 Posted December 18, 2014 Posted December 18, 2014 I like the mod quite a bit, but the hostility of the other NPCs is kind of a problem. I waited for a couple hours and got teleported to a cage along with Bashnag and the "get in your cage!" message. Unfortunately, the cage (which was too small anyway) was surrounded by NPCs who killed Bashnag, heh.
Vaukalak Posted December 19, 2014 Posted December 19, 2014 Tried itAround midnight, Bashnag travelled away from his place and got killed by other spellswords. Also, he tried to fit my char into fox`s cage, going butthurt when she didn`t fit there.
stobor Posted December 20, 2014 Author Posted December 20, 2014 Updated to v1.0. This version should prevent you from stealing Bashnag's treasure too easily, and also from getting the spellswords to fight amongst themselves. The issue with the too-small cage is not fixed, though I've laid the groundwork for a fix (once matching SD+ changes are released).
Vaukalak Posted December 20, 2014 Posted December 20, 2014 What about spellswords wandering into spider cave and getting killed by spiders?BTW, spellswords are a perfect joinable faction for SD, since they only occupy one cave and don`t change your relation to other factions (so no friendly bandits all across Tamriel). How about focusing on that? Let`s say PC gets through slavery, joins a faction through SD+ means and then finds out that it all was a rite of passage for Bashnag`s coven AKA Bashnag`s harem. Faction benefits might include a spellbook trader (focusing on necromancy), a basic follower or two and a couple of quests - like gathering ingredients or training Selveni as a public use whore for failing her trial.
stobor Posted December 20, 2014 Author Posted December 20, 2014 The spellswords don't currently have their own faction, as far as I can tell. They belong to NecromancerFaction. Bashnag doesn't belong to any faction, in the vanilla game. They shouldn't wander in amongst the spiders at random, but they might follow you there under some circumstances (in early testing, I regularly had Deviously Helpless teleport one to me if I got thrown to the spiders, where he promptly attacked both Selveni and the spiders; that shouldn't be happening now).
Vaukalak Posted December 20, 2014 Posted December 20, 2014 The spellswords don't currently have their own faction, as far as I can tell. They belong to NecromancerFaction. Bashnag doesn't belong to any faction, in the vanilla game. That`s what happens when you use TES Wiki instead of UESP as a source of information. They shouldn't wander in amongst the spiders at random, but they might follow you there under some circumstances It happend to my master when I got enslaved by one of the spellswords in another playthrough.
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