void StartNewGame()
        {
            // Assign character document to player entity
            startGameBehaviour.CharacterDocument = characterDocument;

            if (DaggerfallUI.Instance.enableVideos)
            {
                // Create cinematics
                DaggerfallVidPlayerWindow cinematic1 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic1);
                DaggerfallVidPlayerWindow cinematic2 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic2);
                DaggerfallVidPlayerWindow cinematic3 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic3);

                // End of final cinematic will launch game
                cinematic3.OnVideoFinished += TriggerGame;

                // Push cinematics in reverse order so they play and pop out in correct order
                uiManager.PushWindow(cinematic3);
                uiManager.PushWindow(cinematic2);
                uiManager.PushWindow(cinematic1);
            }
            else
            {
                TriggerGame();
            }
        }
        void StartNewGame()
        {
            // Assign character sheet to player entity
            startGameBehaviour.CharacterSheet = characterSheet;

            if (DaggerfallUI.Instance.enableVideos)
            {
                // Create cinematics
                DaggerfallVidPlayerWindow cinematic1 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic1);
                DaggerfallVidPlayerWindow cinematic2 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic2);
                DaggerfallVidPlayerWindow cinematic3 = new DaggerfallVidPlayerWindow(uiManager, newGameCinematic3);

                // End of final cinematic will launch game
                cinematic3.OnVideoFinished += TriggerGame;

                // Push cinematics in reverse order so they play and pop out in correct order
                uiManager.PushWindow(cinematic3);
                uiManager.PushWindow(cinematic2);
                uiManager.PushWindow(cinematic1);
            }
            else
            {
                TriggerGame();
            }
        }