About making masterless extensions to B.U.G.S. alternate start mods. -------------------------------------------------------------------- === Skyrim Masterless Optional Kickoffs (S.M.O.K.) With S.M.O.K., the magic visual test cell XTestGrantInt3 becomes a space dedicated to custom starts. Quest and new land mods can provide a custom start without adding a master dependency on any alternate start mod. For your convenience, there are some pieces of furniture added to this room. They should be replicated in any alternate start mod conforming to S.M.O.K. specification, so that custom start activators won't be stranded in thin air. On the left, there is a map of Skyrim and Solstheim, a custom start activator can be marked on the map. On the right, there are book shelves, for scrolls and notebooks or other "portkeys". And there is a portal in the wall that teleports to an overflow space, for those with really grand visions of custom starts. Behind this room, there is a corridor. That space is meant for the alternate start mod implementing S.M.O.K., for specific configuration. The dead ends of the corridor are off limits - they are used for S.M.O.K. trigger boxes. In the Alternate Start - Live Another Life extension implementing S.M.O.K., a developer quickstart for Main Quest is about to be added. But this is just an example, an alternate start mod can do something else, or none at all, and still be a S.M.O.K. supporting mod. ==== HOWTO make a custom S.M.O.K. start Easiest way is to copy the example, move the activator flag to a different position, change the trigger quest property to point to your starting quest instead of SMOK_DemoStart. Regardless or whether you copy or make it from scratch, a S.M.O.K. start should include (1) an activator or something similar. On activation, it should enable the trigger box (2) and move the player to the water pool area in cell XTestGrantInt3 corridor end. (2) a trigger box, in the bent dead end of the corridor. Must be initially disabled! Position: cell XTestGrantInt3, X=-900, Y=-90, Z=9). On player enter, should teleport the player to the custom start destination. Apart from teleporting the player character to the custom start position, your custom start should do all work in (1) unless you want to do it in (2) to override whatever the alternate start mod configures.