[RELz] Classed Beginnings

Post » Thu Sep 02, 2010 12:30 am


Classed Beginnings

************************


Author: DarkRider

Version: 1.1

Release Date:
20.November.2010

Updated:
21.December.2010

Requirements:
Elder Scrolls IV: Oblivion v.1.2


************************************
----Description------
************************************
Classed Beginnings is a role playing starter kit plugin for new characters in Elder Scrolls IV: Oblivion. The mod adds a free player home called Rumare Lodge, just a stone’s throw from the Imperial Sewer exit where your character will emerge from the tutorial dungeon at the start of a new game. The house includes lots of player safe storage, a player owned horse (a different horse appears for each class), a starter chest of class specific goods, and a bit of gold to get you started on your questing. Stop starting your game as a nobody; go home, get your horse and some gear before heading into the world that awaits you!

This mod is to assist NEW characters with a jumpstart. When used with existing characters, the house will still be playable, but the class goods and steed will not be enabled.


************************************
------Bugs/Conflicts------
************************************
-Alternate Start Mods: This mod will conflict with any mod that offers an alternate start location to the game. If you do not leave the tutorial dungeon as in the vanilla game you will not trigger the class specific goods and steed. The house will still be playable though.

-UL Imperial Isle: Loading Classed Beginnings after UL Imperial Isle will create a significant land tear. Moving Classed Beginnings ahead of UL Imperial Isle will resolve the issue.

-New Roads and Bridges: These two mods played together create a number of aesthetic issues, Arthmoor has provided a patch for users using both mods together. To patch, the mods need to be loaded in this order: Classed Beginnings, NBR4, and then the Patch.

- Region Revive: Lake Rumare: This mod is incompatible with Classed Beginnings, they crowd into the same space and this one is not patchable. Users will have to make a choice unfortunately.


************************************
----Credits/Resources-----
************************************
AlienSlof- Beautiful Variety of Horses
Echonite- Model Editing
WillieSea- Scripting
Arthmoor- Cleaning/Patching

************************************
------Rights and Privileges------
************************************
Bethesda Softworks retains all rights to any original content, concepts, and ideas taken and altered from Elder Scrolls IV: Oblivion. All original textures and assets belong to me and may be used in your mod freely without permission being asked beforehand but credit must be given for my work; it’s just polite. As with all DarkRider projects, I ask that this resource not be used in mods of a pormographic nature. This mod may not be rehosted anywhere without permission. Period.

************************************
------Contact------
************************************
DarkRider @ http://www.tesalliance.org


http://www.invision.tesalliance.org/forums/index.php?/files/file/667-classed-beginnings/

Now Mirrored on Planet Elder Scrolls: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6480

User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Thu Sep 02, 2010 12:53 am

Fantastic idea! :celebration: Oh how I wish my girl could start over and take advantage! LOL Time to start a new character!

:foodndrink:

Edit: The grotto under the player home is stunning! I'm in love. Thank you! :D
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Wed Sep 01, 2010 5:17 pm

how does this mod handle custom classes?
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Wed Sep 01, 2010 3:47 pm

how does this mod handle custom classes?


The custom class receives a steed as well and a generally broad starter kit for custom adventurers. :nod:
User avatar
Danial Zachery
 
Posts: 3451
Joined: Fri Aug 24, 2007 5:41 am

Post » Thu Sep 02, 2010 2:05 am

I will definitely give this a try.
User avatar
Kate Schofield
 
Posts: 3556
Joined: Mon Sep 18, 2006 11:58 am

Post » Wed Sep 01, 2010 12:17 pm

[color="#FF0000"]


************************************
------Bugs/Conflicts------
************************************
-Alternate Start Mods: This mod will conflict with any mod that offers an alternate start to the game. If you do not leave the tutorial dungeon as in the vanilla game you will not trigger the class specific goods and steed. The house will still be playable though.

************************************
----Credits/Resources-----
************************************
AlienSlof- Beautiful Variety of Horses
Echonite- Model Editing
WillieSea- Scripting

************************************
------Rights and Privileges------
************************************
Bethesda Softworks retains all rights to any original content, concepts, and ideas taken and altered from Elder Scrolls IV: Oblivion. All original textures and assets belong to me and may be used in your mod freely without permission being asked beforehand but credit must be given for my work; it’s just polite. As with all DarkRider projects, I ask that this resource not be used in mods of a pormographic nature. This mod may not be rehosted anywhere without permission. Period.

************************************
------Contact------
************************************
DarkRider @ http://www.tesalliance.org


[center][size="7"]http://www.invision.tesalliance.org/forums/index.php?/files/file/667-classed-beginnings/




I found one exception to that. If you use the prison start from Alternate Start revamped, you will get the chest. :foodndrink:
User avatar
Jade MacSpade
 
Posts: 3432
Joined: Thu Jul 20, 2006 9:53 pm

Post » Wed Sep 01, 2010 1:24 pm


Now Mirrored on Planet Elder Scrolls: http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=6480

User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Thu Sep 02, 2010 2:52 am

This is a great mod, I'm glad you are making it easy for people to find.
User avatar
Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Thu Sep 02, 2010 1:04 am

Great idea. Thanks for sharing this Darkrder. :celebration:
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Wed Sep 01, 2010 10:04 pm

This little gem needs a nudge up. :hugs: I adore this mod! As it happens, my character was still new enough that she was able to claim all the goodies! :celebration: Even the horse, which she loves! Thank you Rider!!

