[RELz]Chargen Revamped v2!

Post » Sun Dec 26, 2010 3:53 pm

I couldn't figure out how to get it to work EXACTLY like Chargen Revamped v1.4, but I found a nice workaround.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6845
========================
Chargen_Revamped_v2.3
by Pwin & Eisenfaust
========================

1. Installation
2. Description/Use
3. Compatibility
4. Contact and Usage
5. Credits
6. Version History
7. AB2 Bugs
========================
1. INSTALLATION
========================

To install the plugin, unzip the CharGen_Revamped_v2_3.rar, and copy all

files inside the foler into your Morrowind/Data Files directory.

========================
2. DESCRIPTION/USE
========================

This mod requires Tribunal.

Chargen Revamped is a replacement for two great mods:
Alternate Beginnings 2 by Bluebit and Char Maker by zerocyde.

Each of these mods altered the same script, and are not compatible - until

now.

Alternate Beginnings 2 allowed the player to choose various locations and

situations to begin your story.

Character Maker allowed the player to have complete control over starting

stats and skills.


Launch Morrowind, and at the startup screen before pressing Start, click

Data files and ativate Chargen_Revamped_v2_3.esp.

Note: You will have to deactive these mods-Alternate Beginnings,
Alternate Beginnings 2, Character Maker, Chargen Revamped v1.4, Chargen

Revamped v2.1, and Chargen Revamped v2a

You will now start the game in a new location, and given a choice on how

your story begins. You will now also be able to edit your stats to create

the character you've always wanted!

You can now also choose between:
'Quick Beginning', which will skip most of Chargen.
'Normal Beginning', the original beginning (only 1 change. Bet you can

notice it.)
'Custom Beginning', Choose your own beginning.

Back by popular demand is also the starting item editor, which will allow

you to choose what kind of items you start out with.

The starting choices include:
- Exploring around Dagon Fel
- Stepping onto the docks at Ebonheart
- Getting something to eat in Caldera
- Browsing the market as Gnisis
- Drowning in a shipwreck on the east coast
- Hiding from the law (75 bounty)
- Diving for pearls near Pelagiad
- Hunting in the Grazelands
- Working in the fields
- Collecting ingredients on the Bitter Coast
- Grave Robbing in a tomb near Balmora
- Studying in the Balmora Mages Guild
- Gathering firewood in the Wilderness
- In prison at Vivec
- Shipwrecked on a beach
- Fighting a battle in the Vivec Arena (immediate battle)
- Setting up camp near Khuul
- Working as a commoner in Maar Gan

Or if you can just choose Random.

(There are 6 more beginnings than in the list. I am still working on them.

They are place holders, and for now do the same as 'Paying homage in Khuul')

More Notes (hurray!):
-Maximum of 60 stat points is allowed in stat editor
-Maximum of 15 skill points is allowed in skill editor
-There is no 'back' feature in the stat and skill editors

========================
3. COMPATABILITY
========================
-This mod is complatable with Galsiah's Character Development. It is not

necessary to use the Chargen Revamped patch that comes with it.

-Eisenfaust's patch (CRv2_1a_Patch) is no longer needed. Activating it will

replace the changes of v2.3.

-CharGen script (examples of mods that will conflict: Alternate Beginnings,
Char Maker, Quick Char)

-The items in the census and excise office have had the scripts edited. So

any mod that also edits these scripts (and loads after this mod) will

conflict.

I think this covers everything. But if something comes up please send me a
PM on the official forums. My username is Pwin.

========================
4. Contact & Usage
========================

Please feel free to use this mod and scripts however you wish. As long as

you give credit to
me(Pwin), Bluebit (author of Alternate Beginnings 2), Zerocyde (author of

Character Maker), Eisenfaust (thanks for the patching!), and
Evermoon (author of Alternate Beginnings) in the readme. :)

If you have any questions/comments/suggestions you may contact me on the

official bethesda forums. My username is Pwin.

========================
5. Credits
========================

This is where I give credit where credit is due.

A special thanks goes out to evermoon and zerocyde for letting the
community use their content - Thanks!
Thanks to Bluebit for making Alternate Beginnings 2! I don't know
how I ever lived (in morrowind) without it!
Thanks also go out to Zerocyde again, for creating Character Maker!
Now I can use your mod along side Alternate Beginnings for the
ultimate RP experience.
My inspiration and gratitude go out to gman21 for making the first
Chargen_Revamped! Without peeping at your scripts modifications
I would have lost for a good long time. Also, much of the content
of this readme was taken from gman21's own readme. I just couldn't
explain any better myself. :)

And thanks to Eisenfaust for helping me debug and patch quite a few

problems.

