New Game startup scripts?

Post » Tue Jun 19, 2012 10:43 am

Anyone know what scripts run when the player starts a new game? (I.E. give first quest, chargen, etc.)

Also, I need to know what areas in the editor to go to.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Tue Jun 19, 2012 12:34 am

You need to do a lot of searching/reading in this forum

All Quests run all of the time (sort of) but only become active on certain conditions (player activity, mostly)

There are no scripts that do this ... It's all basically quests (which have some scripts attached to them).

The Game-Start is part of the MainQuest (under Quests). Have a look through its many stages and you will see how it works

(if you understand how Quests work ... if not, a reasonable primer for them is in the wiki and the Getting Started Tutorial)
User avatar
Annika Marziniak
 
Posts: 3416
Joined: Wed Apr 18, 2007 6:22 am

Post » Tue Jun 19, 2012 7:29 am

MQ101 is the first quest that runs.

Also, any quests with "Start Game Enabled" will run their first stage as soon as the game starts, I believe.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Tue Jun 19, 2012 3:23 am

Also, any quests with "Start Game Enabled" will run their first stage as soon as the game starts, I believe.

If that was so then MQ101 would need it checked which it doesn't.
User avatar
Dylan Markese
 
Posts: 3513
Joined: Sat Dec 01, 2007 11:58 am

Post » Mon Jun 18, 2012 10:41 pm

I guess no one has a clue.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Tue Jun 19, 2012 2:49 am

It's MQ101.
You can change it by adding/editing the skyrim.ini file:

[General]
sCharGenQuest=0003372b

0003372b is the formID of MQ101. The Chargen Stages are in there. Same setup as FO3 and FNV.
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Tue Jun 19, 2012 12:51 pm

If that was so then MQ101 would need it checked which it doesn't.
Most quests that are start game enabled are hidden background quests. MQ101 is probably started by script from a background quest. I don't have the CK available at the moment, but I believe it was called like MQShared or something like that. Could be wrong on the title, have a look around if that's not it.
User avatar
Chantel Hopkin
 
Posts: 3533
Joined: Sun Dec 03, 2006 9:41 am

Post » Tue Jun 19, 2012 6:11 am

Is there anyway to edit the ini file to only apply to my mod?
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue Jun 19, 2012 4:53 am

I hope someone knows
User avatar
Sam Parker
 
Posts: 3358
Joined: Sat May 12, 2007 3:10 am

Post » Tue Jun 19, 2012 12:26 am

If you stated what you were actually trying to do people might be able to assist you better. Are you trying to stop things that normally start from starting? Are you trying to add your own thing to start at the start of the game?
User avatar
Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Tue Jun 19, 2012 12:57 pm

I want to have my own custom character generation quest (aka tutorial quest). I.E. Instead of the player being a prisoner he maybe someone who just washed ashore in some new land and was rescued by some stranger.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Tue Jun 19, 2012 6:13 am

A lot of it definately seems to be in MQ101, looking at the script attached to it MQ101QuestScript, i can see the coding for the bethesda starting info, and the cart etc.
User avatar
Heather beauchamp
 
Posts: 3456
Joined: Mon Aug 13, 2007 6:05 pm

Post » Tue Jun 19, 2012 4:21 am

I found that, but i can't get my new quest to be the first ran quest. just like MQ101 did. I even have MQ101 fully disabled atm. but when I start a new game nothing happens, just sits on a screen with the skyrim logo on it and fog on the bottom.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Tue Jun 19, 2012 3:12 am

Could you maybe modify the script and have it start your quest?
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Tue Jun 19, 2012 10:18 am

but I don't want to have the whole cart scene
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Tue Jun 19, 2012 4:04 am

MQ101 is probably hardcoded by the game engine to always start on new game. The last 3 games they produced use the same quest name upon new game start.
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Tue Jun 19, 2012 10:23 am

someone said sCharGenQuest was in skyrim.ini but i don't see it in there.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue Jun 19, 2012 1:07 am

You could probably modify the script and put the part that starts your quest before it does the cart ride scene
User avatar
Cat
 