:bowdown:
User avatar
Liv Brown
 
Posts: 3358
Joined: Wed Jan 31, 2007 11:44 pm

Post » Wed Sep 01, 2010 11:35 pm

It makes for a nice home even if you don't qualify for the extra goodies. I love the cellar grotto too.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Thu Sep 02, 2010 3:02 am

Thanks folks, nice to see others enjoying something I've enjoyed in my own game for years (with some sprucing up of course! :P) :lmao:
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Wed Sep 01, 2010 9:27 pm

I like the idea that experienced players can put the mod on and it doesn't give you all those free goods.
User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Wed Sep 01, 2010 8:55 pm

Sorry Darkrider but I've just found the first issue with my character. It seems the Blackwood Greaves on the 2nd floor isn't tested with the http://www.elderscrolls.com/redirect.php?site=http://tesnexus.com/downloads/file.php?id=15802, because my female character has missing meshes on the legs and hips. I think the rest of that steel armor is okay.

I haven't tested Robert's male and female body mod just yet, but I will keep you posted with the test results. See you soon. :)
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Wed Sep 01, 2010 2:30 pm

The armor in this mod is all vanilla armor. So any issues you find with your body mod are incompatibilities to be reported to that mod's author. There's nothing I can do to make your body mod more compatible with the vanilla armors in Classed Beginnings. :geek:
User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Wed Sep 01, 2010 4:15 pm

You could mention this body mod conflict in the readme and a solution to fix it.

If you have an issue of missing body parts just install this http://tesnexus.com/downloads/file.php?id=24078 mod (BAIN or OMOD).
Just get the patch for your mod that's related to HGEC body mod.

That was I did once long ago when I first discover this issue, but now I must have forgot that fix.
I've already installed it and I'm quite sure that's all you need to do.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Wed Sep 01, 2010 3:13 pm

You could mention this body mod conflict in the readme and a solution to fix it.


You are misunderstanding. There are no armor or clothing meshes included in this mod. The added armor and clothing from the mod use the meshes already included with the game. If you have a stock replacer, then it will use those instead, but it doesn't use any other meshes. So if you are having trouble with armor or clothing meshes, it is because of a bug in your stock replacer or erroneous installation of your stock replacer.
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Thu Sep 02, 2010 1:30 am

This looks interesting for a new character indeed! Any other known conflicts besides alternate start mods (such as UL's, overhauls) that have been discovered?
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Wed Sep 01, 2010 7:28 pm

It MAY conflict with UL Imperial Isle, but it hasn't been tested and Classed Beginnings makes subtle changes so it may be easily patchable if it does conflict. This has not been tested with any of the overhauls, but any conflicts should be minimal if present. :foodndrink:
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Wed Sep 01, 2010 11:11 am

It MAY conflict with UL Imperial Isle, but it hasn't been tested and Classed Beginnings makes subtle changes so it may be easily patchable if it does conflict. This has not been tested with any of the overhauls, but any conflicts should be minimal if present. :foodndrink:


Alright, will give it a go with OOO/MMM/UL Imperial Isle loaded and see if everything works fine. :)
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Sep 01, 2010 11:04 pm

Brilliant, please send me a PM with any issues you may encounter so I can note them for a future update! :goodjob:
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Wed Sep 01, 2010 7:09 pm

Brilliant, please send me a PM with any issues you may encounter so I can note them for a future update! :goodjob:


PM sent with as much detail as I could provide from my quick test. :)
User avatar
flora
 
Posts: 3479
Joined: Fri Jun 23, 2006 1:48 am

Post » Wed Sep 01, 2010 9:50 pm

Don't want to spam your inbox when I don't need to, so posting here instead that you can ignore what I've sent you since some loadorder shuffling fixed *most* issues. I'll send another report later since there's still some issues of which one is quite major, but I need to do more testing to figure out if it's a conflict with NRB or UL: IL and I'm just about to leave the apartment now. Said issue is posted in image below. Other than that there was grass growing in weird places, such as inside the well and at the door to the house and finally the gate to the stable-area seemed to be partly below ground (slightly). Will come back with details on wether the issue was with NRB or UL (or both) when I'm back home.

http://img.ihack.se/images/10129291076412.jpg
(For anyone else interested: This is with Classed Beginnings loading before New Roads and Bridges Revised and UL: Imperial Isle. If loaded after mentioned mods the issues are much worse so avoid that)
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Wed Sep 01, 2010 11:52 am

I had no issues loaded before UL:II. I'm not using NRB so that is probably the culprit. Other than a slight typo ('Loadge' on basemant door) I didn't notice anything amiss. This is a lovely house and a nice leg-up for a new character.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Wed Sep 01, 2010 11:38 am

I had no issues loaded before UL:II. I'm not using NRB so that is probably the culprit. Other than a slight typo ('Loadge' on basemant door) I didn't notice anything amiss. This is a lovely house and a nice leg-up for a new character.


Cheers, just got back home so that's it then - no need for further testing from me I suppose. :)
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Next

Return to IV - Oblivion