About This File
Misery and despair have haunted you all your life. Just when you thought it couldn't get any worse, you've been arrested and thrown in the dungeons. Your trial was supposed to be weeks ago, only nobody has come for you. It's been so long since seeing daylight you no longer know what month it is anymore. The dungeon is cold, damp, and worse still, you're running out of food. At least you have that leak in the wall for water. It seems as though you've been forgotten, soon to rot away and die. The eight have forsaken you! Or... have they?
Live Another Life provides an alternative means to start the game for those who do not wish to go through the lengthy intro sequence at Helgen. You will be given the opportunity to choose your race and then choose a new life for your character to lead. A wide variety of choices will be available. What you choose will have a lasting impact, so choose carefully or the gods may forsake you again!
Additional support has also been provided to allow you to extend Live Another Life with your own starts.
Live Another Life Bug Tracker: http://afkmods.iguanadons.net/index.php?/tracdown/categories/8-alternate-start-live-another-life/
Official Skyrim patch 18.104.22.168.8 or greater. Using earlier game versions will result in CTDs and other problems. Just don't.
Official Dawnguard, Hearthfire, and Dragonborn DLCs are required.
Use of the Unofficial Skyrim, Dawnguard, Hearthfire, and Dragonborn Patches is STRONGLY recommended.
You will need to turn on subtitles to see the text for the startup quest.
Alternately, download and use Fuz Ro D-oh - Silent Voice (http://www.nexusmods.com/skyrim/mods/14884) to see subtitles only on those NPCs with no voiced audio. This requires SKSE.
Installation - Wrye Bash BAIN
Drop the archive into your Skyrim Mods\Bash Installers folder, then install as usual.
Make sure the mod is active in the Wrye Bash mods tab.
Installation - Steam Workshop
Subscribe to the mod via the Workshop page, then use the Skyrim launcher to allow it to download and install.
Make sure it's active in the Data Files menu.
The ini file will not install to the correct location. In the Workshop's infinite wisdom, that ends up in the following location:
C:\Steam\steamapps\common\Skyrim\alternate start - live another life.ini
It needs to actually be placed in the Data folder, on this path:
C:\Steam\steamapps\common\Skyrim\Data\alternate start - live another life.ini
Installation - Nexus Mod Manager
Use the "Download with Manager" button on the Live Another Life page at Skyrim Nexus. The installer should take care of things from there.
Or add it to NMM manually through the "Add File" dialogue.
Then simply make sure NMM has the mod activated.
Installation - Manual
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
Due to the nature of Skyrim mods, especially those adding scripts, it is strongly discouraged to attempt uninstalling a mod from your active game. Any mod that is more than pure mesh or texture replacements has the possibility to leave behind permanent changes to your save that you may not want. This is not something modders can correct for. It is how the game was designed by Bethesda. No support will be provided for anyone who uninstalls this mod from an active game and continues on with that save.
That said, should you insist on going forward with doing so you must adhere to the following:
First things first. You need to be sure the main quest has been started before you can uninstall this mod. The quest "Live Another Life" must have been marked as completed, AND you must have "Before the Storm" listed in your journal. Uninstalling prior to this will break the main quest as well as the civil war.
It should also go without saying that if you're using the farmhouse start, clean your stuff out of it first because if you don't you'll lose it all.
Clean your stuff out of any other start location containers you may be using, including any that are part of the vanilla game because they will NO LONGER BE SAFE STORAGE!!!
Once that's done, use your preferred method to uninstall the mod. The .esp, .bsa, and ini files must be removed entirely.
Steam Workshop users should be sure to unsubscribe before doing this or the launcher will simply replace those files again.
Due to the sensitive nature of the mod, it should be loaded relatively late in the load order. A lot of other mods may seek to make modifications to Helgen and the charactergen quests. Moving this further down in your list will likely help, a lot. I highly recommend going with the order LOOT (http://loot.github.io/) specifies.
