[WIP] Character Backgrounds

Post » Fri Jan 07, 2011 1:34 pm

Character Backgrounds

Well, I have decided to go ahead and reboot this project of mine because I have the itch back to take a stab at modding some more (outside of my general tweaking for my own game). Last time around I was too disorganized and wasn't prepared to really work on something of my own, but that has changed. This project is of personally interest to me, and I want to see this aspect brought to the game line again (it is said a lot, but on this one I really do feel it should have been in the game from the get go). As such, I figure since no one else has ever done it - I might as well do it. Anyways, let me go ahead and get to the meat and potatoes of this project (for anyone unfamiliar or who forgot).

Project Details

General Overview: During character generation, place a pedestal holding a bag. Add a text pop-up like the standard ones that directs the player to the bag for further character generation. If possible, disable access to move forward (door does not unlock) until after this is done. Selecting the bag will begin a process of question boxes (like answering the background questions) that the player must process. These will be determined by running a check on the player character's class, and then providing a series of question based off this. Class options will be expanded by this mod as well to include some of the more popular and logical game classes, a couple of requested additional classes, and a default option to cover any classes created by the player or generally not recognized by this mod. Each answer will conduct either a ModStat, AddItem, ModDisposition, or ModPCFacRep function on the player to adjust the character's starting stats, equipment, and relations. After this character generation will proceed as normal, and this should further avoid conflicts with any leveling mods (due to having things set before those mods kick in). This mod will require a new game in order to utilize it.

Possible Updates: Have a character journal added into the inventory or entries added to the journal that provides role-play appropriate information relating the options selected by the player during the background selection process. This would simply be an aesthetic enhancement intended to help the mod feel better integrated into the game as though it had always been there.

Currently Seeking: A decent bag model to utilize for the “personal belongings” bag, a preference to having two models, one looking full and the other appearing empty. Obvious backup plan, as I am no modeler, is to just utilize a generic sack model from the vanilla game and not worry about the visual aspect too much.

Mod Details

Supported Classes: Acrobat, Agent, Alchemist, Archer, Assassin, Barbarian, Bard, Battlemage, Commoner, Crusader, Enchanter, Enforcer, Healer, Hunter, Knight, Mage, Monk, Nightblade, Noble, Priest, Pilgrim, Rogue, Scout, Sharpshooter, Smuggler, Sorcerer, Spellsword, Thief, Trader, Warrior, Witchhunter, Default*
*Default will be used in the case of a class not listed, this would include player generated classes and mod added ones as well.

Character Background Questions by Class: http://www.otherfamily.net/webmaster/redeye/Char_Backgrounds.htm

Background Questions, Answers, and Results:
Spoiler
What motivates you into a life of adventure? (All)
a. Riches
(GP +100)
b. Fame
(Reputation Starting +1)
c. Knowledge
(A Book: Brief History of the Empire v1)
d. Fun
(Skill Speechcraft +5)
(Skill Stealth +5)

You were in prison because of? (All)
a. Thievery
(Skill Sneak +5)
(Skill Security +5)
(Skill Acrobatics +5)
b. Smuggling & Embezzlement
(Skill Mercantile +5)
(Skill Speechcraft +5)
(Skill Enchant +5)
c. Reckless Magic
(Skill Destruction +5)
(Skill Alteration +5)
(Skill Unarmored +5)
d. Witchcraft
(Skill Alchemy +5)
(Skill Restoration +5)
(Skill Conjuration +5)
e. Assault & Propery Destruction
(Skill Blunt +5)
(Skill Long Blade +5)
(Skill Axe +5)
f. Murder
(Skill Short Blade +5)
(Skill Illusion +5)
(Skill Marksman +5)
g. Heresy
(Skill Mysticism +5)
(Skill Athletics +5)
(Skill Hand to Hand +5)

As a child, your nickname was? (Classes Asked)
a. Rabbit
(Skill Acrobatics +1)
b. Shade
(Skill Sneak +1)
c. Quicksilver
(Skill Athletics +1)
d. Scrapper
(Skill Hand-to-Hand +1)
e. Slick
(Skill Speechcraft +1)

What religion, if any, do you follow? (Classes Asked)
a. None
(Reputation with Imperial Cult -1)
(Reputation with Tribunal Tempal -1)
b. Tribunal Tempal
(Reputation Tribunal Tempal +2)
(Reputation Imperial Cult -1)
c. Imperial Cult
(Reputation Imperial Cult +2)
(Reputation Tribunal Tempal -1)

Of all disagreeable types, you have the most personal hatred for? (Classes Asked)
a.Religious zealots
(Reputation House Indoril -1)
b.Diabolic wizards
(Reputation House Telvanni -1)
c.Battle mad war chiefs
(Reputation House Redoran -1)
d.Power-mad robber barons
(Reputation House Hlaalu -1)

