[RELz]Chargen Revamped v2!

Post » Sun Dec 26, 2010 7:36 am

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?

This is one of those things that has actually kept me from using these kind of mods for char gen in the first place. I think race and birthsign bonuses should definitely be accounted for, preferably even in the custom build versions of things if at all possible to do.
User avatar
adam holden
 
Posts: 3339
Joined: Tue Jun 19, 2007 9:34 pm

Post » Sun Dec 26, 2010 10:44 pm

You know, I've spent the last 3 days trying to patch Eisenfaust's mod into yours... and then you go and update it and do it as well!!!

A few things,
  • is it possible to delay the actual chargen a little bit? I have all-sorts of mods starting early and the dialogues stack up quite quickly. The next thing I was going to put in my own patch was to bring back Jiub; the player activates him when ready, who then uses his first spoken question to start the process, then doesn't see him again. Sort of like "are we still dreaming here?" from the movie. What do you think?
  • Also, for Journal Enhanced players, could you maybe add misc_inkwell and misc_quill to some of the starting equipment or locations? It can be a pain trying to track a set of these down as the only merchant guaranteed to have them is Arrille in Seyda Neen.
  • Finally, on locations, I think it's great that we already have a fairly neutral range of areas all over the island with nothing too outlandish like falling from the sky. I would definitely like some more Azura's Coast/Ashlands/Molag Amur start points though. I like the kidnapping idea, and maybe also starting as a bandit in the "Valley of the Wind" is another way (might I recommend Tin-Ahhe, as it's fairly small and has low-level other bandits).


Thanks again for the update! looking forward to trying it out!
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Sun Dec 26, 2010 3:19 pm

The lack of racial bonuses and the option of doing the original start is what has kept me from using this mod. If you added it back in I would play it. (Er. Assuming it works with GCD...)
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Sun Dec 26, 2010 4:06 pm

The way it was done before was to actually edit the racial bonuses out. :) All I would have to do is get rid of the edits from the esp.

I will go ahead and add them back in then. Should still work with GCD.

@angrysquirrel
I'm a bit unsure of what your asking for. ^^" The CharGen takes place within Chargen. Most (and I really mean most) mods check to make sure that CharGen has ended before starting. Did you just want the process stretched out a little longer?

I havn't tried CR with Immersive Chargen yet..Suppose I'll see what happens when I do.
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sun Dec 26, 2010 2:05 pm

Hey Pwin, the ESP has some dirty refs, but I wanted to check with you and make sure which ones were and were not required -- if there are any that should *not* be cleaned out.

File: CharGen Revamped v2.3 [gman21, ed. Pwin & Eisenfaust].esp==============================  deleted SCPT CharGen_ring_keley  deleted SCPT CharGenBoatNPC  deleted SCPT CharGenBoatWomen  deleted SCPT CharGenDagger  deleted SCPT CharGenRaceNPC  deleted SCPT CharGenStatsSheet  deleted SCPT CharGenStuffRoom  deleted SCPT CharGenWalkNPC  deleted ARMO fur_greaves  deleted STAT in_hlaalu_doorjamb_load  deleted NPC_ chargen class  deleted DOOR in_v_s_jaildoor_01  deleted STAT ex_de_oar  deleted DOOR CharGen Exit Door  deleted DOOR chargen door captain  CELL  12  -1, Molag Mar Region  CELL   9  15, Grazelands Region	deleted CELL   9  15, Grazelands Region			  ; empty cell  CELL   4  -7, Ascadian Isles Region	deleted CELL   4  -7, Ascadian Isles Region		  ; empty cell  CELL   2 -14, Ascadian Isles Region	deleted CELL   2 -14, Ascadian Isles Region		  ; empty cell  CELL   1  -7, Ascadian Isles Region	deleted CELL   1  -7, Ascadian Isles Region		  ; empty cell  CELL   1  -8, Ascadian Isles Region  CELL   1 -14, Ascadian Isles Region	deleted CELL   1 -14, Ascadian Isles Region		  ; empty cell  CELL   0 -14, Bitter Coast Region	deleted CELL   0 -14, Bitter Coast Region			; empty cell  CELL  -2  -9, Seyda Neen  CELL  -2 -10, Seyda Neen	deleted CELL  -2 -10, Seyda Neen					 ; empty cell  CELL  -6   3, Bitter Coast Region	deleted CELL  -6   3, Bitter Coast Region			; empty cell  CELL  -7  -6, Bitter Coast Region	deleted CELL  -7  -6, Bitter Coast Region			; empty cell  CELL -11   8, West Gash Region	deleted CELL -11   8, West Gash Region			   ; empty cell  CELL -13  10, West Gash Region  CELL Seyda Neen, Census and Excise Office	deleted AMBI	deleted FRMR 119513, ex_nord_door_01	deleted FRMR 119654, light_com_candle_07_64	deleted FRMR 321375, misc_com_redware_bowl_01  CELL Vivec, Hlaalu Prison Cells	deleted AMBI	deleted FRMR 407591, bk_V_hlaaluprison  CELL AB2 Start  deleted INFO 23291351271929511			   ; Caius Cosades  deleted INFO 2124530673720831903			 ; the Empire  deleted INFO 3253423749290424070			 ; Morrowind  deleted DIAL Caius Cosades						   ; empty dialog  deleted DIAL the Empire							  ; empty dialog  deleted DIAL Morrowind							   ; empty dialog==============================Saved: Clean CharGen Revamped v2.3 [gman21, ed. Pwin & Eisenfaust].esp

