PLEASE do NOT private message me to get help if you're having an issue. Post a comment here and you're much more likely to get help quicker.
Version 105.3 Notes - Released 01-26-14
This is a minor update that tweaks a few small issues in Staadomaar as seen below. If you've already played the mission to Staadomaar, there's not much reason to update unless you just want to be using the most current version, which is always a good idea.
- Complete overhaul of the quest objectives during the Staadomaar mission. Fixes the confusing quest pointer that was pointing to the new worldspace, but shows up on the map near Whiterun. (Must update before mission 5 begins to take effect.) - Adds pull chains to both sides of several doors in Staadomaar that only had a chain on one side. - Removes a Gas Trap that was reported to throw entries to the script log. - Puts collision and rubble piles in a few places where the player or NPC's could get stuck. - Tweaks the Roombounds and Portals in Staadomaar where there were a couple of trouble spots. (Requires a new save to take effect.) - Minor navmesh tweaks.
Version 105.2 Notes - Released 12-22-13 NOTE: New users should install V105.2. Current users of any version before V105 should also update to V105.2, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the "Changing of the Guard" quests are completed. Current users of V105 and V105.1 can update at any time with no worries.
This update is a small but important patch to fix a few issues I found in Version 105 & 105.1 as follows:
- Fixes Cienna's barter package that was conditioned incorrectly and could stop working. - Fixes an incorrect mesh path that rendered the claw display inoperable. - Rolund's voice files have been EQ'd again for better quality and level. - Fixes a couple of minor script errors. - Removes some superfluous scripting. - Cleaned with TesVedit record-by-record in every cell for a MUCH cleaner mod. - Removed various navmesh, cell and reference edits that were unnecessary.
Version 105.1 Notes - Released 12-15-13 NOTE: New users should install V105.1. Current users should also update to V105.1, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the Changing of the Guard quests are completed.
This update includes everything in V105 below, plus the following changes: - Splits Staadomaar ruin into 2 cells to help those with issues of hanging up or hitting the memory cap.
- Complete re-voice for Froki Whetted-Blade by River Kanoff including all the voice for Kyne's Sacred Trials & Haming Gets a Home.
- Added all new guards in the Thalmor prison to help those whose games refused to respawn the cell when called to Reset.
- Tweaks to follower packages.
- Adds several new weapon plaques to the display room and tweaks the lighting.
- Adds a new slot in the claw display for the Black Glass Claw found in Staadomaar.
- Other minor tweaks you probably wouldn't notice.
Version 105 released 10-27-13
PLEASE do NOT private message me to get help if you're having an issue. Post a comment here and you're much more likely to get help quicker.
NEW FEATURES
No more radiant quests! - All formerly "radiant story" generated quests for Helgen's guards are now all overhauled and have custom dungeons. (see below) This means NO MORE unfilled aliases for the bosses! The new locations include:
Staadomaar Ruin & Temple - MASSIVE Nord ruin and new worldspace by Wereta. It is in my opinion one of the most unique feeling ruins in the game, and you don't want to miss it! Yes, it's THAT good!
Upper Embershard "Haunted" Mine - Medium sized mine with scripted "ghostly" encounters and really powerful boss. I'm really happy with how this level turned out and it was truly a team effort between myself with the basic level design and simple scripting, Yogo with his complex scripting and Wereta putting the finishing touches of clutter. Also, Piper did an incredible job with the voice for Hanna.
Pinewatch Mine - New mine by Wereta inhabited by bandits near Pinewatch who are making weapons and gathering their forces to attack Helgen.
Brittleshin Cavern - New custom level by Ionis the Bear added to Brittleshin Pass filled with Necromancers and Warlocks. The entire vanilla Brittleshin Pass level has been repopulated and is a lot more fun and challenging.
Shriekwind Sanctum - Small and interesting vampire lair by Ionis the Bear added to the vanilla Shriekwind Bastion level. Like Brittleshin Pass, Shriekwind Bastion has been repopulated and plays like a different level than before.
Skybound Crypt - Small nord ruin by Mike Hancho filled with bandits. The entire Skybound Watch exterior and interior has been filled with bandits preparing to attack Helgen. Fight your way through them to their leader and end the threat to Helgen once and for all.
