[RELz] Solstheim Alternate Beginning

Post » Tue May 17, 2011 9:14 am

Solstheim Alternate Beginning v6
Midgetalien
=======================

Installing the Plugin
=====================

Install to your morrowind datafiles directory.


Playing the Plugin
===================

This mod makes the player start in a tomb on Solsthiem.
The tomb is kitted out with starter equipment and doesnt break the
start of the main quest (as the package is given to the player via an NPC)

In the tomb is a hermit, who healed the player. Talk to him to find out
how you ended up in the tomb and to recieve the package that starts
the main quest.

As in the nature of morrowind, there is a small nudge towards the main quest,
but aside from that you are free to do what you want

There is also a quest to clear the rats out of the entrance of the tomb.
So be sure to talk to the hermit before you leave!

Changes in version 2:

- Added map marker for Thirsk
- Fixed spelling and Grammer problems
- Added a shipwreck near the tomb ( just off the coast) to fit with the story

changes in version 3:

- Balanced the starting loot ( i.e starting dagger is no longer worth 1000 gold.)
- Added in more "weapons of choice" for those that dont want short blade. You can find an axe and crossbow within the tomb.
- Added another rat to the entrance to fit the dialogue that Godric gives you about the vermin coming in.
- Prevented the rats from respawning
- Added more clutter to the tomb to make it feel more "lived" in.
- Godric has new dalogue on various topics: bears, wolves, spriggans, werewolves, berserkers, draugr, solstheim and mead.
- Godric now also sells mead
- Godric now sells helath potions, resist disease potions and resist frost potions
- Fixed all the doors with the imperial shipwreck. They should now work as inteneded
- fixed the the Thirsk map marker not appearing
- Added quest to clear the rats from the tomb

Changes in version 4:

- More clutter added included various alchemy ingrediants
- Godric will now give the player 50 gold, and tweaked the dialogue to reflect this.
- New scroll added reflecting Godric's personnel Alchemy notes (using Solsthiem ingrediants)to get any budding alchemists up and running.
- Misc - Updated readme credits.

Version 5:

- Changed the Rats in the tomb to Snow rats
- added Dead guards to the shipwreck
- Added more clutter to the shipwreck

Version 6:

-changed starting clothes to bloodmoon clothes
-godric now gives the player a choice from 2 rings as a reward for killing the rats (one is resist frost, restore health the other is reist frost and resist desisease)
-Fixed spelling mistakes in dialogue
-Fixed Journal Spelling mistakes
-Made the last jouran entry for the rats quest the "end of quest" entry. This helps clean the journal up over all


Conflicts/Issuies/Bugs
======================

This mod will conflict with any mod that altars the Chargen and start of the game.

It is recondmened that you start a new game to use this mod (it is a chargen mod...)

GCD - its been reported that GCD could conflict with this mod. However the two "work"
together. The only problem is at the start of the game, instead of the menus poping up
one by one, they pop up all at once. Not really a game breaking issuie, just annoying.



Credits
==========

Midgetalien - For the mod

BLuebit - for chargen scrpts that were modified by me

The Wanderer for the Snow Rat model/textures

Special thanks to Beta Testers:

- Skye
- NovemberRain
- Darzax Var

and Gluby for pointing out further spelling mistakes
Also Jac and The greatness for dialogue reconmendations



Cleanded using Enchanted Editor


Usage
===========

Please contact me if you wish to use any of this in your mod :)

contact
========
smn_mckay@yahoo.com


http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7784
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Tue May 17, 2011 12:45 am

Very interesting, MA, thank you. :)
Cheers! :foodndrink:
User avatar
Taylah Haines
 
Posts: 3439
Joined: Tue Feb 13, 2007 3:10 am

Post » Tue May 17, 2011 9:18 am

Very interesting, MA, thank you. :)
Cheers! :foodndrink:

Thank you :)
User avatar
Sweet Blighty
 
Posts: 3423
Joined: Wed Jun 21, 2006 6:39 am

Post » Mon May 16, 2011 10:57 pm

Quite intriguing Midge, thank you for the release. :celebration:
User avatar
Matt Bigelow
 
