shamanwise Posted June 13, 2012 Share Posted June 13, 2012 (edited) How do I make an alternative start using Creation Kit, not Skyrim.ini. Where can I specify the starting cell in my plugin?I tried to look in the "Alternate Start - Live Another Life" plugin, but found nothing! Please Help! Edited June 13, 2012 by shamanwise Link to comment Share on other sites More sharing options...
shamanwise Posted June 13, 2012 Author Share Posted June 13, 2012 (edited) Bump Edited June 13, 2012 by shamanwise Link to comment Share on other sites More sharing options...
shamanwise Posted June 13, 2012 Author Share Posted June 13, 2012 Bump Link to comment Share on other sites More sharing options...
Riffzor Posted June 13, 2012 Share Posted June 13, 2012 Don't bump your own thread. Don't know how, I'm afraid. Have you tried googling it? Link to comment Share on other sites More sharing options...
shamanwise Posted June 13, 2012 Author Share Posted June 13, 2012 Don't bump your own thread. Don't know how, I'm afraid. Have you tried googling it? Yes, i tried, but i found only the Skyrim.ini issue. And on the CK wiki i found nothing too. Link to comment Share on other sites More sharing options...
scrivener07 Posted June 13, 2012 Share Posted June 13, 2012 https://sites.google.com/site/scrivener07/files <--Here is a fully functional alt start mod I test with. The vanilla start is completely intact\functional sitting along side two other alt start locations. Feel free to dissect the plugin and ask questions. And please, dont upload this as is without making significant changes. Dont make me regret sharing my secrets :armscrossed: :rolleyes: older version of the mod in video but you get the idea- edit: thumb up my video if you think its cool. Im a youtube noob and the thumbs make a very happy :) Link to comment Share on other sites More sharing options...
shamanwise Posted June 13, 2012 Author Share Posted June 13, 2012 https://sites.google.com/site/scrivener07/files <--Here is a fully functional alt start mod I test with. The vanilla start is completely intact\functional sitting along side two other alt start locations. Feel free to dissect the plugin and ask questions. And please, dont upload this as is without making significant changes. Dont make me regret sharing my secrets :armscrossed: :rolleyes: older version of the mod in video but you get the idea- edit: thumb up my video if you think its cool. Im a youtube noob and the thumbs make a very happy :) Thank you very much, you helped me a lot! Link to comment Share on other sites More sharing options...
scrivener07 Posted June 13, 2012 Share Posted June 13, 2012 oh yea, prefix is ovht_ Link to comment Share on other sites More sharing options...
ChanceWolf Posted June 19, 2012 Share Posted June 19, 2012 oh yea, prefix is ovht_Thanks Scrivener07, for shedding some light on this mystery, I too am right there trying to find out what the magic trick was to change what happens when you click "new game"However, since your source files are not there I can only make assumptions about what your mod does. GameManager: Looks custom, as I do not have it in my source files, probably the function I'm looking forMQ1**: Looks like you've tidied up some of the main start location events, (I've looked into just about every start script in the Helgen sequence, and GOOD GOD that's a lot of stuff.) So the golden question, how did you get control (or where are the controls) to what happens when you click "New Game" on the main menu? Thank you for your time,-Chance Link to comment Share on other sites More sharing options...
scrivener07 Posted June 19, 2012 Share Posted June 19, 2012 I feel like a tard. Re-uploaded with scripts https://sites.google.com/site/scrivener07/files There isnt really any magic. I simply hijack mq101 on the first stage and have the gamemanger quest I made determine how to start the game. I searched and searched and it seems the UI is what is controlling which quest to start the game. I havent looked into it much because the method I use is working but I could if your interested. Also check out the Data > Details button to see every record a mod actually adds. Should help you navigate how I have stuff setup currently. Ive been doing a lot of UI stuff lately. Getting rid of the message boxes and replacing them with sub selections under new game is on my todo list. Time to move that to the front of my list... :) Link to comment Share on other sites More sharing options...
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