I was thinking about this the other day, and thought it might be useful, and I believe that it shouldn't break any games in production.
Add a new optional parameter to the StartCutscene command so it would now be
StartCutscene(CutsceneSkipType, bool confirmFirst);
by default confirmFirst is false, and therefore works as it does currently, however setting confirmFirst to true would then pause the game with a popup model asking if they really want to skip the cutscene, if they click yes, it skips as normal, if they hit know, the dialog disappears and the game continues normally.
Sometimes, especially if you have the skip set my mouse button, a player may skip a scene that may have an important clue, this would help stop that from happening.
Add a new optional parameter to the StartCutscene command so it would now be
StartCutscene(CutsceneSkipType, bool confirmFirst);
by default confirmFirst is false, and therefore works as it does currently, however setting confirmFirst to true would then pause the game with a popup model asking if they really want to skip the cutscene, if they click yes, it skips as normal, if they hit know, the dialog disappears and the game continues normally.
Sometimes, especially if you have the skip set my mouse button, a player may skip a scene that may have an important clue, this would help stop that from happening.