While getting the immediate choices for race, skills and sign I don't get any option for choosing location. The starting gear doesn't show up. On getting up the hatch to Seyda Nen it appears the new boat and the old boat are both there.
I've read the comments and saw one resovled with using the manual download. Tried that with vortex managing and affirming with Open MW that the mod is turned on, Altstart 3.0.0 and the issue continues.
Nice mod, makes the start of the game feel more like an actual quest and works with other chargen mods I'm using. Only, too many starting spells -- 8 healing spells and i'm not even playing a healer, I only have restoration as a minor skill. And probably too much money to begin with. I made a Monk character and she has virtually every type of weapon, 200 gold, expensive clothing, looking more like a noble than a monk haha. Well, nothing's stopping me from selling it all off and donating the money to the temple or imperial shrine, I suppose...
EDIT: It just occurred to me, the equipment distribution might work better if it was based on skills that belong to the specialization category of the class: combat, magic or stealth, and restrict them to the major and minor skills. Some other mods I use boosted my misc skills up to 20 so no wonder I am loaded with all sorts of weapons...
Every time I start a new game it puts me in Seyda Neen no matter what. then as soon as I finish speaking with the excise office guy it teleports me to Dagon Fel. may have something to do with morrowind alive but I don't know.
I used this mod before and enjoyed it, but wanted to use it again on a later device and couldn't find this particular alternate start mod because of the title and the lack of views. I'd recommend changing the title to something better optimized for both search engines and for people searching the morrowind nexus, such as alternate start, quick start, more starting locations, improved chargen, etc.
Hmm... I can't seem to get it to work at all. I still get the default ship, hatch, and equipment. I've tried both a manual DL, and the NMM one with Vortex. It's kind of been a while since there was any recorded activity on this mod, but I wanted to check, in case there was some available update one could do. lol
I had mostly grabbed this for the equipment, since just starting with the dagger in the Census office seems strange for characters with all sorts of combat training, and skills. There was another mod that gave equipment matching your starting stats too, but it seemed to be TOO good of stuff right off the dock.
PS: The NMM link simply has version 3, while the manual DL is showing a full 3.0.0 version -- as listed.
Is there any chance you would be willing to make an updated version of this mod that's compatible with OpenMW? According to one tester, the problem seems fairly small:
"Broken script altstartscript - misnamed npc at line 64 - "Chargen Dock Guard" should be "Chargen Door Guard". Presumably vanilla Morrowind ignores the error. Appears OK after fixing that."
Was this the same AltStart that began the player in Seyda Neen wearing the default prison garments ]as I can make my own money and get my own stuff, thankyou]? If so can you re-upload that one or incorporate a Seyda Neen Default as a choice?
About your request: I don't know why that option would be necessary... ? If you wanted to start a particular game on the docks of Seyda Neen with default (lack of) gear, couldn't you just deactivate the mod for that game? The mod is, after all, pretty much specifically for people who *don't* want the default start.
Something I'm curious about: Is anyone using AltStart with Galsiah's Character Development? Are they compatible?
I'm happy with Linora's Leveling Mod and haven't tried GCD. So far I've been too lazy to seriously investigate how GCD works to check compatibility. ;)
13 comments
Running OpenMW with
= GV's OpenMW TR+OAAB+TOTSP+BCOM+Fixes
= Bodies & Heads 2022 - TR Compat
While getting the immediate choices for race, skills and sign I don't get any option for choosing location. The starting gear doesn't show up. On getting up the hatch to Seyda Nen it appears the new boat and the old boat are both there.
I've read the comments and saw one resovled with using the manual download. Tried that with vortex managing and affirming with Open MW that the mod is turned on, Altstart 3.0.0 and the issue continues.
Any suggestion?
EDIT: It just occurred to me, the equipment distribution might work better if it was based on skills that belong to the specialization category of the class: combat, magic or stealth, and restrict them to the major and minor skills. Some other mods I use boosted my misc skills up to 20 so no wonder I am loaded with all sorts of weapons...
I had mostly grabbed this for the equipment, since just starting with the dagger in the Census office seems strange for characters with all sorts of combat training, and skills. There was another mod that gave equipment matching your starting stats too, but it seemed to be TOO good of stuff right off the dock.
PS: The NMM link simply has version 3, while the manual DL is showing a full 3.0.0 version -- as listed.
"Broken script altstartscript - misnamed npc at line 64 - "Chargen Dock Guard" should be "Chargen Door Guard". Presumably vanilla Morrowind ignores the error. Appears OK after fixing that."
This would be a great mod to have with OpenMW.
Endorsed!
About your request: I don't know why that option would be necessary... ? If you wanted to start a particular game on the docks of Seyda Neen with default (lack of) gear, couldn't you just deactivate the mod for that game? The mod is, after all, pretty much specifically for people who *don't* want the default start.
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Something I'm curious about: Is anyone using AltStart with Galsiah's Character Development? Are they compatible?
I'm happy with Linora's Leveling Mod and haven't tried GCD. So far I've been too lazy to seriously investigate how GCD works to check compatibility. ;)