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File credits
This mod is based on "Alternate Start -- Live Another Life" by Arthmoor. Some scripts in this mod are taken from "Live Another Life."
Donation Points system
This mod is not opted-in to receive Donation Points
Fixes and improvements: - The wandering merchant/mercenary start is no longer missing the High Rock border as an option. - When choosing the warlock start, the warlock outside Cragwallow Slope is no longer hostile. - The start options are now ordered correctly when talking to the Mara statue. That should make it easier to find the option you want.
Version 1.2.3b
Fixes and improvements: - Forgot to run Tes5Edit for version 1.2.3.
Version 1.2.3
Fixes and improvements: - Fixed the map marker to the destroyed shack appearing before it was discovered.
Version 1.2.2
Fixes and improvements: - Fixed some more wild edits & errors. - Fixed a bug with the Werewolf transformation that may have caused problems with other werewolf mods.
Version 1.2.1
1.2.1 =====
Changes: - The Skyrim Script Extender (SKSE) is now required.
Fixes and improvements: - The Better Vampires compatibility fix will now only take effect if you actually have BV installed. I.e. if you don't have Better Vampires and choose the vampire start, time will be advanced to midnight as intended; if you do, you start in the middle of the day like with other starts. This requires SKSE. - For the Angi start, you will now start with leather gauntles instead of Blades gauntlets.
Version 1.2
Additions: - Added a start at Angi's camp.
Fixes and improvements: - Readded Hearthfire as master file. Removing it broke things. - Fixed a compatibility issue with Better Vampires. - Added a torch to the player's inventory for some starts.
Version 1.1.2
Fixes and improvements: - Removed Hearthfire as master file. - Added a map marker to the dragon attack start and made the containers there safe for storage. The corpses and rubble are disabled when the player leaves the area. - Fixed an issue where "The Forsworn Conspiracy" would not start properly for starts in Markerth. - Fixed a potential compatibility issue with other mods that change the Markarth Warrens.
Version 1.1.1c
It's working now. I promise!
Version 1.1.1b
No changes made. The previous upload was corrupted. Sorry about that!
Version 1.1.1
Fixes and improvements: - For the vampire start in Markarth, the doors out of the Hall of the Dead will be unlocked when you spawn and re-locked after you leave. The priest of Arkay refusing to let you enter the Hall even though it was unlocked didn't make any sense :P - Removed ITM records and other dirty edits.
Version 1.1
Additions: - Merchant and mercenary starts added. See description for details.
Fixes and improvements: - Corrected quest log for the adventurer start: "pressed that button" -> "touched that orb" - Beggar start in Riften moved from the Ratway to Beggar's Row. - For the vampire start in Markarth, the doors out of the Hall of the Dead will be unlocked. - Vampire start in Riften moved outside to the graveyard, so you don't run into the priestess immediately after rising from the dead. - For the witch start, the soul gem trap in Snapleg Cave will not trigger when the player goes near it. - USKP / USLEEP changes forwarded.
This mod expands Arthmoor's Alternate Start mod by adding more starting options. See the bottom of this description for a detailed overview over all of the added options.
Sort your load order (using LOOT) and make sure this mod is loaded after Arthmoor's mod.
Credits and Thanks
Bethesda -- for Skyrim and the Creation Kit Arthmoor -- for his Live Another Life mod, and some of the scripts used in this mod
Start Options
I am an addict in a skooma den.
I can't believe I've finally found the den! The shaking has gotten worse ever since I left home, but now my suffering is at an end. I do have a strange feeling about this den, though...
You spawn in Redwater Den with only some basic provisions.
I am an adventurer in a Dwemer ruin.
I knew I shouldn't have touched that orb, but my curiosity got the better of me. I pray to the Gods that there's a way out of here...
You spawn in Kagrenzel with a set of leather armor and some basic equipment.
I am an alchemist camping in the wilderness.
It's been a while since I left home to become an alchemist, and I can't help but long for something more exciting to do than picking flowers. Maybe it's time I left this grove behind...
You spawn at a camp near Evergreen Grove with some provisions and alchemy ingredients.
I have arrived at Angi's camp in Falkreath Hold.
I have come across the camp of a markswoman named Angi. Maybe I should ask her to train me.
You spawn at Angi's camp with a set of leather armor and some basic equipment. Thanks to leomorg for the suggestion!
I am a beggar.
I don't even remember how long I've been living here in this gods-forsaken place. It's time I got out of here and became an adventurer or joined the Thieves' Guild or the Forsworn or something along those lines. Gods know anything would be better than continuing to rot away in this dump.
By the Gods! I knew we should have sent for the guards sooner. When the dragon came, I ran inside immediately, but it looks like the others didn't make it. I have no I idea what to do now, but since everything here is destroyed, I have no choice but to leave and start over...
You spawn in a hut near Ancient's Ascent with some food and a woodcutter's axe as your only means of self-defense.
I have been thrown into jail.
Well, here I am... I can't believe those imbecile guards actually caught me. If I don't want to serve my time in here, I better start looking for a way out.
You spawn in a jail of your choosing, where you can either serve your time or try and break out. If you do the latter, be sure to recover your belongings from the evidence chest!
I am a pilgrim to a temple.
I have finally arrived at the temple. Now that I have received the blessings of the Divines, I should start looking for work in town. I can't go back home after all...
You spawn in a temple in a town with a monk outfit and some provisions.
I've actually been imprisoned by those gods-damn Thalmor! If I don't want to be tortured until I renounce my faith in Talos, now is the time to get out of here. Those guards don't seem particularly attentive...
You spawn in Northwatch Keep with nothing but a few lockpicks for equipment. Good luck!
I was slain by a vampire and laid to rest.
A few days ago I was struck down by an intense fever. Luckily, none of the fools that are my family seem to have recognized my symptoms for what they were, so they entombed me here after my death. Now I'm finally free to leave them behind and start a new life.
You spawn in a hall of the dead or graveyard of your choice with your grave goods for equipment.
I am a wandering merchant / mercenary traveling to Skyrim.
There's an old Cyrodiilic proverb: "The riskier the road, the greater the profit." This civil war in Skyrim is bound to be good for business. I'd be a fool if I didn't take this opportunity. After all, I can hardly make less money than back home...
You spawn at one of Skyrim's border outposts. If you choose to be a merchant, you start with a horse and an inventory full of random wares; if you choose the mercenary option, you start with a full set of steel plate armor and some provisions. Thanks to ZeroSaber39 for suggesting the border outposts as a starting location!
I am a werewolf at Frostmoon Crag.
I've now been staying with Majni's pack for quite a while, but the others still regard me as a stranger. I've got enough gold to pay for passage to Skyrim, so maybe I should leave and start traveling again...
You spawn at Frostmoon Crag (obviously) with a few provisions and enough gold to travel to Skyrim.
I am a warlock/witch in a secluded lair.
It has been how long since I was accepted into this coven? Months? Years? And what have I been doing all that time? I can count the number of times I've left this cave on one hand. It is time I leave and explore the outside world.
You start with a mage outfit, some magic scrolls, and some provisions. Male characters spawn in Cragwallow Slope, female ones in Snapleg Cave. The NPCs in your starting location will remain friendly as long as you don't attack them.