Starting the Main Quest
Skyrim has a lot more flexibility in pursuit of the main quest, even when playing the default Helgen scenario. Alduin's appearance does not force one to pursue the main quest beyond Helgen. So this mod is mainly providing a mechanism to bypass Helgen and not encounter Alduin either. The game will patiently wait for you to follow along. So there's no special effort really needed to avoid it, just don't do it
For most of the starts, it will appear as though your "Live Another Life" quest has stalled. You will not have an active objective telling you where to go next. When you are ready to begin pursuing the main quest, talk to an innkeeper and ask them for rumors. You should get your next objective at that point and can then follow things to their conclusion.
Of course, you don't strictly NEED to follow the quest to the letter and can just show up in Helgen any time you want and the main quest will pick up with Alduin leaving the area for his initial flyover.
Choosing the campsite start skips the startup quest, you will begin immediately with the encounter with Alduin. Choosing a civil war start bypasses all of this, by necessity, so you won't need to deal with Helgen at all.
Using this mod to follow the default Helgen sequence will play out the same as the vanilla game.
As of version 2.5.0 and higher, Live Another Life allows for extensions to be written to provide additional starting options. This is a known list of extensions that are available:
City Guard - the example extension provided on the Nexus page for LAL.
Legacy of the Dragonborn ( http://www.nexusmods.com/skyrim/mods/52248 ) - An extension to allow you start as a relic hunter for the mod's museum in Solitude.
Death Alternative - Alternate Start Addon ( http://www.nexusmods.com/skyrim/mods/61788/ ) - Various options to start as a slave and/or captive.
Salmon Shack - LAL Version ( http://www.nexusmods.com/skyrim/mods/60402/ ) - Start option utilizing MannyGT's Salmon Shack.
Starting Spell Choice - ( http://www.nexusmods.com/skyrim/mods/55489 )
Tested and confirmed to work with Open Cities Skyrim.
Known to be incompatible with any mod which attempts to remove the essential flags from any NPCs in Helgen.
Song of Ice and Skyrim ( http://steamcommunity.com/sharedfiles/filedetails/?id=20793 ) causes the game to get stuck loading the prison cell, regardless of load order.
Descent Into Madness ( http://www.nexusmods.com/skyrim/mods/16461 ) causes the game to get stuck loading the prison cell, regardless of load order.
The Oblivion Racial Bonuses module from Occupy Skyrim ( http://www.nexusmods.com/skyrim/mods/12479 ) is not compatible since OCS OSR.esp alters MQ101.
Sellswords ( http://www.nexusmods.com/skyrim/mods/27942 ) is not compatible because it alters MQ101 to be able to offer its alternative game mode.
The Forsworn Legacy ( http://www.nexusmods.com/skyrim/mods/27369 ) - Use the "Savegame Version" and delete Data\Scripts\QF_MQ101_0003372B.pex after installing it. DO NOT USE the "new game" version as it will not work with my mod.
Helgen Reborn ( http://www.nexusmods.com/skyrim/mods/35841 ) – Previously required a lockout for the vanilla start. As of Helgen Reborn 105.3 this is no longer the case and all start options are now fully compatible.
Return to Helgen (by Giskard) ( http://steamcommunity.com/sharedfiles/filedetails/?id=95276126 ) - This mod is only partially compatible with LAL. If you plan to use them together, you must trigger the events at Helgen BEFORE venturing to the city of Solitude. Going to Solitude before Helgen will completely break the chain of events and render the MQ unstartable, as well as potentially disrupting the Civil War permanently. Starts in or immediately near Solitude will be disabled in LAL as long as Return to Helgen is installed.
Morskom Estate ( http://www.nexusmods.com/skyrim/mods/57141/ ) - Previously required a lockout for the vanilla start option. This is no longer the case with Morskom 1.3 and above. All start options are now compatible.
Shlongs of Skyrim (ugh, yes, there really is a mod about that) - This has been reported to completely mess up the cart ride for the vanilla start option. If you're going to use that mod, it is best to wait until you're off the carts and inside the keep before installing it.
Become High King of Skyrim ( http://www.nexusmods.com/skyrim/mods/41087 ) - Edits MQ101, though it's a dirty edit. Either clean the mod using TES5Edit or make sure it loads BEFORE Live Another Life so that it won't cause the "new game" menu to get stuck.
Better Vampires ( http://www.nexusmods.com/skyrim/mods/9717 ) - No issues should arise from using LAL and BV together. Even the vampire start should work properly as the method LAL uses to change you into one uses script calls BV retains in its edited version of the player's vampire quest.
