http://www.gamesas.com/topic/1459403-relz-helgen-reborn/
Helgen Reborn Start Up This quest starts when the game is loaded after the mod has been added to it, and you will also get the book Helgen Reborn Guide. Reading the book, which mentions again that Helgen should not be visited until the bandits are present, as well as some other suggestions that should be followed in order to reduce the chances. I use Helgen Reborn and didn't have any crashes in any caves. So I'm suggesting a mod your using must be causing it. For those sort of issues several things you can do. First shut down computer leave it 10 minutes restart, in Skyrim library Properties local verify cache. If more than one file is missing you have something that needs to be reloaded.
- Helgen Reborn is the sixth episode of the fifth season of Skyrim Main Rickard Rosvard, Ralof, Hadvar (credit only), Aela the Huntress, Vilkas, Farkas, Ivan the Ruthless, Inigo, Amelia Tullius, Draver, Ulfric Stormcloak, Revus Rosvard, Vignar Gray-Mane, Delvin Mallory, Brynjolf.
- So, Im running through the Helgen Reborn Mod and I am up to taking Wanna Dun through Shriekwind to kill the vampire coven. I got in, ran through the entire thing, missed the vampire door, and left. Now Shriekwind Bastion (North and South) are marked as cleared on my map but if I try to get back i.
Welcome to Helgen Reborn
by Mike Hancho/Balok
Nexus Page: http://skyrim.nexusmods.com/mods/35841/?
INTRODUCTION
From the author of Fallout: New Vegas' 3rd most endorsed quest mod of all time, comes my most ambitious adventure yet! Simply put, Helgen Reborn is THE definitive quest mod for rebuilding Helgen! Learn the legend of The Keepers of Hattu as you reunite two old soldiers and are thrust into a decades old feud with a ruthless and powerful Justiciar from the Aldmeri Dominion. Recruit and train your own town guard or ask for protection from the Empire or Stormcloaks. From uncovering an underground slavery ring, to fighting for your life in exciting battles in a secret new arena, many other adventures await as the workers rebuild the town step by step! You'll be rewarded with your own private tower in Helgen which includes the most interactive and dynamic display museum in Skyrim!
If you enjoyed other Mike Hancho (aka Balok) mods, you will be blown away by Helgen Reborn as this is my biggest project yet, and has been in development for nearly a year! And of course Helgen Reborn sets the same quality standards for a quest mod that you've grown to expect from a Mike Hancho project!
FEATURES
From the author of Fallout: New Vegas' 3rd most endorsed quest mod of all time, comes my most ambitious adventure yet! Simply put, Helgen Reborn is THE definitive quest mod for rebuilding Helgen! Learn the legend of The Keepers of Hattu as you reunite two old soldiers and are thrust into a decades old feud with a ruthless and powerful Justiciar from the Aldmeri Dominion. Recruit and train your own town guard or ask for protection from the Empire or Stormcloaks. From uncovering an underground slavery ring, to fighting for your life in exciting battles in a secret new arena, many other adventures await as the workers rebuild the town step by step! You'll be rewarded with your own private tower in Helgen which includes the most interactive and dynamic display museum in Skyrim!
If you enjoyed other Mike Hancho (aka Balok) mods, you will be blown away by Helgen Reborn as this is my biggest project yet, and has been in development for nearly a year! And of course Helgen Reborn sets the same quality standards for a quest mod that you've grown to expect from a Mike Hancho project!
FEATURES
- Fully voiced with 20 of the best actors in the community
- Easily 4 to 6 hours of game play (that is a VERY conservative estimate)
- Three new sets of armor
- Mike Hancho's meticulous attention to detail
- Great story and characters
- Private Tower player home and Interactive display room that transforms as you play the game
- HUGE cavern to display stuffed creatures
- Completely transforms Helgen into a vibrant community
- Multiple faction options for the town (Independent, Stormcloak or Imperial)
Helgen Reborn Quest Walkthrough 1
REVIEWS
http://www.pcgamer.com/2013/06/30/mod-of-the-week-helgen-reborn-for-skyrim/
http://www.youtube.com/watch?feature=player_embedded&v=iao18UxKVmo
http://www.youtube.com/watch?feature=player_embedded&v=fJ9ZZ8BjcxQ
GETTING STARTED
First of all before you install this mod and start your game with it loaded, make a NEW hard save. You should save often with not only this mod, but any mod. (See rant below)
Install manually by placing Helgen Reborn.esp and Helgen Reborn.bsa in your games Data folder (recommended). Or install with Nexus Mod Manager. New users should install the Version 104 full package. If you've already completed the quests with an earlier version you may want to use V104 for the added function of having Cienna as a teammate.
If you are starting a new character it is HIGHLY recommended 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. The reason for this is if you try to start a new game from the main menu with my mod loaded it may place you standing by the cart you're supposed to be in. This is caused by a bug whereby editing the navmesh in Helgen causes the cart ride to fail. Since I cannot have a new town without finalizing the namnesh to link the teleports for my new shops, this issue is unavoidable.
If you're using Live Another Life and choose the vanilla Helgen path, everything should run as intended, but I recommend you read and follow my suggestions in the Helgen Reborn Guide.
While you can certainly play at any level, I'd say around level 20ish is a good sweet spot for a great combat experience. If you're a level 80 character with maxed out skills and perks, nothing in the game is going to be very challenging. Also, if you have any level character where you've installed and uninstalled a lot of scripted mods, you're eventually going to have trouble with your save whether you run my mod or not. Missing scripts cause errors and will eventually corrupt your save, so I recommend using as clean a save as possible. This applies not only to Helgen Reborn, but any scripted mod.
Ramayanam sun tv serial climax. With Version 103 and up, about 10 seconds after you load the game with my mod installed your journal should update with a new quest. Just follow instructions from there.
IMPORTANT INFORMATION!
I've honestly been astounded at the number of players who don't save. Rule number ONE with any Bethesda game is save, save, save, especially if you're using mods! I usually don't go more than 30 minutes or so without saving, and I ALWAYS save before initiating dialog with an active quest target. I learned this the hard way after I lost an entire character in Fallout 3 that I had literally been playing for weeks. So neglect to save only as much time as you're willing to lose. I'm NOT responsible for any loss of your character or your time!
