[RELz]Chargen Revamped v2!

Post » Sun Dec 26, 2010 6:06 am

Yeah, that's exactly it. You can safely throw it out, it even states as much in its text ("Dispose of at your discretion" or similar.)
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Fluffer
 
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Post » Sun Dec 26, 2010 1:52 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.


Yup. Thats the mysterious note. ;) I prefer to roleplay how that note came into my characters posession. If you pick the "In jail at vivec" start, the starting note is different than usual. ;)

I downloaded the advantages and disadvantages mod but I havn't looked at it too much. I'll have to get back to you on that Dirges.
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Rhiannon Jones
 
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Post » Sun Dec 26, 2010 5:50 am

how's the update going?
I've been playing it, and it's good so far.

couple things I've noticed...
player starts with very very little money. I added more random gold to my copy.
Maybe have a "what type of weopon do you want?" question before the skill menus. I find myself without any defence in most of the scenerios.

Great job on this, though. I like it a lot.
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Mark Hepworth
 
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Post » Sun Dec 26, 2010 9:04 pm

I've been a bit busy with work lately.

I've been trying to figure out how Eisenfaust was able to edit the setup script without causing a bug. I havn't been able to figure out how he did it.
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Jonny
 
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Post » Sun Dec 26, 2010 6:59 am

Hi guys, any news on an update?
Here's a few things that occurred to me, hope I'm not out of line to mention them:

- Galsiah mentioned that if you have made Chargen Revamped 2 compatible with GCD, it would be good to mention in the readme that "CharGen Revamped delay2.esp" is no longer necessary. I saw that note on the first post, but not in the Readme.

- In general the Readme confused me. Would it be possible to move the old readme bits to a separate file, and just tell what is different between Gman's 1.4 and 2.0+? I'm not even sure what is the difference between this version and 1.4.

- One thing I always wanted to change in 1.4 was how the menus are presented. Instead of having them always come up sequentially, I thought it would be nice to have a main menu, so you could have something like this:
Edit AttributesEdit SkillsChoose Starting ItemsChoose Starting LocationStart as Vampire/WerewolfDone

That way, the user in a hurry could just click on "Done" and zoom past those submenus if they want to. Just an idea, if you want to try it.

- I'm still using version 1.4, but when I tried 2.1a a couple months ago, I'd started in an alternate location, then bopped over to Seyda Neen, and as I approached the census office, one or two of the tutorial menus popped up. I wasn't sure at the time if it was a conflict or what, but I've been waiting for an update to re-test! :) Sorry for the vague info, but maybe it's something to watch out for, in case someone else reports something similar or if you are doing more testing.

Thanks. Hope all is well.
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Jessie Rae Brouillette
 
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Post » Sun Dec 26, 2010 7:18 pm

Thanks for the input! I'll look into that problem you had.

I ran into a problem trying to add new starting points, but it is still being worked on. ^^" A little less than it was a few months ago but still being worked on.

I will try to make the readme a little less confusing by adding in the old bits as a separate readme file and use my readme file to say what is different.
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Sara Lee
 
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Post » Sun Dec 26, 2010 5:25 am

I'm finally getting around to updating this. Can I get some ideas for more starting locations?

Here is a list of locations I have so far:
Vampire lairs (if you've chosen to be a vampire)
Attacked by vampire hunters in a crypt near Balmora (again, vampire)
Visitng Desel's House of Earthly Delights (or perhaps I should use the words "Enjoying")
Being mugged in a Balmora ally
Fishing in Hlaa Ooad
Sleeping with the ghost at Gateway Inn
Released prisoner from Cyrodiil (default location in Seyda Neen)

Choices I plan on adding:
Vampire Clan
Werewolf
Weapons and Armor (back by popular demand)
Quick Start (Basically the Released Prisoner location, with the default start items)

Edit: One more thing. Updating the readme and merging Eisenfaust's patch with the main esp.
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k a t e
 
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Post » Sun Dec 26, 2010 9:03 pm