More dialog - New misc dialog for nearly all of my actors! Now they shouldn't be silent if you try to talk to them. They won't really have conversations with you, but at least they're not mute, lol.
Cienna marriage option - Added the option to marry Cienna after you meet certain conditions. The main quest City on a Hill most be completed and Cienna must be tending her shop - NOT following you. The dialog to start the courting will NOT be valid unless she is in her shop! Cienna also must have followed you at least one time, and you must be wearing an Amulet of Mara and have talked to a priest about how to get married in Skyrim. Obviously, you cannot be married already. Once those conditions are met, you should have valid dialog to tell her you wanted to talk to her. If you're updating from an earlier version and she already spoke to you about being available to travel with you you'll have to go through that again because out of necessity I had to restart her quest.
Joto gets a dog! - If you're clearing the new Brittleshin Cavern level with Joto for his evaluation, a stray dog will come from his hiding place and greet Joto and become his new friend. If you already evaluated Joto with one of the former radiant quests, you'll find the dog in the cavern if you go there by yourself.
Recruit-able guards - All Independent guards are now permanent recruit-able teammates when you want them to travel with you. After you finish all of the evaluation quests, just tell them you want them to come with you and they become teammates until you dismiss them! They also have options to access their inventory items so you can change their weapons and armor.
Haming gets a home! - Move Froki and Haming into the empty house on the hill if you wish to.
New voice actors! - New voice actors for Balfring, Joto and Altan. Unfortunately, Mike Quinlan was not available to voice more lines for Joto's dog quest, but I found Joe MacKenzie who did an amazing job on the part! He also did the new lines for Altan, and Daniel Hodge (the awesome voice for Wiglaf) re-voiced Balfring for me.
When browsing through some of the comments on here I wonder why so many people seem to have a problem with this mod. I have played through this mod over the years probably 20 to 30 times with over 100 other mods installed and I have never had one single problem with this mod. not one. Perhaps you all should consider it's not this mod. Maybe it's a conflict with another mod maybe it's your load order maybe you need to double check instructions when you install things. Saying this because this is probably one of the better made mods on all of the Nexus. And I've never had any of these issues I keep reading about.
Played through it, finished, even put Froki and Haming in their new home. Overall, very good. Some dungeons were extremely challenging. Others were not. Looking under the hood to see how things work, I can see that the design consideration was to challenge a wide variety of character builds. Example: Mages heavy on destruction skills and spells are gonna find the final area of the haunted mine extremely tough (if not instantly lethal), while stealth archers will likely finish the boss with one poisoned arrow. Lack of miscellaneous comments noticeable on many NPC's, they were mute when ordinary characters would at least have gone "Hmm?" or "Yes?" Others ask the same questions over and over, and you can't reply ("Can you really eat the soul of a dragon?!", etc). Final version of Helgen takes several days to evolve - good, in that it gives a feel it was actually built. Bad, in that how it ends up you have little control over, other than to pick which "side" vis-a-vis the Civil War the town favors. Going independent is an option, but lore-wise, they'd get conquered in short order once the civil war was over (or they'd be someplace you'd be ordered to conquer during it). Major downside is you can't have it enabled when you start a new game, so...
Yeah, overall, very good. Quite fun to play through, honestly. But, not a keeper, for me, because it requires me to start the game with it disabled, then enable it later.
I'm stuck in the fight pit. I finished the first fight, claimed my gold, and was told to go see Wiglaf about picking a name. When I click on Wiglaf, I get the prompt "so I'm supposed to ask you about a name" or whatever, but he doesn't speak and no amount of button-mashing selects the prompt/advances the dialogue. Has anyone else run into this?
FIXED - I checked the FAQ and did the recommended save, exit to main menu, reload, and it worked.
Hope you still check posts. I'm stuck at trying to free prisoner from Orphan Tears mine. All bandits dead, per quest, and have the key but cannot interact with door in any way and can't talk to Ingmarke.
Bitter Wounds stage 112 Construction quest stage 340
I haven't seen any updates or news from the OG creator since 2013...
now, it's Feb-March 2025... not sure if this mod is still monitored or maintained, or updated with patches...
for me it's not working at all... installed it with MO2, on PC on SE, last to load order, and it's just crashing the entire launch of the game, it's not even allowing the game to launch... I've enabled it in MO2, the game is not working... I've disabled it in MO2, the game is working again, but not with this mod...
