Creation Kit = Broken

Post » Tue Jun 19, 2012 5:00 am

I find the creation kit beyond destroyed. I try to simply run a test if I can duplicate an object and put it in another area, but the CK gives me bull about how the object is not unique. I've just been trying to change the position from which the player starts, and it just crapped up my mod, rendering my work useless due to this destruction. It has been nearly half a month since I wanted help, but I gone none.

Please! Anyone! Just please tell me/ show me how to simply change the position from where Skyrim starts so I can have the player spawn in MY world space, Not Skyrim! I'm getting sick and tired from all of this. It just becomes so confusing! I'm wasting all my hours of free time to where I should be studying and doing my homework. I thought the CK would be able to channel my creativity into something, becoming a hobby, not a torturous monster!

Please help... :confused:
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Sara Lee
 
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Joined: Mon Sep 25, 2006 1:40 pm

Post » Tue Jun 19, 2012 12:24 pm

If the startup works the same as FO3/FNV - as a designated quest, edit the skyrim.ini and change (or add) the line:

[General]
sCharGenQuest=0003372b

Where 0003372b would be the formID of the startup quest, in this case MQ101. Change it to your own startup quest.

Or, since you are overhauling the game startup anyway - just edit the vanilla quest stages and scripts to move the player where you want.
MQ101, stage 10 appears to move the player to the start marker:

; enable horses & cartsAlias_CartHorse1.GetRef().Enable(); debug.trace(self + " ready to move player")Game.GetPlayer().moveto(Alias_PlayerStartMarker.GetRef())
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Kira! :)))
 
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