I've just finished my attempt at a script which will load my custom module, which is the start of my mod (for now). Here is my script:
SendMessageToPC(GetFirstPC(), "Faded out");
object oClothesItem = CreateItemOnObject("a_robe_01", GetFirstPC());
SendMessageToPC(GetFirstPC(), "Created item in inventory");
AssignCommand(GetFirstPC(), ActionEquipItem(oClothesItem, INVENTORY_SLOT_BODY));
SendMessageToPC(GetFirstPC(), "Equipped Item");
object oInventItem = GetFirstItemInInventory(GetFirstPC());
while(oInventItem != OBJECT_INVALID)
AssignCommand(GetFirstPC(), ActionTakeItem(oInventItem, GetFirstPC()));
SendMessageToPC(GetFirstPC(), "Removed Item from inventory");
oInventItem = GetNextItemInInventory(GetFirstPC());
SendMessageToPC(GetFirstPC(), "Nuked the journal");
DelayCommand(1.0, SetGlobalFadeIn(0.0, 0.0));
SendMessageToPC(GetFirstPC(), "Faded in");
What this does is fade the camera to black, give the "Clothes" item to the PC (I don't want him/her starting in my mod in their underwear!), force an equip of the item (so the player doesn't have to), and systematically remove everything from the player's inventory (stuff gathered from the prologue). All journal entries are deleted, the module is started, and the camera fades in from black. How'd I do? Possibly the only probable error I can find is perhaps i should move the while loop that removes everything from the inventory up before the clothes item is given and equipped. However, if, when an item is equipped, it is no longer counted as "in the inventory", this code should run fine.
My questions: Will this work? Is there a way to delete all messages, dialogue, feedback, etc. from the journal, or will the DeleteJournalWorldAllEntries command take care of that? Any improvements I can make to this script? Thanks for all input!