[RELz]Chargen Revamped v2!

Post » Sun Dec 26, 2010 2:58 pm

Something involving Ashlander tribes perhaps?
That may be a bit difficult to pull off as lore-friendly...

And maybe for female characters starting off employed in Suran... :whistle: :evil:
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Sudah mati ini Keparat
 
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Post » Sun Dec 26, 2010 4:25 am

An idea for a possible Vampire Beginning (that might appear in a future version ;) ):

"Getting cornered by a group of vampire slayers on the road."

This beginning will start at night to avoid the "Sun Damage" problem. Also, the region you appear in is random depending on a roll of a random variable.

Something involving Ashlander tribes perhaps?
That may be a bit difficult to pull off as lore-friendly...


We'll see...


And maybe for female characters starting off employed in Suran...


They would certainly do well at that nice... uhhh..... bar. :hubbahubba: Yeah, that's what it is!

-E. Faust: Avatar of Metal
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Crystal Clear
 
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Post » Sun Dec 26, 2010 9:49 am

An idea for a possible Vampire Beginning (that might appear in a future version ;) ):

"Getting cornered by a group of vampire slayers on the road."

This beginning will start at night to avoid the "Sun Damage" problem. Also, the region you appear in is random depending on a roll of a random variable.
We'll see...
They would certainly do well at that nice... uhhh..... bar. :hubbahubba: Yeah, that's what it is!

-E. Faust: Avatar of Metal


:D I like that vampire beginning. ;) Sounds great.

Hehehehe. How can we resist such a great opportunity as a beginning in the House of Earthly Delights?
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Laura Simmonds
 
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Post » Sun Dec 26, 2010 11:58 am

Hehehehe. How can we resist such a great opportunity as a beginning in the House of Earthly Delights?

Nohow! Yay I've made a useful input! :D
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Bones47
 
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Post » Sun Dec 26, 2010 4:32 pm

I'd like to add some beginnings in a Telvanni town other than Caldera and Dagon Fel


Since when are THOSE towns owned by the Telvanni? You mean Imperial, right? Or do you mean that you want starts in the Telvanni towns, since none of those are already covered?
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Latino HeaT
 
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Post » Sun Dec 26, 2010 4:17 am

Since when are THOSE towns owned by the Telvanni? You mean Imperial, right? Or do you mean that you want starts in the Telvanni towns, since none of those are already covered?


?? I always thought Caldera and Dagon Fel were Telvanni? :S Wolverine Hall is located in Caldera right? And the town with Wolverine Hall is the location of the Telvanni Mouths?

I've never actually spent much time in Dagon Fel so I just assumed it was. :D
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Chloe Yarnall
 
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Post » Sun Dec 26, 2010 2:15 pm

?? I always thought Caldera and Dagon Fel were Telvanni? :S Wolverine Hall is located in Caldera right? And the town with Wolverine Hall is the location of the Telvanni Mouths?


That location of Wolverine Hall and the Telvanni Council House is actually Sadrith Mora, not Caldera. Caldera is actually a town co-operated by Imperial and Hlaalu government officials (they run an ebony mine). Also, Wolverine Hall is used as a location to house the Imperial factions (NOT the Telvanni) and protect them from possible raids by the Telvanni (the Mages' Guild within it would have been clobbered, had it not been for Wolverine Hall's protection, due to the intense rivalry between the Telvanni and the Mages).

I've never actually spent much time in Dagon Fel so I just assumed it was. :D


If you spent more time there, you probably would have noticed Imperial architecture. Guess what that means... :stare:
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OTTO
 
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Post » Sun Dec 26, 2010 10:29 am

Was CR2's problem with GCD that you would start the game.. and couldn't move? Cause that happened to me when I used this, which is why I'm using 1.4 right now xx' If that was the problem caused by it, I'll download posthaste!
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Rachel Hall
 
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Post » Sun Dec 26, 2010 3:27 pm

That location of Wolverine Hall and the Telvanni Council House is actually Sadrith Mora, not Caldera. Caldera is actually a town co-operated by Imperial and Hlaalu government officials (they run an ebony mine). Also, Wolverine Hall is used as a location to house the Imperial factions (NOT the Telvanni) and protect them from possible raids by the Telvanni (the Mages' Guild within it would have been clobbered, had it not been for Wolverine Hall's protection, due to the intense rivalry between the Telvanni and the Mages).
If you spent more time there, you probably would have noticed Imperial architecture. Guess what that means... :stare:


Sadrith Mora! Thank you. ^^" Please don't shoot me? I normally refer to Sadrith Mora as "That town with Wolverine Hall" since its easier (for me) to find the words "Wolverine Hall" in the teleport list for the Guild Guide.