But before you speak to Marcus in my quest, I suggest you make sure the bandits that take over Helgen are enabled and in place. These bandits are enabled 4 days after the quest 'Unbound' has been completed, but you must enter Whiterun to enable them. You will know for sure they are enabled by checking the gates leading into Helgen and if you have the spikes with the bloody body parts on them, you're good to go! If you do not, I suggest you wait somewhere for 4 days, then enter Whiterun through the main gate, NOT by fast traveling, then go back to Helgen to make sure they're enabled. If you've killed them before and they haven't respawned that's OK. As long as you have the bloody spikes you're fine.
This mod is 100% compatible with Alternate Start - Live Another life, but again, there are a couple of things I highly suggest you do before speaking to Marcus. As with the vanilla start above, I suggest you make sure the bandits are at the fort. In addition to the bandits, I suggest you run through the keep to make absolutely certain that the 2nd rock collapse added by Arthmoor has been disabled. It should disable when the bandits show up, but I suggest you verify it first hand. So follow Arthmoor's procedure for resetting the vanilla quest, check the fort to be sure you have bandits, and check the keep for the rubble pile and you should be good to go!
As for any other Alternate Start type mods, generally as long as they set everything to the condition it would be in a vanilla start after Helgen is destroyed, you're probably good to go. But again, the suggestion about the bandits above apply to everything whether vanilla or Alt start.
These steps are recommended due to the way Bethesda set up these events in the vanilla game. They are also necessary to remove the rubble blocking the hallway in the keep that was added by LAL.
If the Quick Start Quest somehow fails, you can start the quest with the console by putting in: setstage BalokHelgen01 5
FAQ
Q - Which version should I be using?
A - All users should be using V104 Final.
Q - I crash whenever I do ___________.
A - Probably a load order issue or something specific to your save game, installed, or worse, uninstalled mods, or rig. Nothing of this sort has been widely reported, so I have to assume it's specific to your setup. Standard mod troubleshooting applies.
Q - I crash when I get near the Thalmor Prison.
A - If you're using 'The Cyrodiil Frontier - Fight Against the Thalmor II' they are not presently compatible. In V103, I have done everything I can do on my end. I have also tried to contact MadFrenchie, but it appears they have abandoned their mod. Some people have said they were able to fast travel to the Thalmor Checkpoint and walk over to the prison from there, so you may want to give that a try if you're getting CTD's.
Q - My follower acts funny in certain spots in Helgen.
A - That is a navmesh issue where the developers used a series of island navmeshes between the area in front of the inn, around to the front of town. Wherever there were rubble piles there is no navmesh, and everything I tried to do to move the islands and rebuild the navmesh resulted in errors. So I had to leave the vanilla navmesh pretty much alone and work around what they left me to work with.
Q - Somebody won't talk to me, but my journal clearly tells me to speak to them.
A - They're possibly stuck in a scene. Make a save right there and reload. You can also try waiting for 1 hour, saving and reloading. Others have said that exiting the game and reloading works, while others have just gone and done something else for an hour or two and they were fine when they returned.
I made every effort to use a stop on every stage a scene sets when it updates, but it seems they still hang up sometimes.
Q - I have a rubble pile blocking the hall that leads from the room where you get the potions in the vanilla game down to the torture room.
A - This rubble is added by Alt Start - Live Another Life and how to prevent this from happening is well documented in my 'Important Information' section above, as well as in the Helgen Reborn Guide you receive in V103 and later. But since you failed to read or follow my simple instructions, you'll have to disable the rubble with the console. Go up to the rubble, open the console and click on the rubble pile and type in MarkForDelete and hit enter. Make a new hard save and reload, and it should go away.
Q - I'm taking the guards out on missions and I didn't get a quest pointer for my guards mission.
A - If your guard is Herd, the target is probably in Solstheim if you have the Dragonborn DLC. Check there and just consider it part of the adventure! These are all randomly generated by the Radiant Quest system which is out of my hands after I tell it what to look for. If it is not in Solstheim, your target is already dead or invisible or the death of the target does not update the objective, use the console to advance the stage. (See guide below for your quest.)
RADIANT QUEST STAGES
I advise you not to play with these too much because you can really screw things up if you do something wrong. And as always, make a hard save before ever using a console command. If you cannot advance past the 'Go kill the bad guy' stage whether you didn't get a quest pointer, or the target boss has already been killed or killing him does not update the quest use the following:
SetStage BalokRadiantXX 30 (XX would be the rest of the quest name for your guard's quest below)
In this example, this would be for the quest with Wanan-Dun. Look at the others below and figure out what guard you're on and set that guard's quest to stage 30. All of them are stage 30
INDEPENDENT GUARDS
Wanan Dun - BalokRadiant01
Joto - BalokRadiant02
Herd - BalokRadiant03
Orianthi - BalokRadiant04
Sorian - BalokRadiant05
Kindrick - BalokRadiant06
IMPERIAL GUARDS
Surus - BalokRadiant01Empire
Cidius - BalokRadiant02Empire
Herd - BalokRadiant03Empire
Josslin - BalokRadiant04Empire
Ciel - BalokRadiant05Empire
Miles - BalokRadiant06Empire
STORMCLOAK GUARDS
Toralf - BalokRadiant01Stormcloak
Savard - BalokRadiant02Stormcloak
Herd - BalokRadiant03Stormcloak
Kar - BalokRadiant04Stormcloak
Viggun - BalokRadiant05Stormcloak
Alof - BalokRadiant06Stormcloak
UPDATES
Version 104 FINAL released 6-29-13
I'm confident V104 is working properly and is officially out of the beta release. The final version contains all of the updates below along with a few other very minor tweaks. The final version has all the missing voice files for Cienna.
The most significant 'new' feature will be adding follower/teammate functionality for Cienna. After you complete a certain quest, she will be recruit-able as a teammate. Her packages will be pretty basic, but will include your standard 'follow' package, a 'wait here' package, a sandbox package, a dismiss package, and you'll be able to tell her to change into her custom Keepers of Hattu armor, or wear casual clothes. I've also added a Misc quest marker on her, so if the player forgets where she is she can easily be located.
The other significant change is that I've added a separate marked quest for when you rescue Korst called 'Molon Labe' The reason I did this is so I could add pointers to each of the guards you have to kill so hopefully the people have said they couldn't find all the guards will be able to now. And, if there are in fact guards who did not enable (unlikely) it might help me troubleshoot easier. (You will be able to turn the quest off if you don't want pointers on the guards.)