========================
6. Version History
========================
v2.3:
-Brought back racial bonuses. (Would like feedback on this.)
-6 more beginnings have been added to the list, but for now they are the

same as 'Paying homage in Khuul'. (still working on the details for them :)

)
-Included Eisenfaust's patch.
-Added in 'Random' option for beginnings.
-RE-ADDED ITEM EDITOR!!
-Added in a 'Quick Beginning' option. Skips CharGen.
-Added in a 'Normal Beginning' option. Lets you run through chargen as if

nothing was changed (except for having to pick the package up from the

table).
v2.1a by Eisenfaust:
-Created a patch that "makes the plugin work more seamlessly with mods that

use startscripts" like GCD and other leveling mods. This patch is

recommended and required for full compatibility with Galsiah's Character

Development. Please read the readme file.(Thank you E.Faust)

v2.1:
-Fixed a bug where the editor windows caused problems with pursuit enhanced

setup.
v2.0:
-Removed Bloodmoon ESM Requirment
-Replaced the chargen scripts with the Alternate Beginnings 2 scripts.
-Had to move the Stat and Skill editors to the end of Chargen because
for some reason selecting a spawn point (namely, clicking -next-)
was not working correctly when I inserted startscript CM_skilleditor
and CM_stateditor into the chargen script. If anyone knows the answer
to this problem please contact me so i can fix it?
-Stated in Alternate Beginnings 2 Readme: Seyda Neen
dialogue changed so they don't speak to you as if you just stepped off the

boat.
-Look! A hidden Note! Because I moved the editor scripts outside of chargen,
mods that were previously incompatbile with Chargen Revamped and char Maker

may
have become compatible again. :)

v1.4:
-Reworked item editor. Nearly all items are randomized now.
-Fixed missing morrowind topic - again

v1.3:
-New Starting Item Editor, pick which items to start with. The player no

longer needs
to steal his way out of the very beginning.
-player starts with 25 gold if starting item editor is declined
-Tweaked Morag Tong beginning, player only starts with 1 scroll of unlock,

removed trap
in "vivec, storage"
-Tweaked some script behaviors

v1.2:
-Fixed problem where the player would not recieve the 'morrowind' topic

v1.1:
-Fixed a problem with a few misnamed cells in scripts
-Added another mage guild location

v1.0:
-30 new starting locations: most taverns and all factions are included
-Zerocyde's Skill and Stat editors, this gives total control over char

creation.
-The tutorial in the census office is disabled
-Imperial Prison ship is not off limits but the guards will not be happy if

you loot the cargo...
-Original starting location is still available by declining the spawn editor
-The main quest can be started by talking to sellus gravius in the census

office, ask about morrowind.

User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Sun Dec 26, 2010 5:43 pm

Somebody makes an update to the fascinating CharGen Revamped and people ignore it?!? WTF! I'll probably be the first to test this one and give you some feedback, Pwin. I am currently using CR v1.4 with edits to seamlessly incorporate Marbred's "Chargen Diseases". The one concern I have with this one at the moment, though, is that the moving of the skilll and stat editors out of CharGen might screw up calculations of stats/skills for GCD. For all I know, it COULD be okay. Heck, it could be **ANYTHING** until I test this thing and see how it acts. I'll let you know how it goes within the next several hours.


EDIT 1: One thing I found that really needs attention is that you need to add a delay method into the scripts for the menu's so that the windows will NEVER pop up simultaneously. For example, this code could dictate how you would put it together:

if ( waitOneSecond < 1 );This variable dictates the delay between the menu's popping up, therefore stopping the windows  from "stacking".	set waitOneSecond to ( waitOneSecond + GetSecondsPassed )	 returnendifif ( MenuMode == 1 )	returnendifif  ( State == 0 )	  EnableNameMenu	  set State to 10	  set waitOneSecond to 0.5elseif  ( State == 10 )   EnableRaceMenu   set State to 20   set waitOneSecond to 0.5elseif  ( State == 20 )	EnableClassMenu	set State to 30	set waitOneSecond to 0.5elseif  ( State == 30 )	EnableBirthMenu	set State to 40	set waitOneSecond to 0.5elseif  ( State == 40 )	  EnableStatReviewMenu	  set State to 50	  set waitOneSecond to 0.5


I really think it is important to incorporate a method like this for your scripts, because it would be very unfortunate to repeat the mistake of the previous incarnation.
-E. Faust : Avatar of Metal
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Sun Dec 26, 2010 8:58 am