I like the idea and I'd like to try this mod on PC, SE... what can I do to make it work..??..
My hands are still "acting" like they're tied, but when i run they are normal, once i stop they go right back to being behind my back, this happened right after i got released from being kidnapped to the Thalmor prison, any luck to fix?
Ur mod has a bug on the starting cutscene bro, the chopping block is floating and it cant progress, ive sorted it for myself i just felt like i should report
"If you are starting a new character it is imperative that you leave Helgen Reborn UNCHECKED until you exit the cave with Hadvar/Ralof. Make a NEW hard save right there and load my plugin. It's fine if it is installed, just uncheck it in your plugin list until you exit the cave."
Love the mod and been looking forward to playing it again. Problem now though is that every time I load a game, for some reason the whole questline restarts and gives me a helgen reborn book from scratch. It first happened when I accidentally died in Shriekwind training that first guard. I loaded a most recent save and appeared in Riverwood! I loaded an older autosave still in Shriekwind and again, Riverwood. Finally the oldest Shriekwind autosave at the entrance worked, but the whole questline and the guard disappeared, telling me to read the newly re-entered Helgen reborn book to start the quest. Any help would be appreciated.
Edit: Alright.. So I went into vortex and had it check Helgen for updates, then went into datafiles and moved Helgen lower in the load order. Loading the most recent save in Shriekwind had an eternal loading screen. After force closing by signing out I went into data files again and put Helgen into the load order it originally was in and then loaded a prior autosave still in Shriekwind and voila, it worked! Although not without drawbacks. The questline didn't start over, but the guard still wasn't with me even though the quest to clear Shriekwind was finally active. I cleared it alone and went to Korst, and got the quest to bloody the next guard and realized they're now staying near Saarthal, the same place I originally asked them to join Helgen. I don't mind it too much, but if there's some way to fix this I'd appreciate it!
Edit 2: I f'd it up bad. Went to the FAQ and saw that if I had the Civil War Overhaul mod it could weirdly affect Helgen reborn. So I did the console demand probably long after it would be deemed necessary. They were still near Sarthaal except a Stormcloak camp had appeared there again. I went there and spoke to the leader, and the dialogue option to do his whole quest again was available. I did that (no quest markers or completion) and he said they would be in Helgen soon (again). Never happened. So being the clever dumbass I thought I was I tried entering the command on the console but this time with a 91 instead of 90, hoping the questline would somehow progress. Nothing, so I just grabbed a guard from Saarthal and hoped they would eventually get to Helgen due to some attack on Helgen re-positioning them there or something later on. Except once I cleared the dungeon with the third guard, I noticed all the Stormcloak flags were gone and all the main characters (Korst, Val, etc.) were gone but the quest marker was still there, pointing at no one. Loading a save prior to making the console change fixed nothing so I probably didn't know what a hard save file was lol. Damn. Looks like I'll have to reinstall the mod and start from scratch.
Reinstalled the mod and started the quest chain over. I saved right away after receiving the book with the quest, opening it and starting it. Loaded said save, and the quest was starting over. I did the same fuckaround that I thought fixed it and it seemed to. Went into vortex and checked for updates and moved the helgen esp. around in data files. Only to discover that this time there were two eps's. I deleted one of them, but both disappeared from the data files then. So I reinstalled through vortex and loaded, and the save seemed now to work, quest wasn't starting over. Get all the way to training the guards again and boom, quest chain restarted after loading, everything Helgen related disappeared save for the re-added book to start the quest over. I give up. Can't find the reason why the questline starts over for out of the blue and erases the progress from all save files.
15562 comments
Version 105.3 Notes - Released 01-26-14
This is a minor update that tweaks a few small issues in Staadomaar as seen below. If you've already played the mission to Staadomaar, there's not much reason to update unless you just want to be using the most current version, which is always a good idea.
- Complete overhaul of the quest objectives during the Staadomaar mission. Fixes the confusing quest pointer that was pointing to the new worldspace, but shows up on the map near Whiterun. (Must update before mission 5 begins to take effect.)
- Adds pull chains to both sides of several doors in Staadomaar that only had a chain on one side.
- Removes a Gas Trap that was reported to throw entries to the script log.
