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Chargen Revamped: Expanded Lands v3.0
by Texafornian
[Compatible with Tamriel Rebuilt 16.12, Skyrim: Home of the Nords, Province: Cyrodiil, OpenMW 0.41+]
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-- Customize/randomize your starting attributes, skills, spells, items, companion, faction, and location on Vvardenfell, Solstheim, Mainland Morrowind, Skyrim, or Cyrodiil --

1. Description/Use
2. Installation (Vanilla and OpenMW)
3. Compatibility
4. Credits
5. Contact and Usage
6. Version History

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1. DESCRIPTION/USE
==========================================

Chargen Revamped: Expanded Lands is a continuation and overhaul of Chargen Revamped, the classic "alternate start" mod, with support for Solstheim, Mainland Morrowind (TR), Skyrim (SHOTN), and Cyrodiil (PC). Features include optional redistribution/randomization of starting attributes, skills, spells, items, companions, factions, and locations.

Start your game in one of four ways:

Normal - The vanilla start in Seyda Neen on board the Imperial Prison Ship.
Quick - Streamlines the vanilla start; also has options for similar "arrival" starts in Solstheim, Bal Oyra (TR), Karthwasten (SHOTN), and Stirk (P:C).
Customized - Customize everything about your character. CREL's main features are here.
Random - Randomizes everything. You could end up with a "normal" character, or one who has been completely modified.

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2. INSTALLATION
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Your recommended version depends on whether you have any of the following: Tamriel Rebuilt v16.12 (TR), Skyrim: Home of the Nords (SHOTN), Province: Cyrodiil (PC), and/or Solstheim: Tomb of the Snow Prince (STOTSP). If you have STOTSP and want to play TR or Complete, you will also have to download Anthology Tomb of the Snow Prince (ATOTSP) to fix Solstheim's location.

Pick ONE version from ONE of the following categories:

VANILLA:

1) CREL_Vanilla_v3.0 requires only Tribunal (TB) and Bloodmoon (BM).

2) CREL_Vanilla_STOTSP_v3.0 requires TB, BM, and "wl_SolstheimOverhaul_v1.esm" (STOTSP).
-----
TR:

3) CREL_TR_v3.0 requires TB, BM, Tamriel_Data.esm, TR_Mainland.esp, and TR_Preview.esp.

4) CREL_TR_AnthSol_v3.0 requires everything listed for 3) plus "Anthology Solstheim.esp" (AnthSol).

5) CREL_TR_ATOTSP_v3.0 requires everything listed for 3) plus "wl_SolstheimOverhaul_v1.esm" and "Anthology Tomb of the Snow Prince.esp" (ATOTSP).
-----
TR + SHOTN + PC:

6) CREL_Complete_v3.0 requires everything listed for CREL_TR_v3.0 plus "Sky_Main.esp" (SHOTN) and "PC_Stirk_v4.8.esp" (PC).

7) CREL_Complete_AnthSol_v3.0 requires everything listed for 6) plus "Anthology Solstheim.esp".

8) CREL_Complete_ATOTSP_v3.0 requires everything listed for 6) plus "wl_SolstheimOverhaul_v1.esm" and "Anthology Tomb of the Snow Prince.esp".

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2a. Vanilla Morrowind
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1. Download, unzip, and copy the correct ESP for your installed mods into your Morrowind/Data Files directory.
2. Run Morrowind through its launcher, select Data Files, then check the box next to the name of the file that you chose in Step 1.
3. Modify your load order and put the ESP at the lowest point in the list.