Pirates of the Pacific ( http://www.nexusmods.com/skyrim/mods/29443 ) - Has been reported several times to cause the player to spawn somewhere completely off the map. It is not currently known what causes this as it really shouldn't be possible.
Buy_Whiterun3 ( http://www.nexusmods.com/skyrim/mods/57340 ) - The optional "New Start" file has been confirmed incompatible because it modifies the MQ101 quest scripts. Do not install the optional file.
Reclamation Legacy Armor (http://www.nexusmods.com/skyrim/mods/52502/) - This mod, now obsoleted by an update, had a patrol package edited that should not have been which would cause Alduin to get stuck in Helgen. The renamed version of the mod, "Reclamations Morrowind Style" no longer has this problem.
Requiem (http://www.nexusmods.com/skyrim/mods/19281/) - Has several ITMs, one of which touches MQ101 and will interfere with my changes to the quest. MQ102 is also edited and will block necessary changes. Move Requiem above LAL in your load order. Cleaning alone will not resolve the issue.
Mods altering the Abandoned Prison (cell 00021594) will probably need to be patched since the navmesh has been edited.
Mods which alter the following quests will not be compatible without a patch:
MQ101 - Unbound
MQ102 - Before the Storm
CW00WindhelmMapTableScene - Jagged Crown scene for Ulfric and Galmar (USKP fixes have been included)
WERoad01 - Farmer refugees after dragon attack
Mods which edit the following scripts will not be compatible unless patched:
The Thane offer won't be available in every city right away if you use a property owner start. The quest interaction makes doing so impossible without sacrificing too much of the content to it.
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.
There may be some unfound dialogue that references Helgen. If you find some and have NOT witnessed Alduin fly overhead yet, please report those with as much detail as possible.
Some quests in a major city you pick a start for may not be available until after you've left that city and returned later. This is normal. It's due to how Change Location events work in the game and there's nothing that can be done about it.
Nothing happened. I tried to start a new game and ended up going to Helgen. Again.
Make sure the mod is actually activated. Even if your mod manager tells you it is. NMM is notorious for lying to its users, claiming a mod is active, but in reality it isn't. Check with Wrye Bash, or with the official game launcher, to be sure that the mod really is active.
Help! I'm stuck at the main menu starting a new game!
Skyrim version 22.214.171.124.8 or greater is REQUIRED for this mod. Be sure you're using that first. Update through Steam if necessary. Older versions of the game are not supported.
Mods that make large scale blanket changes to either essential flags or quest item flags may be blocking you from playing.
Check the Data\Scripts folder and make sure there are no copies of the following files:
dunPostHelgenEnableScript.pex, QF_MQ101_0003372B.pex, QF_MQ102_0004E50D.pex, TIF__000D50CA.pex, TIF__000D50DB.pex, or TIF__000D50E0.pex
If these files are present, they will break the quest controls for Live Another Life. You'll need to figure out which packages installed these since they would only come from mods. Skyrim's own
files are in Bethesda's BSAs and get overridden by the ones in my BSA.
Verify its placement in load order. This mod should be loaded near the end of the list, not the beginning. LOOT has it placed appropriately and should be used if you are in doubt.
Your mod is broken, it says my save can't be updated! You need to fix that!
Actually, no, it's not broken. Upgrading a save when you're still in the prison cell is not supported, never has been, and is a source of bugs. The message telling you to start a new game was added to make sure people are aware of this. Do not attempt to continue on with your game in this state as it WILL cause you problems.
No. I do not need to fix anything. You need to break yourself of bad habits.
The Live Another Life quest never finishes, it's stuck in my journal.
Not exactly. The quest remains active because it's necessary for it to do so. Go speak to an innkeeper to pick up on it. Any properly configured innkeeper will have a rumors topic that should get things started.
My quest will close out when you've spoken to the Jarl in Whiterun about being in Helgen.
General Tullius and Ulfric Stormcloak are missing. You broke my game!
I did no such thing. You need to kick off the main quest before they'll be available. Sorry, yes, this means no joining the civil war until then. Don't blame me. Bethesda tied everything too close together to unravel the mess without breaking a whole bunch of stuff.
