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  • Skyrim mod new beginning. Alternative start (start). Removal live another life

    Skyrim mod new beginning.  Alternative start (start).  Removal live another life

    This mod hardly needs explanation, because almost all Skyrim fans familiar with mods have already heard about it. If this is not your first game here and you are tired of the boring introduction every time with the failed execution of Ulfric and want to try something new, then “Alternate Start” is the best solution.

    You wake up in a strange cell and your only chance is to pray. You pray at the statue of one of the goddesses, and she gives you a second chance - which one is up to you. You can immediately become a student of the College of Winterhold, you can join the civil war on the side of the Imperials or Stormcloaks, you can become a sentinel of Stendarr or an assassin from the brotherhood, thereby skipping the first boring quest of these organizations. Well, if you're not comfortable being part of society right away, you can start out as a lone savage with a small camp off Helgen, or crash on a merchant ship. At the same time, you will not miss the main storyline - you will immediately have the quest “investigate the attack on Helgen”, from where the main narrative will go. Well, if you change your mind, you can return to the standard start by selecting the appropriate item in the menu near the statue. In short, I see no reason not to download this mod.

    The Elder Scrolls V: Skyrim is a popular RPG released in 2011 by Bethesda. The player, playing as the chosen one, the “Dragonborn,” will have to stop the invasion of his world by dragons and defeat the powerful Alduin.
    One of the problems of starting a new game for advanced players has always been the monotonous start, which takes a lot of time. Many have wondered whether it is possible to diversify the beginning of the game Skyrim; the alternative start mod adds a choice of the beginning of the game instead of the boring option in Helgen.

    Now, when starting a new game, the player finds himself in a room with a statue of Mara and a bed. When you press the action key near the statue of Mara, a window will appear to select alternative options for starting the game. To confirm your choice, you need to lie down on the bed.

    In order to start the main quest, you will need to come to Helgen and ask the local residents. After meeting with Alduin, you can go to Whiterun, then you will be able to complete the main quest.

    List of alternative start options:

    Stendarr's Watcher

    You become a Watcher of Stendarr and are given a room in the Watch Hall near Dawnstar. You have a personal chest for storing things.

    Victim of robbers

    You were robbed and almost killed, with only rags. You need to try to survive and get to the nearest settlement.

    Dunmer refugee in Windhelm

    You fled from Morrowind to Skyrim, near the city of Windhelm. You have a sleeping bag and a bag for storing things.

    Dunmer Refugee at Raven Rock

    You fled from Morrowind to the island of Soltheim, to Raven Rock. You don't have a place to live, so there's nowhere to store your things.

    Caught at the border

    You were caught trying to cross the border illegally. The beginning differs from the usual only in the absence of the first missions (execution, etc.).

    Relocation from abroad

    You came from another province with little supplies to settle down here. Solitude, Dawnstar and Windhelm are available for arrival.

    Thalmor agent

    You are a Thalmor agent, the game begins at the Thalmor Embassy in your room. Any bed in the embassy is available for sleeping.
    Attention: Helgen is a restricted area for you - upon entering you will be instantly expelled from the faction.

    Homeowner

    The game starts in one of four houses that can be purchased during the game. The house in Windhelm is not on the list because... there are special conditions for receiving it. The house will contain items that correspond to the city you find yourself in, including weapons. A separate house near the Dragon Bridge is also available for selection. If you choose it, you will also have two workers at your disposal.

    Tavern Guest

    Everything is simple here - choose the tavern in which you will appear.

    Bandit

    The game starts in a random place. You are a member of a gang of robbers, and a reward of 500 gold has been assigned for you. You have standard bandit equipment.

    Guild Member

    You appear near the recruitment site of the selected guild. The Bards Guild is not available for selection.

    Soldier

    You start the game as a soldier of one of two factions to choose from - the Imperial Legion or the Stormcloaks.

    Hunter in the forest

    You are a hunter who has pitched a tent near Helgen. You can return to the camp at any time; the bags there are safe for storing things.

    Shipwreck

    The game begins with a disaster - the ship you were on ran into an iceberg. We urgently need to get off the ship and try to find the shore.

    A vampire

    You appear at the Eye of Mara lake. You have the fourth stage of vampirism, so before appearing in public it is better to quench your thirst.

    Outcast

    You are a warrior of the Outcast tribe. At the starting location there is a chest in which you can store things.

    Necromancer

    You are a necromancer located in the Black Reach location in a secret laboratory.

    Orc Fortress

    You start the game in the Dushnik-Yal location with orc armor and an axe.

    Former caravan guard

    The owner hired another security guard, and sent you to all four directions. You are free to go wherever you want.

    Argonian Docker

    You are an Argonian working on the docks. A nightstand for storage is available.

