This page was last updated on 16 October 2017, 6:45PM
Changelogs
Version 3.1
- All esps are now packaged together
- TR and Complete versions now require TR v1709 and Tamriel_Data v4
- TR and Complete scripts work with TR's faction merges
- Added Dondril and Teyn scenarios to Mainland Morrowind choice in Scenario Editor (TR & Complete)
- Faction Editor in Complete versions has "(Morrowind)" appended to various factions to indicate limited membership
Version 3.0
- 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
Version 2.90-2.95
- Fixed Potions of Stealth choice breaking item editor script
- Fixed breaks in spell editor script
- Fixed script breaks at 0 available points in Attribute and Skill Editors
- Changed readme to state that Rot's "TR Guilds Unified" mod -is- compatible with CREL.
Version 2.50-2.90
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 CR)
- 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_<region> 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