Since childhood, you have saved? (Classes Asked)
a.100 gold pieces
(GP +100)
b. A book
(The Book of Dawn and Dusk)
c.A dozen arrows
(12 Iron Arrows)
d.A cuirass
(A Light/Medium/Heavy Cuirass)
e.An amulet
(An Expensive Amulet)
f.A pearl
(A Pearl)
g.A shield
(A shield of light/medium/heavy quality)
h. A weapon
(A Marksman/Short Blade/Long Blade/Axe/Blunt/Spear Weapon)

You have a certain degree of training with? (Classes Asked)
a. Short-bladed weapons
(Short Blade Skill +5)
(Imperial Shortsword)
b. Hand-to-hand combat
(Hand to Hand Skill +5)
(Iron Gauntlets)
c. Axe fighting
(Skill Axe +5)
(Steel Axe)
d. Blunt weapons
(Skill Blunt Weapon +5)
(Steel Staff)
e. Archery
(Skill Marksman +5)
(Chitin Shortbow and 6 Arrows)
f. Longblade
(Skill Long Blade +5)
(Steel Longsword)

What thieving skill have you been studying the longest? (Classes Asked)
a. Stealth
(Skill Sneak +5)
b. Lockpicking
(Skill Security +5)
c. Climbing
(Skill Acrobatics +5)
d. Running
(Skill Athletics +5)
e. Conning
(Skill Speechcraft +5)
f. Fenceing
(Skill Mercantile +5)

Given your choice of reward, you would most likely choose? (Classes Asked)
a. Gold pieces
(GP +100)
b. An interesting book
(A Dance in Fire, Chapter 1)
c. A gem
(A Ruby)
d. An amulet
(An Expensive Amulet)

One of the most important survival skills you picked up was how to? (Classes Asked)
a. Mend simple wounds
(Skill Restoration +5)
b. Ingratiate yourself
(Skill Speechcraft +5)
c. Repair damaged items
(Skill Armorer +5)
d. Haggle with merchants
(Skill Mercantile +5)
e. Fight with a knife
(Skill Short Blade +5)

You were an active child, known for being? (Classes Asked)
a. faster
(Skill Athletics +5)
b. sneakier
(Skill Sneak +5)
c. a better climber
(Skill Acrobatics +5)
d. a better brawler
(Skill Hand-to-Hand +5)

You can get most of the things you want by stealing from? (Classes Asked)
a. Rich Nobles
(An Expensive Ring)
b. Scholar Types
(The Firmament)
c. Diversified Merchants
(A Torch)

The one skill you could not work without must be? (Classes Asked)
a. Lockpicking
(Skill Security +5)
b. Stealthy Movement
(Skill Sneak +5)
c. Dodging
(Skill Athletics +5)
d. Climbing
(Skill Acrobatics +5)
e. Backstabbing
(Skill Shortblade +5)

Your frail health as a child has made you? (Classes Asked)
a. Less resistant to poisons
(Poison Resistance -5%)
b. Less resistant to disease
(Disease Resistance -5%)
c. Less resistant to magic
(Magic Resistance -5%)

Which of the following skills have you been studying the longest? (Classes Asked)
a. Dodging
(Skill Athletics +5)
b. Stealth
(Skill Sneack +5)
c. Backstabbing
(Skill Shortblade +5)
d. Lockpicking
(Skill Security +5)
e. Climbing
(Skill Acrobatics +5)
f. Etiquette
(Skill Speechcraft +5)

You have the most trouble? (Classes Asked)
a.Resisting poisons
(Poison Resistance -10%)
b.Avoiding diseases
(Disease Resistance -5%)
c.Resisting spells
(Magic Resistance -5%)

You feel most comfortable when? (Classes Asked)
a.On stable ground
(Skill Athletics +5)
b.On a ledge or tree
(Skill Acrobatics +5)
c.Anywhere dark
(Skill Sneak +5)
d.With other people
(Skill Speechcraft +2)
(Skill Mercantile +2)

Given 200 gold pieces as a reward, you decided to? (Classes Asked)
a.Save it.
(GP +200)
b.Buy a rare book
(Last Scabbard of Akrash)
d.Buy a ruby
(A Ruby)
e.Buy a silver weapon
(A Silver Shortblade/Longblade/Blunt/Axe/Spear)

You spend any free time you have training with? (Classes Asked)
a.Short-bladed weapons
(Skill Shortblade +5)
b.Hand-to-hand combat
(Skill Hand-to-Hand +5)
c.Axe fighting
(Skill Axe +5)
d.Blunt weapons
(Skill Blunt +5)
e.Archery
(Skill Marksman +5)
f.Longblade
(Skill Longblade +5)