There are NUMEROUS minor tweaks to how my scenes update quest stages. I'm doing my best to do everything within my control to reduce or eliminate the issues where it seems scenes get stuck in their final action phase, even though it has updated the quest. In theory, this shouldn't be happening the way scenes are designed, but it is in fact happening. But hopefully the tweaks will help that, and the way I've re-worked some of them, it will definitely help me troubleshoot.
I've also added a sign pointing to the passage that leads to the blue room and one pointing to the cage area, as well as a more descriptive journal entry (which nobody will read) telling you to go through the passage to get to the blue room. I've also set the doors as unlocked because it seems to be confusing to too many people who don't pay attention to what Goreu tells them to do and they jump down into the pit. So, I have a sign pointing them where to go, Goreu telling them where to go, and the journal telling them where to go. If they still can't find it, it's not my fault if you know what I mean. The only thing I didn't add is bright, flashing, neon lights and a yellow brick road leading them to the blue room. But I know people will still ignore all that stuff, but at least I did what I could, lol.
I've also given my trigger at Orphans Tear Mine a new name so even if it is baked into a users save from an earlier version, the new trigger will still work.
Other minor stuff: Added variables for Patsy so he won't repeat requests to create animals he's already made.
Added collision barriers in the fight cave so that a fighter won't fly up into the gallery if he is Fus-Ro-Dah'd just right.
Also changed gamblers relationship rank to player and fighter so that if they are hit with a shout or spell by accident they won't go hostile on the player or fighter. And this should also ensure that the fighter won't go hostile on the gamblers as well, lol.
Added a condition to the draugr radiant quest that excludes The Pale as a viable location. This should eliminate Dimhollow Crypt as a possible quest target. Also added a condition for the bandit radiant quest to prevent Solstheim from filling as possible a location.
UNINSTALLATION
As with the Official DLC, and any other scripted mod, uninstalling this mod is not recommended or supported and may cause problems if removed. (If the town has been completed, you'll have a barren, empty town.)
CREDITS
I would like to thank everyone who helped me along the way in building this project including my amazing cast of actors, texture artists, beta testers, those who submitted screen shots for my oil paintings and anyone else who helped answer my multitude of questions at the Official Bethesda Forums. Is to each of you that this project is dedicated. I'd also like to thank JimReapa at the Bethesda forums for your help early on in sending me all the links to resources, bouncing ideas around together and writing the note you wrote. If I missed anyone, please let me know as it wasn't on purpose.
CAST
Marcus - Ben Britton
Valerius - River Kanoff
Korst - Mauri Majanoja
Aerandil - Dante de Glanvill
Wiglaf - Daniel Hodge
Maenen, Patsy, Gaenor - Nicanor K. Delacruz Romero
Diana, Cienna, Gamblers - McKenna Swanson
Joto, Shadrick Oaken-Heart - Mike Quinlan
Wanan-Dun, Rolund - Johannes Envall
Sorian, Ciel, Viggun, Gambler - Rich Heller
Herd - Julian Shanahan
Kindrick, Alof, Miles - Matt Laughlin
Orianthi, Josslin, Kar - Christine Slagman
Reinhardt - Rory Keane
Oronar - Aidan Schneider
Halindil - Craig Morton
Goreu - Matthew Simmons
Balfring - Mike Hancho
Falco, Gamblers - tauntedflail
Gamblers - Pippa Winslow, Mike Hancho
Misc voices - Mike Hancho
TEXTURES
vipermkii
Hanaisse
Plangkye
Porscha
TESTERS
DreamKing
Locksley
Ysne58
olympus1483
Avilyn
Cheeka
angusthemagi
vipermkii
Laufknoten2
SCREEN SHOTS
Alexander J. Velicky
Nimbli Bimbli
dj2005
Cogstar
Locksley
Arthmoor
Hanaisse
Please take time to endorse if you like the mod, and don't hesitate to contact me in the comments thread. Enjoy!
MH
First of all before you install this mod and start your game with it loaded, make a NEW hard save. You should save often with not only this mod, but any mod. (See rant below)
Install manually by placing Helgen Reborn.esp and Helgen Reborn.bsa in your games Data folder (recommended). Or install with Nexus Mod Manager. New users should install the Version 104 full package. If you've already completed the quests with an earlier version you may want to use V104 for the added function of having Cienna as a teammate.
If you are starting a new character it is HIGHLY recommended 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. The reason for this is if you try to start a new game from the main menu with my mod loaded it may place you standing by the cart you're supposed to be in. This is caused by a bug whereby editing the navmesh in Helgen causes the cart ride to fail. Since I cannot have a new town without finalizing the namnesh to link the teleports for my new shops, this issue is unavoidable.
If you're using Live Another Life and choose the vanilla Helgen path, everything should run as intended, but I recommend you read and follow my suggestions in the Helgen Reborn Guide.
While you can certainly play at any level, I'd say around level 20ish is a good sweet spot for a great combat experience. If you're a level 80 character with maxed out skills and perks, nothing in the game is going to be very challenging. Also, if you have any level character where you've installed and uninstalled a lot of scripted mods, you're eventually going to have trouble with your save whether you run my mod or not. Missing scripts cause errors and will eventually corrupt your save, so I recommend using as clean a save as possible. This applies not only to Helgen Reborn, but any scripted mod.
Ramayanam sun tv serial climax. With Version 103 and up, about 10 seconds after you load the game with my mod installed your journal should update with a new quest. Just follow instructions from there.
IMPORTANT INFORMATION!
I've honestly been astounded at the number of players who don't save. Rule number ONE with any Bethesda game is save, save, save, especially if you're using mods! I usually don't go more than 30 minutes or so without saving, and I ALWAYS save before initiating dialog with an active quest target. I learned this the hard way after I lost an entire character in Fallout 3 that I had literally been playing for weeks. So neglect to save only as much time as you're willing to lose. I'm NOT responsible for any loss of your character or your time!
But before you speak to Marcus in my quest, I suggest you make sure the bandits that take over Helgen are enabled and in place. These bandits are enabled 4 days after the quest 'Unbound' has been completed, but you must enter Whiterun to enable them. You will know for sure they are enabled by checking the gates leading into Helgen and if you have the spikes with the bloody body parts on them, you're good to go! If you do not, I suggest you wait somewhere for 4 days, then enter Whiterun through the main gate, NOT by fast traveling, then go back to Helgen to make sure they're enabled. If you've killed them before and they haven't respawned that's OK. As long as you have the bloody spikes you're fine.