    Alik'r warrior

    After you left Hammerfell, you decided to join the Alik'r and arrived in Skyrim on a mission. You don't like these people and you decide to break away from them.

    The Skyrim alternate start mod also allows you to get a random start. It can be recommended to both experienced players and beginners who are just preparing to dive into the magical world of the Elder Scrolls.

    Everyone has known about the game Skyrim for a long time. The possibilities of this fairy-tale world are almost limitless. But, like any game, Skyrim starts the same way. A long execution, a dragon, tasks, an escape... Many people get bored with this process, especially if a person has been playing through the game for the first time. Then the Skyrim “Alternate Start” mod comes to the rescue.

    What it is

    As we have already said, many people are simply “frozen” by the long and monotonous start of the Skyrim game. In order to diversify a toy that has already been worn far and wide, it is customary to make additions. They change the game and add new flavors to it. Mods are very important for Skyrim. The “naked” game is quite short (if we talk about the main quest chain), and sometimes the side quests are such that they make your eyes pop out of your head, not to mention the state of your nerves.

    Today we will talk about a new beginning of the game. Everyone understands that in a fairy-tale world you can create characters of different races. However, the toy will start out exactly the same. The Alternate Start mod for Skyrim will allow you to choose a new start for your character, which will affect the development of the game as a whole. Be careful in your choice! We'll talk about what options are possible a little later.

    A little about mods

    As we have already said, mods are quite important components for Skyrim. So, for example, with their help you can not only diversify the game and expand the map, but also get something new. For example, in Skyrim, spells and magical effects will be significantly replenished after installing some mods.

    You can also find new things, armor, weapons and characters. For example, although useless for the game, a mod for obtaining a certain companion is still interesting. An ally of a certain race and with a certain name will run next to you. Usually such mods are made for fun.

    There are also useful modifications. Thus, you can run into a mod that changes the appearance of many taverns. It will make the game more atmospheric. But the most useful modification is still fast movement between points on the map. Anyone who has ever played Skyrim knows how difficult and unpleasant it is to crawl from one side of the map to the other. But, let's return to our topic: "Skyrim. "Alternate start."

    How to start

    After you have installed the alternative start modification for the game Skyrim, you can try it out. To do this, create a new character. At the very beginning, no changes will be noticeable. After the "Person" is created, the fun begins.

    The game gives you the opportunity to choose your own start for the race. Depending on which path you choose, your game will develop. This way, you can get to know Skyrim better and feel like not only a defender of a fairy-tale world, but also a simple resident of one of the cities. Now you can see yourself in the role of an ordinary person, looking for adventure with your friend, a prisoner of magicians, a Thalmor agent, a new recruit among the Companions, or, say, a real farmer. We will not reveal all our cards - let the mod itself show what it is capable of.

    surprise me

    We think it’s clear from the name that a surprise awaits the player if he chooses the “Surprise Me” beginning. Of course, where would we be without pleasant (or not so pleasant) surprises. This mode will help those who could not decide what kind of story they want to start. If the player selects "Surprise me", the game will automatically select the beginning. Of course, the “old version” is not taken into account.

    A unique origin will be found for each race. This is what will serve as an excellent gift for those who are tired of being executed in Helgen and watching Alduin begin his attacks. Try to find your place in the world of Skyrim!

    What about quests?

    Naturally, it is quite logical to ask how quests in Skyrim will now begin. An alternative start will not allow you to immediately begin the main quest chain, in which you have to find the evil Alduin and fight him. Instead, you will be presented with new tasks that correspond to one or another picture of the beginning of the Skyrim game. Spells and things are not added in this case; separate additions are made for them.

    What about the main chain? There's no need to worry about her. After you choose an alternative start, the game will wait patiently until you decide to start the main quests yourself. Therefore, if you are not particularly eager to fight Alduin again, simply do not start the chain.

    If you are tired of playing in an alternative scenario, you can try yourself again in the role of a great warrior. To do this, talk with residents of any cities about the military operations that took place near Helgen. After some time, your character will see Alduin. After this, you can warn the residents of Riverwood about the danger or go in search of Hadvar or Ralof. They are both located in the cave from which you came out when starting the game according to the standard scenario. Since the player wanted to meet both, the game is designed in such a way that both men lie wounded in the cave. In addition, you can choose which of them to help by giving a healing potion. If you want, you can leave them both to die. In this case, you will have to go alone to Riverwood. So it's better to save someone.

    Russian or English

    It seems that everything is going very well - there is a mod, there are alternative beginnings too, but there are several versions of the game. Not long ago, "Alternate Start" only worked on English versions. But with the advent of Steam, the mod became available for Skyrim in Russian. It, like all developing computer toys, is regularly updated.

