[Relz] Race Balancing Project

Post » Fri May 27, 2011 2:52 am

(Latest update: 02/20/2009 to 10.5)
(Small update to the LAMEAddition file on 06/04/09)

_____________________
Update to 10.5:
- two new hair mods added in
- various small tweaks, fixes, and features, e.g. "Daedric Leap" power fo Daedra Seducer
- more customizing option in custom files: Optional new texture for Ohmes-raht, cleaner Xivilai head texture, centered Capucine Eye textures, and more.
- all archives are now BAIN ready
_____________________
Major Update to 10.0:
- Three new custom races: Daedra Seducer, Sea Elves, Ohmes
- many standard races enhanced, a lot of new and unique powers
- a couple of new functionalities, like adjusting the amount of health you gain
See end of post for complete changelog from 9.3!
____________________

You don't like that a few races and birthsigns are clearly superior to all other, because you don't think that they should be additional difficulty sliders?
You have discovered that after a few hours an Imperial feels identical to a Khajiit?
You are disappointed that after a few levels a Breton with Atronach birthsign is a better pure fighter than a Redguard with Warrior birthsign?
You don't like that some races and birthsigns grant permanent bonuses, while other get virtually nothing?
You find it odd that the skill bonuses and starting attributes of many races look like one egg to another?
You are wondering that one point of Intelligence grants a higher Magicka regeneration than a point of Willpower?
You are irritated that all people are always very nice to everyone, even a freshly escaped prisoner?
You find it stupid that a mage has to enchant all his stuff with "Fortify Magicka" Sigil Stones, but fighters have room for more useful enchantments?
You are searching a different game experience, where the race of your opponents, like bandits and necromancers, really matters? Where a Nord is a better fighter than a High Elf? And where every race and birth signs feel different through the whole game, not just in the early levels?
You don't want to raise Endurance as soon as possible and would like to see it working retroactive?
You do like Morrowind's Magicka bonuses more, which are intelligence dependent and not giving out the full bonus at level 1?

That is what this project aims to achieve. An overhaul of all races, birthsigns and the whole Magicka system (Magicka pool, regeneration, armour penalty, spell cost progression). This project has two goals: Make everything equal but different, and keeping things as lore correct as possible.

Additionally, because this project was started a long time ago, before we had the option of Wrye Bash's race patch feature, very many cosmetic mods are already included. Beside the whole race balancing thing, this is additionally a really big cosmetic mod, too! More than that even - I come to that later!

http://theelderscrolls.info/?go=9XReadMeBalancingProject
http://theelderscrolls.info/?go=dlfile&fileid=215
http://theelderscrolls.info/?go=dlfile&fileid=293
http://theelderscrolls.info/?go=dlfile&fileid=294
(See installation instruction - you need both the main files and either as a new user the complete or when updating from 9.x the update pack of the installation files.)
http://theelderscrolls.info/?go=dlfile&fileid=318
_____________________________
Thanks to daemondarque and Sen-Chan RBP now has a trailer, too!
http://theelderscrolls.info/?go=dlfile&fileid=355 (127 MB)
http://www.youtube.com/watch?gl=US&v=-zAIzMV8SxE