You are intimate friends with? (Classes Asked)
a. a Mage
(Reputation Mage's Guild +1)
b. a Rogue
(Reputation Theives Guild +1)
c. a Warrior
(Reputation Fighters's Guild +1)
d. an Assassin
(Reputation Morag Tong +1)

You are most fond of using? (Classes Asked)
a.Short-bladed weapons
(Skill Shortblade +5)
(An Iron Short Sword)
b.Hand-to-hand combat
(Skill Hand-to-Hand +5)
(Iron Gauntlets)
c.Axe fighting
(Skill Axe +5)
(An Iron War Axe)
d.Blunt weapons
(Skill Blunt Weapon +5)
(An Iron Warhammer)
e.Archery
(Skill Marksman +5)
(An Iron Shortbow)
(6 Iron Arrows)
f.Longblade
(Skill Longblade +5)
(An Iron Longsword)

You were loaned and later allowed to keep? (Classes Asked)
a.200 gold pieces
(GP +200)
b.A great book
(Chance's Folly)
c.A cuirass
(A Light/Medium/Heavy Cuirass)
d.Pauldrons
(Light/Medium/Heavy Pauldrons)

What school of magic have you been studying the most? (Classes Asked)
a. Destruction
(Skill Destruction +5)
b. Restoration
(Skill Restoration +5)
c. Illusion
(Skill Illusion +5)
d. Alteration
(Skill Alteration +5)
e. Conjuration
(Skill Conjuration +5)
f. Mysticism
(Skill Mysticism +5)

Whenever you had a chance growing up you liked to spend time? (Classes Asked)
a. socializing with aristocrats
(Skill Speechcraft +5)
b. learning streetsmarts
(Reputation Theives Guild +1)
(Reputation Imperial Legion -1)
c. practicing acrobatics
(Skill Acrobatics +2)
(Skill Athletics +2)
d. learning economics
(Skill Mercantile +5)
e. sparring
(Skill Hand-to-Hand +5)

After the College of Destruction, what school of magic have you been studying the second longest? (Classes Asked)
a. Restoration
(Skill Destruction +10)
(Skill Restoration +5)
b. Illusion
(Skill Destruction +10)
(Skill Illusion +5)
c. Alteration
(Skill Destruction +10)
(Skill Alteration +5)
d. Conjuration
(Skill Destruction +10)
(Skill Conjuration +5)
e. Mysticism
(Skill Destruction +10)
(Skill Mysticism +5)

As you grew older, you received additional magical training in? (Classes Asked)
a. The School of Destruction
(Skill Destruction +5)
b. The School of Restoration
(Skill Restoration +5)
c. The School of Illusion
(Skill Illusion +5)
d. The School of Alteration
(Skill Alteration +5)
e. The School of Conjuration
(Skill Conjuration +5)
f. The School of Mysticism
(Skill Mysticism +5)

At an early age, your family considered it important that you learn how to? (Classes Asked)
a.Mend simple wounds
(Skill Restoration +5)
b.Ingratiate yourself
(Skill Speechcraft +5)
c.Haggle with merchants
(Skill Mercantile +5)
e.Fight with a knife
(Skill Shortblade +5)

Though certainly not due to hard work, you happen legitimately to own? (Classes Asked)
a. Over 200 gold pieces
(GP +200)
b.An ebony dagger
(An Ebony Dagger)
c. A book
(On Oblivion)
d. A ruby
(A Ruby)
e. A silver staff
(A Silver Staff)

Where is your expertise in combat? (Classes Asked)
a. Short-bladed weapons
(Skill Short Blade +10)
(Iron Short Sword)
b. Hand-to-hand combat
(Skill Hand-to-Hand +10)
(Iron Gauntlets)
c. Axe fighting
(Skill Axe +10)
(Iron Axe)
d. Blunt weapons
(Skill Blunt +10)
(Iron Mace)
e. Archery
(Skill Marksman +10)
(Iron Short Bow)

After the School of Restoration, what magic have you been studying the longest? (Classes Asked)
a. Destruction
(Skill Destruction +5)
(Skill Restoration +10)
b. Illusion
(Skill Illusion +5)
(Skill Restoration +10)
c. Alteration
(Skill Alteration +5)
(Skill Restoration +10)
d. Conjuration
(Skill Conjuration +5)
(Skill Restoration +10)
e. Mysticism
(Skill Restoration +10)
(Skill Mysticism +5)

Your favored weapon type is? (Classes Asked)
a. Short-bladed weapons
(Skill Shortblade +10)
(A Silver Wakazashi)
b. Axe fighting
(Skill Axe +10)
(An Iron War Axe)
c. Blunt weapons
(Skill Blunt +10)
(An Iron Warhammer)
d. Archery
(Skill Marksman +10)
(An Iron Shortbow)
(6 Arrows)
e. Longblade
(Skill Longblade +10)
(An Iron Katana)