What about http://www.uesp.net/maps/mwmap/mwmap.shtml?locx=-76061&locy=142138&zoom=17? (Unless that's "Setting up camp near Khuul"). Or maybe one of the many shipwrecks dotted round the coast, not necessarily another submerged one but a beached one, like that one near the mouth of the Odai...
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April D. F
 
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Post » Sun Dec 26, 2010 1:36 pm

Both are great ideas Dragon! Thanks. :)

I decided to change the seyda neen start point to "Pushing around Fargoth in Seyda Neen" :P I enjoy watching him fall over and getting his lunch money. xD
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Milad Hajipour
 
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Post » Sun Dec 26, 2010 5:28 am

Oh, another one. Waking up at the feet of http://www.uesp.net/maps/mwmap/mwmap.shtml?locx=161470&locy=-61713&zoom=14?
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Lil Miss
 
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Post » Sun Dec 26, 2010 10:45 am

I'm finally getting around to updating this. Can I get some ideas for more starting locations?

Some ideas I had:

- Summoned to a Daedric Shrine: Intended for demon-like characters like the playable Dremora. You stand in the middle of some chal marks, surrounded by candles. A conjurer summoned you, either make him *believe* he can control you and sneak away, or fight for your freedom.

- Robbed and stabbed near (someplace): You tried to start a merchant career in Vvardenfell, but you were attacked and robbed. You awaken with barely any health, and nothing of value. Your pack guar lies dead by your side, you may have to eat it to survive.

- Entertaining customers at (some tavern). For bard-like characters. Start with one or two musical instruments and a bit of money you earned.

- Browsing books at (book shop or library). For scholarly types. Perhaps you're a student of an academy that sent you on a research mission. Starting equipment should be consistent withg that: some books, guides to cities ib the vicinity, perhaps some cheap scrolls, bit of money.

- Nobleman visiting the duke (or some other nobility elsewhere). You start with exquisite clothes and a substantial sum of money.

Not sure whether this is true for your mod too, but some of the alternate start mods totally rip out Bethesda's start sequence. I always thought that this was a pity, it would be nice to keep it as an option. It should be possible to adapt the original chargen scripts instead of ripping them out.
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Ashley Clifft
 
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Post » Sun Dec 26, 2010 6:25 pm

I am planning on adding it back in as well Psyringe as a starting place. :)

And thank you both for your suggestions. They are all great and I will see about adding them in. The details you gave me Psyringe are excellent.
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Harinder Ghag
 
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Post » Sun Dec 26, 2010 9:18 am

Since this mod requires Tribunal, how about adding a start location in Mournhold?

And seeing as you plan to include werewolves which might require Bloodmoon... starting locations on Solstheim?

Might also consider an add-on to give starts in Tamriel Rebuilt.
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RAww DInsaww
 
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Post » Sun Dec 26, 2010 5:44 am

I think I saw someone suggested a beginning related to one of the Ashlander tribes earlier in the thread. I like the way that sounds, though I have absolutely no idea how would you fit that in the Morrowind's story.

I also like http://www.uesp.net/maps/mwmap/mwmap.shtml?locx=-76061&locy=142138&zoom=17 very much. I like that little island in general, it's awesome.

While we're there, maybe a start near Dagon Fel?

The sad implication of the Morrowind's storyline is that the PC is a complete stranger. Although, that makes the hypothetical beginning on that little island quite ideal...


edit: Talking about ideal beginnings for a complete stranger, perhaps starting off in Vivec's waistworks?
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dell
 
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Post » Sun Dec 26, 2010 9:47 pm

Since this mod requires Tribunal, how about adding a start location in Mournhold?

And seeing as you plan to include werewolves which might require Bloodmoon... starting locations on Solstheim?

Might also consider an add-on to give starts in Tamriel Rebuilt.


I will certainly make an add-on that gives starts in TR. :) But its not my top priority right now.

I think I saw someone suggested a beginning related to one of the Ashlander tribes earlier in the thread. I like the way that sounds, though I have absolutely no idea how would you fit that in the Morrowind's story.

I also like http://www.uesp.net/maps/mwmap/mwmap.shtml?locx=-76061&locy=142138&zoom=17 very much. I like that little island in general, it's awesome.