    Unfortunately, the Russian version of the mod has a number of problems and bugs. They are being worked on, but it is impossible to eliminate everything at once. So, for example, if you start a game in which you initially already have a house, you will not immediately be offered to become a thane in the city. Or you'll still have to watch Alduin's first attack before you begin your training as a member of the Companions.

    The Jagged Crown scene, which is available when choosing sides in the Civil War, is a must-see. This is a known bug that makes the entire civil war chain fail, that is, if you skip this video, then most likely you can forget about the “Civil War” line.

    Thus, we got acquainted with the Skyrim mod "Alternate Start". Play, develop and try yourself in a new role in the world of Skyrim! Find your path to glory!

    The Elder Scrolls V: Skyrim - Alternative start of the game



    Game platform: TES V: Skyrim Legendary Edition​

    Name: Alternate Start - Live Another Life​

    Russian name: Alternative start of the game - Live a different life

    Current version: 3.1.5a​

    Mod language: Russian

    Size: 5 MB​


    Description


    The modification saves you from having to go through Helgen at the beginning of each new game. By installing this mod, you can at the very beginning of the game play as an assassin or a bandit, a thief or a hunter, a vampire or a necromancer, a warrior of the Empire or one of the Storm Brothers, a farmer, a drunkard in a tavern, a watcher of Stendarr, etc. and so on. By the way, each role requires its own starting location, a unique set of equipment and unique characteristics. It is characteristic that, unlike the original Skyrim, in this modification there is no clearly positive choice: each role has its own positive and negative traits. The mod will give you the opportunity to experience alternative starts of the game if you are tired to death of constantly and without fail going through the boring “Escape from Helgen”. You are given the opportunity to choose a race and... a new life for your character.​

    Changelog

    • When receiving rumors about Helgen in the Prancing Mare, an error was thrown. Corrected.
    • After talking to the guard at the gate and visiting Whiterun and going to Helgen, the Helgen gates were blocked and would not open, and the map marker would turn off. Corrected.
    • Added a trigger for Dragon's Reach to turn on a marker on the map just in case, so that the player can safely enter the city without conflicts arising with the guard standing at the gate.
    • Starting as an Imperial, you can now start the game as a member of the Penitus Oculatus organization, at an outpost in the Dragon Bridge location.
    • Fixed a bug where the entrance to Whiterun would be blocked because the guard would not approach you or open the gate.
    • Fixed an issue with the friendly faction attack system where attacks against the Thalmor were not recognized by faction members.
    • Added the ability to join the civil war without visiting Helgen first. To develop the quest "Message to Whiterun" you need to start the main quest.
    • The diaries you find on a charred corpse no longer contain specific listed dated data. A slightly different version of the diary will be provided if the player was in Korvanjund after completing the Jagged Crown quest.
    • If the player completes the Jagged Crown quest before arriving in Korvanjund before going to Helgen, Hadvar and Ralof will no longer appear in the Helgen Fortress cave.
    • Tavern Rumors have been changed to simply provide a simple answer that directs the player to Helgen. Dark Sam will remain in the game as an Easter egg, and he no longer has any corresponding functionality in the mod. Your quest stage will be automatically adjusted to reflect this change if you were halfway through.
    • By starting the game as a soldier, the war will no longer trigger background events in Helgen.
    • When starting the game as a Bandit or Vampire, you could not move to the designated places due to incomplete verification of keywords in the quest start conditions and the task controller. (Corrected).
    • Updated Frostfall 3 detection/detection to be compatible.
    • Fixed: When approaching Helgen and entering the cave at the back of the fortress, the game trigger would not fire and Alduin would not appear under very specific conditions. This led to skipping several stages of the quest, the trigger did not work, preventing Tullius and Ulfric from appearing correctly, and as a result, access to the Civil War was blocked. If you started your journey as a Thalmor, you did not reset your diplomatic immunity, or the main quest could be seriously disrupted.
    • When starting his journey as a Bandit, the trigger for applying a bounty on his head did not work in the starting location.
    • Starting your journey in Solitude in the Laughing Rat tavern, the trigger did not fire correctly, for the scene of Roggvir's execution when leaving the inn, now everything is fixed.
    • When starting out in one of the houses from the Hearthfire DLC, the house became inaccessible and the dialogue trigger did not work, stating that the player did not have the funds to purchase, an unused variable script was to blame for this, now everything is fixed.
    • Skeletons and Draugr were hostile to vampires in their original locations, this has now been fixed.

    Start of the main quest:

    • The mod will offer you different options for starting the main quest, even if you complete the initial quest “Escape from Helgen”. Nobody forces you to complete the main quest after Helgen. The mod will provide a system that allows you to skip the game's starting quest and avoid meeting Alduin.
    • When you start the game, you will be asked to choose your path.