Before you set out for the Imperial City, your mother gave you? (Classes Asked)
a. 100 gold pieces
(GP +100)
b. Her favorite book
(The Mirror)
c. A cuirass
(A Light/Medium/Heavy Cuirass)
d. A pearl
(A Pearl)

Scrounging through an alley, you came upon? (Classes Asked)
a. Two hundred gold pieces.
(GP + 200)
b. A book
(Varieties of Faith in the Empire)
c. A ruby
(A Ruby)
d. A silver flail
(A Silver Flail)
e. An amulet
(An Expensive Amulet)

Besides the bow and arrow, you are best at? (Classes Asked)
a. Short-bladed weapons
(Skill Marksman +10)
(Skill Shortblade +5)
(Iron Short Sword)
b. Hand-to-hand combat
(Skill Marksman +10)
(Skill Hand-to-Hand +5)
c. Axe fighting
(Skill Marksman +10)
(Skill Axe +5)
(Iron War Axe)
d. Blunt weapons
(Skill Marksman +10)
(Skill Blunt +5)
(Iron Warhammer)
e. Longblade
(Skill Marksman +10)
(Skill Longblade +5)
(Iron Longsword)


If anyone has any comments, suggestions, or sees any issues I might come across with this, please feel free to toss them out - I am always curious to see what people might have to say about things (thus the presence of this WIP thread in the first place). I plan to start sitting down and working on the actual plugin this next weekend, so try to get any ideas out over this week if you can.
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Fri Jan 07, 2011 7:48 pm

This is so Daggerfall! I like it! :)
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Fri Jan 07, 2011 5:32 pm

Great concept.
But why most of them are only bonuses? Have you considered adding some malus modifications too?
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Fri Jan 07, 2011 12:30 pm

Have you ever played Arcanum? Interesting (creative, and amusing) background choices:
Spoiler
Afraid of the Dark (halfling, human only)
: +2 perception when in lighted areas; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise

Agoraphobic (dwarf, gnome, halfling, human only)
: +2 intelligence when indoors; +2 strength, -2 dexterity, -2 willpower
otherwise

Apprenticed to a Blacksmith (all)
: +1 strength, +2 repair, -1 dexterity

Apprenticed to a Shopkeeper (all)
: -1 dexterity, +3 to haggle

Army Training (not half-ogre)
: +1 strength, +1 to melee and bow skills, -1 dexterity

Arsonist (gnome, half-orc, halfling, human)
: +20 to explosives, -1 strength, -1 constitution

Bandit (human, half-elf, half-orc only)
: +2 to firearms skill, quality revolver, 50 bullets, -1 charisma,
-400 gold

Barbarian (not elf, half-ogre)
: +2 strength, +1 constitution, +1 to melee, barbarian armor,
-1 intelligence, -2 charisma, -2 to haggle, -300 gold

Beat with an Ugly Stick (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 beauty

Bookworm (not half-ogre, half-orc)
: +1 intelligence, -1 perception

Born Under a Sign (all)
: fewer but more impressive critical hits and failures

Bride of Frankenstein (half-orc, human female only)
: +4 beauty, +4 constitution, +20% electrical resistance,
+10 poison resistance, -4 dexterity, -10 fire resistance,
dialogue penalty, -400 gold

Bully (not half-ogre or half-orc)
: +1 strength, -1 intelligence

Charlatan’s Protégé (not half-orc, half-ogre)
: +6 charisma, -2 strength, -2 constitution, -1 to all combat skills

Child of a Hero (all)
: enchanted sword, recognized, penalty for evil deeds

Clanless Dwarf (dwarf only)
: quality hammer, no bonus to tech skills

Dark Elf Follower (elf only)
: +2 willpower, -2 charisma

Dark Sight (all)
: reversed skill lighting penalties

Day Mage (not dwarf)
: +20% magical aptitude during the day, -20% otherwise

Debutante (female only)
: +3 beauty, +3 charisma, -1 strength, -1 dexterity, -2 to all combat
skills

Disenfranchised Gnome (gnome only)
: +1 strength, no bonus to haggle

Educator (all)
: ability to teach followers, -1 follower

Elven Blood (half-ogre, halfling, human, gnome only)
: +5% magical aptitude, -1 to technological skills

Escaped Lunatic (human only)
: +25% resistances, -25 reaction, -400 gold

Extreme Personality (all)
: stronger reactions to presence

Factory Escapee (half-orc only)
: +1 strength, -350 gold

Feral Child (not dwarf, elf, halfling)
: +3 dexterity, +1 to prowl and pick pocket, -6 intelligence, -1 to
haggle and persuasion, -200 gold

Foppish Elf (elf only)
: -1 dexterity, +1 perception

Frankenstein Monster (half-orc, human male only)
: +4 strength, +4 constitution, +30% electrical resistance,
+20 poison resistance, -6 dexterity, -20% fire resistance,
dialogue penalty, -400 gold