While we're there, maybe a start near Dagon Fel?

The sad implication of the Morrowind's storyline is that the PC is a complete stranger. Although, that makes the hypothetical beginning on that little island quite ideal...


edit: Talking about ideal beginnings for a complete stranger, perhaps starting off in Vivec's waistworks?


I hope I can somehow come up with a reasonable explanation of starting at an Ashlander Camp. Perhaps being held captive?

After two requests I think I can arrange a starting place on that island. Actually...you know I think that MIGHT be the "Setting up camp near Khuul" beginning. I'll have to double check.

There is a starting place in Dagon Fel. And there are already two beginnings in Vivec (battle in the arena and in prison. Though I notice there is a problem with that beginning if you use MCA and it spawns a prisoner in the same jailcell as you)

I need some more vampire beginnings though. And I have NO idea what werewolf beginnings to add as I've never played as one myself. I think I might try to add some sort of Vampire Hunter beginning as well.

Edit:
I'll put together a list of planned beginnings and features of v3 soon.
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Theodore Walling
 
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Post » Sun Dec 26, 2010 1:13 pm

Here's another idea - not sure if it's worth implementing though. It's probably good for a chuckle, but I don't know whether people would actually play it.

- Falling from the sky

You start high above Vvardenfell and (of course) immediately fall down, screaming. You will not survive the fall, but you have a slowfall spell in your spell list. You also have a journal in your inventory which explains what happened: "Today I've made an odd acquaintance, a Bosmer mage who claims to have found a revolutionary new way of travelling large distances. I don't know whether I should believe him - he seemed to be very absent-minded, perhaps even a bit deranged. He appeared so forgetful during our conversation that it's hard to imagine him performing magical research without making crucial mistakes. Anyway, his boasting has made me curious, and I managed to acquire one of the scrolls he prepared. I think I will give this new travel mechanism a try tomorrow."

One advantage of this beginning is that it can be placed anywhere. One thing to keep in mind is to check it with MGE, there were reports of MGE rendering the landscape all black when you started so high that Morrowind didn't render anything. I'm not sure whether these reports have been addressed. There may be workarounds (immediate cellchange after ground contact might be worth trying). Other option are to start the player low enough that the problem doesn't occur - in that case there may not be enough time to cast the slowfall spell, so giving the player a potion may be better; or letting him fall into water so that he doesn't need to stop the fall.
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Monika
 
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Post » Sun Dec 26, 2010 10:43 am

I do like that idea! xD Hey, if I can add in "Shaking down Fargoth" then why can't I add in Falling from the sky? xD

If you gave the player a spell like..CR_Jump with fortify jump and forcejump the player it would be fine right? Might even work better that way, as you actually see the character jump. Would help with immersion in my opinion. Just have to make sure the player doesn't move before the jump, otherwise you might jump half way across Vvardenfell.

Giving the player a slow-fall potion might be better though.
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Amy Siebenhaar
 
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Post » Sun Dec 26, 2010 8:03 pm

If you gave the player a spell like..CR_Jump with fortify jump and forcejump the player it would be fine right? Might even work better that way, as you actually see the character jump. Would help with immersion in my opinion.

Mh, I intentionally left the "starting point" of the jump open so that the player could "fill in" any starting point that matches his character's background. For example, if you place the "fall down" location somewhere in the Molag Amur, the player could still roleplay that his character is a merchant in Ebonheart, or a fisherman in Hla Oad, or basically anything else. And the starting location in Molag Amur is where the jump took him to.

But I see your point as well. Your call. :)

Edit: Come to think of it; this starting condition might be a good fit for starting at any *random* location, if it's possible to teleport the player with variable parameters at this stage.
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james reed
 
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Post » Sun Dec 26, 2010 9:55 pm

Mh, I intentionally left the "starting point" of the jump open so that the player could "fill in" any starting point that matches his character's background. For example, if you place the "fall down" location somewhere in the Molag Amur, the player could still roleplay that his character is a merchant in Ebonheart, or a fisherman in Hla Oad, or basically anything else. And the starting location in Molag Amur is where the jump took him to.