    Game Start Options

    Dunmer Refugee (Windhelm):

    • Morrowind is still very hostile and you decide to return to Skyrim. Upon arrival, it turned out that you are not in Windhelm.
    • Looks like it's time to let go of your expectations of an easy life and become an adventurer.
    • Note - the sleeping bag and bag will be nearby, these are your things. Bag for safe storage.

    Dunmer Refugee (Raven Rock):

    • The mainland of Morrowind is still hostile. You are about to go to Solstheim Island in Raven Rock.
    • After your arrival, you hoped for the best. All residents treat you like a stranger. It looks like life won't be easy. Maybe it's time to get adventurous.
    • Note that there are no secure storage chests in Raven Rock, so don't expect items to stay in the chests.

    Thalmor Embassy Agent:

    • You have been assigned to be an agent of the Thalmor Embassy. You are tasked with regulating various issues in Skyrim. Although Elenwen doesn't trust you with the task yet
    • You start the game inside the Thalmor Embassy on the top floor, standing next to the bed. You will be a member of the Thalmor faction, so you can take what you want from the building at any time and can sleep in any bed.
    • As soon as you come to Helgen, you will be expelled from the faction and the embassy. The Thalmor may become hostile towards you due to the assumption that you have abandoned your post. It is important to remember that being part of the Thalmor faction can also make the Stormcloaks hostile towards you.

    Caught trying to cross the border illegally:

    • For those who prefer the standard start of the game through Helgen, this option will speed up the process by skipping the race selection dialogue before the execution itself. Most tutorial tips will also be removed.

    Moved to Skyrim:

    • You will arrive by ship at the port of Solitude, Dawnstar or Windhelm. You will have with you some supplies, middle class clothes and a modest amount of money to start a new life.

    Property owner:

    • You will start the game in a fully furnished house in one of the 4 main cities. The house in Windhelm is not included in the list due to a quest that is directly related to it.
    • You will be dressed according to the status of your home, and you will have some remaining money. And in the bedroom chest you can find a set of weapons typical for this city.
    • If owning a house in the city is not interesting, or you want to have access to all the quests here, then you can become the owner of a farmhouse instead. The lodge is located next to the main road southeast of the Dragon Bridge. There you will meet two NPCs who will be your workers. Your farm will bring constant profit, which you can take from one of the workers. You will have to return home from time to time to pick it up.

    Guild Recruit:

    • You will become a recruit to one of the guilds available in the game. Companions, College of Winterhold, Dark Brotherhood or Thieves Guild. Your starting equipment will correspond to the guild you have chosen.
    • After choosing the Thieves Guild, you will find yourself in the Ragged Flask, next to the exit from the Rat Hole. Talk to Brynjolf to join the guild.
    • By choosing the Dark Brotherhood, you will find yourself right inside the Falkreath Sanctuary. Talk to Astrid to join the guild.
    • By selecting the College of Mages, you will appear next to the entrance to the Hall of Elements. The first stage of joining the guild will already be completed.
    • After choosing Companions, you will find yourself inside Jorrvaskr and will begin at the stage of a training duel with Vilkas.
    • The College of Bards will be added later if Bethesda finalizes this guild. At the moment, it is just a formal guild, not worthy of attention.

    Guest at the tavern:

    • You can choose from several taverns throughout Skyrim. Some of them are relatively safe, while others are not so much. For example, the Night Gate tavern is isolated in the mountains, making it more dangerous than most others. Be careful.

    Criminal on the loose:

    • You will start the game as a member of a group of bandits. For variety, a group of bandits will be selected at random. You'll start out in standard bandit gear. The bandits in the starting location will be friendly to you until you anger them. But be careful, because you will be rewarded with 500 gold, in the possession that the game chooses.
    • The guards won't stand by and watch you rush through populated areas unless you're willing to pay a fine.

    Soldier in the army:

    • You will start the game as a recruit of the Stormcloaks or the Imperial Legion. Your starting outfit will depend on your choice of side. The test before joining the ranks of one or the other, which is little more than entirely a “go and kill” task, will already be completed.

    Your camp in the forest:

    • You are a lone hunter camped in the forest. You have the appropriate low-level equipment, a fire, a pot, a sleeping bag and a tent. The camp is located in the forest/hills near Helgen, allowing you to witness a dragon attack without being directly in the village itself. The camp will always be in the same place, so you can return and settle in it.

    Shipwrecked:

    • Shipwreck! You were a passenger on a merchant ship bound for Solitude, but the ship hit an iceberg and capsized. Try to escape from the sinking ship, not forgetting to grab some useful things along the way, and then get to the nearest ice floe. From there you can determine how far from the shore you are.
    • Be careful if you use survival mods, especially hypothermia mods. You can quickly freeze to death.

    Attacked and left for dead:

    • Bandits robbed you and left you to die in some wilderness. They left you nothing but old, torn rags. Will you be able to survive in this wilderness and get to safety?