Freed Bodyguard (half-ogre only)
: -1 intelligence, +100 gold

Halfling Orphan (halfling only)
: -1 intelligence, +2 to pick pocket

Hydrophobic (not elf, half-elf, half-ogre)
: +2 to persuasion when not in water; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise

Hyperactive (all)
: +1 speed, -1 charisma

Idiot Savant (not dwarf, elf, halfling, gnome)
: +6 intelligence, +3 to gambling skill, -1 strength, -2 dexterity,
-1 constitution, -2 willpower, dialogue penalty

Inheritance (all)
: -1 willpower, +400 gold

Lady’s Man (male only)
: +6 beauty, -2 strength, -2 dexterity, -2 constitution

Mad Doctor (all)
: +2 intelligence, +2 perception, +20% electrical resistance,
+20% poison resistance, +4 to heal, -1 beauty, -1 charisma,
-2 dexterity, -3 constitution

Magic Allergy (not elf, half-elf)
: +10% technical aptitude, inability to wear magical items

Miracle Operation (all)
: +5 perception, +3 intelligence, +3 charisma, -5 constitution,
-3 strength, -3 dexterity

Nature Mage (not dwarf)
: +20% magical aptitude on a natural surface, -20% otherwise

Nietzsche Poster Child (all)
: 10% bonus to experience, more critical failures

Night Mage (not dwarf)
: +20% magical aptitude at night, -20% otherwise

Only Child (all)
: +6 willpower, -4 charisma, -2 to haggle and persuasion

Professional Knife Tosser (all)
: -1 perception, +3 to throwing skill

Raised by Elves (human only)
: elven chain mail, -1 to technological skills

Raised by Monks (all)
: +1 perception, -300 gold

Raised by Orcs (not dwarf, elf, half-elf)
: +2 strength, +2 perception, +1 to all combat skills, -6 charisma

Raised by Snake Handlers (all)
: +20% poison resistance, -1 beauty

Raised in the Pits (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 intelligence,
-300 gold

Ran Away with the Circus (all)
: +6 strength, -2 intelligence, -3 willpower, -1 perception

Rare Half-Ogre Birth (half-ogre only)
: +2 intelligence, -1 strength, -1 constitution

Sent to Charm School (human female only)
: +2 charisma, +1 beauty, -2 strength, -1 intelligence

Sheltered Childhood (not dwarf, half-ogre)
: +2 intelligence, +2 willpower, +1 perception, -6 strength

Sickly (all)
: +6 intelligence, -2 strength, -4 constitution, -1 dexterity

Sky Mage (not dwarf)
: +20% magical aptitude when the sky is visible, -20% otherwise

Sold Your Soul (all)
: +20% magical aptitude, -20 reaction, -20 alignment

Special Person (all)
: -2 intelligence, reaction bonus for good deeds

Super Model (female only)
: +6 beauty, -2 strength, -4 intelligence

Suppressed Orcish Looks (half-orc only)
: +2 beauty, -2 charisma

Technophobia (half-elf, half-orc, halfling, human only)
: +1 strength, +1 constitution, inability to pick up technological
items

Tomboy (female only)
: +1 strength, -1 constitution

Tough Hide (half-ogre, half-orc only)
: +10% damage resistance, -1 charisma

Troll Offspring (all)
: +2 strength, +2 constitution, +1 dexterity, -4 beauty, -4 charisma

Wild Half-Ogre (half-ogre only)
: +1 willpower, -1 charisma


And, of course, Daggerfall's questions http://www.uesp.net/wiki/Daggerfall:Background. Is it possible to affect faction rank in TESIII via scripts?

Just some ideas, is all.
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Fri Jan 07, 2011 6:43 pm

And, of course, Daggerfall's questions http://www.uesp.net/wiki/Daggerfall:Background. Is it possible to affect faction rank in TESIII via scripts?

Just some ideas, is all.

Yep. You can use the ModPCFacRep, var_enum, ["FactionID"] function to modify how a faction "feels" about the player. It's used when you gain levels in a faction to increase your disposition with that faction.
User avatar
priscillaaa
 
Posts: 3309
Joined: Sat Dec 30, 2006 8:22 pm

Post » Fri Jan 07, 2011 8:37 am

Glad to see you started this up again, looks like a great idea.

The 'Strange Seeds' from the Bloodmoon MQ uses a small bag mesh. (BM_Seeds_UNIQUE) I used it as a bag of marbles before, but if enlarged it might work for you.
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Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Fri Jan 07, 2011 12:56 pm

Well, sure glad that this project is still generating an interest.

This is so Daggerfall! I like it! :)

My thoughts exactly - I was very sad to find that Bethesda had dropped this function from the game in Morrowind, and also slightly surprised to see it had not been made yet. So, with the community spirit, I decided it best to just go ahead and start working on it myself.