This looks great. I never even knew about the other mods to be honest. Downloaded and will try with my next new character!
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Sun Dec 26, 2010 12:01 pm

Somebody makes an update to the fascinating CharGen Revamped and people ignore it?!? WTF! I'll probably be the first to test this one and give you some feedback, Pwin. I am currently using CR v1.4 with edits to seamlessly incorporate Marbred's "Chargen Diseases". The one concern I have with this one at the moment, though, is that the moving of the skilll and stat editors out of CharGen might screw up calculations of stats/skills for GCD. For all I know, it COULD be okay. Heck, it could be **ANYTHING** until I test this thing and see how it acts. I'll let you know how it goes within the next several hours.
EDIT 1: One thing I found that really needs attention is that you need to add a delay method into the scripts for the menu's so that the windows will NEVER pop up simultaneously. For example, this code could dictate how you would put it together:

<snip>


I really think it is important to incorporate a method like this for your scripts, because it would be very unfortunate to repeat the mistake of the previous incarnation.
-E. Faust : Avatar of Metal


I fixed that last night actually. I was playing last night and ended up spending all night fixing it. ^^' I will put the update up momentarily.

Edit: Oh. Your code differs from mine somewhat...I'll have to take a closer look at it. :)

Edit2: Thank you Eisenfaust! I think you just helped me fix the reason I had to move it out of Chargen! ^^" The windows were stacking and I wasn't sure how to stop it.

Edit3: Turns out editing the alternate beginnings 2 script in any way (that i've done at least. And I tried only adding a variable.) gives me the teleport to dagonfel bug when selecting a spawn point.
User avatar
mishionary
 
Posts: 3414
Joined: Tue Feb 20, 2007 6:19 am

Post » Sun Dec 26, 2010 7:37 am

...is that the moving of the skilll and stat editors out of CharGen might screw up calculations of stats/skills for GCD.
It'll screw things up if the skill/stat editing happens after CharGenState is set to -1. Otherwise it'll be fine.

If they do happen after CharGenState is -1, you'd need to prevent GCD from starting up too soon somehow. It'd be simple enough to add a global variable such as CharGen_In_Progress to CR2 and GCD (with initial value 0 in both), change it to 1 at the start of CR2, then back to 0 when all the adjustments are over, and check that it's 0 from GCD (or any similar mod) before continuing [checking that it's zero means that such mods will continue either when CR2 is finished, or when CR2 isn't present - since it'd then never have been set to 1].

Alternatively, just not using the GCD_Startscript... esp, then avoiding the Census and Excise office until after chargen, would work for GCD. This way you'd have to start GCD manually (Startscript Gals__Start), but would of course be free to do so at the appropriate time - after all the stat adjustments. Since it seems unlikely that most CR2 users would wish to start from the C&E office, this would work for most people.



@Pwin
Since you've fixed the all-menus-coming-up-together issue, could you please add a line to the readme saying that the GCD chargen revamped delay patch should not be used with CR2.

Also, note that the stacking-windows issue should usually only be a problem at the very beginning (this is the time when a load of mods might be starting up, with Startscript commands aplenty, and multiple-script-runs-in-one-frame). If for some reason you can't add delays throughout, then making sure there's one at the very start should solve most such problems - e.g. if the alternate beginnings 2 script doesn't run first (???) it might not be a problem at all in this area.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Sun Dec 26, 2010 6:11 pm

It'll screw things up if the skill/stat editing happens after CharGenState is set to -1. Otherwise it'll be fine.

If they do happen after CharGenState is -1, you'd need to prevent GCD from starting up too soon somehow. It'd be simple enough to add a global variable such as CharGen_In_Progress to CR2 and GCD (with initial value 0 in both), change it to 1 at the start of CR2, then back to 0 when all the adjustments are over, and check that it's 0 from GCD (or any similar mod) before continuing [checking that it's zero means that such mods will continue either when CR2 is finished, or when CR2 isn't present - since it'd then never have been set to 1].

Alternatively, just not using the GCD_Startscript... esp, then avoiding the Census and Excise office until after chargen, would work for GCD. This way you'd have to start GCD manually (Startscript Gals__Start), but would of course be free to do so at the appropriate time - after all the stat adjustments. Since it seems unlikely that most CR2 users would wish to start from the C&E office, this would work for most people.
@Pwin
Since you've fixed the all-menus-coming-up-together issue, could you please add a line to the readme saying that the GCD chargen revamped delay patch should not be used with CR2.