    Vampire in a secluded lair:

    • The Eye of Mara Pond has been your home for as long as you can remember. You have already forgotten how long ago you became a vampire, but you know for sure that you are hungry and still crave adventure.
    • Keep in mind that you will start the game at stage 4 of vampirism. From the moment you leave your safe lair, everyone you meet will try to kill you. If you are going to remain undetected among the townspeople, then you first need to quench your bloodlust.

    Necromancer in a secret laboratory:

    • The laboratory you discovered in Blackreach is starting to run out of supplies. It looks like you will have to leave it and replenish your food supplies, and at the same time see what is happening in the world now.
    • I warn you right away that behind the door you will encounter a Dwemer sphere. You need to have a plan of action in mind before going out.

    Stendarr's Watcher:

    • You were accepted into the Watch of Stendarr and were given a room in the Watch Hall, which is located south of Dawnstar.
    • There is a chest in your room in which you can safely store your belongings.

    Life in an orc fortress:

    • You will start the game in the orc fortress Dushnik-Yal. Even though you have been living there for quite some time, the local orcs still call you an outsider. And now you are thirsty for adventure again.
    • Some people may see this feature as unbalancing, as you start out with a full set of Orc armor and a nice two-handed ax to boot. But you are still level 1, so even a weak enemy can easily kill you.

    Khajiit caravan guard:

    • You accompanied the caravan for a long time and finally the leader hired a new guard. It's time for new adventures, but you will still be welcome at the caravan camps near Whiterun or Markarth. This feature is only available to Khajiit.

    Outcast Tribe Warrior:

    • Being the true masters of the Reach, your fellow tribesmen and relatives are forced to eke out a miserable existence in the middle of the rocky mountains, far from a comfortable life. It's time to leave home and go in search of your own adventures. Available only to Bretons.
    • Remember, you will have your own chest in the starting location, which is safe for storing things.

    Argonian worker at the docks:

    • You've been working on these docks for many months, maybe even longer. The local Nords have not become any friendlier to you, and therefore it is time to change something. A life of adventure and glory is what you need now.
    • Remember, the first nightstand on the side of the door, with the soul stone stand on top, belongs to you and can be used as storage. It is safe for storing things.

    Refugee from Morrowind:

    • Morrowind is still a very hostile place, so you decided to try your luck in Skyrim. However, upon arrival at the place, you saw that Windhelm was not at all what you expected and hoped. It looks like it's time to give up dreams of a carefree life and embark on the road of adventure.
    • Note: You own the sleeping bag and bag you spawn next to. You can safely store your belongings in the bag.

    Alik'r warrior:

    • Having experienced disappointment from life in Hammerfell, you joined the Alik'rs and went on a mission to Skyrim. But you clearly do not share the beliefs of these spies, and it seems that the time has come to find your own path. In any case, no one at home will know about this . Available only to Redguards.

    Surprise me:

    • The game itself will randomly select one of the above options, except for the standard start through Helgen. The start of the game, unique for each race, will only be available if the player chooses the appropriate race for his character.

    Requirements:

    • Game version 1.9.32.0.8 and higher (mod 3.1.5a at the main link)
    • Game version 1.8.151.0.7 (mod 2.3.0 via additional link above)
    • DLC Dawnguard
    • Dragonborn DLC
    • Hearthfire DLC
    • Highly recommended
      • unofficial patches (for new versions of the mod) or USKP (for the old version of the mod 2.3.0
      • (to make the mouth and lips of unvoiced NPCs move).

    Important:

    • You need to turn on subtitles to see the text when talking to the statue in the starting location. Once you choose who you want to play with, you can turn them off. The 3rd person camera will not be available until you make a choice and use the bed.

    Compatibility:

    • Compatible with Open Cities Skyrim, tested.
    • Incompatible with any mods that remove "essential" flags from characters in Helgen.

    Known Issues:

    • You will not be offered to immediately become a thane in the city if, having started a new life, you have taken possession of a house there.
    • When you start the game as a Companion, you will need to watch the battle before Vilkas starts training you.
    • Having chosen one of the sides in the Civil War, it is recommended to watch the scene with the Jagged Crown, otherwise the quest may not start and the entire line associated with the Civil War may be ruined.
    • There may be some other unfound dialogues that mention Helgen. If you come across any of these before activating the burnt corpse, please report this to the author of the mod.

    Installation:

    Through NMM/MO managers or manually.​

    1. Place the files Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, Alternate Start - Live Another Life.ini from the archive into the Data folder of your game (not Data in Data, but on top).
    2. Connect the mod in the launcher.

    Removal:

    • Before you remove the mod, you need to make sure that the main quest of the game has been started. The "Live Another Life" quest must be marked as completed, and the "Before the Storm" quest must be in your list of current tasks, otherwise deleting the mod will break the main quest and the civil war chain.
    • If you chose to start the game in a farmhouse, then before uninstalling the mod you need to remove all your things from there, otherwise you will lose them.
    • After that, you can delete the mod in any convenient way. The .esp and .bsa files must be completely deleted.