This mod is 100% compatible with Alternate Start - Live Another life, but again, there are a couple of things I highly suggest you do before speaking to Marcus. As with the vanilla start above, I suggest you make sure the bandits are at the fort. In addition to the bandits, I suggest you run through the keep to make absolutely certain that the 2nd rock collapse added by Arthmoor has been disabled. It should disable when the bandits show up, but I suggest you verify it first hand. So follow Arthmoor's procedure for resetting the vanilla quest, check the fort to be sure you have bandits, and check the keep for the rubble pile and you should be good to go!
As for any other Alternate Start type mods, generally as long as they set everything to the condition it would be in a vanilla start after Helgen is destroyed, you're probably good to go. But again, the suggestion about the bandits above apply to everything whether vanilla or Alt start.
These steps are recommended due to the way Bethesda set up these events in the vanilla game. They are also necessary to remove the rubble blocking the hallway in the keep that was added by LAL.
If the Quick Start Quest somehow fails, you can start the quest with the console by putting in: setstage BalokHelgen01 5
FAQ
Q - Which version should I be using?
A - All users should be using V104 Final.
Q - I crash whenever I do ___________.
A - Probably a load order issue or something specific to your save game, installed, or worse, uninstalled mods, or rig. Nothing of this sort has been widely reported, so I have to assume it's specific to your setup. Standard mod troubleshooting applies.
Q - I crash when I get near the Thalmor Prison.
A - If you're using 'The Cyrodiil Frontier - Fight Against the Thalmor II' they are not presently compatible. In V103, I have done everything I can do on my end. I have also tried to contact MadFrenchie, but it appears they have abandoned their mod. Some people have said they were able to fast travel to the Thalmor Checkpoint and walk over to the prison from there, so you may want to give that a try if you're getting CTD's.
Q - My follower acts funny in certain spots in Helgen.
A - That is a navmesh issue where the developers used a series of island navmeshes between the area in front of the inn, around to the front of town. Wherever there were rubble piles there is no navmesh, and everything I tried to do to move the islands and rebuild the navmesh resulted in errors. So I had to leave the vanilla navmesh pretty much alone and work around what they left me to work with.
Q - Somebody won't talk to me, but my journal clearly tells me to speak to them.
A - They're possibly stuck in a scene. Make a save right there and reload. You can also try waiting for 1 hour, saving and reloading. Others have said that exiting the game and reloading works, while others have just gone and done something else for an hour or two and they were fine when they returned.
I made every effort to use a stop on every stage a scene sets when it updates, but it seems they still hang up sometimes.
Q - I have a rubble pile blocking the hall that leads from the room where you get the potions in the vanilla game down to the torture room.
A - This rubble is added by Alt Start - Live Another Life and how to prevent this from happening is well documented in my 'Important Information' section above, as well as in the Helgen Reborn Guide you receive in V103 and later. But since you failed to read or follow my simple instructions, you'll have to disable the rubble with the console. Go up to the rubble, open the console and click on the rubble pile and type in MarkForDelete and hit enter. Make a new hard save and reload, and it should go away.
Q - I'm taking the guards out on missions and I didn't get a quest pointer for my guards mission.
A - If your guard is Herd, the target is probably in Solstheim if you have the Dragonborn DLC. Check there and just consider it part of the adventure! These are all randomly generated by the Radiant Quest system which is out of my hands after I tell it what to look for. If it is not in Solstheim, your target is already dead or invisible or the death of the target does not update the objective, use the console to advance the stage. (See guide below for your quest.)
RADIANT QUEST STAGES
I advise you not to play with these too much because you can really screw things up if you do something wrong. And as always, make a hard save before ever using a console command. If you cannot advance past the 'Go kill the bad guy' stage whether you didn't get a quest pointer, or the target boss has already been killed or killing him does not update the quest use the following:
SetStage BalokRadiantXX 30 (XX would be the rest of the quest name for your guard's quest below)
In this example, this would be for the quest with Wanan-Dun. Look at the others below and figure out what guard you're on and set that guard's quest to stage 30. All of them are stage 30
INDEPENDENT GUARDS
Wanan Dun - BalokRadiant01
Joto - BalokRadiant02
Herd - BalokRadiant03
Orianthi - BalokRadiant04
Sorian - BalokRadiant05
Kindrick - BalokRadiant06
IMPERIAL GUARDS
Surus - BalokRadiant01Empire
Cidius - BalokRadiant02Empire
Herd - BalokRadiant03Empire
Josslin - BalokRadiant04Empire
Ciel - BalokRadiant05Empire
Miles - BalokRadiant06Empire
STORMCLOAK GUARDS
Toralf - BalokRadiant01Stormcloak
Savard - BalokRadiant02Stormcloak
Herd - BalokRadiant03Stormcloak
Kar - BalokRadiant04Stormcloak
Viggun - BalokRadiant05Stormcloak
Alof - BalokRadiant06Stormcloak
UPDATES
Version 104 FINAL released 6-29-13
I'm confident V104 is working properly and is officially out of the beta release. The final version contains all of the updates below along with a few other very minor tweaks. The final version has all the missing voice files for Cienna.
The most significant 'new' feature will be adding follower/teammate functionality for Cienna. After you complete a certain quest, she will be recruit-able as a teammate. Her packages will be pretty basic, but will include your standard 'follow' package, a 'wait here' package, a sandbox package, a dismiss package, and you'll be able to tell her to change into her custom Keepers of Hattu armor, or wear casual clothes. I've also added a Misc quest marker on her, so if the player forgets where she is she can easily be located.
The other significant change is that I've added a separate marked quest for when you rescue Korst called 'Molon Labe' The reason I did this is so I could add pointers to each of the guards you have to kill so hopefully the people have said they couldn't find all the guards will be able to now. And, if there are in fact guards who did not enable (unlikely) it might help me troubleshoot easier. (You will be able to turn the quest off if you don't want pointers on the guards.)
There are NUMEROUS minor tweaks to how my scenes update quest stages. I'm doing my best to do everything within my control to reduce or eliminate the issues where it seems scenes get stuck in their final action phase, even though it has updated the quest. In theory, this shouldn't be happening the way scenes are designed, but it is in fact happening. But hopefully the tweaks will help that, and the way I've re-worked some of them, it will definitely help me troubleshoot.
