Cool mod, but my HUD disappears when I walk out into Helgen from the first inn. I didn't start any quests yet. Using SkyHUD. The bug reports mention TrueHUD, so is it just custom HUDs in general?
TrueHUD has a bug that causes it to glitch out when SetCartHUD (a vanilla papyrus function) is being called. Nothing to do with me, it happens in the vanilla intro (unmodded) as well and likely any other mod/place in the game where this function is being used
Everytime after character creation, a window saying "Failed To Start Dialogue Quest" opens up, and I can't talk to the Messenger about choosing what I want to become. Even after leaving the room, all the npcs in the inn are missing! What do I do? I've tried overwriting with Papyrus and running this mod wtihout addons but the problems still persist.
Same thing happened to me.I don't know if its AE related or there's some other mod that interferes with the progression of this mod so you get stuck. My problem is I went ahead left Helgen and did Dawnguard and there is no way to go back and start the regular questline with Alduin. No way to activate that. Killing the soldiers at Helgen doesn't do anything other than make them dead. Getting the Dragonstone doesn't do anything. Talking to Balgruf or his mage doesn't do anything.Talking to Proventus doesn't do anything. Using console commands doesn't do anything.I assume the mod maker has abandoned the project and unless he allows someone with experience modding to take it over it's a not recommended from me. If I get in trouble for saying so so be it. The only possibility would be to write a script that would override the mod but I don't know how to do that. I may ask someone else how I would go about doing that but it is not a priority for me and I have alot of other things I need to do. If I find a way around this and the mod author doesn't block me I will post a solution.
I'm actually trying to avoid becoming Dragonborn (but I checked it out because I want the damned Dragonstone off my back). You go to Helgen and walk into the Inn and talk to the Innkeeper: there'll be an option, "I'd like to rent a room (Start Intro)." That might be what you're looking for.
I can't promise that this is the cause or that it will help, but I had this problem as well, and it wasn't related to Alternate Perspective.
If a quest is flagged to run at the start of a game, it needs SEQ file generated for it. I wont pretend to understand how it all works, but what I read is the SEQ file is just a list of sorts for quests to run at game start. I found some mods that had this type of quest and no SEQ file. xEdit has a function to generate them for the mod. As I previously stated, I make no promises that this is the issue or that this will fix it, but I can tell you that after generating the SEQ files, I never saw that message again.
I just had to diagnose this myself, though the NPCs were pretty much all where they were meant to be...
The issue in my case was that I had 2 NPC replacers, followed by AP in my load order, and then followed by a Synthesis patch to merge the Appearance Data into the winning records. But the Synthesis patcher forwarded the record flags from the NPC mod, rather than from AP (despite AP being lower in the load order), so a few were missing flags like "Unique" or "auto-calc stats" I just manually copied them across to the Synthesis patch, and suddenly the dialogue worked as intended.
I could've probably avoided all that trouble by using EasyNPC to merge the records instead. SEQ files are a misdirection here, while you can generate them in SSEEdit (it's in the context menu if you right-click a mod), the mods that need them (like this one) already have it. And for the other mods in your load order that *can* use them, they (almost certainly) don't need it.
I don't know if I was supposed to fix it like this but the way I fixed this issue was I went to the file explorer for this mod and under interface I took the AlternatePerspectiveMenu.swf file and copied it to Translations, so that both folders have that file. I started a new game and I was able to choose from the menu now.
I've been trying to change this for some time now, but how do I change the starting gear? I want to remove the clothing so I can better edit my body without having to choose my race, finish and name, drop my clothing, open the race menu, and then finally edit my body. I tried editing the vanilla records with xEdit, but that didn't seem to help
I read the FAQ section, but I didn't find my problem there, so I'm writing here. During the execution, when it's the turn of the Khajiit prisoner, he just stands there and does nothing. I also came across a bug when Alduin doesn't want to board the tower, but so far this only happens if the main character is a prisoner. I've also tried different alternate start mods on different saves, and I still can't figure out which mod breaks Alduin's AI and the rest of the NPCs in Helgen so much. And it's going to be hard to figure out because of my large list of mods.
Love this mod and the execution of it's alternate start compared to ASLAL. For whatever reason however, when I attempt to spectate the vanilla opening (after renting the bed from the innkeeper and sleeping), Lokir will not run away and the archers will not shoot at him. If I attempt to play the opening as normal, he still will not run away. I believe the dialogue actually stops at "I'm not a rebel" and never makes it to "You can't do this!."
I've tried searching for more patches that I may be missing, disabling the voiced addon pack, ensuring the papyrusutil is not being overwritten from another mod, and other things that I can't remember after the last 3-4 hours of troubleshooting.
Any suggestions? Even a point in the right direction on how to continue troubleshooting would be appreciated, not familiar enough with xEdit to know if I can use that to investigate. Also the game is not crashing so there isn't a crash log to dig through.
Load order is pretty heavy, 529 mods total, 154 ESM/ESP, 679 ESL's. Everything else that I have tested about this order has worked as intended so far though.