Also, note that the stacking-windows issue should usually only be a problem at the very beginning (this is the time when a load of mods might be starting up, with Startscript commands aplenty, and multiple-script-runs-in-one-frame). If for some reason you can't add delays throughout, then making sure there's one at the very start should solve most such problems - e.g. if the alternate beginnings 2 script doesn't run first (???) it might not be a problem at all in this area.


I was not able to add in the timer scripts to chargen. I just can't seem to pinpoint the problem with AB2's chargenew script. I was only able to prevent the editor windows from poppuing up together.
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sun Dec 26, 2010 7:44 am

Why not post the script here? - more chance of someone seeing what's up that way.
It doesn't have more than 33 variables does it?? That's one case in which adding a variable can screw things up hugely.
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Sun Dec 26, 2010 3:20 pm

Hmm, I keep getting an error when trying to download at PES. Is anyone else getting it?
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Sun Dec 26, 2010 5:09 am

For the record, the tabbing is a little off.

another note: CharGenState == 10
Begin chargenewshort Stateshort buttonshort button1short button2short OverallState	if ( menumode == 1)			return	endifif( OverallState == 0 )	if  ( State == 0 )			disablePlayerControls			EnableNameMenu			set State to 10	elseif  ( State == 10 )			EnableRaceMenu			set State to 20	elseif  ( State == 20 )			EnableClassMenu			set State to 30	elseif  ( State == 30 )			EnableBirthMenu			set State to 40	elseif  ( State == 40 )			EnableStatReviewMenu			set State to 50	elseif  ( State == 50 )			MessageBox "Under what circumstances does your story begin? ", "Exploring around Dagon Fel", "Stepping onto the docks at Ebonheart", "Getting something to eat in Caldera", "Browsing the market at Gnisis", "Drowning in a shipwreck on the east coast", "- NEXT -"			set State to 55	elseif ( State == 55 )			set button to GetButtonPressed			if ( button == -1 )				Return			elseif ( button == 0 )				FadeOut 1				Player->PositionCell 59482,181274,553,115, "7,22"				ChangeWeather "Sheogorad" 3				FadeIn 10				Player->AddItem, "Gold_001", 25				Player->AddItem, "ingred_bread_01", 1				Player->AddItem, "misc_de_foldedcloth00", 1				Player->AddItem "AB2_start instructions", 1		  elseif ( button == 1 )				FadeOut 1				Player->PositionCell 20373,-102522,79,343, "Ebonheart 2,-13"				ChangeWeather "Ascadian Isles Region" 1				FadeIn 10				Player->AddItem, "Gold_001", 10				Player->AddItem, "bk_guide_to_vvardenfell", 1				Player->Additem "AB2_start instructions", 1			elseif ( button == 2 )				FadeOut 1				Player->PositionCell 230,-198,160,0, "Caldera, Shenk's Shovel"				ChangeWeather "West Gash Region" 5				FadeIn 10				Player->AddItem, "Gold_001", 5				Player->AddItem, "ingred_fire_petal_01", 4				Player->AddItem, "ingred_black_anther_01", 6				Player->AddItem "AB2_start instructions", 1			elseif ( button == 3 )				FadeOut 1				Player->PositionCell -85371,92544,1028,0, "Gnisis -11,11"				FadeIn 10				Player->AddItem, "Gold_001", 60				Player->AddItem, "light_de_buglamp_01", 1				Player->Additem "AB2_start instructions", 1			elseif ( button == 4 )				FadeOut 1				Player->PositionCell 4306,3763,-754,0, "Lonely Shipwreck, Upper Level"				ChangeWeather "Azura's Coast Region" 5				FadeIn 10				Player->Additem "AB2_start instructions", 1			 Player->RemoveItem "iron dagger", 1			 Player->AddItem "iron dagger", 1			elseif ( button == 5 )				set State to 60				return			endif			set OverallState