Great concept.
But why most of them are only bonuses? Have you considered adding some malus modifications too?

So far all I have really done is bonuses, but yes, I do intend to toss in some effects that will be lowering some things as well in some instances (some of these have been tossed in already, such as a couple negative faction reputation adjustments), but expect that listing of effects to get adjusted and changed. I need to backlog through the old thread a bit still, I think a few ideas tossed around in there still need some review and consideration. If you have any specific suggestions that pop to mind, please feel free to toss them out.

Have you ever played Arcanum? Interesting (creative, and amusing) background choices:
Spoiler
Afraid of the Dark (halfling, human only)
: +2 perception when in lighted areas; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise

Agoraphobic (dwarf, gnome, halfling, human only)
: +2 intelligence when indoors; +2 strength, -2 dexterity, -2 willpower
otherwise

Apprenticed to a Blacksmith (all)
: +1 strength, +2 repair, -1 dexterity

Apprenticed to a Shopkeeper (all)
: -1 dexterity, +3 to haggle

Army Training (not half-ogre)
: +1 strength, +1 to melee and bow skills, -1 dexterity

Arsonist (gnome, half-orc, halfling, human)
: +20 to explosives, -1 strength, -1 constitution

Bandit (human, half-elf, half-orc only)
: +2 to firearms skill, quality revolver, 50 bullets, -1 charisma,
-400 gold

Barbarian (not elf, half-ogre)
: +2 strength, +1 constitution, +1 to melee, barbarian armor,
-1 intelligence, -2 charisma, -2 to haggle, -300 gold

Beat with an Ugly Stick (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 beauty

Bookworm (not half-ogre, half-orc)
: +1 intelligence, -1 perception

Born Under a Sign (all)
: fewer but more impressive critical hits and failures

Bride of Frankenstein (half-orc, human female only)
: +4 beauty, +4 constitution, +20% electrical resistance,
+10 poison resistance, -4 dexterity, -10 fire resistance,
dialogue penalty, -400 gold

Bully (not half-ogre or half-orc)
: +1 strength, -1 intelligence

Charlatan’s Protégé (not half-orc, half-ogre)
: +6 charisma, -2 strength, -2 constitution, -1 to all combat skills

Child of a Hero (all)
: enchanted sword, recognized, penalty for evil deeds

Clanless Dwarf (dwarf only)
: quality hammer, no bonus to tech skills

Dark Elf Follower (elf only)
: +2 willpower, -2 charisma

Dark Sight (all)
: reversed skill lighting penalties

Day Mage (not dwarf)
: +20% magical aptitude during the day, -20% otherwise

Debutante (female only)
: +3 beauty, +3 charisma, -1 strength, -1 dexterity, -2 to all combat
skills

Disenfranchised Gnome (gnome only)
: +1 strength, no bonus to haggle

Educator (all)
: ability to teach followers, -1 follower

Elven Blood (half-ogre, halfling, human, gnome only)
: +5% magical aptitude, -1 to technological skills

Escaped Lunatic (human only)
: +25% resistances, -25 reaction, -400 gold

Extreme Personality (all)
: stronger reactions to presence

Factory Escapee (half-orc only)
: +1 strength, -350 gold

Feral Child (not dwarf, elf, halfling)
: +3 dexterity, +1 to prowl and pick pocket, -6 intelligence, -1 to
haggle and persuasion, -200 gold

Foppish Elf (elf only)
: -1 dexterity, +1 perception

Frankenstein Monster (half-orc, human male only)
: +4 strength, +4 constitution, +30% electrical resistance,
+20 poison resistance, -6 dexterity, -20% fire resistance,
dialogue penalty, -400 gold

Freed Bodyguard (half-ogre only)
: -1 intelligence, +100 gold

Halfling Orphan (halfling only)
: -1 intelligence, +2 to pick pocket

Hydrophobic (not elf, half-elf, half-ogre)
: +2 to persuasion when not in water; +2 strength, -2 dexterity,
-2 intelligence, -2 willpower otherwise

Hyperactive (all)
: +1 speed, -1 charisma

Idiot Savant (not dwarf, elf, halfling, gnome)
: +6 intelligence, +3 to gambling skill, -1 strength, -2 dexterity,
-1 constitution, -2 willpower, dialogue penalty

Inheritance (all)
: -1 willpower, +400 gold

Lady’s Man (male only)
: +6 beauty, -2 strength, -2 dexterity, -2 constitution

Mad Doctor (all)
: +2 intelligence, +2 perception, +20% electrical resistance,
+20% poison resistance, +4 to heal, -1 beauty, -1 charisma,
-2 dexterity, -3 constitution

Magic Allergy (not elf, half-elf)
: +10% technical aptitude, inability to wear magical items