I've also added a sign pointing to the passage that leads to the blue room and one pointing to the cage area, as well as a more descriptive journal entry (which nobody will read) telling you to go through the passage to get to the blue room. I've also set the doors as unlocked because it seems to be confusing to too many people who don't pay attention to what Goreu tells them to do and they jump down into the pit. So, I have a sign pointing them where to go, Goreu telling them where to go, and the journal telling them where to go. If they still can't find it, it's not my fault if you know what I mean. The only thing I didn't add is bright, flashing, neon lights and a yellow brick road leading them to the blue room. But I know people will still ignore all that stuff, but at least I did what I could, lol.
I've also given my trigger at Orphans Tear Mine a new name so even if it is baked into a users save from an earlier version, the new trigger will still work.
Other minor stuff: Added variables for Patsy so he won't repeat requests to create animals he's already made.
Added collision barriers in the fight cave so that a fighter won't fly up into the gallery if he is Fus-Ro-Dah'd just right.
Also changed gamblers relationship rank to player and fighter so that if they are hit with a shout or spell by accident they won't go hostile on the player or fighter. And this should also ensure that the fighter won't go hostile on the gamblers as well, lol.
Added a condition to the draugr radiant quest that excludes The Pale as a viable location. This should eliminate Dimhollow Crypt as a possible quest target. Also added a condition for the bandit radiant quest to prevent Solstheim from filling as possible a location.
UNINSTALLATION
As with the Official DLC, and any other scripted mod, uninstalling this mod is not recommended or supported and may cause problems if removed. (If the town has been completed, you'll have a barren, empty town.)
CREDITS
I would like to thank everyone who helped me along the way in building this project including my amazing cast of actors, texture artists, beta testers, those who submitted screen shots for my oil paintings and anyone else who helped answer my multitude of questions at the Official Bethesda Forums. Is to each of you that this project is dedicated. I'd also like to thank JimReapa at the Bethesda forums for your help early on in sending me all the links to resources, bouncing ideas around together and writing the note you wrote. If I missed anyone, please let me know as it wasn't on purpose.
CAST
Marcus - Ben Britton
Valerius - River Kanoff
Korst - Mauri Majanoja
Aerandil - Dante de Glanvill
Wiglaf - Daniel Hodge
Maenen, Patsy, Gaenor - Nicanor K. Delacruz Romero
Diana, Cienna, Gamblers - McKenna Swanson
Joto, Shadrick Oaken-Heart - Mike Quinlan
Wanan-Dun, Rolund - Johannes Envall
Sorian, Ciel, Viggun, Gambler - Rich Heller
Herd - Julian Shanahan
Kindrick, Alof, Miles - Matt Laughlin
Orianthi, Josslin, Kar - Christine Slagman
Reinhardt - Rory Keane
Oronar - Aidan Schneider
Halindil - Craig Morton
Goreu - Matthew Simmons
Balfring - Mike Hancho
Falco, Gamblers - tauntedflail
Gamblers - Pippa Winslow, Mike Hancho
Misc voices - Mike Hancho
TEXTURES
vipermkii
Hanaisse
Plangkye
Porscha
TESTERS
DreamKing
Locksley
Ysne58
olympus1483
Avilyn
Cheeka
angusthemagi
vipermkii
Laufknoten2
SCREEN SHOTS
Alexander J. Velicky
Nimbli Bimbli
dj2005
Cogstar
Locksley
Arthmoor
Hanaisse
Please take time to endorse if you like the mod, and don't hesitate to contact me in the comments thread. Enjoy!
MH
Helgen Reborn is a user created plugin for the fifth game in Bethesda's Elder Scrolls series, Skyrim. This plugin adds new non-player characters and quests, as well as new locations to visit. The rewards include a Private Tower and a several permanent followers.
Helgen is the first town visited during Skyrim, to which the player is being transported for their execution. The dragon Alduin attacks before the execution can be carried out, and the destruction he causes leaves Helgen in ruins. Helgen Reborn is a series of quests done to rebuild the town.
You can ally with the Empire, the Stormcloaks or remain independent. The side chosen will result in some of the needed quests and places to be visited being different, and there are different followers on other quests.
The mod should not be activated until after the cave from Helgen is exited, and you will also need to wait until the bandits have taken over the ruins of the town.
The rewards are a fully rebuilt and expanded town, with various merchants that will be more positively inclined towards the player, a Private Tower with many features, and a number of followers, one of which can be married in an additional quest.
Many of the quests are difficult to complete, some extremely so, as they involve very dangerous enemies. Driver for samsung ml 2010 for mac. Adequate preparations, including potions and scrolls of any useful type, are definitely recommended before embarking on any quest that involves combat.
Helgen is the first town visited during Skyrim, to which the player is being transported for their execution. The dragon Alduin attacks before the execution can be carried out, and the destruction he causes leaves Helgen in ruins. Helgen Reborn is a series of quests done to rebuild the town.
You can ally with the Empire, the Stormcloaks or remain independent. The side chosen will result in some of the needed quests and places to be visited being different, and there are different followers on other quests.
The mod should not be activated until after the cave from Helgen is exited, and you will also need to wait until the bandits have taken over the ruins of the town.
The rewards are a fully rebuilt and expanded town, with various merchants that will be more positively inclined towards the player, a Private Tower with many features, and a number of followers, one of which can be married in an additional quest.
Many of the quests are difficult to complete, some extremely so, as they involve very dangerous enemies. Driver for samsung ml 2010 for mac. Adequate preparations, including potions and scrolls of any useful type, are definitely recommended before embarking on any quest that involves combat.
Helgen Reborn Start Up
This quest starts when the game is loaded after the mod has been added to it, and you will also get the book Helgen Reborn Guide. Reading the book, which mentions again that Helgen should not be visited until the bandits are present, as well as some other suggestions that should be followed in order to reduce the chances of problems occurring, completes the quest and starts Desperate Times.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdDesperate Times
Go to The Drunken Huntsman in Whiterun. When you enter, Patsy will approach and speak to you.
'You're looking for me? What are you talking about.'
Patsy explains that his master Marcus is looking for you. He gives you 250 Gold and the Letter from Marcus Janus. After Patsy finishes speaking to you read the letter, which says that Marcus wants to meet you.
'I was given a note from a man named Marcus Jannus who asked me to meet with him in Dead Man's Drink in Falkreath. I should travel there to see who this man is and what he wants with me.'
