I'll be honest, this mod turned out being a lot more noticed than I ever expected, and I'd really like to get it to a stable state as soon as possible.
As more things get added to OpenMW's Lua API, breaking changes will happen every now and then, especially for something as hacky as forcing character stats through RaceMenu, but I'll do my best to keep it up to date :D
I really like the idea of the mod, but when I hit next the game basically crashes. i looked at the log and it seems the game can't find dunmer ancestral spirit and a couple others. dunno what that means. but it stops when i hit next. i wonder if i have a mod conflict or something. anyone have any ideas? i would greatly appreciate anything.
EDIT: It was as I suspected based on the log. Better Balanced Conflict conflicted because the game expected something, after finishing with EnableStatReviewMenu editing, that was changed because of the mod. I disabled it, did the changes i wanted, saved, exited, enabled the mod again, and went back into my save, and it's all good now.
Advice to all: read the log lol. as soon as something crashes the game or initiates an infinite loop, alt tab out and read the log. Don't do what I did and (almost) immediately start asking mod authors and the community stupid questions haha.
Does this mean I can't safely hit 'Back' to change my appearance with this mod?
If I hit 'Back' multiple times to get to the Race Menu, then 'Next' while making all the same choices / leaving them how they are is that "safe" or managed by this mod?
Thanks!
EDIT: I suppose I could just select 'Race' from the StatReviewMenu directly couldn't I... sigh. In any case - problem solved.
Yup, that is indeed the correct way to do it! As a matter of fact, opening StatReviewMenu is gives less room to accidentally reset something (more specifically, your character class), so long as you make sure to only click what you want to change. Worst case scenario you can always load a save, and even if you do accidentally jumble your class, you won't actually lose stats in the process. You can run it again and re-pick your class as it was and all related class bonuses will return where they belong.
(I know you don't need the info at this point, but someone else might and anything that helps mitigate my long absences is a good thing).
I know I'm months late, but did you succeed eventually? I didn't open the game for a long while, maybe some updates broke the mod somewhere in between and then fixed it again.. anyone's guess, really, all I can tell you is it seems to work fine on the current OpenMW version as of 04/15/25.
Not sure either.. do you have 1.0.05? I tested it today with that version and the current OpenMW 0.49 version, and it ran fine (kept all stats as expected).
Presuming you don't have a mod conflict in your mods list, your stats will be recovered even from a custom race. Remember though, if you added a race mod that changed your original race (the race you're changing from, not the race you're changing to), carefully follow the character/plugin/mod porting steps (on the mod description).
By default you'll see your stats change, yes, but that's not them being reset, it's just the mod doing as it should and moving your racial/class/birthsign bonuses to make your stats what they would have been if you had started the game with that race. If you want to disable this, go to the mod settings. In-game, you'll find that setting as follows: [ESC] > Settings > Scripts > Gentler Racemenu > Keep Stats Unchanged. By default it's set as [No], change it to [Yes] and the mod will leave your stats untouched (except for anything related to birthsigns: those bonuses are from spells and will be swapped, as they should)
Just thought I should mention if you change your race you need to rerun pcracecheck
so after you change your race open console and type: pcrace > it will give you a number corresponding to your old race. now run this command startscript racecheck this will check for your new race. pcrace > this will now give you a number corresponding to your new race.
You can see the values here: Morrowind PCRace If you change to a race that isn't a default morrowind race, then the racecheck will just keep your old race. It can't set you back to 0 unless the script is modified.
E.g. dark elf to breton pcrace > 3 (This is Dark Elf) startscript racecheckpcrace > 2 (This is Breton)
1st and foremost sorry the long delay in answering this, I'll try to improve on my tendency to hyperfocus in one game at a time and neglect everything else. I'll hopefully be better at keeping stuff updated reliably in the future.
That aside, has PCRace been a problem? I've tested it with the current version of the mod and it does change it automatically, at least for the vanilla races. It's been a feature present in all public versions of the mod >.>
EDIT: do you think I should add those steps to the mod description or the readme? I see now that they may be helpful for people running races I haven't added to the compat list. EDIT 2: Yeah you're right re-running the script doesn't actually do anything the mod doesn't do already. For cases where you're switching to a non-vanilla race and get addressed as your previous race, one should manually set pcrace usingset pcrace to [race number]where [race number] is whatever race you wanna be treated as (numbers available in the wiki link you provided)
Huh, that's interesting, I was just reporting a solution it because a few users here seem to not have it trigger. I usually don't change the race/gender.
A caveat of changing to a custom race is that the racecheck script wouldn't set them to 0 (unknown race), it would just keep them as the original race if I'm remembering the code correctly. It only cycles through 1-10.
I guess you could just make a "if NPCs are addressing you wrongly follow these steps". But once again the actual racecheck script would need to be modified or you could create a copy of the racecheck script and have it handle custom races, then set the script to call that instead. Probably creating a second racecheck script would be ideal.
edit: I see your edit, sounds like something you could just sticky "if changing to a custom race do this"
I haven't tried the android port yet (I run the game on a desktop PC) so I can't help there. That said, if you do (well, probably did considering the date of your comment) get it working, feel free to share the steps here and I'll add them to the mod description
Unfortunately not. I've tried it even on the latest unstable Sisah's version and it still didn't work. That's a pity, because your mod was the main reason to make me update my OpenMW version.