I found your burned up corpse and clicked on it, but nothing happens.
This isn't quite the problem it used to be since all you'll be missing out on is the journal, which is a good read, but not critical to anything.
If it simply refuses to work, just skip it and either go to the cave, or go to Whiterun.
OK, I did that, then went to the cave, but nothing is there.
The quest marker isn't GPS accurate. You should be able to easily spot two poor hapless souls on the ground, doubled over in pain. That's Hadvar and Ralof. Go talk to one.
If these guys are NOT here, then you have another mod somewhere else that has overridden their AI priority and caused them to get moved elsewhere. Nothing I can do about that except raise the priority on my quest scripting. Load order cannot fix this.
No, you don't get it! A whole bunch of pieces in the Helgen cave have gone missing. What have you done!
It wasn't me! No, really, chances are this was the fault of TESVSnip.
As of version 2.0 of Live Another Life, causes for this are coming from other mods that have likely also been run through TESVSnip.
That program has turned out to be dangerous and cause data loss due to improper handling of compressed record data.
If you are having trouble with this problem (commonly referred to as "blue voids") check the readmes of your mods for mention of TESVSnip, sometimes simply referred to as Snip.
Remove those mods first. Check the cave. You'll likely find the problem has resolved itself.
Only the mod's author can correct these issues, and they'll need to do it by rebuilding their work without using TESVSnip on the files.
Ulfric is naked, you pervert!
Well the ladies like him th.... no wait.
This issue has been reported on occasion to occur in conjunction with Immersive Armors.
Immersive Armors has a toggle switch within its MCM menu that should resolve this problem while using an alternate start mod.
I walked by the farmhouse and the game crashed.
Update your game. This is a legacy issue caused by using a version of Skyrim that's too old.
Choose from one of the many options to start your character. As more ideas are fleshed out, this list will grow.
Caught Crossing the Border Illegally
For those who wish to use this to play through the original game start at Helgen, this option will streamline the process to skip the race selection dialogue during the lead up to your execution. Most of the tutorial prompts will be removed as well.
Escape My Cell
You've been left to die, forgotten, in a damp, dark cell. All you really want is a second chance - to escape! Fortunately, Mara has taken pity on you and provided you a means to do just that, if you can manage it.
With this start option, 3 lockpicks will appear in the soul gem holder. Pick the lock on the jail cell door and win your freedom. It's that simple. You will simply begin the game proper as soon as you've climbed up the stairs. Until doing so, you can still go back and ask Mara for another option. After that, you're committed.
Should you fail to pick the lock, you can go back and pick another start option to get out. Sorry, Mara insists we limit this strictly to 3 lockpicks only.
Arrived by Ship
You will arrive by ship in the port of Solitude, Dawnstar, Windhelm, or Raven Rock with little more than some basic supplies, middle class clothing, and a decent sum of gold to start over upon your arrival.
You will start off with the fully furnished house of your choice in one of 4 major cities. Windhelm is not included due to the quest that interacts directly with the house there.
Each house will start you off with appropriate class clothing and some leftover cash to spend. There will also be a selection of weapons fitting to the city available on the storage chest in the bedroom.
Alternatively, you can choose from one of the 3 Hearthfire houses. For these, you will start off with a fully furnished Entry Way, Main Hall, Cellar, and all exterior additions. The only thing which will not be enabled is the bard since the bard specifically mentions your steward you don't have yet. The drafting table outside should be ready to go with whatever additions you want on the house afterward.
If owning property in a city is boring, you don't like Hearthfire houses, or you'd prefer to have access to all of the available hold questing, you can choose instead to own a farmhouse. The farmhouse is situated on the main road just north of Rorikstead and comes complete with a pair of NPCs to act as your farm hands. Your farm will generate a regular income that you can collect from the farm hands. You do need to come home from time to time to collect it though. The farmhouse also supports adoption if Hearthfire Multiple Adoptions is installed.
Member of a Guild
You will be a new recruit in one of the joinable factions in the game. The Companions, College of Winterhold, Dark Brotherhood, Thieves Guild, The Dawnguard, or the Volkihar Vampires (Lord Harkon's Court). Your starting equipment will be geared toward the faction you have chosen.