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdYou now must make your way to the Dead Man's Drink in Falkreath. If you have already been there, you can fast travel, or alternatively walk or ride a horse if you haven't. The safest way to get there if it isn't known is to hire a carriage. Speak to the carriage driver Bjorlam at Whiterun Stables and ask him to take you to Falkreath, which costs 50 Gold, and Patsy has given you enough to easily cover this.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdFind Marcus in the Dead Man's Drink and speak to him. There are two initial conversation topics, but it doesn't make a difference which you choose. Marcus wants to find out what happened to his brother and his family, who were in Helgen when it was attacked.
When the bandits are mentioned, he says that their leader is actually a friend of his, and they aren't bandits but insurrectionists opposed to the Thalmor and the Aldmeri Domain. To get the full history of Marcus' friend Valerius, who leads the bandits in the ruins of Helgen, go through all the conversation options with Marcus, as well as reading the books The Great War, Redguards, Their History and Their Heroes (a book seen as a fragment in Redguard and in full in Daggerfall) and The Keepers of Hattu: Real or Myth? Volume 1, before finally choosing the option to say 'So, what exactly does this have to do with me?'
He gives you Marcus' Note to Valerius and Sabrina's Wedding Ring.
'I met a man named Marcus Jannus who is a retired Captain in the Imperial Legion. He has come to Skyrim to see if his brother and family survived the dragon attack in Helgen. He suspects a very old friend of his from The Great War named Valerius is now the leader of a group posing as a Bandit gang who currently occupy the Fort. Marcus has asked me to find out if it is indeed Valerius and convince him to meet with Marcus. He has given me a ring that belonged to Valerius' dead wife Sabrina, and a personal note to give Valerius. If I am detained, I am to present these items to his troops as a gesture of good will and proof that Marcus wishes to meet with Valerius in peace.'
Now, go to Helgen. Both gates to the settlement are locked at the Apprentice level, so open a gate and enter.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdBalfring Firescale, followed by some more troops, will rush over to you and initiate conversation. There are two initial options and, again, which is chosen doesn't matter. Tell him that you have an urgent matter to discuss with Valerius and follow the conversation through to the end then, as Balfring tells you, follow him into the Keep.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdBalfring speaks to Val and, once the conversation is finished, Val speaks to you. Again, follow the conversation through to the end. Val takes both Marcus' Note to Valerius and Sabrina's Wedding Ring from you, and asks you to go get Marcus and bring him to Helgen, so return to Falkreath.
'I have spoken with Valerius and he has agreed to meet with Marcus. I should travel back to Falkreath to tell Marcus the news.'
Marcus asks you to escort him to Helgen, for which he will pay you 250 Gold. There are two options, 'I'm sorry, I'll have to come get you later,' if you aren't immediately ready, but if you are, say 'OK, stick close to me. Let's go!' You can fast travel back to Helgen, so this is an easy escort task.
Enter Helgen Keep and Marcus and Val speak to each other. Marcus wants to rebuild the town, but Val is not that interested at the moment. Marcus will then turn to you and give you the 250 Gold he promised, and asks you to give Val and he 24 hours to discuss things, and then return to them.
Once 24 hours have passed, your journal will update, so return to the keep and find Marcus. Speak to him and he says that he was waiting for you. He and Val then talk and Falco, one of Val's troops, enters wearing an Imperial uniform and the quest Molon Labe will start. Once Molon Labe has been completed, return to Helgen Keep from the Thalmor Prison with Cienna, Falco and Korst; you can fast travel back to Helgen.
Once back at Helgen enter the keep and find and speak to Val. After you tell him that you have brought the others back, he speaks to Korst, who says that the Thalmor may be slavers. After speaking to Korst, Val talks to you again. He thanks you for helping, and says that Marcus wants to speak to you.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdAfter Val stops speaking, Cienna approaches and speaks to you and introduces herself. She is now a Follower, and can accompany you if desired. After she finishes talking, find and speak to Marcus, who says that in order to proceed with the rebuilding of Helgen guards need hiring, as it is currently vulnerable to attack. There are different options that can be done here, depending on which faction is chosen. Ask 'Could we hire them ourselves and remain independent?' and Marcus says that Helgen can become an independent settlement.
The other options depend on whether you have joined either the Stormcloaks or the Empire in the Civil War, and whether the war is over or not. If you haven't joined either side as yet, Marcus discusses the benefits and disadvantages of the Stormcloaks and the Imperials when asked. You can look for soldiers from both the Stormcloaks and the Empire, depending on which side you are on
You do not have to make an immediate decision, and you can come back to him later but, once made, the decision cannot be changed. You cannot choose either the Imperials or the Stormcloaks to ally with unless you have already picked one of those sides in the Civil War, so if you wish to join either of those but have not yet done so, tell Marcus that you will make the decision later and go and join one. Once the decision is made what will need doing next depends on what the decision was.
'You're looking for me? What are you talking about.'
Patsy explains that his master Marcus is looking for you. He gives you 250 Gold and the Letter from Marcus Janus. After Patsy finishes speaking to you read the letter, which says that Marcus wants to meet you.
'I was given a note from a man named Marcus Jannus who asked me to meet with him in Dead Man's Drink in Falkreath. I should travel there to see who this man is and what he wants with me.'
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdYou now must make your way to the Dead Man's Drink in Falkreath. If you have already been there, you can fast travel, or alternatively walk or ride a horse if you haven't. The safest way to get there if it isn't known is to hire a carriage. Speak to the carriage driver Bjorlam at Whiterun Stables and ask him to take you to Falkreath, which costs 50 Gold, and Patsy has given you enough to easily cover this.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdFind Marcus in the Dead Man's Drink and speak to him. There are two initial conversation topics, but it doesn't make a difference which you choose. Marcus wants to find out what happened to his brother and his family, who were in Helgen when it was attacked.
When the bandits are mentioned, he says that their leader is actually a friend of his, and they aren't bandits but insurrectionists opposed to the Thalmor and the Aldmeri Domain. To get the full history of Marcus' friend Valerius, who leads the bandits in the ruins of Helgen, go through all the conversation options with Marcus, as well as reading the books The Great War, Redguards, Their History and Their Heroes (a book seen as a fragment in Redguard and in full in Daggerfall) and The Keepers of Hattu: Real or Myth? Volume 1, before finally choosing the option to say 'So, what exactly does this have to do with me?'