Posts: 3451
Joined: Mon Dec 18, 2006 5:10 am

Post » Tue Jun 19, 2012 11:34 am

I found that, but i can't get my new quest to be the first ran quest. just like MQ101 did. I even have MQ101 fully disabled atm. but when I start a new game nothing happens, just sits on a screen with the skyrim logo on it and fog on the bottom.
I just got done doing an alternate start for FNV. The game was stuck in menumode until you actually move the player somewhere. Then scripts start working. I know gamemode and menumode are gone in skyrim, but in a new game, the player's location is undefined until you move him, right?
sCharGenQuest is not in the ini unless you put it there.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Tue Jun 19, 2012 1:34 am

You can include your own ini settings with a mod
User avatar
Kortknee Bell
 
Posts: 3345
Joined: Tue Jan 30, 2007 5:05 pm

Post » Tue Jun 19, 2012 6:17 am

MQ101 is odd ... even the developers seem to have gotten too bored with the start stuff to bother with it everytime ... and so it has some quick-starts within it.

Take a look at The Initial Quest Stages.

Stage0 is there to run the normal game start ... Depending on what the GLOBALVALUE of MQQuickStart is (and you can change that in script, I believe) you start at a particular place

Click on each of the values to the right of the Stage List in Quest Stages ... Look at MQQuickStart==4 ... Look at the script below that box for what is going on.

Game.GetPlayer().moveto(HelgenEndMarker) is what gives the player a start location ... just before the RACE menu is shown ... you can change that to any marker (as far as I know)

You should be able to either change that scripting to what you want OR add a new value for MQQuickStart and make a completely new fork. Becareful that you leave MQ101 in a state that enables the player to pick the Dragonquest back up if he/she wants to (using SetStage)

****************

OR, you could remove Stage-0 and use/amend one of the stages BEFORE Stage-10 (but I would do it as described above, instead) ... look at the tick box top left if you are going to do this

****************

Post some more if you are still stuck.
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Tue Jun 19, 2012 5:47 am

I'm just trying to place the player ingame at a marker then show race menu and then the can go where ever they want from there.
At least for this attempt.
User avatar
Jerry Cox
 
Posts: 3409
Joined: Wed Oct 10, 2007 1:21 pm

Post » Mon Jun 18, 2012 10:55 pm

To test if this will do what you want:

View Quest Stage for MQ101
Click Stage-0
Select the first "log entry" in the list box top center
Change it so that it reads MQQuickStart==7 (you make changes in the box at the bottom of the form)
Select the last "log entry" in the list box top center
Change it so that it reads MQQuickStart==0 (it says ==4 right now)

In the script beneath the list box replace:

Game.GetPlayer().moveto(HelgenEndMarker)

with whichever marker you want


In the script comment out the IF BLOCK (all of the lines):

;pop message box to choose sides
;if TempChooseSidesMessage2.Show() == 0
;Alias_Hadvar.GetActorRef().SetOutfit(HadvarOutfit)
; setstage(6)
;else
; setstage(7)
;endif

Add a line right below those you just commented out:
setstage(900)


(you may also want to change some things above, like the clothes worn)

COMPILE
SAVE

Run Game
New Game

Have fun :wink:
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Tue Jun 19, 2012 9:13 am

You want to modify the first portion of MQ101. That's how the initial game start behaves. Stage 0 has a number of condition checks for the MQQuickstart global. Have your mod change that global value from 0 to something else. Say, 5. Then in stage 0, add a condition for MQQuickstart being 5 and script up something to set the game time and move the player to a marker of your choice. DO NOT advance MQ101 to stage 10 if you're looking to avoid the Helgen sequence. Once you hit stage 10, you're committed to it.

You'll want to look through the various early stages of MQ101 and see how they handled the racemenu selection. That comes up somewhere around stage 40 or 50.

It's a fairly complex set of things going on in this quest, and depending on how you want the remainder of the game to proceed once you've started, you may need to silently advance some of the stages in MQ101 to destroy Helgen. Leaving it intact causes some big problems in the area if you happen to visit, and several NPCs will not be where they belong if you don't.

Oh, and be aware that this means ANY other mod that wants to edit MQ101 can't now because you're editing it.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Tue Jun 19, 2012 7:50 am

Yes, there can only be one starting quest ... and MQ101 appears to be it. You can edit it, but someone else can edit it right back. I can't see any way around this (so far)
User avatar
Charlie Ramsden
 
Posts: 3434
Joined: Fri Jun 15, 2007 7:53 pm

Next

Return to V - Skyrim