[Relz]modTESTchargen_v2.5

Post » Fri May 13, 2011 11:09 am

modTESTchargen_v2.5
a mod by trunksbomb

Here is my 2.5th release of this mod.. I've updated and refined the scripts and added a bunch more! The reason this is version 2.5 and not version 3 is that I am releasing it with some of the scripts unworking; namely, teleports to Vvardenfell Landmarks, Mournhold, Solstheim, and Tamriel Rebuilt and adding/removing spells. If I feel motivated later, I may update to version 3 and include the previously mentioned, but they are a lot of tedious work (which is what delayed me from releasing this mod). So without further ado, here it is:

What it is is the third version of my modTESTchargen mod. If you haven't used the modTESTchargen before, here is a brief synopsis:

modTESTchargen allows you to playtest mods in the most efficient and quick manner possible.
Anyone who knows something about mod testing knows that to get the best testing environment, you must start a new game. However, nobody likes to sit through the character generation process and have to listen to that annoying old man (Aah, yes, we've been expecting you...). If you are testing your own mod as you create it, you'll undoubtedly have to sit through that annoying character generation process countless times. But you don't care whether you're a male Nord Assasin born under the sign of The Lady. And yes, you already knew J brings up your journal and spacebar is used to activate things. So why do you sit through those messages every time? Not the most pleasant of experiences.

Well, that's where modTESTchargen comes in. It skips the entire process of character generation. You never meet Jiub, you never have to be "officially signed in before you can be released." You'll never have to listen to that annoying old Soccius Ergalus. Rather, modTESTchargen places you in the middle of Seyda Neen with a character that has already been fully generated for you and then some.

Then some, you may ask? Then some. The modTESTchargen adds a whole kerslew of options for the budding mod tester. Is it fun to go in the console each time and player->setspeed 100... player->setathletics 100... player->additem "ohcrapIforgotwhattheIDis" 1? No. It's not fun. And sometimes, you can simply forget a command, or an item ID, or a journal ID, or the coordinates of a cell- or any number of other things.

modTESTchargen does all that for you. You never have to see the console for the most commonly used features. Don't like being level 1? Well, that's OK- modTESTchargen makes you have level 100 everything. Oh, don't want to be level 100? Well how about 75? Or 50? or 25? Oh, well that's fine too, modTESTchargen does it all.

Don't want to be a female Wood Elf Berserker? that's fine.. change your race, class, sign, name and six at any time in the game.

You need to get to Balmora? Ok. modTESTchargen can take you there. Oh, it wasn't Balmora.. it was Tel Fyr. No, it was Gnaar Mok.. no, I need to go to the Cavern of the Incarnate. No that one Daedric Ruin... Assurnibiblidibble. Good thing modTESTchargen provides the means to do all of that!

Not in the Fighters Guild? Want to be in the Mages Guild? Go ahead. Join up. Need to shoot up a rank in order to meet certain conditions in your mod? Cool, go ahead. Want to be the Grandmaster and then go back to being a recruit? You can do that too.

Need a weapon? Armour? ANYTHING? modTESTchargen can get it for you.

And the best feature of all- custom teleporting! Just use the handy dandy Qustom Teleporter included with modTESTchargen to set an exterior location you would like to get back to easily (a pseudo-mark, if you will). Use the Qustom Teleporter again and you'll be placed right back at the exact spot you left your pseudo-mark. Need to keep this position, but want to place a new one? That's OK, because there are THREE different custom teleports. Heck yeaa!

Oh, and don't forget the skooma.



There you have it, a (un)brief summary of what modTESTchargen can do for you. To put it bluntly without all the jazz, modTESTchargen allows you to quickly and easily set up a pristine environment for testing mods. It provides the tools to teleport nearly anywhere in the world, to join any and all factions and adjust rank accordingly, to have a weapon and some armour when you need it, and much more. The ultimate modders in-game tool, I'd say.

The only pictures I could show you are of the various menus involved in the script.. but I'll just give you a little codebox full of the menu commands to show you what it looks like. Items that are indented means that they are sub-items of the item above.
Money (grants 100k at a time)Stats  100  75  50  25  Stat Review (Same review menu as in chargen)Items  Armour	Light	Medium	Heavy	Max Enchant  Weapon	Axe	Blunt	Long Blade	Marksman	Short Blade	Spear  Alchemical	Potions	Ingredients	Alchemy Set  Misc	Picks & Probes	Soulgems	Dwemer Artifacts	Moon Sugar  Teleport	Vvardenfell Cities	  (All Cities)	Vvardenfell Towns	  (All Towns)[color="#4D0101"]The rest of these teleports are unworking in this version[/color]	Vvardenfell Landmarks	  Ashlander Camps		Major Camps		Minor Camps	Mournhold	  (Various locations around Mournhold)	Solstheim	  (Various locations around Solstheim)	Tamriel Rebuilt	  Settlements  Factions	(choice for performing action on one faction at a time or all factions at once)	Join	Rank Up	Rank Down	Get Expelled	Unjoin


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6338

Thanks to all my beta testers (mentioned in the readme): Lyssia, Lestat De Lioncourt, Darzax Var and stuporstar. Also thanks to melian for help refining the custom teleports script.

