So have all the steps in the quest leading up to this point been completed and recognized by the game? If I go back to Helgen, is it destroyed? I ask because if those quest steps have not been completed, then this will cause problems with the "Helgen Reborn" mod. Any idea? Thanks.
I haven't looked into this mod (because why would you need to uninstall it anyway?) but while it is good to be cautious and it saves everyone a potentially unnecessary headache to say so, the idea that scripts are baked into saves is not exactly right. If this mod was efficiently coded (no judgement hhuuggss, I love this mod) then any scripts it is creating should end at least by the time you start the quest to go to White Run.
I honestly wouldn't hesitate to remove it. Can't see it messing much of anything up since it just skips to a certain point in game, makes the necessary checks, and continues from there.
just started using this mod, and its purpose works wonderfully. thank you for your work!
although some mods apparently arent being activated when i get out of the tunnel. navigateVR doesnt register and the items dont show up in my inventory. i have to start witt the mod unchecked in MO2, then start a game, save and quit. then i activate navigateVR and restart and the mod loads then.
would this be a problem for other mods not activating as well?
Interested but the description could go a bit deeper in what this mod delivers. I see comments about a back story menu and nothing about it in the description. I have backstories for my characters before I start a game, so would like to know more before using something that will change them too much. Thanks!
this mod does this exactly: when you press start new game, after it loads and you customize your character you are presented a menu, where you choose the details of your game start. then you load and start with the options you chose.
Thank you for making this. As someone who has used Unbound for a long time, I always missed playing the walk from Helgen and fighting the first dragon by the watchtower. I tried this out last night and everything worked as expected so far, and it was great. I love the Footprints mod so a quick start mod with compatibility for that mod was crucial.
For whatever reason, my Skyrim setup has been bugged with Race Menu, and I always ended up with the folding arms bug after riding the cart. This mod gives me a chance to skip that problematic part, while keeping the intro as immersive as I want it to be. Thanks again.
It works in VR. Please don't make false claims, if you can't be bothered to figure out incompatibilities in your setup don't bother writing comments either.
This is my favorite alternate start mod by far and this is just a minor issue but I wish this mod was a little more aggressive with making sure Hadvar/Ralof actually starts running towards Riverwood. 99% of the time they just stand at the entrance for me.
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I honestly wouldn't hesitate to remove it. Can't see it messing much of anything up since it just skips to a certain point in game, makes the necessary checks, and continues from there.
although some mods apparently arent being activated when i get out of the tunnel. navigateVR doesnt register and the items dont show up in my inventory. i have to start witt the mod unchecked in MO2, then start a game, save and quit. then i activate navigateVR and restart and the mod loads then.
would this be a problem for other mods not activating as well?
Thanks!
when you press start new game, after it loads and you customize your character you are presented a menu, where you choose the details of your game start. then you load and start with the options you chose.
For whatever reason, my Skyrim setup has been bugged with Race Menu, and I always ended up with the folding arms bug after riding the cart. This mod gives me a chance to skip that problematic part, while keeping the intro as immersive as I want it to be. Thanks again.