You can directly bring up the race selection window, but that's just the same thing with extra steps since that window will send you to the stat review one afterwards.
Funnily enough that limitation is one of the main reason this mod exists, to let you change your character appearance without touching your stats, or change your birthsign without touching your classes, or change your classes without touching your appearance.
71 comments
I'll be honest, this mod turned out being a lot more noticed than I ever expected, and I'd really like to get it to a stable state as soon as possible.
As more things get added to OpenMW's Lua API, breaking changes will happen every now and then, especially for something as hacky as forcing character stats through RaceMenu, but I'll do my best to keep it up to date :D
Edit: it doesn't.
EDIT: It was as I suspected based on the log. Better Balanced Conflict conflicted because the game expected something, after finishing with EnableStatReviewMenu editing, that was changed because of the mod. I disabled it, did the changes i wanted, saved, exited, enabled the mod again, and went back into my save, and it's all good now.
Advice to all: read the log lol. as soon as something crashes the game or initiates an infinite loop, alt tab out and read the log. Don't do what I did and (almost) immediately start asking mod authors and the community stupid questions haha.
Yeah that's one of the reasons I spend a long time answering stuff: other people can benefit in the future.
Cheers!
Does this mean I can't safely hit 'Back' to change my appearance with this mod?
If I hit 'Back' multiple times to get to the Race Menu, then 'Next' while making all the same choices / leaving them how they are is that "safe" or managed by this mod?
Thanks!
EDIT: I suppose I could just select 'Race' from the StatReviewMenu directly couldn't I... sigh. In any case - problem solved.
As a matter of fact, opening StatReviewMenu is gives less room to accidentally reset something (more specifically, your character class), so long as you make sure to only click what you want to change.
Worst case scenario you can always load a save, and even if you do accidentally jumble your class, you won't actually lose stats in the process. You can run it again and re-pick your class as it was and all related class bonuses will return where they belong.
(I know you don't need the info at this point, but someone else might and anything that helps mitigate my long absences is a good thing).
I didn't open the game for a long while, maybe some updates broke the mod somewhere in between and then fixed it again.. anyone's guess, really, all I can tell you is it seems to work fine on the current OpenMW version as of 04/15/25.
I keep my Reputation and guild status but my level and all my skills are reset.
Not sure what I did wrong.
I tested it today with that version and the current OpenMW 0.49 version, and it ran fine (kept all stats as expected).
Remember though, if you added a race mod that changed your original race (the race you're changing from, not the race you're changing to), carefully follow the character/plugin/mod porting steps (on the mod description).
By default you'll see your stats change, yes, but that's not them being reset, it's just the mod doing as it should and moving your racial/class/birthsign bonuses to make your stats what they would have been if you had started the game with that race.
If you want to disable this, go to the mod settings. In-game, you'll find that setting as follows:
[ESC] > Settings > Scripts > Gentler Racemenu > Keep Stats Unchanged.
By default it's set as [No], change it to [Yes] and the mod will leave your stats untouched (except for anything related to birthsigns: those bonuses are from spells and will be swapped, as they should)
so after you change your race open console and type:
pcrace
> it will give you a number corresponding to your old race.now run this command
startscript racecheck
this will check for your new race.pcrace
> this will now give you a number corresponding to your new race.You can see the values here: Morrowind PCRace
If you change to a race that isn't a default morrowind race, then the racecheck will just keep your old race. It can't set you back to 0 unless the script is modified.
E.g. dark elf to breton
pcrace
> 3(This is Dark Elf)
startscript racecheck
pcrace
> 2(This is Breton)
I'll hopefully be better at keeping stuff updated reliably in the future.
That aside, has PCRace been a problem?
I've tested it with the current version of the mod and it does change it automatically, at least for the vanilla races.
It's been a feature present in all public versions of the mod >.>
EDIT: do you think I should add those steps to the mod description or the readme? I see now that they may be helpful for people running races I haven't added to the compat list.
EDIT 2: Yeah you're right re-running the script doesn't actually do anything the mod doesn't do already. For cases where you're switching to a non-vanilla race and get addressed as your previous race, one should manually set pcrace using
set pcrace to [race number]
where [race number] is whatever race you wanna be treated as (numbers available in the wiki link you provided)A caveat of changing to a custom race is that the racecheck script wouldn't set them to 0 (unknown race), it would just keep them as the original race if I'm remembering the code correctly. It only cycles through 1-10.
I guess you could just make a "if NPCs are addressing you wrongly follow these steps". But once again the actual racecheck script would need to be modified or you could create a copy of the racecheck script and have it handle custom races, then set the script to call that instead. Probably creating a second racecheck script would be ideal.
edit: I see your edit, sounds like something you could just sticky "if changing to a custom race do this"
That said, if you do (well, probably did considering the date of your comment) get it working, feel free to share the steps here and I'll add them to the mod description
I'm like several months late but still in case you hadn't done it already, do as follows:
> Open console
type
set pcrace to 6
hit enterTo be sure you did it right, open console and type
pcrace
if you see a 6, then it's set correctlywhole thing looks as follows in the console
> set pcrace to 6
> pcrace
6
You can directly bring up the race selection window, but that's just the same thing with extra steps since that window will send you to the stat review one afterwards.
Funnily enough that limitation is one of the main reason this mod exists, to let you change your character appearance without touching your stats, or change your birthsign without touching your classes, or change your classes without touching your appearance.