Miracle Operation (all)
: +5 perception, +3 intelligence, +3 charisma, -5 constitution,
-3 strength, -3 dexterity

Nature Mage (not dwarf)
: +20% magical aptitude on a natural surface, -20% otherwise

Nietzsche Poster Child (all)
: 10% bonus to experience, more critical failures

Night Mage (not dwarf)
: +20% magical aptitude at night, -20% otherwise

Only Child (all)
: +6 willpower, -4 charisma, -2 to haggle and persuasion

Professional Knife Tosser (all)
: -1 perception, +3 to throwing skill

Raised by Elves (human only)
: elven chain mail, -1 to technological skills

Raised by Monks (all)
: +1 perception, -300 gold

Raised by Orcs (not dwarf, elf, half-elf)
: +2 strength, +2 perception, +1 to all combat skills, -6 charisma

Raised by Snake Handlers (all)
: +20% poison resistance, -1 beauty

Raised in the Pits (all)
: +2 strength, +2 dexterity, +1 to all combat skills, -6 intelligence,
-300 gold

Ran Away with the Circus (all)
: +6 strength, -2 intelligence, -3 willpower, -1 perception

Rare Half-Ogre Birth (half-ogre only)
: +2 intelligence, -1 strength, -1 constitution

Sent to Charm School (human female only)
: +2 charisma, +1 beauty, -2 strength, -1 intelligence

Sheltered Childhood (not dwarf, half-ogre)
: +2 intelligence, +2 willpower, +1 perception, -6 strength

Sickly (all)
: +6 intelligence, -2 strength, -4 constitution, -1 dexterity

Sky Mage (not dwarf)
: +20% magical aptitude when the sky is visible, -20% otherwise

Sold Your Soul (all)
: +20% magical aptitude, -20 reaction, -20 alignment

Special Person (all)
: -2 intelligence, reaction bonus for good deeds

Super Model (female only)
: +6 beauty, -2 strength, -4 intelligence

Suppressed Orcish Looks (half-orc only)
: +2 beauty, -2 charisma

Technophobia (half-elf, half-orc, halfling, human only)
: +1 strength, +1 constitution, inability to pick up technological
items

Tomboy (female only)
: +1 strength, -1 constitution

Tough Hide (half-ogre, half-orc only)
: +10% damage resistance, -1 charisma

Troll Offspring (all)
: +2 strength, +2 constitution, +1 dexterity, -4 beauty, -4 charisma

Wild Half-Ogre (half-ogre only)
: +1 willpower, -1 charisma


And, of course, Daggerfall's questions http://www.uesp.net/wiki/Daggerfall:Background. Is it possible to affect faction rank in TESIII via scripts?

Just some ideas, is all.

I had not played Arcanum before, but those options look like they could be pretty interesting. I will have to look through some of those and see what I might be able to cobble out of them. I have reviewed the Daggerfall questions, and a number of them have been included in my listing of questions (though I have modified their particular results to better mesh with other adjustments made between Daggerfall and Morrowind). Either way, thanks for that slick listing of ideas to pick through.

Yep. You can use the ModPCFacRep, var_enum, ["FactionID"] function to modify how a faction "feels" about the player. It's used when you gain levels in a faction to increase your disposition with that faction.

Yep, exactly, I vaguely mentioned that in the overview (the assorted scripts I am intending to utilize for this anyways) - I just didn't put down any real explanation for the functions. There may also be a couple options that may fiddle with overall reputation as well, outside of faction reputation (I was thinking this might be a neat option for nobles and some other classes to have access to).

Glad to see you started this up again, looks like a great idea.

The 'Strange Seeds' from the Bloodmoon MQ uses a small bag mesh. (BM_Seeds_UNIQUE) I used it as a bag of marbles before, but if enlarged it might work for you.

Thanks for the mention of that, never actually done the Bloodmoon MQ so I was not aware of that model. I'll take a peek at it once I jump into the CS to do some down and dirty work on this one.

Anyways, current plans are going to be going through the questions and making some revisions to results and possibly tossing in a few more question options.

Considering the method of implementation I am planning, can anyone foresee any potential conflicts I might run into that I should consider addressing around release time? As far as I can tell, just about all the mods I use should be free of any kind of conflicts here, but I imagine there are probably at least a few I should consider (one that jumps to mind in Immersive Character Generation). If people can kick out any ideas in regards to that I will try my best to address any such conflicts with the initial release (by either working around the issues or making patches to integrate this into other mods without issues).

Thanks again for the support guys
User avatar
Sara Johanna Scenariste
 
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Joined: Tue Mar 13, 2007 8:24 pm

Post » Fri Jan 07, 2011 8:43 pm

At least it shouldn't conflict with NoM. :)

However, I had an idea about that default sequence that is used with custom classes. You could check the character attributes and abilities to determine if he's oriented towards magic, combat or stealth (the three standard Elder Scrolls ability groups) and then do three different sequences for them.
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RaeAnne
 
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Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri Jan 07, 2011 12:41 pm

At least it shouldn't conflict with NoM. :)

However, I had an idea about that default sequence that is used with custom classes. You could check the character attributes and abilities to determine if he's oriented towards magic, combat or stealth (the three standard Elder Scrolls ability groups) and then do three different sequences for them.

