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> Creating Your Own Alternate Start, Why Should Everyone Else Have All The Fun?
King Coin
post Oct 29 2013, 09:58 PM
Post #21


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Very cool. If I want to try a set start like this, I'll be using your file here as a template.

A note from my own tweaking, SetAv doesn't always seem to 'stick'. For example, I made Aravi smaller than other Khajiit (SetScale) and slightly faster (SetAv speedmult). I've had to reapply those changes every now and then.


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SubRosa
post Oct 30 2013, 12:08 AM
Post #22


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I did some digging, and some people have reported SetAV resetting after a reload. Others not. It seems that some values reset, and some do not. So far I have found that the skills and attribute I have changed have all remained the same.

I found a list of things that will reset:
CODE

    Aggression
    Assistance
    BowSpeedBonus
    BrainCondition
    CarryWeight
    Confidence
    CritChance
    DamageResist
    EnduranceCondition
    EquippedItemCharge
    EquippedStaffCharge
    HealRate
    InventoryWeight
    LeftAttackCondition
    LeftMobilityCondition
    MagickaRate
    Mass
    MeleeDamage
    Mood
    Morality
    NormalWeaponsResist
    PerceptionCondition
    RightAttackCondition
    RightMobilityCondition
    SpeedMult
    StaminaRate
    UnarmedDamage
    VoiceRate


I think it might be that these things are values created by the game crunching the values of other stats to get to them. When you reload the game does its number-crunching, and changes the value.

This post has been edited by SubRosa: Oct 30 2013, 12:11 AM


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King Coin
post Oct 30 2013, 01:06 AM
Post #23


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It isn't consistent in my experience. Aravi's scale (and Kharjo's) seemed to reset after a game update. SpeedMult resets more often (as your list suggests it would) but it isn't every time I load a game.


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SubRosa
post Nov 30 2013, 03:15 AM
Post #24


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I created a starting cell. Basically a big room with good lighting. I put chests in it with all the various types of weapons and armor. Plus a smithing station to forge anything else. So far it is working really well. It provides a good place to work on faces, and since all the stuff is there in chests, it is easy to try on outfits to see how they look. Obviously I could not get modded items into the room, otherwise it would have about a hundred dependencies. But it is a good starting point.


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King Coin
post Nov 30 2013, 04:17 AM
Post #25


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An Argonian? They look really cool in that Falmer armor.

Why not just start in the qasmoke cell? tongue.gif It has everything in it already!


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Rohirrim
post Nov 30 2013, 04:25 AM
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So, is this a technical sort of dev studio, or like an actual area where you would start the game? huh.gif


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SubRosa
post Nov 30 2013, 04:32 AM
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QUOTE(King Coin @ Nov 29 2013, 10:17 PM) *

An Argonian? They look really cool in that Falmer armor.

Why not just start in the qasmoke cell? tongue.gif It has everything in it already!

I have never looked inside qasmoke before. I just tried it now, and it does have all the stuff, including from the DLCs. But the lighting is awful! I suppose I could change that, but the mod I created seems more convenient. I don't like the way qasmoke puts everything in just a few containers. It creates huge long lists of items to go through.


QUOTE(Rohirrim @ Nov 29 2013, 10:25 PM) *

So, is this a technical sort of dev studio, or like an actual area where you would start the game? huh.gif

Both. Its a place to tweak a character outside of actual play and save them. Then all you have to do to start actually playing is coc to whatever cell you want to go.

This post has been edited by SubRosa: Nov 30 2013, 04:35 AM


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King Coin
post Nov 30 2013, 04:40 AM
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QUOTE(SubRosa @ Nov 29 2013, 09:32 PM) *

I don't like the way qasmoke puts everything in just a few containers. It creates huge long lists of items to go through.

I am the opposite, I actually prefer everything to be in one container. Less walking around and less wondering is it in that container? Wait no it's over there. No, neither of those, it's actually over in the corner.


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Rohirrim
post Nov 30 2013, 04:41 AM
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Maybe, if you're able, you could put in an Imperial/Stormcloak/Jarldom registrar to set the sort of starting load out.

"Are you here to ply your craft as a warrior? A mage? Perhaps (chuckle) a thief?"


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King Coin
post Nov 30 2013, 04:50 AM
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QUOTE(Rohirrim @ Nov 29 2013, 09:41 PM) *

Maybe, if you're able, you could put in an Imperial/Stormcloak/Jarldom registrar to set the sort of starting load out.

"Are you here to ply your craft as a warrior? A mage? Perhaps (chuckle) a thief?"

"You are going to have to sign for all of that. And make sure to bring it back clean and in good repair, or you will receive a fine of no less than 100 septims and up to the value of the borrowed equipment. And this here is your insurance policy..." tongue.gif


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SubRosa
post Nov 30 2013, 04:59 AM
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I just discovered something neat. I made spell tomes of all the standing stone signs. All you have to do is read it to get the standing stone power. Simple as that.


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Grits
post Nov 30 2013, 02:34 PM
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This is awesome! Oh my gosh, to begin with your Standing Stone power! I love it. Some Novice spell tomes would also be great so that mages start off with their basic “gear” as well. Excellent idea to put in an anvil for the mod items. When my inevitable second install happens I am definitely going this route.

Also I’ve been trying to figure out how to disable auto-healing, and there it is right in your batch file. Awesome, thanks! smile.gif



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