to 1	elseif ( State == 60 )			MessageBox "Under what circumstances does your story begin?", "- PREVIOUS -", "Hiding from the law", "Diving for pearls near Pelagiad", "Hunting in the Grazelands", "Working in the fields", "Collecting ingredients on the Bitter Coast", "Grave Robbing in a tomb near Balmora", "Studying in the Balmora Mages Guild", "- NEXT -"			set State to 65	elseif ( State == 65 )			set button1 to GetButtonPressed			if ( button1 == -1 )				Return		  elseif( button1 == 0 )			set state to 50				Return			elseif( button1 == 1 )			   FadeOut 1			   Player->PositionCell 13078,-78339,402,217, "1,-10"			   FadeIn 10			   Player->RemoveItem "common_shoes_01", 1			   Player->AddItem "AB2_bearskin cuirass", 1			   Player->Additem "AB2_netch leather boots", 1			   Player->Additem "AB2_fur greaves", 1			   Player->Additem "AB2_start instructions", 1			   Player->Equip "AB2_bearskin cuirass"			   Player->Equip "AB2_netch leather boots"			   Player->Equip "AB2_fur greaves"			   Player->Equip "iron dagger"			   Player->AddItem "ingred_diamond_01", 1			   SetPCCrimelevel, 75			elseif( button1 == 2 )			FadeOut 1			Player->PositionCell 12481,-61011,-280,0, "1,-8"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->AddItem "bk_guide_to_vvardenfell", 1			Player->Additem "ingred_pearl_01", 2			Player->Additem "iron dagger", 1			   Player->Additem "AB2_start instructions", 1		  elseif( button1 == 3 )			FadeOut	1			Player->PositionCell 74894,124753,1371,0, "9,15"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->AddItem "ingred_hound_meat_01", 3			   Player->Additem "AB2_start instructions", 1			Player->AddItem "AB2_chitin bow", 1			Player->Equip, "AB2_chitin bow"			Player->AddItem "chitin arrow", 30			Player->AddItem "AB2_right cloth bracer", 1			Player->Equip, "AB2_right cloth bracer"			Player->AddItem "AB2_netch gauntlet left", 1			Player->Equip, "AB2_netch gauntlet left"		  elseif( button1 == 4 )			FadeOut 1			Player->PositionCell 13449,-57064,136,0, "1,-7"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shirt_01", 1			Player->RemoveItem "common_shoes_01", 1			Player->AddItem "slave_bracer_right", 1			Player->AddItem "ingred_saltrice_01", 6			Player->Equip "slave_bracer_right"			   Player->Additem "AB2_start instructions", 1		  elseif( button1 == 5 )			FadeOut 1			Player->PositionCell -42653,28795,355,0, "-6,3"			ChangeWeather "Bitter Coast Region" 1			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shirt_01", 1			Player->Additem "AB2_mortar", 1			Player->AddItem "ingred_bc_bungler's_bane", 3			   Player->Additem "AB2_start instructions", 1			Player->Additem "common_robe_01", 1			Player->Equip, "common_robe_01"		  elseif( button1 == 6 )			FadeOut 1			Player->PositionCell 2043,263,-164,268, "Tharys Ancestral Tomb"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->AddItem "light_com_torch_01_256", 1			   Player->Additem "AB2_start instructions", 1			Player->AddItem "AB2_silver claymore", 1			Player->AddItem "AB2_lucky", 1			Player->Equip, "AB2_silver claymore"			Player->Equip, "AB2_lucky"		  elseif( button1 == 7 )			FadeOut 1			Player->PositionCell 505,-387,-752,205, "Balmora, Guild of Mages"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shirt_01", 1			Player->Additem "bookskill_Alchemy2", 1			Player->AddItem "common_robe_03", 1			Player->Equip, "common_robe_03"			   Player->Additem "AB2_start instructions", 1			elseif( button1 == 8 )				set state to 70				return			endif			set OverallState to 1	elseif ( State == 70 )			MessageBox "Under what circumstances does your story begin?", "- PREVIOUS -", "Gathering firewood in the Wilderness", "In prison at Vivec", "Shipwrecked on a beach", "Fighting