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2b. OpenMW 0.41+
~~~~~~~~~~~~~~~~~~~~~~~~

Quick Method:
1. Download, unzip, and copy the correct ESP for your installed mods into your Morrowind/Data Files directory.
2. Run OpenMW's launcher, import your Morrowind.ini file, select Data Files, then check the box next to the name of the file that you chose in Step 1.
3. Drag the CREL file to the bottom of the list.

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3. COMPATABILITY
==========================================

CREL doesn't require MWSE. (OpenMW users rejoice!)

All "TR" and "Complete" versions are completely compatible with:
- "Playable NPC Classes" - http://www.nexusmods.com/morrowind/mods/43428/
- "Tamriel Rebuilt Guilds Unified" - http://www.nexusmods.com/morrowind/mods/44656/

Avoid the following mods if you want to run CREL without any issues:
- Any Chargen or Alternate Start mods aka any of the mods credited below like AB2, CM, CR, etc.
- Any mod that modifies the vanilla start, puts you in a new location, etc.

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4. CREDITS
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These individuals have all made CREL what is it today:

Greatness7 (Twice identified and fixed major blockers)
Anonytroll (X and Y coordinate fixes for ATOTSP)
Serriya (Brought numerous issues to my attention)
Ragox (Scenario suggestions for Mainland Morrowind)
Pwin/Mitokondria (CharGen Revamped v2)
Eisenfaust (Patch for CharGen Revamped v1 and contributor to v2)
gman21 (CharGen Revamped v1)
Bluebit (Alternate Beginnings 2)
Evermoon (Alternate Beginnings)
Zerocyde (Character Maker)

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5. CONTACT & USAGE
==========================================

Chargen Revamped is built upon collaboration: you are free to use the scripts however you wish, as long as you give credit to me and anyone else listed in the header of the script.

If you have any questions/comments/suggestions you can message me (Texafornian) on NexusMods or the official Bethesda forums.

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6. VERSION HISTORY
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Future:
- Overhaul companion scripts
- More flavor text/items

v3.0
- Added a new version (CREL_Complete) which requires TR + SHOTN + P:C
- Added SHOTN and P:C spawns to Quick Start, Scenario Editor, and Faction Editor
- Added an optional Vampire/Werewolf Editor option (not included in random start possibilities)
* Vampire/werewolf companions are not implemented yet and choices in the Companion Editor will be ignored
* Vampires can only join their clan faction
* Werewolves can use the Faction Editor
- Added the three Vvardenfell vampire clans to the Faction Editor as options
- Added more Hlaalu, Redoran, and Telvanni starts on Vvardenfell
- Added Morag Tong spawns to Akamora (TR), Ald-Ruhn, Balmora, and Sadrith Mora guildhalls
* Players will still have to go to Vivec to finish the initation writ, regardless of their spawn location
- Player now starts with a random appropriate weapon in "dangerous" scenarios if no weapon was chosen during Item Editor
* Replaces spawned weapons in some starting scenarios
- Attribute editor's number of available points is now determined by Birthsign bonuses (if any)
* Ex: If you choose the Lady, you'll have 50 more points to distribute
* Custom races and birthsigns are supported
- Fixed Fargoth's ring tutorial force-starting when returning to Seyda Neen
- Fixed broken Faction Editor button
- Fixed Vivec Mages Guild choice spawning player in Sadrith Mora and vice versa

v2.95
- Fixed script break when choosing Potions of Stealth

v2.94
- Fixed script breaks at 0 available points in Attribute and Skill Editors

v2.92
- Fixed Spell Editor script breaking/hanging in various situations
- Changed readme to state that Rot's TR Guilds Unified mod -is- compatible

v2.90
- Fixed vanilla MW issue causing "You've betrayed the clan" greeting; this is also fixed by the Morrowind Patch Project
- Fixed buttons in Spell Editor pointing to wrong spells (Pointed out by Serriya)
- Fixed beast races spawning with boots and shoes from Item Editor (Pointed out by Serriya)
- Changed Imperial Legion faction starts to begin with the cuirass unequipped (Pointed out by Serriya)
- Added additional starting faction dialogue topics
- Added Key to Morag Tong start so players can re-enter the hideout
- Vanilla East Empire Company spawns were flipped in faction editor

v2.85
- Fixed Quick Beginning randomization problems
- Increased companion and pet speed
- Added more Imperial Legion and House Telvanni faction start locations for TR esps
- Added multiple Old Ebonheart faction starts
- Even more clarification of editors and prompts
- Changed "Randomize" option text and code in initial editor prompt to mean "Yes (Randomize)" rather than "Randomize whether the editor runs or not"