For the Thieves Guild, you will begin just inside the Ragged Flagon, having just emerged from the Ratway. Talk to Brynjolf to seal the deal.
For the Dark Brotherhood, you will begin immediately inside the Falkreath Sanctuary and need only speak to Astrid to complete the process.
For the College, you'll be placed just outside the Hall of Elements and will have completed the initial joining phase.
For the Companions, you'll begin in Jorvaskr and begin with the mission to train with Varkas.
For the Dawnguard, you'll start off in Fort Dawnguard ready to pick up the questline just after Bloodlines.
For the Volkihar, you'll start off in Harkon's castle just after being bitten and becoming a vampire lord.
Patron at an Inn
You will be able to choose from one of several inns throughout Skyrim (and Raven Rock too). Some are relatively safe, others not so much. Nightgate Inn in particular is isolated in the mountains and is more dangerous than most others. Do be careful.
Outlaw in the Wilds
You will begin as a member of a group of bandits. For the sake of variety, the group of bandits will be chosen at random. You will begin with standard bandit level equipment. The bandit faction at the start location will remain friendly to you as long as you don't piss them off first. Tread carefully though, you WILL have a bounty of 500 gold in the hold the game chooses. The guards will not take kindly to seeing you trotting into a civilized area unless you're prepared to pay up.
Soldier in the Army
You begin as a recruited soldier in either the Stormcloaks or the Imperial Legion. Which one you choose will determine the gear you start with. You will begin at the point immediately after what would be each one's first mission, which is little more than a cannon fodder quest on either side.
Make sure you watch the Jagged Crown scene or things will get messed up!
Camping in the Woods
You are a lone hunter, camping in the woods. This will start you off with decent low level equipment, a campfire, cooking pot, bedroll and tent. The camp will be in the forest/hills near Helgen and will serve as an alternative method for witnessing the dragon attack that will not require you to actually be in the village when it is destroyed. The camp will remain in place permanently should you wish to return and use it as a base.
Shipwrecked off the Coast
Shipwrecked! You were a passenger aboard a merchant ship on the way to Solitude when the ship struck an iceberg off the coast and then capsized. Make your escape from the doomed vessel, retrieving any useful items on your way out, then make your way to the nearby ice floes. From there, you'll quickly realize it's a LONG way off to shore.
Take care if using survival mods, especially those with hypothermia modules. You can freeze to death quickly!
Attacked and Left for Dead
You find yourself in a remote area, robbed and left for dead by bandits. They were kind enough to leave what they thought was your corpse dressed in ragged clothes, but nothing more. Can you survive the harsh wilderness and reach safety alive?
The random locations now include a few spots on Solstheim as well.
Vampire in a Secluded Lair
Mara's Eye Pond has always been home to you, for as long as you can remember. It isn't even clear to you anymore how long you've been a vampire, but you know you still hunger for prey and still have an urge to adventure.
Be aware - this starts you off as a stage 4 vampire. Everyone and his uncle will try to kill you the moment you've left the safety of the dungeon you're in. If you intend to mingle with the city folk, you'll need to feed first.
The end table immediately in front of the bedroll where you start is a safe storage container.
Necromancer in a Hidden Lab
The laboratory you discovered in Blackreach is running low on supplies. It looks like you'll need to set forth soon to replenish, and perhaps see what's going on in the world these days.
Fair warning - there is a Dwemer Sphere outside the door to the lab. You'll need to plan ahead before leaving.
Still stuck? Need some ideas? Read this excellent thread by the guy who suggested the scenario: http://www.darkcreations.org/forums/topic/1424-occupy-blackreach/
Vigilant of Stendarr
You have been accepted into the Vigilants of Stendarr and have been granted living access to their headquarters outside of Dawnstar.
The chest next to you when you begin is yours and is a safe storage container.
You snap to your senses, a sudden weight lifted from your mind by a curious ring you found while gutting a fish. You aren't even sure why you put it on, but you did. Then, suddenly, it becomes clear... You've been under the control of a pair of warlocks dabbling in necromancy! Fortunately they are not aware you've broken their hold over you, and now is your chance to escape!