a battle in the Vivec Arena", "Setting up camp near Khuul", "Working as a commoner in Maar Gan", "Paying homage at the Fields of Kummu" 			set State to 75	elseif ( State == 75 )			set button to GetButtonPressed		   if ( button == -1 )			Return		elseif ( button == 0 )			set state to 60				Return		elseif ( button == 1 )			FadeOut 1			Player->PositionCell 38154,-53328,931,268, "4,-7"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shoes_01", 1			Player->AddItem "iron battle axe", 1			Player->AddItem "fur_boots", 1			Player->Equip "iron battle axe", 1			Player->Equip "fur_boots", 1			   Player->Additem "AB2_start instructions", 1		  elseif ( button == 2 )			FadeOut 1			Player->PositionCell 274,-214,-100,0, "Vivec, Hlaalu Prison Cells"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shoes_01", 1			Player->RemoveItem "common_shirt_01", 1			Player->Additem "AB2_start instructions 2", 1			Player->AddItem "expensive_shirt_02", 1			Player->AddItem "pick_journeyman_01", 1			Player->AddItem "expensive_pants_02", 1			Player->AddItem "common_shoes_01", 1			Player->Additem "gold_001", 20		  elseif ( button == 3 )			FadeOut 1			Player->PositionCell -100317,84103,60,303, "-13,10"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shoes_01", 1			   Player->Additem "AB2_start instructions", 1			elseif ( button == 4 )				FadeOut 1				Player->PositionCell 5,-583,-432,0, "Vivec, Arena Pit"				FadeIn 10				Player->RemoveItem "iron dagger", 1				Player->AddItem, "AB2_iron shortsword", 1				Player->AddItem, "AB2_netch leather boots", 1				Player->AddItem, "AB2_netch leather shield", 1				Player->AddItem, "AB2_iron cuirass", 1				Player->Equip, "AB2_iron shortsword"				Player->Equip, "AB2_Netch leather boots"				Player->Equip, "AB2_netch leather shield"				Player->Equip, "AB2_iron cuirass"				Player->RemoveItem "common_shoes_01", 1				Player->Additem "AB2_start instructions", 1				PlaceAtPC, "AB2_hostile", 1, 1000, 0			elseif ( button == 5 )				FadeOut 1				Player->PositionCell -78170,143029,427,349, "-10,17"				FadeIn 10				Player->Additem "AB2_start instructions", 1			elseif ( button == 6 )				FadeOut 1				Player->PositionCell -21484,103143,2004,326, "-3,12"				FadeIn 10			 Player->AddItem "gold_001", 35			 Player->AddItem "misc_com_bucket_01", 1			 Player->AddItem "misc_de_cloth10", 1			 Player->AddItem "misc_de_tankard_01", 1				Player->AddItem "AB2_start instructions", 1		  elseif( button == 7 )			FadeOut 1			Player->PositionCell 14330,-33457,774,57, "1,-5"			FadeIn 10			Player->RemoveItem "iron dagger", 1			Player->RemoveItem "common_shirt_01", 1			Player->AddItem "bk_PilgrimsPath", 1			Player->AddItem "common_robe_01", 1			Player->Equip "common_robe_01", 1			   Player->Additem "AB2_start instructions", 1			endif		set overallstate to 1	endifelseif( OverallState == 1 )		"CharGen StatsSheet"->disable		"CharGen Boat"->Disable		"CharGen Boat Guard 1"->disable		"CharGen Boat Guard 2"->disable		"CharGen Dock Guard"->disable		"CharGen_cabindoor"->disable		"CharGen_chest_02_empty"->disable		"CharGen_crate_01"->disable		"CharGen_crate_01_empty"->disable		"CharGen_crate_01_misc01"->disable		"CharGen_crate_02"->disable		"CharGen_lantern_03_sway"->disable		"CharGen_ship_trapdoor"->disable		"CharGen_barrel_01"->disable		"CharGen_barrel_02"->disable		"CharGenbarrel_01_drinks"->disable		"CharGen_plank"->disable		"CharGen Door Hall"->Unlock		StartScript RaceCheck			enableplayerfighting		enableplayermagic		enableplayercontrols		EnablePlayerJumping		EnablePlayerViewSwitch		EnableVanityMode		enablestatsmenu		enableinventorymenu		enablemagicmenu		enablemapmenu		EnableRest		set CharGenState to -1		set State to -1endifEnd chargenew