I've...actually NEVER been to Dagon Fel except for that bug I was having when trying to edit AB2 chargen script.
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gemma
 
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Post » Sun Dec 26, 2010 9:49 am

Was CR2's problem with GCD that you would start the game.. and couldn't move? Cause that happened to me when I used this, which is why I'm using 1.4 right now xx' If that was the problem caused by it, I'll download posthaste!


Sorry I missed your post Dirges. Could you describe a little more what happens? Did you get passed the cargen part? (name, class, race, and point of beginning) Or did you start off in a room with a door that you could not exit through?

You might want to try download the patch and see if it fixes the problem. It does do more than make it compatible with GCD. It puts the editors back into chargen, which might fix your problem.
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Sheila Esmailka
 
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Post » Sun Dec 26, 2010 4:01 pm

I'll do that. >> But yeah, I got past everything (although the menus all popping up at once was super-annoying) and chose my starting area. Then.. it loaded, and it acted like I was in the conversations like from the boat and Census Office -- I could look around, but not move. I figure it thought I WAS in those convesations, but because I actually wasn't everything just went to hell.
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Alexandra Louise Taylor
 
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Post » Sun Dec 26, 2010 2:45 pm

Sounds like there might have been a mod conflict. E.faust's patch will fix the windows all coming up at once thing. Do you recall what town you were in? If it was Dagon Fel, that is probably fixed now.

You might have actually triggered one of the bugs that E.faust fixed when he changed around some of the spawn points.
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CHangohh BOyy
 
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Post » Sun Dec 26, 2010 11:46 am

No, I was in the right place. The funniest one was the underwater shipwreck, I drowned.. except I didn't have a health bar.

Here's hoping it's fixed... >>
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Charleigh Anderson
 
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Post » Sun Dec 26, 2010 4:27 am

Let us know if it fixes the problem. If it doesn't could you post your modlist?
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danni Marchant
 
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Post » Sun Dec 26, 2010 3:12 pm

Well, yes and no. I don't have the full list onhand because (at my friend Casey's suggestion) I combined a lot of mods that seemed to not conflict, in an attempt to reduce CTDs and whatnot. But I can (if you give me a couple days) get you them.... If it doesn't work. Haven't tested it just yet to be honest.
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Rodney C
 
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Post » Sun Dec 26, 2010 8:05 am

New starting point idea (via another possible add-on for future release):

Player starts inside Ravenloft (a major widely-used house mod by Bantari) along with the amulet to get to and from there.

Will release this as an add-on to the already existing plugins (Requiring the latest version from Bantari's web site and both CR v2.1 and my patch [just make sure this one loads last]) if enough people request it.

-E. Faust: Avatar of Metal
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willow
 
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Post » Sun Dec 26, 2010 5:29 am

Alright xx' Getting CTDs on new game. I'm going to take the good old trial-and-error route before I list every mod I have, that way it'll be easier to track down. I've a hunch it isn't my CompleatAnthropologist or CompleatRealEstateAgent compilations: most likely it's one of the game-mechanics changing things, a general enhancement mod, a vampire or werewolf mod or a really terrible quest mod. I'll test all four of those, then test their components when I get around to finding them.
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CSar L
 
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Post » Sun Dec 26, 2010 4:48 am

CTD solved. Sorry for double post, but I think it's important enough to give it the bump.