_____________________________
Note: It's not necessary to start a new character, but you have to use this console command: startquest bgbupdate . This is necessary for all characters not started with RBP 10.0 or later. Also please keep in mind that RBP makes some dramatic changes to races and birthsigns, which - once applied - aren't that easy to restore back to Vanilla. Uninstallation command exists, but I won't guarantee for it. Keep an old savegame as backup.
A message to users of earlier versions: The console command is also necessary for characters started with earlier versions. If you've already used the update command once for a given character, you'll likely need it enter twice now, first and a second time after about thirty seconds. Sorry for that.
_____________________________
1. Races and birthsigns
The questions at the beginning already tells what I'm thinking about races and birthsigns in Vanilla. Instead of repeating it, rambling about the reasons for it and the like, I'm jumping straight ahead to what I'm doing about it:
- I made the Atronach and Bretons weaker, and improved all other races and birthsigns to their new power level. In many different ways! No race or birthsign will look like another.
- Each race and birthsign has unique abilities. Starting skills and attributes don't matter much on the long run (and not at all for NPCs), but abilities do.
- Races and birthsigns are organized in three groups: Some are better wizards (like High Elves), other better warriors (like Nords), others are more Jack of all trades (like Imperials) and have advantages according to them. A Breton will be a much better mage than a Nord, while the same Nord will be a better warrior than said Breton. They are not limited to that role - a High Elf can become a good pure fighter, although he'll never be as good as a Nord. On the other hand a Nord can become a mighty wizard, but he'll have a hard time at the beginning (low mental stats, no innate magicka bonus except birthsigns) and never be as great as an Altmer. But he will have other benefits the High Elf doesn't have. The roles help the races as enemies and player characters to feel different from each other. In Vanilla Oblivion there weren't many differences between a Wood Elf and a Khajiit. Now there will be some.
- I have tried to keep the changes as lore correct as possible. Nevertheless some drastic changes were necessary, to create actual differences between all races and birthsigns. Gameplay came first, lore second.
- Races and birthsigns now offer many choices: There are some with small benefits and no drawbacks, other have considerable strengths with a few weaknesses, other have strong bonuses, but severe disadvantages to make up for them.
- There are also some unique powers: Wood Elves can craft bone arrows, those born under the Ritual can spot evil, Warrior born can provoke enemies to draw their attention from allies onto himself, and some more.
- A few bonus races are included, as lore correct as possible: Xivilai (Slof's "Playable Xivilai"), Ohmes-raht (Luchaire's "Tabaxi"), Hidden Elves (Ren's "Mystic Elves"), Daedra Seducer (Chingari's and Ismelda's "Demon"), Sea Elves (Capucine's Aquamer), Ohmes (homebrewn), and of course Aureal (Golden Saints) and Mazken (Dark Seducer). They're even playable without Shivering Isles, thanks to some texture tricks (see http://www.tikanderoga.net/bg2408/pics/tes/nosicompare.jpg for a comparison).
- Endurance works retroactively now, and also does take race into account. An Orc will always have more health than a Wood Elf with the same level and Endurance.
- You can find a complete list of changes in RBP's http://theelderscrolls.info/?go=9XReadMeBalancingProject. It's better to read than what's possible in a forum thread, believe me ;).

_____________________________
2. Magicka
RBP includes a new "Magicka" system. While LAME is about spells (magic), this is about Magicka (mana pools in other games). There's a lot of boring math behind it, see for example the FAQ part of RBP's readme. I'd like to spare you with the number crunching, so I'd just like to tell you what RBP does. This part
of RBP is kind of optional, there are files included to switch nearly everything back to how it is in Vanilla, nevertheless I don't recommend using them.

Magicka is a currency for spells. You buy spells for Magicka, so to speak. This is important to keep in mind, because without spell costs numbers don't say much. RBP changes provide a more natural grow of Magicka. That is it's main intention. How does it do this?
- Magicka bonuses from races and birthsigns are now intelligence dependent, kind of like they were in Morrowind. This prevents huge bonuses at the beginning of the game, which then never increased anymore. And more combat heavy characters can't simply pick a Magicka birthsign and never invest points in intelligence anymore.
- How spell costs are calculated is changed (not the spells itself - RBP is fully compatible with Supreme Magicka, LAME and all other magic mods). This creates a more linear spell cost progression. In medium levels you'll have considerable more Magicka than in Vanilla, while a maxed out character can "buy" about the same number of spells as a maxed out character in Vanilla. While I found Vanilla's magicka pool in medium levels much too small, I think it's kind of more balanced at higher levels.
- Willpower plays a much greater role now. It's impact was so small in Vanilla that even a point of intelligence granted a higher regeneration than a willpower point. Not anymore! Characters with a willpower below ~55 have a slower regeneration, to the point that characters starting with 25 need several minutes to regenerate their Magicka. Characters with a willpower of 100 regenerate their entire pool about ten seconds faster than in Vanilla with 100 (which is not to be underestimated, because Magicka regeneration is also kind of quick in Vanilla with this value).
So in the end Mages in RBP will have a slight boon over their buddies from Vanilla - but not because of their Magicka pool, but because of their better regeneration.
- going unarmored now has benefits! Armor penalizes magic users more. Spell cost progression is adjusted to that, so if you take off your armors, you'll have a bonus. Another small edge above Vanilla mages. Combined with the changes to Willpower playing the famous "warriorthiefmage" now becomes more difficulty. It's quite possible, of course, but now it finally makes sense to not take this route.
- Fatigue affects now spell effectiveness. Only in a very small way, but nevertheless a mage constantly running around swinging weapons will cast slightly weaker spells.

So in the end, what is RBP regarding Magicka about? It gives medium character levels a boost, without overpowering mages at high levels. Furthermore it enhances roleplaying opportunities: Willpower and intelligence are much more important now, and the decision to go armored or unarmored has a greater impact. Even in battle mages taking a step back instead of swinging their weapons will have a minor advantage. You can still play whatever character you like, and RBP helps to sharpen out your ideas. A barbarian knowing nothing of magic? He will be even worser than in Vanilla when it comes to spells. A sorcerer with a strong mind on the other hand on the other hand...