I did see the 33 variable bug in another script (They commented it out and mentioned that MW didn't like 33 variables). :P I thought it was interesting.

Anyway, thats the AB2 chargen script. My first thought was that it had something to do with the messagebox length. =/ but I really don't think thats it. I'm going to see if I can't re-write the script from scratch for now. Any ideas?

Edit: I can't seem to download it from PES either. Gonna try another mod to see if its the file or Fileplanet.

Edit2: Try it now. :)

Edit3: I gotta stop doing so many edits... But I just remembered that I already have such a variable in CR2. PCR_Done_Editors is set to 1 after chargen and the editors are done.
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Clea Jamerson
 
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Post » Sun Dec 26, 2010 4:07 pm

While messing around with CR v2.0 last night I **THINK** I might have found the solution on how to successfully integrate the Skill and Stat Editors into CharGen. I need just a little more testing to confirm that it works as it should. Expect an update soon, Pwin.

EDIT: When testing is completed, would you mind if I sent you the .esp patch file in a zip/rar/ace/etc archive (whichever you prefer)? If this is the method you wish me to use to transfer my work to your project, please keep in mind that you must NOT merge the patch file with the main CR v2.0 file (and have the patch load at the END of the load list) for the following reasons:

1.) Avoiding race conflicts (eg WGI and Super Adventurers). While loading CR 2.0 at the end of the list will overwrite all changes done by race mods/enhancers, loading the patch there will NOT do this, since it only modifies the scripts.
2.) Allowing the "Delay methods" in "chargenew" to work correctly. As implied in the readme, unless the patch loads last, there is a good chance that another mod that uses scripts that do not check for "if (menumode == 1)" will screw up this routine.
3.) Allowing the Script updates to properly take form to begin with. When merging files, the changes in the more recent item SOMETIMES do not form in the merge file. It's really better not to take this risk and have the patch load separately from the main plugin AND at the bottom of the load list, as stated above.

P.S.: If the edits I have made are to your liking, then maybe...just maybe..., you might want to list me in your credits.

-E. Faust: Avatar of Metal
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Carolyne Bolt
 
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Post » Sun Dec 26, 2010 12:19 pm

i will be following this mod, character generation is always a fun thing, was one of the very few redeeming features of daggerfall. excellent to see this progress in morrowind!
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Rich O'Brien
 
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Post » Sun Dec 26, 2010 4:10 pm

:) Thats wonderful Eisenfaust! I'm curious to see how you did it!

I've sent you a PM.
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sharon
 
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Post » Sun Dec 26, 2010 8:23 am

Pwin, I've sent you back a PM. By the way, my objective for that iteration of the patch was to fix up the code that was already there in the your plugin. The next direction that you (or the both of us) might want to take for CR would be to decouple the equipment the player is given from the situation he starts in. For example, if the player is fighting a battle in the Vivec arena, instead of always getting a shortsword and light armor, he will actually be able to choose the weapon, armor and other equipment he spawns with [except for the "mysterious note", which always spawns on the player] (you likely remember this feature from CR v1.4). After that step is done, why not allow the player to start as a Werewolf or Vampire with the clan association of the player's choosing (courtesy of Marbred's "CharGen Diseases")? With that feature, it certainly ought to save the player some trouble becoming the undead/lycanthope-type villain he always wanted to be. Then, following from that step, it might be practical to add more starting situations for the player (especially for Vampires and Werewolves).

Essentially, we might want to make this mod so that, instead of being a merge of the other mods it includes, it would be an expansion of all the mods it includes. As usual, these improvements will be needed to be broken into phases since they are, in themselves, massive undertakings.

I sure hope you find these suggestions useful: ;)

-E. Faust: Avatar of Metal
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Nadia Nad
 
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Post » Sun Dec 26, 2010 11:24 am

Pwin, I've sent you back a PM. By the way, my objective for that iteration of the patch was to fix up the code that was already there in the your plugin. The next direction that you (or the both of us) might want to take for CR would be to decouple the equipment the player is given from the situation he starts in. For example, if the player is fighting a battle in the Vivec arena, instead of always getting a shortsword and light armor, he will actually be able to choose the weapon, armor and other equipment he spawns with [except for the "mysterious note", which always spawns on the player] (you likely remember this feature from CR v1.4).


;P I didn't actually like that part of v1.4 myself. Perhaps if it were optional ("Would you like to choose your armor/weapons?[no will give you the defaults]" yes/no)?

After that step is done, why not allow the player to start as a Werewolf or Vampire with the clan association of the player's choosing (courtesy of Marbred's "CharGen Diseases")?


:) This would be a great thing to include actually. ;) Will have to make sure its compatible with VE, VH, and VR.

Then, following from that step, it might be practical to add more starting situations for the player (especially for Vampires and Werewolves).


I was actually trying to come up with some new starting locations already. ;) The vampires and werewolves starting locations would really be fun to implement.

Essentially, we might want to make this mod so that, instead of being a merge of the other mods it includes, it would be an expansion of all the mods it includes. As usual, these improvements will be needed to be broken into phases since they are, in themselves, massive undertakings.


It would be very difficult and take much time for me to do alone. :) It would be great to work with you on this mod. Your patch works fine. I'll run it through a few more times to see if I can break it, but it seems to work very well.
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Myles
 
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Post » Sun Dec 26, 2010 5:54 am

Thanks for the update, Pwin. Before this mod is updated any further (ie the stuff I mentioned two posts above), it is of prime importance that the patch file is as bug-free/conflict-free as possible. Oh, and that thing you suggested about giving the player the ability to choose whether or not he wants different equipment: I'll keep that in mind when working with you on a future revision.