But I see your point as well. Your call. :)

Edit: Come to think of it; this starting condition might be a good fit for starting at any *random* location, if it's possible to teleport the player with variable parameters at this stage.


As fun as it would be, it might be better as an add-on at this point. ;) It is getting rather complicated...and it might be fun to have an add-on of..crazy starting points. I imagine one being "Running from a pack of enraged Guars" and as the game starts you get a messagebox just saying "Run." Or perhaps enraging a herd of Netch.

Starting Points to add:
- Summoned to a Daedric Shrine by a conjurer.

- Being mugged near (someplace). (Going to give the player a chance to defend him/herself or hand over their money...or perhaps convince them they have nothing)

- Entertaining customers at (some tavern).

- Browsing books at (book shop or library).

- Nobleman visiting the duke (or some other nobility elsewhere).

- Shaking down Fargoth in Seyda Neen. (Hey! Everyone picks on Fargoth right?)

- Arriving on a prison ship from Cyrodiil (Yup. Default start.)

- Quick Start! (Outside Census and Excise office)

- Enjoying Dessel's House of Earthly Delights :hubbahubba: (Working on the name for that one still)

- Fighting off a starving vampire in Molag Mar (Or some other place. Somewhat of a vampire hunter beginning)

- Fishing in Hlaa Oad

- Mining in the Caldera Ebony Mine (Complete with pickaxe, torches, and food!)

- Sleeping in the Haunted room at Gateway Inn

- Random (Wont include Quick Start, but might include the default start)

New Features
- Back by popular demand, a chance to chose armor and weapons. If you choose to pick your own, you wont get the default equipment for your beginning. (Should make the arena battle more suited to your character)

- Start as a vampire or werewolf! (These wont be in the newest release until I can figure out how to get it working with VR II without teleporting to a crypt)

Fixes
- Fixing the stacked menu bug by incorporating Eisenfaust's patch.

- Fixing the tutorial message boxes that currently still pop up when you visit the census and excise office. (still working on that one...)



I might release it with the vampire and werewolf options and just add beginnings and add a VR II patch later. But the player will have no special starting locations. Gotta figure some out. ^^"
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Sarah Unwin
 
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Post » Sun Dec 26, 2010 10:04 pm

just a gentle bump to see if there have been any updates to this one I might have missed? :whistle:
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Bek Rideout
 
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Post » Sun Dec 26, 2010 5:56 pm

Wait someone has actually been thinking about this mod? ^^" Yes, there have been a few that I havn't released yet. I wanted to add in vampire and werewolf beginnings, but its proving difficult to keep it compatible with Vampire Realism.

Edit:
I planned a few new starts after finally figuring out a huge problem. Just need to add in the actual starting points.

Still need to add in starting item selections.
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Chloe :)
 
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Post » Sun Dec 26, 2010 3:09 pm

any updates ???
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Sarah Kim
 
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Post » Sun Dec 26, 2010 11:11 am

Hi, I'm looking for updates to this, too. I love the other ideas for starting situations people had going here. Should I consider this mod complete as is now, though?
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Nina Mccormick
 
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Post » Sun Dec 26, 2010 11:43 am

Updated. Not completely finished, but thought I would update it with what I have.

Whats new:
-Brought back the Item Editor. :)

-Added a choice of Chargen: Quick Beginning, Normal Beginning, and Custom Beginning.

You may notice that I added a few new beginnings, but they are not complete. They are only placeholders at the moment. ^^" I really just wanted to get out what I had done already.

I was going to add back in racial bonuses (since I have added a choice for normal beginnings and a quick beginnings, it leave the player at a disadvantage). Should I add them back in or keep them as they are?
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Connor Wing
 
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Post » Sun Dec 26, 2010 2:10 pm

Updated. Not completely finished, but thought I would update it with what I have.
[ . . . ]


Excellent! I've annotated the entry on the CharGen mods guide. The updated version will be going up shortly.

Thanks, Pwin!
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Spaceman
 
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