- Puts collision and rubble piles in a few places where the player or NPC's could get stuck.
- Tweaks the Roombounds and Portals in Staadomaar where there were a couple of trouble spots. (Requires a new save to take effect.)
- Minor navmesh tweaks.
Version 105.2 Notes - Released 12-22-13
NOTE: New users should install V105.2. Current users of any version before V105 should also update to V105.2, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the "Changing of the Guard" quests are completed. Current users of V105 and V105.1 can update at any time with no worries.
This update is a small but important patch to fix a few issues I found in Version 105 & 105.1 as follows:
- Fixes Cienna's barter package that was conditioned incorrectly and could stop working.
- Fixes an incorrect mesh path that rendered the claw display inoperable.
- Rolund's voice files have been EQ'd again for better quality and level.
- Fixes a couple of minor script errors.
- Removes some superfluous scripting.
- Cleaned with TesVedit record-by-record in every cell for a MUCH cleaner mod.
- Removed various navmesh, cell and reference edits that were unnecessary.
Version 105.1 Notes - Released 12-15-13
NOTE: New users should install V105.1. Current users should also update to V105.1, but I highly advise doing so either before you decide which faction you want to guard Helgen, or after the Changing of the Guard quests are completed.
This update includes everything in V105 below, plus the following changes:
- Splits Staadomaar ruin into 2 cells to help those with issues of hanging up or hitting the memory cap.
- Complete re-voice for Froki Whetted-Blade by River Kanoff including all the voice for Kyne's Sacred Trials & Haming Gets a Home.
- Added all new guards in the Thalmor prison to help those whose games refused to respawn the cell when called to Reset.
- Tweaks to follower packages.
- Adds several new weapon plaques to the display room and tweaks the lighting.
- Adds a new slot in the claw display for the Black Glass Claw found in Staadomaar.
- Other minor tweaks you probably wouldn't notice.
Version 105 released 10-27-13
PLEASE do NOT private message me to get help if you're having an issue. Post a comment here and you're much more likely to get help quicker.
NEW FEATURES
No more radiant quests! - All formerly "radiant story" generated quests for Helgen's guards are now all overhauled and have custom dungeons. (see below) This means NO MORE unfilled aliases for the bosses! The new locations include:
Staadomaar Ruin & Temple - MASSIVE Nord ruin and new worldspace by Wereta. It is in my opinion one of the most unique feeling ruins in the game, and you don't want to miss it! Yes, it's THAT good!
Upper Embershard "Haunted" Mine - Medium sized mine with scripted "ghostly" encounters and really powerful boss. I'm really happy with how this level turned out and it was truly a team effort between myself with the basic level design and simple scripting, Yogo with his complex scripting and Wereta putting the finishing touches of clutter. Also, Piper did an incredible job with the voice for Hanna.
Pinewatch Mine - New mine by Wereta inhabited by bandits near Pinewatch who are making weapons and gathering their forces to attack Helgen.
Brittleshin Cavern - New custom level by Ionis the Bear added to Brittleshin Pass filled with Necromancers and Warlocks. The entire vanilla Brittleshin Pass level has been repopulated and is a lot more fun and challenging.
Shriekwind Sanctum - Small and interesting vampire lair by Ionis the Bear added to the vanilla Shriekwind Bastion level. Like Brittleshin Pass, Shriekwind Bastion has been repopulated and plays like a different level than before.
Skybound Crypt - Small nord ruin by Mike Hancho filled with bandits. The entire Skybound Watch exterior and interior has been filled with bandits preparing to attack Helgen. Fight your way through them to their leader and end the threat to Helgen once and for all.
More dialog - New misc dialog for nearly all of my actors! Now they shouldn't be silent if you try to talk to them. They won't really have conversations with you, but at least they're not mute, lol.
Cienna marriage option - Added the option to marry Cienna after you meet certain conditions. The main quest City on a Hill most be completed and Cienna must be tending her shop - NOT following you. The dialog to start the courting will NOT be valid unless she is in her shop! Cienna also must have followed you at least one time, and you must be wearing an Amulet of Mara and have talked to a priest about how to get married in Skyrim. Obviously, you cannot be married already. Once those conditions are met, you should have valid dialog to tell her you wanted to talk to her. If you're updating from an earlier version and she already spoke to you about being available to travel with you you'll have to go through that again because out of necessity I had to restart her quest.