User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Sun Dec 26, 2010 6:42 am

The way it was done before was to actually edit the racial bonuses out. :) All I would have to do is get rid of the edits from the esp.

I will go ahead and add them back in then. Should still work with GCD.

Awesome, I will probably be grabbing this as soon as that version is out (as I really do like the Racial/Birthsign bonuses). As such, I may need to get into contact with you at some point to try and ensure this will be compatible with my Character Backgrounds mod I am working on (though I may be able to just ensure it once I get my hands on your mod).

Another question, do you think this would be compatible with Balor's Leveling Mod?
User avatar
Sakura Haruno
 
Posts: 3446
Joined: Sat Aug 26, 2006 7:23 pm

Post » Sun Dec 26, 2010 4:20 pm

Hey Pwin, the ESP has some dirty refs, but I wanted to check with you and make sure which ones were and were not required -- if there are any that should *not* be cleaned out.

File: CharGen Revamped v2.3 [gman21, ed. Pwin & Eisenfaust].esp==============================  deleted SCPT CharGen_ring_keley  deleted SCPT CharGenBoatNPC  deleted SCPT CharGenBoatWomen  deleted SCPT CharGenDagger  deleted SCPT CharGenRaceNPC  deleted SCPT CharGenStatsSheet  deleted SCPT CharGenStuffRoom  deleted SCPT CharGenWalkNPC  deleted ARMO fur_greaves  deleted STAT in_hlaalu_doorjamb_load  deleted NPC_ chargen class  deleted DOOR in_v_s_jaildoor_01  deleted STAT ex_de_oar  deleted DOOR CharGen Exit Door  deleted DOOR chargen door captain  CELL  12  -1, Molag Mar Region  CELL   9  15, Grazelands Region	deleted CELL   9  15, Grazelands Region; empty cell  CELL   4  -7, Ascadian Isles Region	deleted CELL   4  -7, Ascadian Isles Region; empty cell  CELL   2 -14, Ascadian Isles Region	deleted CELL   2 -14, Ascadian Isles Region; empty cell  CELL   1  -7, Ascadian Isles Region	deleted CELL   1  -7, Ascadian Isles Region; empty cell  CELL   1  -8, Ascadian Isles Region  CELL   1 -14, Ascadian Isles Region	deleted CELL   1 -14, Ascadian Isles Region; empty cell  CELL   0 -14, Bitter Coast Region	deleted CELL   0 -14, Bitter Coast Region; empty cell  CELL  -2  -9, Seyda Neen  CELL  -2 -10, Seyda Neen	deleted CELL  -2 -10, Seyda Neen	; empty cell  CELL  -6   3, Bitter Coast Region	deleted CELL  -6   3, Bitter Coast Region; empty cell  CELL  -7  -6, Bitter Coast Region	deleted CELL  -7  -6, Bitter Coast Region; empty cell  CELL -11   8, West Gash Region	deleted CELL -11   8, West Gash Region	; empty cell  CELL -13  10, West Gash Region  CELL Seyda Neen, Census and Excise Office	deleted AMBI	deleted FRMR 119513, ex_nord_door_01	deleted FRMR 119654, light_com_candle_07_64	deleted FRMR 321375, misc_com_redware_bowl_01  CELL Vivec, Hlaalu Prison Cells	deleted AMBI	deleted FRMR 407591, bk_V_hlaaluprison  CELL AB2 Start  deleted INFO 23291351271929511	; Caius Cosades  deleted INFO 2124530673720831903; the Empire  deleted INFO 3253423749290424070; Morrowind  deleted DIAL Caius Cosades				; empty dialog  deleted DIAL the Empire				; empty dialog  deleted DIAL Morrowind					; empty dialog==============================Saved: Clean CharGen Revamped v2.3 [gman21, ed. Pwin & Eisenfaust].esp