It's somewhere among my game-mechanic changing mods. Those include The Lighting Mod, 100% Projectile Store Chance, Advantages/Disadvantages, Complete Morrowind Full TB/BM, Lock Bash Enhanced, Morrowind Bandits Unlocked, Morrowind Cities Unlocked, NPC Functionality, Realistic Combat (a pre-alpha but definitely shouldn't cause this), Regionally Known Werewolves, Regionally Known Criminals, Run Like the Wind, Sixth House, Herbalism for Purists, Temperature and Torgulf's NPC Soultrapping. My spidey sense suggests that Complete Morrowind, Lock Bash Enhanced, NPC Functionality or RK Werewolves/Criminals are to blame. The others seem unlikely to have scripts in the right place to cause flashy CTDs on loading a new game.
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Red Sauce
 
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Post » Sun Dec 26, 2010 11:46 am

TRIPLE post, but... wtf? I decided to just re-check ithe CompleatEnhancement esp and play without the chargen. I forgot to uncheck the chargen, though... I decided "what the hell" and started a new game. ...And no crash. Some problems with window focus but that's it. And everything works as it should.

So I guess those CTDs were another part of the "bizarre MW crap" that us players have to put up with.

On that note, I'd -love- to have more places and situations to choose from, like being mugged in Balmora or waking up in a daedric shrine. (Now THAT would be a traumatic experience.) Other neat ones might be escaping the guards after a robbery, or starting near Ghostgate. Then again, I'm sure you have ideas of your own -- possibly better ones.

Again, apologies for the triple post...But I felt both subsequent posts were of significant enough importance to warrant new posts,
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Chelsea Head
 
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Post » Sun Dec 26, 2010 7:07 am

I'm glad you fixed your problems, Dirges. From now on, please use the EDIT button instead of mutli-posting (aka "spamming") to update information. So your posts would look like this:

(Some info text)

EDIT: (Added info text)

EDIT 2: (Added info text)

...

EDIT (n-1): (Added info text)

EDIT (n): (Added info text)

Where n is the number of edits made.


-E. Faust: Avatar of Metal
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Ana Torrecilla Cabeza
 
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Post » Sun Dec 26, 2010 1:17 pm

Do most people that play werewolves use any sort of werewolf mods? (like vampire embrace..except for werewolfs!)

I've been working on adding an option to begin as a werewolf or a vampire, but I want to make it as compatible as I can with any other mods. (or atleast add patches for them)
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Katey Meyer
 
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Post » Sun Dec 26, 2010 10:56 am

Although I don't regularly use them, I might be able to look into their mechanics to see how they work. Hopefully, I might be able to see a trend on how to create a method for compatibility with those mods.

BTW, Kefka is back (avatar picture) :P ! Also, don't be surprised if he happens to appear as a guest villain in one of my special projects in the future. ;)
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Lloyd Muldowney
 
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Post » Sun Dec 26, 2010 5:48 am

Although I don't regularly use them, I might be able to look into their mechanics to see how they work. Hopefully, I might be able to see a trend on how to create a method for compatibility with those mods.

BTW, Kefka is back (avatar picture) :P ! Also, don't be surprised if he happens to appear as a guest villain in one of my special projects in the future. ;)


Much better. :P Your last avatar just didn't seem to stick.

I don't normally play as a werewolf either. :P Though I think I'll get a good chance to during testing. ;P
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Alessandra Botham
 
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Post » Sun Dec 26, 2010 11:59 am

I use Sabregirl's Bloodmoon Werewolf Realism and Werewolf Clans of Vvardenfell. I hear Werewolf Evolution is popular, though I don't use it.

I'd really like to see something similar to Cid88's Advantages/Disadvantages included in this as a dialogue thing during the Chargen bit. I hate playing this game without the advantages and disadvantages, but that means I'm stuck running to Seyda Neen first thing, every game. xx' Even if I wanna start in the shipwreck or around Dagon Fel, I'm stuck running to Seyda Neen.

Which brings me to a fun idea for starting areas -- randomly choosing one of the various shipwrecks to start in ^^ I like starting in the shipwreck, but having to start over occasionally for mod testing... it loses some of the frantic "oh crap where am I" feel that I liked so much when I first did it. It'd be cool if you could do that -- and maybe add some other "random start" locations. ^^
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Ebou Suso
 
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Post » Sun Dec 26, 2010 6:29 pm

I just want to ask a quick question;

I saw mention of a "mysterious note" which spawns on the character or something similar, is this designed to direct the characters to the main quest, even if they didn't take the prison ship char gen?

EDIT: This looks like a brilliant mod, worthy of instant downloading, and I hope it improves in the future. Good luck and thanks.
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Sami Blackburn
 
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