Please enjoy, rate, and comment if you like it!
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Emma-Jane Merrin
 
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Post » Fri May 13, 2011 6:31 pm

Great mod, easy to use- well done !



Question: I may be missing something blatantly obvious, but how do you change the test character's level? Just want to see if my leveled lists are working correctly..
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Emma-Jane Merrin
 
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Post » Fri May 13, 2011 6:51 am

Oh right.. I was going to caution about that.

I did not include a set level menu option for a few reasons: modlevel does not work, which would be the easiest way; setlevel doesn't accept variables, which leads me to my third point; I would have had to make an if block consisting of 100 or more if's, setting the player's level to level 1 and seeing if that's the desired level.. if not, setting it to level 2 and seeing if that's the desired level.. etc to level 100. YEA, right. I'm not going to do that.

Just use player->setlevel X, where X is an actual number, not a variable. If you have a non-zero level, and you do player->setlevel player->getlevel, your level will end up being 0 because setlevel doesn't take vars.
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M!KkI
 
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Post » Fri May 13, 2011 1:07 pm

My very favorite beta testing mod, one I couldn't do without. The new improvements are great, I'm glad to see you released this! :goodjob:
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Marilú
 
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Post » Fri May 13, 2011 3:57 pm

My very favorite beta testing mod, one I couldn't do without. The new improvements are great, I'm glad to see you released this! :goodjob:
Well said. Mine too.
Thanks, Trunksbomb. :thumbsup:
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Add Meeh
 
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Post » Fri May 13, 2011 7:02 pm

Thanks guys, it was a lot of work. Still a lot to be done.. :D Glad you enjoy it!
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{Richies Mommy}
 
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Post » Fri May 13, 2011 5:39 pm

Just a little bumparoo from page 4. I know this mod isn't the most exciting, but sure is useful. I think :embarrass:
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*Chloe*
 
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Post » Fri May 13, 2011 3:27 pm

Just a little bumparoo from page 4. I know this mod isn't the most exciting, but sure is useful. I think :embarrass:
Oh yes :nod: A boon for mod testing, already added to my testing toolkit (and likely to be replacing a lot of it too!) :thumbsup:
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JaNnatul Naimah
 
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Post » Fri May 13, 2011 7:45 am

:blink: How could I have missed this?

Wonderful! :D
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Luis Reyma
 
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Post » Fri May 13, 2011 2:51 pm

I was going to ask you: would you object to having your leveling scripts incorporated into this at some point?
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RaeAnne
 
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Post » Fri May 13, 2011 3:25 pm

Here's a little bamperoony. It's been a few days, so I feel it's alright. it'sawesomesodownloadittttt

;)
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Siidney
 
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Post » Fri May 13, 2011 1:06 pm

I decided to try this today because it would really help with my load order testing that I am currently going through but because of problems I am having with it I can't use it now. The first problem is that most npcs just say "Who goes there" and have a forced "Goodbye" so I can't talk with most npcs. The second problem is when the chargen actually finishes GCD starts up and kills me. Now related to the first part some of my mods have popups when starting a new game which interfere with the popups from your mod so it can't get through all the popups from your mod but I don't really have a problem with that since I don't really need anything else given by the mod since all stats are at 100 and I have the "Giving Qube" and am just checking for compatibility issues in my game.

I hope you can fix these issues since this would make it far easier to test my game.
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adame
 
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Post » Fri May 13, 2011 7:51 pm

Grabbing this for when I set up my new build here soon :)
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Chase McAbee
 
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Post » Fri May 13, 2011 6:00 am

I decided to try this today because it would really help with my load order testing that I am currently going through but because of problems I am having with it I can't use it now. The first problem is that most npcs just say "Who goes there" and have a forced "Goodbye" so I can't talk with most npcs. The second problem is when the chargen actually finishes GCD starts up and kills me. Now related to the first part some of my mods have popups when starting a new game which interfere with the popups from your mod so it can't get through all the popups from your mod but I don't really have a problem with that since I don't really need anything else given by the mod since all stats are at 100 and I have the "Giving Qube" and am just checking for compatibility issues in my game.

I hope you can fix these issues since this would make it far easier to test my game.

