Catman66 Posted April 1, 2012 Share Posted April 1, 2012 (edited) I have been wondering why and how the Stormcloaks are all untied in the beginning and our char isn't. At the beginning, we all know we have to make a choice of who to follow, but why? How is it your fellow prisoners are untied, but you aren't? Not cool Bethesda! There should be a third way. I like the MQ for the most part now, but I don't want to choose a side so early on in the game. I also do not want to bypass the MQ or postpone it by using an alternate start mod by starting else where in the game. We have been captured and if the Stormcloaks can free themselves, we should be able to also and then go our merry way. Cat Edited April 1, 2012 by Catman66 Link to comment Share on other sites More sharing options...
kfeist024 Posted April 1, 2012 Share Posted April 1, 2012 word up Link to comment Share on other sites More sharing options...
Catman66 Posted April 1, 2012 Author Share Posted April 1, 2012 word upI'm thinking you agree with me? Not to sure when it comes to slang. I just learned that "sick" means "awesome". So who knows. Link to comment Share on other sites More sharing options...
shotgun188 Posted April 1, 2012 Share Posted April 1, 2012 If you go with Ralof, you can still head off to Solitude and join up with the Imperials. If you go with Hadvar, you can still join the Stormcloaks. Link to comment Share on other sites More sharing options...
Cipherthe3vil Posted April 1, 2012 Share Posted April 1, 2012 (edited) If you go with Ralof, you can still head off to Solitude and join up with the Imperials. If you go with Hadvar, you can still join the Stormcloaks. That isn't the point. The point is being railroaded into running around not being able to even zoom out to 3rd person "Because your hands are bound" meanwhile nobody else is bound.I would download a mod that fixes this in a heartbeat. Edited April 1, 2012 by Cipherthe3vil Link to comment Share on other sites More sharing options...
Catman66 Posted April 2, 2012 Author Share Posted April 2, 2012 That isn't the point. The point is being railroaded into running around not being able to even zoom out to 3rd person "Because your hands are bound" meanwhile nobody else is bound.I would download a mod that fixes this in a heartbeat.I know a lot of people would. With plenty of endorsements to follow. Link to comment Share on other sites More sharing options...
MarkInMKUK Posted April 7, 2012 Share Posted April 7, 2012 Try Arthmoor's Alternate start mod for lots of different alternative beginnings Link to comment Share on other sites More sharing options...
AjaxSt Posted April 8, 2012 Share Posted April 8, 2012 The point is to NOT use a mod with an alternate beginning. The point is to go through the beginning already in the game without choosing a side. I think it could be done...just add a third NPC that you can follow (A citizen of the town) that leads you down a completely different way, ending up in the same caverns with all the Stormcloaks and Imperials already dead (So you still get the loot), and with some low-level Skeevers and spiders. All that's needed is a new NPC, and a new dungeon to lead out of Helgen. You won't get any bonus, and that new NPC will have to tell you that one of you has to get to Whiterun to warn the Jarl, but it should be relatively simple. All the tutorial elements that you get from the default Ralof or Hadvar choice won't be available unless it's added, but then we'd need to add dialogue to a default NPC in Riverwood, too, and give them the option to take a bunch of stuff of theirs, like the default chars. It's not that it's really hard to do, it's just that it's a lot of work. I would support the mod, however. Link to comment Share on other sites More sharing options...
Catman66 Posted April 8, 2012 Author Share Posted April 8, 2012 (edited) The point is to NOT use a mod with an alternate beginning. The point is to go through the beginning already in the game without choosing a side. I think it could be done...just add a third NPC that you can follow (A citizen of the town) that leads you down a completely different way, ending up in the same caverns with all the Stormcloaks and Imperials already dead (So you still get the loot), and with some low-level Skeevers and spiders. All that's needed is a new NPC, and a new dungeon to lead out of Helgen. You won't get any bonus, and that new NPC will have to tell you that one of you has to get to Whiterun to warn the Jarl, but it should be relatively simple. All the tutorial elements that you get from the default Ralof or Hadvar choice won't be available unless it's added, but then we'd need to add dialogue to a default NPC in Riverwood, too, and give them the option to take a bunch of stuff of theirs, like the default chars. It's not that it's really hard to do, it's just that it's a lot of work. I would support the mod, however.Some what like that yes. Or, all that would be needed is a bladed weapon somewhere, where you can activate it to cut your bonds, then be able to pick it up after, so you have a weapon. No need for new NPCs at all. This could be made into a harder start. All we need is a blade to get started. We can get the other stuff later on. No need for extra goodies at all. Then after you get out of Helgen, have the "Talk to the Jarl" quest go active. Might only be a few scripts needed to kick things in. I am not sure though. Edited April 8, 2012 by Catman66 Link to comment Share on other sites More sharing options...
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