Joto gets a dog! - If you're clearing the new Brittleshin Cavern level with Joto for his evaluation, a stray dog will come from his hiding place and greet Joto and become his new friend. If you already evaluated Joto with one of the former radiant quests, you'll find the dog in the cavern if you go there by yourself.
Recruit-able guards - All Independent guards are now permanent recruit-able teammates when you want them to travel with you. After you finish all of the evaluation quests, just tell them you want them to come with you and they become teammates until you dismiss them! They also have options to access their inventory items so you can change their weapons and armor.
Haming gets a home! - Move Froki and Haming into the empty house on the hill if you wish to.
New voice actors! - New voice actors for Balfring, Joto and Altan. Unfortunately, Mike Quinlan was not available to voice more lines for Joto's dog quest, but I found Joe MacKenzie who did an amazing job on the part! He also did the new lines for Altan, and Daniel Hodge (the awesome voice for Wiglaf) re-voiced Balfring for me.
Perhaps you all should consider it's not this mod. Maybe it's a conflict with another mod maybe it's your load order maybe you need to double check instructions when you install things. Saying this because this is probably one of the better made mods on all of the Nexus. And I've never had any of these issues I keep reading about.
please check out my playthrough
https://www.youtube.com/watch?v=LfZPn0yisD4&t=9s
Yeah, overall, very good. Quite fun to play through, honestly. But, not a keeper, for me, because it requires me to start the game with it disabled, then enable it later.
FIXED - I checked the FAQ and did the recommended save, exit to main menu, reload, and it worked.
I'm stuck at trying to free prisoner from Orphan Tears mine. All bandits dead, per quest, and have the key but cannot interact with door in any way and can't talk to Ingmarke.
Bitter Wounds stage 112
Construction quest stage 340
How can I get past this?
now, it's Feb-March 2025... not sure if this mod is still monitored or maintained, or updated with patches...
for me it's not working at all... installed it with MO2, on PC on SE, last to load order, and it's just crashing the entire launch of the game, it's not even allowing the game to launch... I've enabled it in MO2, the game is not working... I've disabled it in MO2, the game is working again, but not with this mod...
I like the idea and I'd like to try this mod on PC, SE... what can I do to make it work..??..
Did you not read the Description page?
"If you are starting a new character it is imperative that you leave Helgen Reborn UNCHECKED until you exit the cave with Hadvar/Ralof. Make a NEW hard save right there and load my plugin. It's fine if it is installed, just uncheck it in your plugin list until you exit the cave."
Edit: Alright.. So I went into vortex and had it check Helgen for updates, then went into datafiles and moved Helgen lower in the load order. Loading the most recent save in Shriekwind had an eternal loading screen. After force closing by signing out I went into data files again and put Helgen into the load order it originally was in and then loaded a prior autosave still in Shriekwind and voila, it worked! Although not without drawbacks. The questline didn't start over, but the guard still wasn't with me even though the quest to clear Shriekwind was finally active. I cleared it alone and went to Korst, and got the quest to bloody the next guard and realized they're now staying near Saarthal, the same place I originally asked them to join Helgen. I don't mind it too much, but if there's some way to fix this I'd appreciate it!
Edit 2: I f'd it up bad. Went to the FAQ and saw that if I had the Civil War Overhaul mod it could weirdly affect Helgen reborn. So I did the console demand probably long after it would be deemed necessary. They were still near Sarthaal except a Stormcloak camp had appeared there again. I went there and spoke to the leader, and the dialogue option to do his whole quest again was available. I did that (no quest markers or completion) and he said they would be in Helgen soon (again). Never happened. So being the clever dumbass I thought I was I tried entering the command on the console but this time with a 91 instead of 90, hoping the questline would somehow progress. Nothing, so I just grabbed a guard from Saarthal and hoped they would eventually get to Helgen due to some attack on Helgen re-positioning them there or something later on. Except once I cleared the dungeon with the third guard, I noticed all the Stormcloak flags were gone and all the main characters (Korst, Val, etc.) were gone but the quest marker was still there, pointing at no one. Loading a save prior to making the console change fixed nothing so I probably didn't know what a hard save file was lol. Damn. Looks like I'll have to reinstall the mod and start from scratch.