Thanks for reporting that Gluby. ^^" But...I honestly don't know what any of that means. :confused: I think I understand it after looking at it for awhile. Looks like its saying my mod has these entries marked as 'modified' but doesn't actually change any of these things and should be deleted from the esp. I'll look over it just to make sure. I did notice last night that for some reason the Quick Beginning option wasn't working for me for some reason.

Edit: Thanks for pointing all that out Gluby. :) Mod is cleaned and will update later tonight with the racial bonuses.

Awesome, I will probably be grabbing this as soon as that version is out (as I really do like the Racial/Birthsign bonuses). As such, I may need to get into contact with you at some point to try and ensure this will be compatible with my Character Backgrounds mod I am working on (though I may be able to just ensure it once I get my hands on your mod).

Another question, do you think this would be compatible with Balor's Leveling Mod?


I'd be glad to try to make them compatible. As for Balor's Leveling Mod, I've never actually taken a look at it. I've only heard of it a few times. I'll take a look at it, but it should be.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Sun Dec 26, 2010 7:04 am

Thanks for reporting that Gluby. ^^" But...I honestly don't know what any of that means. :confused: I think I understand it after looking at it for awhile. Looks like its saying my mod has these entries marked as 'modified' but doesn't actually change any of these things and should be deleted from the esp. I'll look over it just to make sure. I did notice last night that for some reason the Quick Beginning option wasn't working for me for some reason.

Edit: Thanks for pointing all that out Gluby. :) Mod is cleaned and will update later tonight with the racial bonuses.


No worries! I'll down it and test it out when you get it back up.

(Oh, and that report was out of TESTool (using restricted dialog and cell cleaning).)
User avatar
Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Sun Dec 26, 2010 5:58 pm

I'd be glad to try to make them compatible. As for Balor's Leveling Mod, I've never actually taken a look at it. I've only heard of it a few times. I'll take a look at it, but it should be.

That would be great if you did get compatibility with the Balor mod, love that one myself (though if it is too much work, I understand whole heartedly). Anyways, I will probably take a stab at it anyways if the bonuses are coming back :)
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Sun Dec 26, 2010 1:03 pm

Upped. Racial Bonuses are back and cleaned using TESTool.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Sun Dec 26, 2010 2:46 pm

Upped. Racial Bonuses are back and cleaned using TESTool.

Grabbing it now for my next build, but if it stays this way, I will be getting updates too :)

EDIT: Actually, PES seems to not want to let me download it at the moment, giving me an error - blah
User avatar
Dale Johnson
 
Posts: 3352
Joined: Fri Aug 10, 2007 5:24 am

Post » Sun Dec 26, 2010 8:30 pm

Tried taking another stab at it here today, and it seems I still get the FilePlanet error on this one, others on the site seem to be working fine.
User avatar
Stay-C
 
Posts: 3514
Joined: Sun Jul 16, 2006 2:04 am

Post » Sun Dec 26, 2010 7:17 pm


EDIT: Actually, PES seems to not want to let me download it at the moment, giving me an error - blah
Ditto.
User avatar
Tarka
 
Posts: 3430
Joined: Sun Jun 10, 2007 9:22 pm

Post » Sun Dec 26, 2010 8:33 am

Weird. I'll try and reupload it then.

Edit: There. Its working this time (just tried it myself).
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Sun Dec 26, 2010 10:40 am


Edit: There. Its working this time (just tried it myself).
Yep, sure is :goodjob:
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Sun Dec 26, 2010 11:00 pm

Weird. I'll try and reupload it then.

Edit: There. Its working this time (just tried it myself).

Woot, gonna go grab that then, thanks Pwin!
User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Sun Dec 26, 2010 6:03 pm

Good evening.

