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Glanzer

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  1. Glanzer
    Glanzer
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    If anyone wants to test this with other alternate start mods like Skyrim Unbound or Realm of Lorkhan and report back, I'd appreciate it. Here's how to do it:

    1. Save the game, then transport yourself to the Helgen cave entrance using this console command:
    cow tamriel 2,-18
    2. Enter the cave, then to make things easier enter these 2 console commands to kill off things and make yourself invulnerable:
    tgm
    killall

    3. Run through the cave until you get to the cave-in and look at it. Compare it to my screenshots. Exit the game without saving since this is just a test.
  2. deleted173605723
    deleted173605723
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    Well I have tested. That issue don't exist in my game. Anyway that debris of the bridge collapse is completely disabled by the game at some point when the game decide to repopulate the cave with bandits (this usually happens one or two weeks after you exit Helgen).
    1. Glanzer
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      I tested it using Alternate Start "camping in the woods" option, which takes place after the dragon attack. Walking back into the cave to the collapsed tunnel shows it that way. Could you take a screenshot and maybe identify the large stone that's blocking the tunnel (I need the formid). Thanks.
    2. deleted173605723
      deleted173605723
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      Here are my screenshots from the two sides of the collapsed bridge:
      https://ibb.co/3SfmL12
      https://ibb.co/zhmkqWs
      and this was done in a old clean save of Skyrim SSE 1.5.80 at the end of Helgen cave using only the masters of the game and the start was done naturally without any quick start mod.

      I have an personal quick start mod from 3 years (non published) where I trigger all Helgen Cave events as it should be with 99% of accuracy. Maybe the mod Alternate start didn't do it right.
    3. Glanzer
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      Hey thanks for the screenshots! I think I found what's going on. I started a new game using Alternate Start, and I chose the vanilla beginning. Once I crossed that wooden bridge it triggered the cave-in, and the wooden bridge gets destroyed. The rocks that fall form a different "plug" in the passageway than the one that is in Skyrim.esm. The passageway then looks like the one in your screenshots. In other words, if any alternate start mod bypasses that cave-in, the passageway is plugged using the default rubble in Skyrim.esm rather than the dynamic "cave-in rubble" from the activator/quest. That's why if you just open the CK and look at the default static rubble it looks like my screenshots.

      So if anyone uses the vanilla beginning where they escape through the tunnels which causes the dynamic cave-in, this mod is not needed. Hope that makes sense.

      I'll add a note about this on the description page. Gave you a kudos for your help.  :)
    4. deleted173605723
      deleted173605723
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      Thank you for the kudos, even though words are more important than endorsements or votes.
    5. Would this issue happen in Skyrim Unbound too, or in other alternate start mods in general?
    6. Glanzer
      Glanzer
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      I'm thinking it would probably help, especially with Skyrim Unbound because Helgen is already destroyed when you begin the game. It totally depends on how the mod handles the Helgen quest and the cave collapse. Using this mod won't hurt anything, all I've done is turn one huge stone on its side. I would appreciate anyone testing this on other alternate start mods like Skyrim Unbound and Realm of Lorkhan. I don't use those mods so I'm not sure how they handle it. I'll post a sticky to explain how to test this for other alternate start mods.
    7. lilebonymace
      lilebonymace
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      i tried with Skyrim Unbound Reborn and that pile doesn't exist at all, no matter from what side i enter the dungeon
    8. Glanzer
      Glanzer
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      Thanks for checking, looks like it might only be a problem in ASLAL. I'll update the title and description later today.

      EDIT: Done