    The Elder Scrolls V: Skyrim - Alternative start of the game



    Game platform: TES V: Skyrim Legendary Edition​

    Name: Alternate Start - Live Another Life​

    Russian name: Alternative start of the game - Live a different life

    Current version: 3.1.5a​

    Mod language: Russian

    Size: 5 MB​


    Description


    The modification saves you from having to go through Helgen at the beginning of each new game. By installing this mod, you can at the very beginning of the game play as an assassin or a bandit, a thief or a hunter, a vampire or a necromancer, a warrior of the Empire or one of the Storm Brothers, a farmer, a drunkard in a tavern, a watcher of Stendarr, etc. and so on. By the way, each role requires its own starting location, a unique set of equipment and unique characteristics. It is characteristic that, unlike the original Skyrim, in this modification there is no clearly positive choice: each role has its own positive and negative traits. The mod will give you the opportunity to experience alternative starts of the game if you are tired to death of constantly and without fail going through the boring “Escape from Helgen”. You are given the opportunity to choose a race and... a new life for your character.​

    Changelog

    • When receiving rumors about Helgen in the Prancing Mare, an error was thrown. Corrected.
    • After talking to the guard at the gate and visiting Whiterun and going to Helgen, the Helgen gates were blocked and would not open, and the map marker would turn off. Corrected.
    • Added a trigger for Dragon's Reach to turn on a marker on the map just in case, so that the player can safely enter the city without conflicts arising with the guard standing at the gate.
    • Starting as an Imperial, you can now start the game as a member of the Penitus Oculatus organization, at an outpost in the Dragon Bridge location.
    • Fixed a bug where the entrance to Whiterun would be blocked because the guard would not approach you or open the gate.
    • Fixed an issue with the friendly faction attack system where attacks against the Thalmor were not recognized by faction members.
    • Added the ability to join the civil war without visiting Helgen first. To develop the quest "Message to Whiterun" you need to start the main quest.
    • The diaries you find on a charred corpse no longer contain specific listed dated data. A slightly different version of the diary will be provided if the player was in Korvanjund after completing the Jagged Crown quest.
    • If the player completes the Jagged Crown quest before arriving in Korvanjund before going to Helgen, Hadvar and Ralof will no longer appear in the Helgen Fortress cave.
    • Tavern Rumors have been changed to simply provide a simple answer that directs the player to Helgen. Dark Sam will remain in the game as an Easter egg, and he no longer has any corresponding functionality in the mod. Your quest stage will be automatically adjusted to reflect this change if you were halfway through.
    • By starting the game as a soldier, the war will no longer trigger background events in Helgen.
    • When starting the game as a Bandit or Vampire, you could not move to the designated places due to incomplete verification of keywords in the quest start conditions and the task controller. (Corrected).
    • Updated Frostfall 3 detection/detection to be compatible.
    • Fixed: When approaching Helgen and entering the cave at the back of the fortress, the game trigger would not fire and Alduin would not appear under very specific conditions. This led to skipping several stages of the quest, the trigger did not work, preventing Tullius and Ulfric from appearing correctly, and as a result, access to the Civil War was blocked. If you started your journey as a Thalmor, you did not reset your diplomatic immunity, or the main quest could be seriously disrupted.
    • When starting his journey as a Bandit, the trigger for applying a bounty on his head did not work in the starting location.
    • Starting your journey in Solitude in the Laughing Rat tavern, the trigger did not fire correctly, for the scene of Roggvir's execution when leaving the inn, now everything is fixed.
    • When starting out in one of the houses from the Hearthfire DLC, the house became inaccessible and the dialogue trigger did not work, stating that the player did not have the funds to purchase, an unused variable script was to blame for this, now everything is fixed.
    • Skeletons and Draugr were hostile to vampires in their original locations, this has now been fixed.

    Start of the main quest:

    • The mod will offer you different options for starting the main quest, even if you complete the initial quest “Escape from Helgen”. Nobody forces you to complete the main quest after Helgen. The mod will provide a system that allows you to skip the game's starting quest and avoid meeting Alduin.
    • When you start the game, you will be asked to choose your path.

    Game Start Options

    Dunmer Refugee (Windhelm):

    • Morrowind is still very hostile and you decide to return to Skyrim. Upon arrival, it turned out that you are not in Windhelm.
    • Looks like it's time to let go of your expectations of an easy life and become an adventurer.
    • Note - the sleeping bag and bag will be nearby, these are your things. Bag for safe storage.