I'd been having trouble with this mod, and finally found the conflict. If you ALSO have The Goblin Lab (v1.1 at least) installed, TGL's menu messes up CR2.3's menu. It still pops, but none of the choices DO anything, leaving you stuck in that little room...forever. It's not likely to be a common enough problem to patch around, but it might be worth a mention in the readme. Un-marking TGL to get through chargen seems to fix the issue cleanly.

Rochndil, who still has some fog colors to tweak...
User avatar
Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sun Dec 26, 2010 9:48 am

Thanks for letting me know. I'll mention it in the readme and see about a patch.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sun Dec 26, 2010 8:40 pm

Sorry about leaving the mod so unfinished and half broken.

I'm fixing up the mod. The least I can do is patch it up. I feel bad about leaving this mod half done.

I had everything patched up and working correctly once before and had meant to upload it but I ended up loosing the file. So I've started working on it again.

So far I've managed to:
Fix Quick Start
Removed any unfinished beginnings
Re-added the Starting Item menus.

Am still working on:
A bug I found with Captain Gravius. He defaults to the Siege at Firemoth quest start as his greeting even if you've just started the game. I don't know why and I can't find this greeting anywhere.
Re-doing the Readme as was suggested way back.

Once this last bug is knocked out and I re-do the readme I will call it done. I kinda just want to finish it and get back to the game. I may try and get a compatibility patch going for Immersive Chargen. We'll see.
User avatar
Trista Jim
 
Posts: 3308
Joined: Sat Aug 25, 2007 10:39 pm

Post » Sun Dec 26, 2010 2:43 pm

Sorry about leaving the mod so unfinished and half broken.

I'm fixing up the mod. The least I can do is patch it up. I feel bad about leaving this mod half done.

I had everything patched up and working correctly once before and had meant to upload it but I ended up loosing the file. So I've started working on it again.

So far I've managed to:
Fix Quick Start
Removed any unfinished beginnings
Re-added the Starting Item menus.

Am still working on:
A bug I found with Captain Gravius. He defaults to the Siege at Firemoth quest start as his greeting even if you've just started the game. I don't know why and I can't find this greeting anywhere.
Re-doing the Readme as was suggested way back.

Once this last bug is knocked out and I re-do the readme I will call it done. I kinda just want to finish it and get back to the game. I may try and get a compatibility patch going for Immersive Chargen. We'll see.


Pwin,
I started a new character using this mod and could not leave the census office after talking to Selus Gravious( I hope I spelled his name right?} When I click on the exit door to Seyda Neen, it tells me I still have to talk to Selus about my duties. But I have and also my journal is updated correctly. Just FYI. Tried 3 times with the same result.

Raed

Seems the issue with the captain is why I can't leave the office.

Sorry for the stupid post. :banghead:
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sun Dec 26, 2010 2:19 pm

Pwin,
I started a new character using this mod and could not leave the census office after talking to Selus Gravious( I hope I spelled his name right?} When I click on the exit door to Seyda Neen, it tells me I still have to talk to Selus about my duties. But I have and also my journal is updated correctly. Just FYI. Tried 3 times with the same result.

Raed

Seems the issue with the captain is why I can't leave the office.

Sorry for the stupid post. :banghead:


No, thanks for telling me. I had forgotten about that problem and was considering updated the mod on pes and just ignoring the issue with his greetings.
User avatar
Bambi
 
Posts: 3380
Joined: Tue Jan 30, 2007 1:20 pm

Post » Sun Dec 26, 2010 4:53 pm

Pwin,
I actually got past the Captain problem, but now I found another one. If you try to go back into the office, it CTD's. Oh, I noticed that the prison ship is still docked. The guard on the ship and the guard which greeted you when you came off the ship are in their starting positions. I walked up to the dock guard and he started the greeting script and asked where I was from. :laugh: Then I followed him to the office which crashed when I tried to enter. Shouldn't the prison ship be not be there?

Raed
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Sun Dec 26, 2010 11:29 am

It really shouldn't be there...I havne't run into /that/ one yet...
User avatar
Rik Douglas
 
Posts: 3385
Joined: Sat Jul 07, 2007 1:40 pm

Post » Sun Dec 26, 2010 12:08 pm

It really shouldn't be there...I havne't run into /that/ one yet...


If you don't mind, I would like to take a look at the scripts that run the chargen. Mind you, I am no modder, but I do like to tinker.

Raed
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Previous

Return to III - Morrowind