Skyrim Special Edition
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Arvyn

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Arvyn10

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137 comments

  1. Liseralla
    Liseralla
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    Could you kindly remove the "remove all item" part from the script? It's much easier to add everything that I want to the player inventory than using the formid list because you cannot set amount of items in the formid list as far as I can tell.

    I tired to edit the script and compile it myself, but ck keeps crashing throwing errors and being a massive pain.
  2. theicedevil
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    My I add just one small suggestion.  If you could add some subtext the Hadvar and Ralof's names to also include what faction, they belong to.  I've been playing since it was originally released, and I still have a hard time remembering who is who and what faction they fallow.  I know that overall, it doesn't matter that much who you escape with since none of them determine what faction you side with during the civil war quest lines, but it can help out for those that want to Role Play and are like me and have a hard remembering names.
    1. PolarBroOmega
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      I second this; I don't personally have the issue, but I do think this minor change would for sure go a long way for folks. [Great mod though all the same!]
    2. Arvyn10
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      I'm sorry for the late response. I won't be able to enact changes any time soon, but I'd like some details for then.

      How is this? (Changes in bold)

      You rode the cart into with Ulfric Stormcloak and his men. Just before you were executed, a dragon attacked, and you escaped in the confusion, with the help of Ralof (a fellow prisoner and one of the Stormcloak soldiers) and Hadvar (one of the Imperial soldiers).

      Who did you befriend while escaping from Helgen?

      Hadvar (Imperials)Ralof (Stormcloaks)
    3. theicedevil
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      Perfect.
    4. nakano15
      nakano15
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      I'd preffer changing the last line:
      "Who did you choose to escape Helgen with?"
    5. LittleTinGod
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      I like this better, "So, like, who did you totally become best friends forever with while you were, like, escaping from Helgen?
  3. HatersFanClub
    HatersFanClub
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    Seems to be working as intended. Thanks!
  4. Anothuor
    Anothuor
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    works in vr lesgoooo
  5. KatCut
    KatCut
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    This mod didn't work for me, caused an infinite loading screen but the other mod Faster Vanilla start worked fine. I'm on AE version with a 100 bugfix mods and some vanilla plus game play mods like adamant and it's companion mods from simonmagnus as well as trade and barter and it's companion mods from kryptopyr.
    1. Arvyn10
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      This is usually because the loose script files are loaded but the plugin is not. I'd check if the plugin is enabled. (Or are the script files actually overwritten by something else but the plugin itself is enabled without the files?)

      Maybe I should package the files to a .bsa after all, to avoid confusion of order of files over a large mod setup.
    2. zaorish83
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      great idea, and would be possible to also flag it as an esl? since is a start game feature only? please
    3. Arvyn10
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      On packaging to BSA: I haven't been around enough to get to that yet, and I don't know when I could.

      On flagging as ESL: The mod uses a new Cell which by principle makes the mod not eligible as an ESL, but like you said the Cell itself is not referenced by any other part of the game which makes it ultimately harmless. But at the moment, for a public release I'm wary of nebulous states like this, where it is kind of sort of but not really eligible for ESL.

      So at the moment I'd say you have to flag it yourself, sorry. I'm not up to date on the latest methods for the conversion, but here are some notes from past comments of this mod, made in reply to FutureN.
      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 and "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)

      I'll put that quote in the Description for easier reference.
    4. Dyaevl
      Dyaevl
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      I can't get this mod to work on Vortex. I get an infinite loading screen when trying to start a new game. Plugin is enabled. I tried reinstalling and updating the load order but that doesn't fix it.
    5. LDream5
      LDream5
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      For anyone having this issue, it's likely related to SSE Engine Fixes. It was happening to me, but I managed to fix it. 

      - First off, make sure you aren't installing SSE Engine Fixes (Part 2) in your mod loader. You put those files into your base game folder.

      - Open SSE Engine Fixes (the first part - that you did install to your mod loader of choice.) file location. Inside you should see an SKSE folder. Go into it and then the Plugins folder.

      - Open EngineFixes.toml with something like Notepad++. And set these entries to false:

      EnableAchievementsWithMods = false
      SaveScreenshots = false
      SaveAddedSoundCategories = false


      I only just started forming my mod list. I noticed something was wrong because this mod would cause an infinite loading screen. I exited out of the game to also find that all of my plugins had also been disabled in my mod loader. So I just went to SSE Engine Fixes page and read one of the notices about it. I edited those entries and started again, this time the mod loaded like it was supposed to and when I exited out, my plugins remained enabled as well.
    6. hidinofficial
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      For anyone having this issue, it's likely related to SSE Engine Fixes. It was happening to me, but I managed to fix it.

      Thank you thank you!!! I originally followed this comment to no avail - just to realize that the reason it still wasn't working was because I completely forgot to redeploy mods. Just did that and it works perfectly now, appreciate it!
    7. jas4500
      jas4500
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      Thank you!  But for me setting: "SaveScreenshots = false" and "SaveAddedSoundCategories = false" would cause an instant crash when selecting new game.  Only setting "EnableAchievementsWithMods = false" fixed the infinite loading bug for me.


  6. David2014
    David2014
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    Best start mod, no heavy scripting, no bs. just start out of helgen cave and your off.
  7. L44keri
    L44keri
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    The mod has been working great for me both in SE and VR, but I wish it didn't force enable tutorial messages.
  8. sigirri
    sigirri
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    bless this mod
  9. BabyImpala
    BabyImpala
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    Even when i am doing a complete vanilla environment for testing; this mod always stays in the load order. It's as essential as SKSE and AddressLibrary to me. Thank you for such a wonderful and useful mod.
  10. deleted185163339
    deleted185163339
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    Poor compatibility with AddItemMenu sometimes causes AddItemMenu to fail to load in the inventory
    1. Arvyn10
      Arvyn10
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      This seems to be a common conflict of certain mods with AddItemMenu, and I haven't managed to get around to checking it further.

      The solution as per the AddItemMenu's author is to craft the Cube via the blacksmith forge.