Posts: 3350
Joined: Sun Sep 30, 2007 6:36 pm

Post » Tue May 17, 2011 8:44 am

Quite intriguing Midge, thank you for the release. :celebration:

:) your welcome


been tweaking the mod in CS and a small update will be uploaded tomorrow, the update involves some suggestions that people have given me, or I have thought were needed to improve the overall quality and feel of the mod:

- More clutter
- Godric will give the player 50 gold, and tweaked the dialogue to reflect this (essentailly he says it was the money pouch found on the players body when he resuced you)
- New books/notes containing some of Godric's personnel Alchemy notes (using Solsthiem ingrediants)


-----------------------------------------------------------------
Possible Quest Ideas that I have for future updates:

- Adding Gravestones/markers out side of the tomb to reflect on the dead crew memebers
- Possible quest involving those graves where a Witch who has a grudge with godric has caused the bodies to rise up as Draugr!!
- Possible quest where godric asks the player to collect supplies from fort frostmoth docks
- Possible quest where Godric asks the player to collect X ammount fo ingrediants

As you can see, the quests are generic and very basic starter quests, to help get the player off his feet and to find his way around solsthiem. Please be aware all these quests are just thoughts/ideas and will not be in the next update.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Tue May 17, 2011 2:44 am

version 4 is up :) - enjoy
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Tue May 17, 2011 3:20 am

Something is wrong with the link on Planet Elder Scrolls you cannot download the ver4 file.
User avatar
Thema
 
Posts: 3461
Joined: Thu Sep 21, 2006 2:36 am

Post » Tue May 17, 2011 7:57 am

There is nothing wrong with the file, its a problem that Planetelderscrolls is having in general: http://planetelderscrolls.gamespy.com/fullstory.php?id=163277
User avatar
Sammygirl
 
Posts: 3378
Joined: Fri Jun 16, 2006 6:15 pm

Post » Tue May 17, 2011 5:38 am

There is nothing wrong with the file, its a problem that Planetelderscrolls is having in general: http://planetelderscrolls.gamespy.com/fullstory.php?id=163277

Ohhhh.....now I see why someone said what they said.

Gahh. :P

Anyhow, your mod would give me a good excuse to RP nord, directly from Solstheim (since I usually don't play nords, it'd be a nice change). I'll try it out, once PES gets repaired.
Edit: I tried it and did something stupid. I saved before leaving the area. That causes those saves to crash. Other than that it's fine, so far, although it really seems like you're meant to play a short-blade character, heh.
User avatar
Richus Dude
 
Posts: 3381
Joined: Fri Jun 16, 2006 1:17 am

Post » Tue May 17, 2011 10:26 am

The PES link is working now :)
User avatar
Kelly Osbourne Kelly
 
Posts: 3426
Joined: Sun Nov 05, 2006 6:56 pm

Post » Tue May 17, 2011 11:26 am

Version 5 is up - enjoy :)
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Tue May 17, 2011 6:01 am

Version 5 is up - enjoy :)

I've already tested your mod just recently, but I don't know if http://a.imageshack.us/img834/240/screenshot03960273.jpg is an issue or not. As you can see from the screenshot the hermit is actually hovering in the air and this picture was taken exactly after when the intro movie stops.


Btw... Thanks MA for the new version. :bowdown:
User avatar
Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

Post » Mon May 16, 2011 11:56 pm

I've already tested your mod just recently, but I don't know if http://a.imageshack.us/img834/240/screenshot03960273.jpg is an issue or not. As you can see from the screenshot the hermit is actually hovering in the air and this picture was taken exactly after when the intro movie stops.