Indeed, I distinctly doubt it will conflict with NoM, and since I always use it, I will stretch to say I am positive of it :)

That is a really good idea for the default question sequence - I honestly would have never thought of that (guess that is the point of these WIP threads, eh). I will look into setting up a small series of default options like you described and try to get that added to the details in the OP later on this week.
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Silencio
 
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Post » Fri Jan 07, 2011 11:15 am

Sounds like a great mod, glad to see it's still going. :)
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Ludivine Dupuy
 
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Joined: Tue Mar 27, 2007 6:51 pm

Post » Fri Jan 07, 2011 1:51 pm

I just remembered, I have http://i118.photobucket.com/albums/o90/plutocruel/Capturesack1.jpg?t=1282623911 you could use.
It has a flat bottom, but also looks decent lying on its side.

Let me know if you want to use it and I'll PM it.
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carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Fri Jan 07, 2011 9:30 am

I just remembered, I have http://i118.photobucket.com/albums/o90/plutocruel/Capturesack1.jpg?t=1282623911 you could use.
It has a flat bottom, but also looks decent lying on its side.

Let me know if you want to use it and I'll PM it.

That looks pretty slick actually, about how big would you say that it is? Of course, I could always take a stab at learning how to adjust a model if I needed to, but I would certainly love to take a look at that if you would be so kind. Due credits noted if it is used, obviously :)
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Ria dell
 
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Joined: Sun Jun 25, 2006 4:03 pm

Post » Fri Jan 07, 2011 12:16 pm

Special Person (all)
: -2 intelligence, reaction bonus for good deeds

Super Model (female only)
: +6 beauty, -2 strength, -4 intelligence

:lol: That's a bit unfair. and what about male models?
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suniti
 
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Post » Fri Jan 07, 2011 11:14 am

Any news on this?
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Beulah Bell
 
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Joined: Thu Nov 23, 2006 7:08 pm

Post » Fri Jan 07, 2011 8:27 pm

This is just me, but I would personally favor having all the questions feature a positive and a negative. Also, maybe instead of a sack, have one of the two Legionnaires at the beginning stop and ask you?
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Catherine N
 
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Post » Fri Jan 07, 2011 12:19 pm

This is just me, but I would personally favor having all the questions feature a positive and a negative. Also, maybe instead of a sack, have one of the two Legionnaires at the beginning stop and ask you?


I like the idea of having both positive and negative effects for the questions as well. Also perhaps it could be Jiub that asks the questions. Jiub is pretty worthless as a named NPC only asking what your name is.
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maya papps
 
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Joined: Mon Aug 07, 2006 3:44 pm

Post » Fri Jan 07, 2011 5:34 pm

Also perhaps it could be Jiub that asks the questions. Jiub is pretty worthless as a named NPC only asking what your name is.

But Jiub is just another adventurer like yourself.
It makes pretty clear sense for the people who work at the Census Office to be asking you what type of person you are.

I do hope that Red Eye is still working on this.
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Adriana Lenzo
 
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Joined: Tue Apr 03, 2007 1:32 am

Post » Fri Jan 07, 2011 8:35 am

For the question about why you were in prison, what would you answer if you were the victim of a conspiracy and/or innocent of any charges? Or perhaps you were never told what the charges were? (I'm not sure how corrupt the justice system is!) How would this affect the character?
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vanuza
 
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Post » Fri Jan 07, 2011 4:07 pm

But Jiub is just another adventurer like yourself.
It makes pretty clear sense for the people who work at the Census Office to be asking you what type of person you are.

I do hope that Red Eye is still working on this.


So it doesn't make sense for the guy who has been crammed into the cargo hold of an Imperial ship along with you to ask you a few questions about how you got where you are? I think either way is plausible.
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sexy zara
 
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Post » Fri Jan 07, 2011 12:33 pm

So it doesn't make sense for the guy who has been crammed into the cargo hold of an Imperial ship along with you to ask you a few questions about how you got where you are? I think either way is plausible.

True, that is a good point.
But, in terms of the CharGen script, it would be much easier to do at the Office. When you're still with Jiub you haven't even picked a Race or six yet. (except maybe in the back of your mind)
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neen
 
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Post » Fri Jan 07, 2011 11:56 am

As far as plausibility, it makes as much sense from Juib as anyone. On the other hand, I think that mechanically, anything that can adjust your final stats needs to be applied after your race and class are set, no?
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Charleigh Anderson
 
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