Oh yes: the first thing that I spotted that I will fix for the next revision:

1.) In the "Vivec Arena" start, I will give the player a set amount of "Standard Restore Health Potions" to help him survive the fight in the intro. I've tried this intro scenario with about 10 characters already and I've only had one (short blade as major skill) that survived that encounter (unless he took the arena doors and fled the fight...)

EDIT: Another change for the next version:

2.) I noticed that of all weapon archetypes lying around in the arena, the "spear-type" weapon was missing. I'll add probably an iron spear or halberd in there to accomodate for this.

-E. Faust: Avatar of Metal
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Melanie
 
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Post » Sun Dec 26, 2010 2:20 pm

Thanks for the update, Pwin. Before this mod is updated any further (ie the stuff I mentioned two posts above), it is of prime importance that the patch file is as bug-free/conflict-free as possible. Oh, and that thing you suggested about giving the player the ability to choose whether or not he wants different equipment: I'll keep that in mind when working with you on a future revision.

Oh yes: the first thing that I spotted that I will fix for the next revision:

1.) In the "Vivec Arena" start, I will give the player a set amount of "Standard Restore Health Potions" to help him survive the fight in the intro. I've tried this intro scenario with about 10 characters already and I've only had one (short blade as major skill) that survived that encounter (unless he took the arena doors and fled the fight...)

-E. Faust: Avatar of Metal


Really? ^^' I used a character with no real skill in long blade and won much too easily. Although, I was using a few combat mods. Health potions never heart though. :)

Edit: did you try using the iron broadsword laying against the wall?
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Nikki Hype
 
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Post » Sun Dec 26, 2010 5:22 pm

Really? ^^' I used a character with no real skill in long blade and won much too easily. Although, I was using a few combat mods. Health potions never heart though. :)



You'd be surprised about how difficult NPC Enhanced makes this encounter (at least on my side)...
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Kelly John
 
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Post » Sun Dec 26, 2010 4:06 am

i can't wait to fight in arena!
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leni
 
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Post » Sun Dec 26, 2010 5:14 am

A patch for the current version of CR will be released soon on PES. Just make sure that all of you who use it read the readme, as it contains important information on how to integrate it into your load list.

Thanks for your comments and/or criticisms for this mod, as every one offered here (as long as it tells us something about the nature of it) will help this mod become more solid:

-E. Faust: Avatar of Metal
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Hella Beast
 
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Post » Sun Dec 26, 2010 9:53 am

The patch is up on PES. :) This should make CR2 compatible with GCD now. :) Thanks again E.Faust.
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Horror- Puppe
 
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Post » Sun Dec 26, 2010 3:24 pm

This sounds great guys!
Any chance of a random start option?
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Chantel Hopkin
 
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Post » Sun Dec 26, 2010 10:50 am

Great idea. :) E.Faust and I are working on some more beginnings and more customizations too, so keep an eye out for more updates in the future. A random start would be great.
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James Hate
 
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Post » Sun Dec 26, 2010 10:18 am

Nice mod, I forgot to reply on your post. But the download worked.
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Lifee Mccaslin
 
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Post » Sun Dec 26, 2010 7:29 pm

Great idea. :) E.Faust and I are working on some more beginnings and more customizations too, so keep an eye out for more updates in the future. A random start would be great.

Random start as in when it asks you to choose the starting position, you can choose "I don't care, give me anyone of those" or as in anywhere on Vvardenfell? LOL @ random start putting you behind Dagoth Ur's back with an uber-knife and a 1000 sneak skill! :evil:
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Carlitos Avila
 
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Post » Sun Dec 26, 2010 7:08 pm

Hehehe. You, a sword, and 100 mudcrabs. ;P

I'm writing up some ideas at the moment though. So far I've got:
Random start
Mining
Vampire hunter/slayer (Preferably one in the Molag Mar region)
Something involving the ghostgate.
Living as a Fisherman in Hlaa Oad (sp?)
Newly released prisoner from Cyrodil (yes I know, thats the vanilla (with some modifications). But its not a choice atm and would be nice to have imo.)
Being mugged in Suran (would be interesting I thought. Might be Pelegiad instead. Perhaps another town with more of a criminal record?)

I'd like to add some beginnings in a Telvanni town other than Caldera and Dagon Fel. Working on some Vampire and werewolf beginning ideas as well. ;) I think for a werewolf, one might be hiding in a plantation just before a full moon.
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Shannon Marie Jones
 
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