Update: The execution scene at Solitude is also broken. So so far, I am 2 for 2 on execution scenes being broken, where the prisoner will not walk to the block. To be continued...
I love this mod, but idk which mod is breaking it, because there is not floor arround the choppin block and the captain can't execute the first prisoner leavin me stuck in the intro. Anyone knows how to fix this??
Not to criticize or condem. I love this mod. its a much better alternative to alternate start from arthmoor, but this mod literally conflicts with ANY npc replacer out there.
NPC replacers will ALWAYS conflict with literally anything out there that modified NPCs in any way. That's normal and expected.
Just fix those conflicts when building your manual patch, it should be as simple as merging the appearance records with AP's version of the NPCs. Or just use EasyNPC.
I can't seem to get this mod to work at all. I have everything needed, both requirement and no other alt start mods and it's loaded right at the bottom of my load order. I have the correct version of the mods installed for my version of Skyrim (1.6.640). I've tried downloading and deleting older virions of the mod but mothing loads in. just keep experiencing the vanilla intro. if I have to hear "hey you're finally awake" one more time Talos help me!
Does anyone have any idea what I might be doing wrong?
For any users having the "Failed to start Dialogue Quest" error on starting a new game, double check all NPC appearance replacers you have installed. If any touch a Helgen NPC they are likely causing the issue, specifically the innkeeper, though I can not say with certainty that that NPC specifically causes the problem. Northbourne is one such mod.
I also use Northbourne's NPC's and never had this issue until I installed some mods that had quests that start at game start, but had no SEQ file generated. Not trying to tell you your wrong, but for months I used Northbourne's Npc's..all of them...and never saw that message. Generating SEQ files for those mods I had installed that had those quests, I've never seen the message again. Maybe there is multiple causes of it and maybe because I use FaceFixes synthesis patch for all my npc overhaul mods so it never manifested from that, but idk really.
Did you use the [ Anniversary Edition - Bone Wolf Patch ] ? I installed it, as I was getting the "Failed to start Dialogue Quest" too, and that fixed my problem, so now I want to know if that was luck, o if the fix is what was needed after all.
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Home · Scrabx3/AlternatePerspective Wiki
Common Issues
Common Issues and F.A.Q. · Scrabx3/AlternatePerspective Wiki
How to add custom starts to Alternate Perspective
Creating an Alternate Start Scenario · Scrabx3/AlternatePerspective Wiki
There is also information on how to work with this mod from a compatibility perspective. It's worth looking into, honestly.
EDIT: just restart the game
choosing what I want to become. Even after leaving the room, all the
npcs in the inn are missing! What do I do? I've tried overwriting with
Papyrus and running this mod wtihout addons but the problems still
persist.
The only possibility would be to write a script that would override the mod but I don't know how to do that. I may ask someone else how I would go about doing that but it is not a priority for me and I have alot of other things I need to do. If I find a way around this and the mod author doesn't block me I will post a solution.
If a quest is flagged to run at the start of a game, it needs SEQ file generated for it. I wont pretend to understand how it all works, but what I read is the SEQ file is just a list of sorts for quests to run at game start. I found some mods that had this type of quest and no SEQ file. xEdit has a function to generate them for the mod. As I previously stated, I make no promises that this is the issue or that this will fix it, but I can tell you that after generating the SEQ files, I never saw that message again.
Let me know if it fixes it for you!
I've used Wabbajack to mod, and downloaded Althros dev tools as the foundation mods
The issue in my case was that I had 2 NPC replacers, followed by AP in my load order, and then followed by a Synthesis patch to merge the Appearance Data into the winning records.
But the Synthesis patcher forwarded the record flags from the NPC mod, rather than from AP (despite AP being lower in the load order), so a few were missing flags like "Unique" or "auto-calc stats"
I just manually copied them across to the Synthesis patch, and suddenly the dialogue worked as intended.
I could've probably avoided all that trouble by using EasyNPC to merge the records instead.
SEQ files are a misdirection here, while you can generate them in SSEEdit (it's in the context menu if you right-click a mod), the mods that need them (like this one) already have it.
And for the other mods in your load order that *can* use them, they (almost certainly) don't need it.
Also, I found two of the easter eggs and the "arena" was a jumpscare
I've tried searching for more patches that I may be missing, disabling the voiced addon pack, ensuring the papyrusutil is not being overwritten from another mod, and other things that I can't remember after the last 3-4 hours of troubleshooting.
Any suggestions? Even a point in the right direction on how to continue troubleshooting would be appreciated, not familiar enough with xEdit to know if I can use that to investigate. Also the game is not crashing so there isn't a crash log to dig through.
Load order is pretty heavy, 529 mods total, 154 ESM/ESP, 679 ESL's. Everything else that I have tested about this order has worked as intended so far though.
Thanks for your time.
Just fix those conflicts when building your manual patch, it should be as simple as merging the appearance records with AP's version of the NPCs. Or just use EasyNPC.
Does anyone have any idea what I might be doing wrong?