He gives you Marcus' Note to Valerius and Sabrina's Wedding Ring.
'I met a man named Marcus Jannus who is a retired Captain in the Imperial Legion. He has come to Skyrim to see if his brother and family survived the dragon attack in Helgen. He suspects a very old friend of his from The Great War named Valerius is now the leader of a group posing as a Bandit gang who currently occupy the Fort. Marcus has asked me to find out if it is indeed Valerius and convince him to meet with Marcus. He has given me a ring that belonged to Valerius' dead wife Sabrina, and a personal note to give Valerius. If I am detained, I am to present these items to his troops as a gesture of good will and proof that Marcus wishes to meet with Valerius in peace.'
Now, go to Helgen. Both gates to the settlement are locked at the Apprentice level, so open a gate and enter.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdBalfring Firescale, followed by some more troops, will rush over to you and initiate conversation. There are two initial options and, again, which is chosen doesn't matter. Tell him that you have an urgent matter to discuss with Valerius and follow the conversation through to the end then, as Balfring tells you, follow him into the Keep.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdBalfring speaks to Val and, once the conversation is finished, Val speaks to you. Again, follow the conversation through to the end. Val takes both Marcus' Note to Valerius and Sabrina's Wedding Ring from you, and asks you to go get Marcus and bring him to Helgen, so return to Falkreath.
'I have spoken with Valerius and he has agreed to meet with Marcus. I should travel back to Falkreath to tell Marcus the news.'
Marcus asks you to escort him to Helgen, for which he will pay you 250 Gold. There are two options, 'I'm sorry, I'll have to come get you later,' if you aren't immediately ready, but if you are, say 'OK, stick close to me. Let's go!' You can fast travel back to Helgen, so this is an easy escort task.
Enter Helgen Keep and Marcus and Val speak to each other. Marcus wants to rebuild the town, but Val is not that interested at the moment. Marcus will then turn to you and give you the 250 Gold he promised, and asks you to give Val and he 24 hours to discuss things, and then return to them.
Once 24 hours have passed, your journal will update, so return to the keep and find Marcus. Speak to him and he says that he was waiting for you. He and Val then talk and Falco, one of Val's troops, enters wearing an Imperial uniform and the quest Molon Labe will start. Once Molon Labe has been completed, return to Helgen Keep from the Thalmor Prison with Cienna, Falco and Korst; you can fast travel back to Helgen.
Once back at Helgen enter the keep and find and speak to Val. After you tell him that you have brought the others back, he speaks to Korst, who says that the Thalmor may be slavers. After speaking to Korst, Val talks to you again. He thanks you for helping, and says that Marcus wants to speak to you.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdAfter Val stops speaking, Cienna approaches and speaks to you and introduces herself. She is now a Follower, and can accompany you if desired. After she finishes talking, find and speak to Marcus, who says that in order to proceed with the rebuilding of Helgen guards need hiring, as it is currently vulnerable to attack. There are different options that can be done here, depending on which faction is chosen. Ask 'Could we hire them ourselves and remain independent?' and Marcus says that Helgen can become an independent settlement.
The other options depend on whether you have joined either the Stormcloaks or the Empire in the Civil War, and whether the war is over or not. If you haven't joined either side as yet, Marcus discusses the benefits and disadvantages of the Stormcloaks and the Imperials when asked. You can look for soldiers from both the Stormcloaks and the Empire, depending on which side you are on
You do not have to make an immediate decision, and you can come back to him later but, once made, the decision cannot be changed. You cannot choose either the Imperials or the Stormcloaks to ally with unless you have already picked one of those sides in the Civil War, so if you wish to join either of those but have not yet done so, tell Marcus that you will make the decision later and go and join one. Once the decision is made what will need doing next depends on what the decision was.
Independent
If the decision was made to remain independent, you must travel to a number of inns around Skyrim where Patsy has been leaving. You can fast travel, walk, ride or by carriages to get to them, as desired. In each case you can tell the applicant to make their own way to Helgen, or to follow you there. You can tell them to follow you and fast travel, but if you want to save time, simply tell them all to make their own way there, as they all seem to manage okay with the trip.
Given that the recruits can take time to get to Helgen, it can be an idea to start with the furthest away locale first - Riften - and then work backwards, unless you haven't discovered Riften yet, in which case Whiterun, and its' carriage to Riften, should be first. The various recruits will assemble in the courtyard in front of the keep when they arrive in Helgen. The different conversational choices the recruits have seem to make no difference to the outcome.
In Whiterun, go to The Bannered Mare and speak to Kindrick, a Breton with a less than impressive set of qualifications as all he has is some equipment.
In Solitude, speak to the Khajiit Joto in The Wandering Skeever, who is rather fond of dogs.
In Dawnstar go to the Windpeak Inn and speak to either Orianthi or Sorian, both Redguards. Their reasons for visiting Skyrim differ slightly; Sorian's reply suggests that they were involved with the quest In My Time If Need.[1]
In Riften the Argonian Wanan-Dun is in The Bee and Bard and he is less than enamoured with the city.
Herd, a rather puny looking Nord, is in Candlehearth Hall in Windhelm. He wants to prove that size is not important.
Once all the recruits have been dispatched to Helgen, return there yourself and speak to Korst once they have all arrived.
Korst tells you that he will want your help in evaluating them.
'I have found six new recruits who wish to be Helgen guards. Korst has asked if I would help him by evaluating each one of the recruit's combat skills. I am to take each recruit on a mission to observe their abilities.'
Korst then goes to the courtyard in front of the keep and addresses the new recruits in a less than complimentary fashion. Once he has finished the quest The Changing of the Guard will start. Fortunately, none of the recruits who accompany you on the missions can be killed, as some of these quests can be extremely lethal, and death of the player is quite likely. The fact that they cannot die can be useful if you want their help in completing any other quests you're having problems with. All the new recruits are warrior types rather than mages.
Given that the recruits can take time to get to Helgen, it can be an idea to start with the furthest away locale first - Riften - and then work backwards, unless you haven't discovered Riften yet, in which case Whiterun, and its' carriage to Riften, should be first. The various recruits will assemble in the courtyard in front of the keep when they arrive in Helgen. The different conversational choices the recruits have seem to make no difference to the outcome.
