Ah well......
Since one would be trying to make this happen at the very start of a new game it may be a job for an highly experienced modder.
To be honest I don't know what to tell you to do to test this out. I would have probably needed a lot of trial and error and even more "careful treading".
From the article:
Event called when the player loads a save game. This event is only sent to the player actor. If this is the first save game load where the event is being listened to, and the event is on an alias, and the alias didn't exist at the time the save was made, then the player won't be in the alias by the time the event is sent, and the alias script will not receive the event. It should then receive later events.
To test this properly, you'd have to sneak a quest into the game as it's initialising, and put the player into an alias. Since there is
a lot going on at the start of the game, this could be troublesome.
Orrrrrr, one might be cheeky and hijack the existing sequences run on a new game and get some feedback from that. I'm loathe to play around with those sorts of things though, even in a throwaway plugin....
There wouldn't actually be much scripting involved. The trick is setting up the test correctly, and getting reliable feedback.
In the right place at the right time:
Event OnPlayerLoadGame() Debug.Notification("Got the event") Debug.Trace("Got the event - in the log")endEvent
would be all that is required.