    Dunmer Refugee (Raven Rock):

    • The mainland of Morrowind is still hostile. You are about to go to Solstheim Island in Raven Rock.
    • After your arrival, you hoped for the best. All residents treat you like a stranger. It looks like life won't be easy. Maybe it's time to get adventurous.
    • Note that there are no secure storage chests in Raven Rock, so don't expect items to stay in the chests.

    Thalmor Embassy Agent:

    • You have been assigned to be an agent of the Thalmor Embassy. You are tasked with regulating various issues in Skyrim. Although Elenwen doesn't trust you with the task yet
    • You start the game inside the Thalmor Embassy on the top floor, standing next to the bed. You will be a member of the Thalmor faction, so you can take what you want from the building at any time and can sleep in any bed.
    • As soon as you come to Helgen, you will be expelled from the faction and the embassy. The Thalmor may become hostile towards you due to the assumption that you have abandoned your post. It is important to remember that being part of the Thalmor faction can also make the Stormcloaks hostile towards you.

    Caught trying to cross the border illegally:

    • For those who prefer the standard start of the game through Helgen, this option will speed up the process by skipping the race selection dialogue before the execution itself. Most tutorial tips will also be removed.

    Moved to Skyrim:

    • You will arrive by ship at the port of Solitude, Dawnstar or Windhelm. You will have with you some supplies, middle class clothes and a modest amount of money to start a new life.

    Property owner:

    • You will start the game in a fully furnished house in one of the 4 main cities. The house in Windhelm is not included in the list due to a quest that is directly related to it.
    • You will be dressed according to the status of your home, and you will have some remaining money. And in the bedroom chest you can find a set of weapons typical for this city.
    • If owning a house in the city is not interesting, or you want to have access to all the quests here, then you can become the owner of a farmhouse instead. The lodge is located next to the main road southeast of the Dragon Bridge. There you will meet two NPCs who will be your workers. Your farm will bring constant profit, which you can take from one of the workers. You will have to return home from time to time to pick it up.

    Guild Recruit:

    • You will become a recruit to one of the guilds available in the game. Companions, College of Winterhold, Dark Brotherhood or Thieves Guild. Your starting equipment will correspond to the guild you have chosen.
    • After choosing the Thieves Guild, you will find yourself in the Ragged Flask, next to the exit from the Rat Hole. Talk to Brynjolf to join the guild.
    • By choosing the Dark Brotherhood, you will find yourself right inside the Falkreath Sanctuary. Talk to Astrid to join the guild.
    • By selecting the College of Mages, you will appear next to the entrance to the Hall of Elements. The first stage of joining the guild will already be completed.
    • After choosing Companions, you will find yourself inside Jorrvaskr and will begin at the stage of a training duel with Vilkas.
    • The College of Bards will be added later if Bethesda finalizes this guild. At the moment, it is just a formal guild, not worthy of attention.

    Guest at the tavern:

    • You can choose from several taverns throughout Skyrim. Some of them are relatively safe, while others are not so much. For example, the Night Gate tavern is isolated in the mountains, making it more dangerous than most others. Be careful.

    Criminal on the loose:

    • You will start the game as a member of a group of bandits. For variety, a group of bandits will be selected at random. You'll start out in standard bandit gear. The bandits in the starting location will be friendly to you until you anger them. But be careful, because you will be rewarded with 500 gold, in the possession that the game chooses.
    • The guards won't stand by and watch you rush through populated areas unless you're willing to pay a fine.

    Soldier in the army:

    • You will start the game as a recruit of the Stormcloaks or the Imperial Legion. Your starting outfit will depend on your choice of side. The test before joining the ranks of one or the other, which is little more than entirely a “go and kill” task, will already be completed.

    Your camp in the forest:

    • You are a lone hunter camped in the forest. You have the appropriate low-level equipment, a fire, a pot, a sleeping bag and a tent. The camp is located in the forest/hills near Helgen, allowing you to witness a dragon attack without being directly in the village itself. The camp will always be in the same place, so you can return and settle in it.

    Shipwrecked:

    • Shipwreck! You were a passenger on a merchant ship bound for Solitude, but the ship hit an iceberg and capsized. Try to escape from the sinking ship, not forgetting to grab some useful things along the way, and then get to the nearest ice floe. From there you can determine how far from the shore you are.
    • Be careful if you use survival mods, especially hypothermia mods. You can quickly freeze to death.

    Attacked and left for dead:

    • Bandits robbed you and left you to die in some wilderness. They left you nothing but old, torn rags. Will you be able to survive in this wilderness and get to safety?

    Vampire in a secluded lair:

    • The Eye of Mara Pond has been your home for as long as you can remember. You have already forgotten how long ago you became a vampire, but you know for sure that you are hungry and still crave adventure.
    • Keep in mind that you will start the game at stage 4 of vampirism. From the moment you leave your safe lair, everyone you meet will try to kill you. If you are going to remain undetected among the townspeople, then you first need to quench your bloodlust.