Btw... Thanks MA for the new version. :bowdown:

nope not a bug - the NPC just hasnt had time to kick start ( i.e the cell to "load") You'll find all NPC's hover a little bit in the cells they are placed in untill the cell loads ( i.e you go through a door). The cell only loads after the player has entered their details :)
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Tue May 17, 2011 7:12 am

nope not a bug - the NPC just hasnt had time to kick start ( i.e the cell to "load") You'll find all NPC's hover a little bit in the cells they are placed in untill the cell loads ( i.e you go through a door). The cell only loads after the player has entered their details :)

You could initially orientate the player away from the NPC so it won't look so peculiar. :poke:
User avatar
gemma
 
Posts: 3441
Joined: Tue Jul 25, 2006 7:10 am

Post » Tue May 17, 2011 12:16 am

nope not a bug - the NPC just hasnt had time to kick start ( i.e the cell to "load") You'll find all NPC's hover a little bit in the cells they are placed in untill the cell loads ( i.e you go through a door). The cell only loads after the player has entered their details :)

You could initially orientate the player away from the NPC so it won't look so peculiar. :poke:

Wouldn't another solution be to edit this section of the readme file:

[PreLoad]Cell 0=Imperial Prison ShipCell 1=Seyda Neen


Just a thought, might not be a good idea, I don't really know :P
User avatar
Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Tue May 17, 2011 9:49 am

You could initially orientate the player away from the NPC so it won't look so peculiar. :poke:


I wouldnt move the player - but rather the NPC. As the player starts next to the bed rolls - which is because he is a crash survivor recovering - so its an asthetic excuse why I wouldnt move the player.

It wouldnt hurt to move the NPC though :shrug:
User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Tue May 17, 2011 8:17 am

I wouldnt move the player - but rather the NPC. As the player starts next to the bed rolls - which is because he is a crash survivor recovering - so its an asthetic excuse why I wouldnt move the player.

It wouldnt hurt to move the NPC though :shrug:

Orientate means directional facing - just turn the player start position so it's facing away from the NPC. ;)
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Tue May 17, 2011 9:42 am

Orientate means directional facing - just turn the player start position so it's facing away from the NPC. ;)

but then they'd be facing a wall ;) - plus its all done via scripts -its easier for me to just move the NPC :)
User avatar
Karine laverre
 
Posts: 3439
Joined: Tue Mar 20, 2007 7:50 am

Post » Tue May 17, 2011 3:09 am

Version 6 is avalible!

Version 6:

-changed starting clothes to bloodmoon clothes
-godric now gives the player a choice from 2 rings as a reward for killing the rats (one is resist frost, restore health the other is reist frost and resist desisease)
-Fixed spelling mistakes in dialogue
-Fixed Journal Spelling mistakes
-Made the last jouran entry for the rats quest the "end of quest" entry. This helps clean the journal up over all

User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Tue May 17, 2011 2:41 am

Wouldn't another solution be to edit this section of the readme file:

[PreLoad]Cell 0=Imperial Prison ShipCell 1=Seyda Neen


Just a thought, might not be a good idea, I don't really know :P


I am looking into it. If so I will put an alternate ini in with the file :)
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Tue May 17, 2011 2:02 pm

Thanks for the update Midget. :celebrate: :celebration:
User avatar
Lauren Dale
 
Posts: 3491
Joined: Tue Jul 04, 2006 8:57 am

Post » Tue May 17, 2011 1:16 am

Just a little something on this bit:
GCD - its been reported that GCD could conflict with this mod. However the two "work"
together. The only problem is at the start of the game, instead of the menus poping up
one by one, they pop up all at once. Not really a game breaking issuie, just annoying.
I've seen other Chargen mods put a little timer in their script to delay its starting. Apparently this helps out with GCD and other mods with StartScripts.

Just a thought. Cool mod :)
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Tue May 17, 2011 3:26 am

GCD - its been reported that GCD could conflict with this mod. However the two "work"
together. The only problem is at the start of the game, instead of the menus poping up
one by one, they pop up all at once. Not really a game breaking issuie, just annoying.

Seems to be game breaking for me. Can't get past the name-your-character menu as it won't let me type anything.

A CharGen mod that is compatible with GCD: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6845. No idea if the workaround used there is useful to you.

Anyway, will be using this, most likely - once the GCD issue is fixed.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm


Return to III - Morrowind