AIgnatiousS Posted August 30, 2018 Share Posted August 30, 2018 I've been developing a mod for over 2 years now, and I'm at a point where I feel it requires its own alternate start mod. I have no idea where to even begin on this. Any advice? Link to comment Share on other sites More sharing options...
Dragon32 Posted September 1, 2018 Share Posted September 1, 2018 (edited) Have a look at this mod for ideas: AltStart Edited September 1, 2018 by Dragon32 Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 3, 2018 Author Share Posted September 3, 2018 This is the code I have so far, although, the if/end statements are completely useless because they did not work as expected. My Chargen can be this simple. begin CharGen;short CharGenState is a global; 1 = start; -1 = all done. Set from CharGenDoorExitCaptain. Can save game after that is set Player->PositionCell 19420, 40385, 8235, 325, "NewPlace"set CharGenState to 1EnableNameMenu if ( SayDone == 1 )Enableracemenuendifif ( SayDone == 1 )EnableBirthMenuendifEnableClassMenuif ( SayDone == 1 )EnableStatsMenu"SW_DooCharGen"->disableset CharGenState to -1endif stopscript CharGen end CharGen Link to comment Share on other sites More sharing options...
abot Posted September 5, 2018 Share Posted September 5, 2018 (edited) if your mod is not a total conversion (e.g. you can return to Seyda Neen from it) you should probably disable other things after chargen. Try following the ->disable scripts chain in original chargen. You can find info on SayDone and any scripting command in Morrowind Scripting For Dummies. Edited September 5, 2018 by abot Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 6, 2018 Author Share Posted September 6, 2018 Hmm... Yeah I took a look at what all needs to be disabled/re-enabled based on the chargen stuff but the problem isn't being able to move more than the fact that every window (race, class, birthsign, name, etc...) pops up at the same time rendering the player unable to press any of the buttons to progress. Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 6, 2018 Author Share Posted September 6, 2018 And after looking up SayDone on the scripting for dummies I realized it does NOTHING like what I thought it did. Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 16, 2018 Author Share Posted September 16, 2018 Still struggling with this but as soon as I get it working bug free I will post a tutorial on it. Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 24, 2018 Author Share Posted September 24, 2018 Again I've stumped myself. I took another route on the script and now it plays the first message box but will not allow me to press the button, "Continue". Here is my script; begin CharGen;short CharGenState is a global; 1 = start; -1 = all done. Set from CharGenDoorExitCaptain. Can save game after that is set short stateshort buttonset button to GetButtonPressed Player->PositionCell 19420, 40385, 8235, 325, "NewWorldspace"MessageBox "You awake in a bed, a doctor tells you that you are a survivor of an attacked ship." "Continue"if ( button == 0 ) set state to 2endif if ( state == 2 )EnableNameMenuMessageBox "The doctor tells you that you were passenger to a cargo ship that was attacked." "Continue"if ( button == 0 ) set state to 5endifendif if ( state == 5 )Enableracemenu MessageBox "You are told that a robed individual brought you to this medical room." "Continue"if ( button == 0 )set state to 10endifendif if ( state == 10 )EnableBirthMenuMessageBox "There was another, but he has passed, he left you with a pair of daggers." "Continue"player->additem "Ig_Dagg" 1if ( button == 0 )set state to 15endifendifif ( state == 15 )EnableStatsMenuMessageBox "He welcomes you to NewWorldspace." "Continue"if ( button == 0 )set state to 20set CharGenState to -1endifendifif ( state == 20 )EnableClassMenuset state to 25endif stopscript CharGen end CharGen Link to comment Share on other sites More sharing options...
AIgnatiousS Posted September 27, 2018 Author Share Posted September 27, 2018 I've been playing with it a lot and it seems like possibly the button phrase needs to be on the outside of the if state = phase... Link to comment Share on other sites More sharing options...
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