    Necromancer in a secret laboratory:

    • The laboratory you discovered in Blackreach is starting to run out of supplies. It looks like you will have to leave it and replenish your food supplies, and at the same time see what is happening in the world now.
    • I warn you right away that behind the door you will encounter a Dwemer sphere. You need to have a plan of action in mind before going out.

    Stendarr's Watcher:

    • You were accepted into the Watch of Stendarr and were given a room in the Watch Hall, which is located south of Dawnstar.
    • There is a chest in your room in which you can safely store your belongings.

    Life in an orc fortress:

    • You will start the game in the orc fortress Dushnik-Yal. Even though you have been living there for quite some time, the local orcs still call you an outsider. And now you are thirsty for adventure again.
    • Some people may see this feature as unbalancing, as you start out with a full set of Orc armor and a nice two-handed ax to boot. But you are still level 1, so even a weak enemy can easily kill you.

    Khajiit caravan guard:

    • You accompanied the caravan for a long time and finally the leader hired a new guard. It's time for new adventures, but you will still be welcome at the caravan camps near Whiterun or Markarth. This feature is only available to Khajiit.

    Outcast Tribe Warrior:

    • Being the true masters of the Reach, your fellow tribesmen and relatives are forced to eke out a miserable existence in the middle of the rocky mountains, far from a comfortable life. It's time to leave home and go in search of your own adventures. Available only to Bretons.
    • Remember, you will have your own chest in the starting location, which is safe for storing things.

    Argonian worker at the docks:

    • You've been working on these docks for many months, maybe even longer. The local Nords have not become any friendlier to you, and therefore it is time to change something. A life of adventure and glory is what you need now.
    • Remember, the first nightstand on the side of the door, with the soul stone stand on top, belongs to you and can be used as storage. It is safe for storing things.

    Refugee from Morrowind:

    • Morrowind is still a very hostile place, so you decided to try your luck in Skyrim. However, upon arrival at the place, you saw that Windhelm was not at all what you expected and hoped. It looks like it's time to give up dreams of a carefree life and embark on the road of adventure.
    • Note: You own the sleeping bag and bag you spawn next to. You can safely store your belongings in the bag.

    Alik'r warrior:

    • Having experienced disappointment from life in Hammerfell, you joined the Alik'rs and went on a mission to Skyrim. But you clearly do not share the beliefs of these spies, and it seems that the time has come to find your own path. In any case, no one at home will know about this . Available only to Redguards.

    Surprise me:

    • The game itself will randomly select one of the above options, except for the standard start through Helgen. The start of the game, unique for each race, will only be available if the player chooses the appropriate race for his character.

    Requirements:

    • Game version 1.9.32.0.8 and higher (mod 3.1.5a at the main link)
    • Game version 1.8.151.0.7 (mod 2.3.0 via additional link above)
    • DLC Dawnguard
    • Dragonborn DLC
    • Hearthfire DLC
    • Highly recommended
      • unofficial patches (for new versions of the mod) or USKP (for the old version of the mod 2.3.0
      • (to make the mouth and lips of unvoiced NPCs move).

    Important:

    • You need to turn on subtitles to see the text when talking to the statue in the starting location. Once you choose who you want to play with, you can turn them off. The 3rd person camera will not be available until you make a choice and use the bed.

    Compatibility:

    • Compatible with Open Cities Skyrim, tested.
    • Incompatible with any mods that remove "essential" flags from characters in Helgen.

    Known Issues:

    • You will not be offered to immediately become a thane in the city if, having started a new life, you have taken possession of a house there.
    • When you start the game as a Companion, you will need to watch the battle before Vilkas starts training you.
    • Having chosen one of the sides in the Civil War, it is recommended to watch the scene with the Jagged Crown, otherwise the quest may not start and the entire line associated with the Civil War may be ruined.
    • There may be some other unfound dialogues that mention Helgen. If you come across any of these before activating the burnt corpse, please report this to the author of the mod.

    Installation:

    Through NMM/MO managers or manually.​

    1. Place the files Alternate Start - Live Another Life.esp, Alternate Start - Live Another Life.bsa, Alternate Start - Live Another Life.ini from the archive into the Data folder of your game (not Data in Data, but on top).
    2. Connect the mod in the launcher.

    Removal:

    • Before you remove the mod, you need to make sure that the main quest of the game has been started. The "Live Another Life" quest must be marked as completed, and the "Before the Storm" quest must be in your list of current tasks, otherwise deleting the mod will break the main quest and the civil war chain.
    • If you chose to start the game in a farmhouse, then before uninstalling the mod you need to remove all your things from there, otherwise you will lose them.
    • After that, you can delete the mod in any convenient way. The .esp and .bsa files must be completely deleted.