- Quick Beginnings and Custom Beginnings with faction starts should now have "Instructions" in inventory (Pointed out by Lucevar)
- Fixed wrong flavor text in Dwemer City (TR) scenario

v2.80
- Rewrote Attributes Editor, added "reset" and "go back" options
- Added "reset" option to Skill Editor
- Added "go back" options to Spell Editor ("reset" is not available yet)
- Companion Editor now provides info about each companion with option to go back
- Hunter companion now relies on light armor (was unarmored)
- Fixed (???) occasional "You have betrayed the clan" greeting related to Faction Editor (Pointed out by Serriya)
- Fixed Gateway Inn scenario (Pointed out by Serriya)
- Fixed companion spawning outside of walls of Helnim Thieves Guild scenario
- Added "chores" topic at Telvanni spawn to immediately get chores from Mouths in Sadrith Mora/Port Telvannis (Pointed out by Serriya)
- Argonians and Khajiit no longer spawn with shoes
- Cleaned up some scripts

v2.75
- TR versions now based on Tamriel_Data v2 (12/22/16)
- Fixed broken "back" button in armor menu of item editor
- Fixed Quick Beginning randomization in TR esps
- Fixed CREL_TR_AnthSol Finish script

v2.70
- Support for TR v16.12, which is also the new preferred version
- Added 12+ new Tamriel Rebuilt scenarios for CREL_TR
- Added three new CREL versions:
* CREL_Vanilla_STOTSP_v2.70: Vanilla game + Solstheim: Tomb of the Snow Prince (STOTSP) compatibility
* CREL_TR_AnthSol_v2.70: TR version + Anthology Solstheim (fixes vanilla Solstheim's location in relation to Mainland Morrowind)
* CREL_TR_ATOTSP_v2.70: TR version + STOTSP + Anthology: Tomb of the Snow Prince compatibility (fixes STOTSP's location)
- Added optional Faction Editor with choice to spawn in a faction building (30+ new "scenarios")
* CREL_TR: Choosing a faction will cause you to join both the Vvardenfell and Mainland factions
- Added optional Companion Editor: you can currently choose a Warrior, Mage, or Hunter+Pet
* Mage can heal/cure/restore you/himself if Restoration is one of his specializations
- Companions and pets level up to match the player's level via dialogue option "[Reflect on what you've learned]"
- Companions have two "specializations" if customized:
* Warrior: One type of weapon and one type of armor
* Mage: Two Schools of spells
* Hunter: One pet and one type of weapon
- The mage companion will learn new School-specific spells as he levels up
- Companions will spawn near you in every scenario you choose, you might have to look around
- Companions can report their health/stats, their specializations, and whether they're diseased via dialogue option
- Rewrote the Skill Editor
- Rewrote the Item Editor
- Choices made in the Item Editor will affect scenario-spawned items
- Script optimizations and bug fixes
- For those who love randomization:
* Starting gold is randomized
* Starting common clothes are randomized
* Companions have randomized common clothing at start as well as a randomized specialized weapon
* Choosing a clothing set in the item editor will generate a combination of random clothes of the same quality

v2.55:
- Fixed incorrect masters load order
- Cleaned dirty edits
- Removed two unused scripts

v2.50:
(First version of Expanded Lands offshoot of Chargen Revamped)
- Added Mainland Morrowind starting scenarios from Tamriel Rebuilt, with thanks to Ragox for suggestions
- Added Solstheim starting scenarios
- Added Random Beginning option that randomizes your attributes, spells, items, and starting scenario. Prepare to have a difficult start!
- Added Spell Editor with randomization option that lets you choose up to 2 spells
- Added randomization option to Skills Editor script
- Added randomization option to Attributes Editor script
- Added randomization option to Item Editor script
- Added more options throughout Custom Beginning option for optional randomization
- Added additional flavor versions of "Mysterious Note" dependent on the region and scenario the player chooses
- Changed chargen scene from AB2's doorway to a room with a book, quill, and ink
- Fixed and further developed some Vvardenfell starting scenarios
- Standardized all contributions of previous mods (with credit) into single formats for greater efficiency and tracking. AB2_xyz, CR_xyz, CM_xyz, etc. all became CREL_xyz.
- "chargenew" script was split into CREL_Chargenew, CREL_Finish, and separate CREL_Re_ scripts to allow for easier editing and implementation of current and future regions like Skyrim and Cyrodiil
- Cleaned dirty references and unused items/cells
- Fixed some capitalization and grammar throughout the mod
- Huge thanks to Greatness7 for finding the sources of two major blockers. CREL wouldn't have been developed without his help

Please see readme_CREL_credits.txt for the old Chargen Revamped changelog.