In Whiterun, go to The Bannered Mare and speak to Kindrick, a Breton with a less than impressive set of qualifications as all he has is some equipment.
In Solitude, speak to the Khajiit Joto in The Wandering Skeever, who is rather fond of dogs.
In Dawnstar go to the Windpeak Inn and speak to either Orianthi or Sorian, both Redguards. Their reasons for visiting Skyrim differ slightly; Sorian's reply suggests that they were involved with the quest In My Time If Need.[1]
In Riften the Argonian Wanan-Dun is in The Bee and Bard and he is less than enamoured with the city.
Herd, a rather puny looking Nord, is in Candlehearth Hall in Windhelm. He wants to prove that size is not important.
Once all the recruits have been dispatched to Helgen, return there yourself and speak to Korst once they have all arrived.
Korst tells you that he will want your help in evaluating them.
'I have found six new recruits who wish to be Helgen guards. Korst has asked if I would help him by evaluating each one of the recruit's combat skills. I am to take each recruit on a mission to observe their abilities.'
Korst then goes to the courtyard in front of the keep and addresses the new recruits in a less than complimentary fashion. Once he has finished the quest The Changing of the Guard will start. Fortunately, none of the recruits who accompany you on the missions can be killed, as some of these quests can be extremely lethal, and death of the player is quite likely. The fact that they cannot die can be useful if you want their help in completing any other quests you're having problems with. All the new recruits are warrior types rather than mages.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdEmpire and Stormcloaks
This is almost identical, apart from some names, no matter which side you choose to ally with.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdShould you choose to side with the Stormcloaks or the Empire, and are already a member of the desired faction, go and speak to Shadrick Oaken-Heart at Winterhold Imperial/Stormcloak Camp near Saarthal. If you aren't, you will first need to join them.
Credit: Mike Hancho/Bethesda Softworks/eGDC Ltd'I have decided that we should ask The Empire/The Stormcloaks to provide guards for Helgen. Marcus told me an old friend of theirs named Shadrick Oaken-Heart is still on active duty and stationed at a camp a little southwest of Winterhold. I must speak with him and tell him, 'My sword sings with the heart of Frandar Hunding,' and see if he can help us.'
Shadrick wants you to do a favour for him and find two of his men who went into Sightless Pit and haven't returned.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdCredit: Mike Hancho/Bethesda Softworks/eGDC LtdSightless Pit is a Dwemer ruin that is occupied by Falmer and Chorrus.[2] Go through it to the Temple of Xrib. The difference between this and the normal layout for the pit and the temple is that the two soldiers are imprisoned in a locked cage in the last room of the temple. Unlock the cage and speak to Garding, then activate the lever that takes you to Abandoned Cave and make your way out and return to the camp.
'I found Shadrick's men and should escort them back to him.'
Speak to Shadrick again, who thanks you and gives you 200 Gold. He says he will be in Helgen with his troops in two days. After two days your journal will update, so then go and find Marcus in Helgen. He will be with Shadrick, Val and Korst.
Shadrick says that he wants his men taking out for training, which starts the quest Changing of the Guard.
'Shadrick said his men have gotten bored and restless in the camp they were assigned to. He has asked if I would be willing to take them into the field for some real combat. Korst has several reports of trouble around Skyrim that need investigation, so they should provide a good opportunity to take the guards out for some fun. I should check in with Korst for further instructions.'
As with the Independent troops, those of the Empire and the Stormcloaks also cannot be killed during the missions.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdShould you choose to side with the Stormcloaks or the Empire, and are already a member of the desired faction, go and speak to Shadrick Oaken-Heart at Winterhold Imperial/Stormcloak Camp near Saarthal. If you aren't, you will first need to join them.
Credit: Mike Hancho/Bethesda Softworks/eGDC Ltd'I have decided that we should ask The Empire/The Stormcloaks to provide guards for Helgen. Marcus told me an old friend of theirs named Shadrick Oaken-Heart is still on active duty and stationed at a camp a little southwest of Winterhold. I must speak with him and tell him, 'My sword sings with the heart of Frandar Hunding,' and see if he can help us.'
Shadrick wants you to do a favour for him and find two of his men who went into Sightless Pit and haven't returned.
Credit: Mike Hancho/Bethesda Softworks/eGDC LtdCredit: Mike Hancho/Bethesda Softworks/eGDC LtdSightless Pit is a Dwemer ruin that is occupied by Falmer and Chorrus.[2] Go through it to the Temple of Xrib. The difference between this and the normal layout for the pit and the temple is that the two soldiers are imprisoned in a locked cage in the last room of the temple. Unlock the cage and speak to Garding, then activate the lever that takes you to Abandoned Cave and make your way out and return to the camp.
'I found Shadrick's men and should escort them back to him.'
Speak to Shadrick again, who thanks you and gives you 200 Gold. He says he will be in Helgen with his troops in two days. After two days your journal will update, so then go and find Marcus in Helgen. He will be with Shadrick, Val and Korst.
Shadrick says that he wants his men taking out for training, which starts the quest Changing of the Guard.
'Shadrick said his men have gotten bored and restless in the camp they were assigned to. He has asked if I would be willing to take them into the field for some real combat. Korst has several reports of trouble around Skyrim that need investigation, so they should provide a good opportunity to take the guards out for some fun. I should check in with Korst for further instructions.'
As with the Independent troops, those of the Empire and the Stormcloaks also cannot be killed during the missions.
All
Once the troops are at Helgen, the place starts to change, with more people being around working to fix up the place, with some equipment like work benches being found in various places as the work progresses. The new banners of Helgen and, later, the uniforms of the guards reflect which side is chosen. Once the final training quest, for the Sky Watch Bandits, is completed, return to Marcus.
'I have taken all the guards into the field and should report to Marcus.'
Marcus thanks you, and tells you that as a show of gratitude they have made a place to call your own in Helgen, the Private Tower, which has a number of features. He also tells you that Patsy is a skilled taxidermist who can make trophies for you.
This completes the quest and starts A City on a Hill.
'I have taken all the guards into the field and should report to Marcus.'
Marcus thanks you, and tells you that as a show of gratitude they have made a place to call your own in Helgen, the Private Tower, which has a number of features. He also tells you that Patsy is a skilled taxidermist who can make trophies for you.
This completes the quest and starts A City on a Hill.
Helgen Reborn Quest Stages
The Elder Scrolls Online - PC/Mac
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(price as of Jan 3, 2016)