GCD reacts to this mod because it sees the high stat numbers and wants to recalculate. The easiest way to deal with the problem is select "no" when asked if you've been in Morrowind awhile. This will keep GCD from starting the recalculating process, and things should work smoothly. If it's literally killing you (as in you fall down dead), then it's something else altogether; GCD will not automatically recalculate your stats with this mod. At least, it never did for me in weeks of testing.
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kelly thomson
 
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Post » Fri May 13, 2011 4:51 pm

I decided to try this today because it would really help with my load order testing that I am currently going through but because of problems I am having with it I can't use it now. The first problem is that most npcs just say "Who goes there" and have a forced "Goodbye" so I can't talk with most npcs. The second problem is when the chargen actually finishes GCD starts up and kills me. Now related to the first part some of my mods have popups when starting a new game which interfere with the popups from your mod so it can't get through all the popups from your mod but I don't really have a problem with that since I don't really need anything else given by the mod since all stats are at 100 and I have the "Giving Qube" and am just checking for compatibility issues in my game.

I hope you can fix these issues since this would make it far easier to test my game.



The "Who goes there?" must be a conflict with some of the mods you're using. Did you try using my mod with just MW activated? You shouldn't get that dialogue like that. Try to isolate the problem and let me know what is causing it, then I'll check it out. Also, I don't have any "pop ups" on my mod.. that's likely coming from another mod as well.

Haha, thanks Lyssia for narrowing that down for me. :)
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tegan fiamengo
 
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Post » Fri May 13, 2011 6:03 am

If anyone would like to grab some coordinates for some of the locations in the landmarks menu, that would be great. Just coc to that location, find a good spot to teleport to, drop an item at the spot, and then make a beta comment about it. For the comment, put the name of the location you're teleporting to.

To make a beta comment:
    --In Morrowind.ini, find the line "Beta Comment File=" and add a filename after it (for example, I named my file BC.txt, so the line reads "Beta Comment File=BC.txt", minus the quotes). This allows you to make beta comments.
    --In game, drop an object at the spot that you've found.
    --Open the console and adjust the console window so that you are able to see your item on the ground. Click on the item (you'll notice that the name of the item is now the title of the console window)
    --Type BC, "". Replace with the name of the place you're teleporting to.


Doing this will save what you typed to your beta comment file, including the position of that object. Do this as many times as you're willing to help, and then copy/paste the contents of your beta comment file here.

Thanks in advance.
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Prisca Lacour
 
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Post » Fri May 13, 2011 6:56 pm

If anyone would like to grab some coordinates for some of the locations in the landmarks menu, that would be great. Just coc to that location, find a good spot to teleport to, drop an item at the spot, and then make a beta comment about it. For the comment, put the name of the location you're teleporting to.

To make a beta comment:
    --In Morrowind.ini, find the line "Beta Comment File=" and add a filename after it (for example, I named my file BC.txt, so the line reads "Beta Comment File=BC.txt", minus the quotes). This allows you to make beta comments.
    --In game, drop an object at the spot that you've found.
    --Open the console and adjust the console window so that you are able to see your item on the ground. Click on the item (you'll notice that the name of the item is now the title of the console window)
    --Type BC, "". Replace with the name of the place you're teleporting to.


Doing this will save what you typed to your beta comment file, including the position of that object. Do this as many times as you're willing to help, and then copy/paste the contents of your beta comment file here.

Thanks in advance.


No takers on this? No pressure- it's a tedious task, I know. That's why I didn't finish it!
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Etta Hargrave
 
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Post » Fri May 13, 2011 9:07 am

Is a quadruple post bad? ;)

Just giving it a bump for people who may have missed it.
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Gracie Dugdale
 
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Post » Fri May 13, 2011 5:15 am

^^ Nope, it's fine given your reason :)

Glad you bumped this, this is a very useful mod!
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brian adkins
 
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Post » Fri May 13, 2011 11:00 am

I too use this very, very often. It saves a lot of time. Thanks for this, Trunksbomb! I'll be flying around Morrowind sometime this week, and I'll see about those coordinates for you.
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Etta Hargrave
 
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Post » Fri May 13, 2011 4:59 am

Thanks guys. Don't expect the new coordinates to be put in there anytime soon, but you're more than welcome to go about and gather them for me if you'd like. I'll still take them! Still got all my files and data from this mod, so it may get finished eventually. Also, if you download it, take a few seconds and give it a rate and comment on PES, if you don't mind.
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Kaley X
 
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Post » Fri May 13, 2011 7:32 am

Good idea Trunksbomb and thanks for sharing. :celebration:
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Andrew Lang
 
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Post » Fri May 13, 2011 1:58 pm

Thanks leonardo. I grew tired of constantly putting in console commands when I was testing my mods, so I made this. Then I decided to release it so I added a bunch of new features.
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Alex Vincent
 
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Post » Fri May 13, 2011 11:15 am

I'm glad this thread got bumped up, otherwise I probably never would have seen it. I just downloaded it and tried it... it's GREAT!

I've gotten so sick of the chargen that I would delay testing until I had several things to test at once. Now, it'll be much better! Thanks for making it!
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Eric Hayes
 
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Post » Fri May 13, 2011 11:22 am

Thanks for this, Trunksbomb. I'm working on Pelagiad Expanded and I'm constantly starting a new game many times throughout the day and this mod really speeds things up.
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Shelby McDonald
 
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