Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou can upload this file to other sites but you must credit me as the creator of the file
Modification permissionYou are allowed to modify my files and release bug fixes or improve on the features so long as you credit me as the original creator
Conversion permissionYou can convert this file to work with other games as long as you credit me as the creator of the file
Asset use permissionYou are allowed to use the assets in this file without permission as long as you credit me
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou are allowed to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
This author has not credited anyone else in this file
ItalianAuthor: Arvyn10 - Translated By FatalIllusion
Optional Quick Start SE - Traduzione Italiana
Changelogs
Version 1.1.4
The skip now runs Stage 250 of the quest Unbound. (Thanks to Gonzeh84)
Version 1.1.3
Forwarded worldspace changes brought by Dawnguard that conflicts. (Thanks to x13v3)
Another record conflict is found with Max Height Data, but this is left be as per this STEP thread https://stepmodifications.org/forum/topic/8358-mhdt-max-height-data/ , quoted partly "Max height data is merged at runtime, therefore, leaving it blank will not have any impact if the mod is not drastically changing the heights for the cells it's editing (most mods don't)..."
Version 1.1.2
In the skip, Helgen is now destroyed manually by the mod, as the process to do so that is provided by MQ101DragonAttack fails to fire properly under the condition of the skip, unless that quest is set to Start Game Enabled (see the log for version 1.1.1).
In the skip, the automatic save is now done after all of the skip's script procedure has been done, whereas before it is done in the middle of. This is because saving at the latter state does not also save the state of the script, so the rest of the script after that save point is un-run, if that save is reloaded. This has the disadvantages of the save occuring longer from possibly-lengthy character creation and the inability to rechoose companion by reloading the save (which was not even possible anyway due to this very issue). This fixed the issue of this Special Edition port failing to automatically save.
Cleared a script property that points to a reference that no longer exists. (Thanks to mattski123)
Version 1.1.1
Removed an errant edit to a sub-quest (Editor ID: MQ101DragonAttack) of "Unbound" that sets to it Start Game Enabled, starting the quest prematurely and thus breaking the pace of quests related to it.
Disabled the two Auto Load Doors outside of Helgen Keep's doors in the skip.
Version 1.1.0
Helgen's northern and eastern gate now unlocks earlier in the skip.
ChargenFxTriggerRef is now disabled in the skip. (Thanks to hhuuggss)
Added the Imperial Captain as dead in the skip, in Helgen Keep's main entrance.
Addressed a couple of leftover Stormcloak soldiers in Helgen Keep's main entrance.
Starting equipped items are now done through the formlist QS_PrisonersGear.
Cleared an errant edit to COCMarkerHeading in ChargenExit.
Changed the contents of the gear chest. The details are as follows.
Removed Steel Arrows.
Replaced the enchanted Iron Greatsword with one that is not.
Changed the gold amount to 20 from 50.
Added Spell Tome: Sparks.
Version 1.0.3
Adjusted the position of the gear chest to clip less with foliage in Special Edition. This was a missing edit for the port, now readded.
Version 1.0.2
The portcullis in the cave is now removed (disabled).
Calls to the player's reference in the script is now done through a property, with the aim of performance improvement.
The index of loops in the script now resets properly between each. The error amounted to failure in killing certain NPCs in what was an inaccessible area.
Version 1.0.1
Released.
Replaced the wrong script files for the correct ones.
The mod is now packaged as loose to ensure victory against vanilla files in the load order conflict.
Optionally start a new game at the cave end of Helgen Keep (skipping it), done in such a way that Helgen and the main quest proceeds as if the entirety of the game's introduction is played as intended. The vanilla introduction is still available on a new game.
Gear is provided at the cave's exit, as replacement for not being able to loot in the vanilla introduction.
APPENDIX
Editor ID Prefix is QS_.
Modified Vanilla Script The fragment script (Script file's name: QF_MQ101_0003372B) of the quest "Unbound" (Editor ID: MQ101) is modified. This makes the mod incompatible with ones such as Alternate Start - Live Another Life - SSE without a patch.
Identical to Master records are cleaned with TES5Edit, and the mod is then ported to Special Edition with the Creation Kit.
How the Mod Came To Be The "Quick Start" functionality has already been implemented in the game by the developers, for playtesting purposes. They're just not Optional, and does not ensure continuity with the proper introduction (since this Quick Start is made only for playtesting). Most of the work involved in making this mod is exposing this Quick Start to an interface and making sure world continuity is maintained. Even the story blurb in selecting either Ralof or Hadvar is not mine! I would've struggled to write something as succinct.
On Turning the Plugin into an ESL
Is it possible to turn this into and esl without problems?
I'd guess so. The mod has a new cell (QS_Cell) but I've read that new cells in ESLs become a problem if they are referenced by, say, another plugin.
There's also this comment by Tetrol88:
This mod can be flagged esl - but not simply. It contains a new cell - but as that cell is not a cell that any other mod will ever access (that is the issue with changing a cell's ID) it is not an issue to allocate it an ID within esl space. I have tried it and no issues. You will get a warning about it if using SSEEdit an "compact IDs for flagging as esl" - ignore the warning an keep going. Make sure to try a new game just to see it works (fine in my setup) - you can always just reinstall the mod.
By those, if you can ensure that the cell is not referenced by another mod then it'll be fine. (For example, I'd start checking for said reference if a mod is listed as requiring Optional Quick Start)
Notes for Further Updates Further solidify and document the separation of how gear are given. This is done to better simulate the passage of time of the true beginning in the skipped one, and providing a means to change what gear are given without necessarily changing the code text.
The separation are done by the game's structures.
[Container, Form ID: QS_Chest] Chest by the cave's exit: some items that could be looted up in Helgen Keep prior if the original beginning is done, plus some to better reinforce the existence of the chest (the supposed story is that the chest is part of a supply delivery that got abandoned during the dragon attack; probably better to not justify the existence after all).
[FormList, Form ID: QS_PrisonersGear] Starting equipped items. To be done after character creation, before getting to the chest.
*[Container, Form ID: QS_PrisonersInventory] Chest in a player-inaccessible cell, for items carried by the player and to be given at the same time as QS_PrisonersGear.
I think there was one more, but I forgot what it is before I wrote it down.
* Not yet implemented
The contents of QS_PrisonersInventory should be given before the contents of QS_PrisonersGear are equipped. This is due to EquipItem that adds the item if it is not already in inventory (instead of failing because there is none of the item to equip), so doing QS_PrisonersInventory after QS_PrisonersGear could lead to duplicates of equipped items, depending on contents of both.
Consider adding 3 lockpicks (the same amount as those in the torture room) through QS_PrisonersInventory, and the same for the set of mage clothes, etc.
Look into packaging the loose files into BSA archive.
ADDENDUM
Thanks to ladyonthemoon, for their pointers on quests related to Helgen.