You begin the game in Boulderfall Cave, the home of two warlocks. Aside from some rather mundane robes and boots, you are equipped with a very powerful Ring of Nullification and a cheap iron dagger. You are safe so long as you choose to remain in the cave. Venture outside, and as soon as you've wandered far enough, the warlocks will realize you've broken their hold and become hostile. Time to run if you want to live!
Note: There is no safe storage at this location, so don't leave anything here if you want it later.
Live in an Orc Stronghold
You'll begin in the orc stronghold of Dushnikh Yal. Though you have lived there for some time, they still call you outlander, and now you once more hunger for adventure.
For some people, this may be considered an unbalanced option since you get decked out in a full set of orcish armor and a nice big orcish battleaxe, but you're still level 1. Death can still find you easily enough.
Khajiit Caravan Guard
You've been with the caravan for a long time now, and finally your group leader has hired a new guard. Time for some adventure, but you'll always be welcome at the camps in Whiterun or Markarth as always. This option only activates for a Khajiit.
Member of a Forsworn Tribe
Once the true rulers of The Reach, your tribesmen and kin have since been forced to carve out a life in the rugged mountains, away from more comfortable living. The time has come for you to leave and find adventure on your own. Only available for Bretons.
Note - You get a usable chest in the start location that's safe to keep things in.
Argonian Dock Worker
You've been on these docks for months now, perhaps longer. The locals aren't treating you any better and it's high time you did something about it. A life of adventure and glory is just the change of pace you need.
Note - The first end table inside the door, with the soul gem holder on it, belongs to you and can be used as storage. The container does not respawn.
Redguard Alik'r Warrior
Disillusioned with life back home in Hammerfell, you joined the Alik'r and set out to Skyrim on a mission. Only things are not what they seem and it looks like time to set out on your own. Nobody back home will know the difference anyway.
Dunmer Refugee (Windhelm)
Morrowind is still a very hostile place, and you've decided to take your chances in Skyrim instead. Upon arrival though, Windhelm isn't at all what you expected or were hoping for. It looks like it's time to cast aside your expectations of an easy life and become an adventurer.
Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
Dunmer Refugee (Raven Rock)
The mainland of Morrowind is still a hostile place, and you've had enough. You're taking your chances on Solstheim in Raven Rock. Upon your arrival though, it's not at all what you were hoping. They almost treat you as an outsider. It looks like that easy life isn't there to be had after all. Might be time to take up adventuring instead.
This start will begin in the abandon building on the edge of town and from there, you're on your own.
Note - The bedroll and sack you start standing next to for this are yours. The sack is safe storage.
Altmer Agent of the Thalmor
You're assigned to the Thalmor Embassy near Solitude. As part of your regular duties, you are tasked with routine investigations of various matters in Skyrim. Though Elenwen has yet to trust you with a field assignment - until now. How fortunate that it should mean finally getting to do some adventuring on the side while you're out.
You begin the game inside the Thalmor Embassy on the upper floor, standing next to a bed. Since the Embassy does not respawn in the vanilla game, all storage should be safe. You will be a member of the Thalmor faction, so you can take what you wish from the building at any time, and can sleep in any of the beds you can find.
Once you have arrived at Helgen, you will be removed from the faction and the Embassy will then be closed to you until the party during the main quest. Thalmor may become hostile toward you at this point due to their assumption that you've abandoned your post. Be aware that membership in the Thalmor faction may also make Stormcloaks hostile toward you, including cities run by them! Unlike the bandit start, you will retain this membership for as long as you avoid going to Helgen.
Erik the Slayer's Childhood Friend
Only available for Nords.
You and Erik have lived in Rorikstead all your lives and have been the best of friends since Mralki took you in. Farming isn't a bad life, but ever since Lokir started telling all those stories about a life of adventure, it's all you two have talked about for months. Erik's father has finally given his blessing and the two of you are finally geared up and ready to depart!
You begin the game at the Frostfruit Inn in Rorikstead. Erik's mini-quest is completed and he has been assigned as your follower. You can dismiss him at any time just like normal. Your starting equipment will be the same as his equipment.
Random roll that will pick one of the above. The standard Helgen start will not be included in this. Race specific starts will only apply if the player's race matches.
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 Hearthfire add-on.
What's New in 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.