_____________________________



3. Beautification
Today you can combine all cosmetic mods using Wrye Bash. A very powerful option, which makes big cosmetic plugins kind of unnecessary. Therefore there is a "bash ready" version included ("Light"), which doesn't have any beauty additions included. Aside from that Race Balancing Project is a relict of times past.
It's one of the biggest beautification mods out there. These mods are included:
- Ren's beauty pack?
- Capucine's character expansion*
- Babe's hairs?
- Corean hair
- Saram hair
- Suhlwa hair
- HS-Hair?
- Soya's hair pack?
- 2ch hair explosion resources?
- throttlekitty's hair pack
- kafeidotour's short hair style*
- Eyes for Elves*
- Elveon's photorealistic eyes*
(* = unplayable by default, can be unlocked with a module)
(? = I've conformulated these hairs, so they match your character's head)

Which means there are dozens of new hairs and eyes to choose from. They're also selectable for custom races. If you want to play a Xivilai with a corean hair style, you can do it.

But it doesn't stop here. Race Balancing Project is not a relict of times past, because there's something that a cosmetic combination with Wrye Bash can't do: Enhancing NPCs! As you surely have noticed, all Khajiit in Oblivion have the same eye color. The same is true for Orcs, Argonian, and Dark Elves. All six other races share only three eye colors. That's a bit repetive, isn't it? And let's not start on hair styles...

What RBP includes is an optional module to distribute it's new eyes and hairs to NPCs. More than thousand NPCs are changed, gaining new eye colors and / or hair styles. I've given each race (more correctly NPCs of that race) a set of eye colors, like Nords got the more bright colors, Wood Elves odd colors (like lilac, and of course some have their black eyes from Morrowind), Mages have glowy versions of their eyes, and Khajiit, Dunmer, Orcs and Argonian have also much more variety.
Pictures do tell more than thousand words, so here come a few examples (and you can get a couple of examples for new eyes and hairs from them):
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity3.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity4.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity5.jpg
http://www.tikanderoga.net/bg2408/pics/tes/NPCDiversity2.jpg
(Note: Older eye textures used, "shadowy" eye white is gone now)
http://www.tikanderoga.net/bg2408/pics/tes/bgBalancingOptionalEyes.jpg (Note: Even older textures used)

If you want to have TNR's new faces with NPCDiversity's new eyes and hairs, there's a merged version available in RBP's download! And a file for Kvatch Rebuilt, too!

Oh and here are a couple of screenshots for new races:
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_aureal1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_aureal2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_hidden1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_hidden2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_mazken1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_mazken2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmesraht1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmesraht2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer2.jpg
http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_xivilai1.jpg | http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_xivilai2.jpg

_____________________________
4. Installation and compatibilitiy
I've written a good deal about this in RBP's readme. Which I'm just going to codebox-quoting! It's not that complicated, unless you want to use special features. Just download both downloads, unzip the installation files to Oblivion\Data, and pick from the main download what you want to use... oh well...
Installation:
1. Two separate downloads are required. One is the main download, (linked above). These are the plugin files. If you don't want any bonus races, new hair styles and eye colours, you don't need the other one. I have decided to use separate downloads, so you don't need to download everything again by every update. Meshes and textures don't have a habit of being changed once a month.
2. Make sure that you use the correct language. EV = English version, DV = German version. Other languages are not yet supported (see FAQ). If you install the wrong language, NPCs will become mute.
3. If you do want all bonus races and new hair styles and eye colours, you need to download the installation files (linked above). Unzip all folders into your Oblivion directory. Another option is using an omod (linked above). If you don't know what an omod is, please use the regular installation files.
4. This project is supposed to be modular. Therefore there are a lot of options to customize it to your liking. Make sure that you understand what each is doing, before activating them or requesting anything.
Core files (they are the main plugin. Use only one of them):
- the default one uses Capucines Eyes and is compatible with any Eye mod (via Wrye Bash) that is using the default eye mesh (former Bash tag Eye-D). It is required for both NPCDiversity modules.
- the Light version does not include any new races, hairs or eyes. In a way it's "bash ready". You do not need the installation files for this. If you want to build up your own combination of cosmetic mods, this may be a good start.
5. Users without Shivering Isles have to use additionally bgBalancingNoSI_Core_still_required.esp, otherwise bad things will happen. As mentioned in the name, you will still need one Core file!
[for modules see RBP's readme].

Compatibility
1. General rule of thumb: Everything that doesn't touch races is fine. If it does touch races, it should be loaded before this plugin, and it's components which are changing something concerning the races won't work anymore.
Specifics:
2. This PI is compatible with character levelling mods like nGCD. If you want to be absolutely safe, open your console and type StartQuest bgbHealthToggle -> then deactivate retroactive Endurance. That's the only part which could theoretically cause problems.
3. It is fully compatible with all overhaul mods like OOO, Fran's, FCOM, Warcry and everything else. Some of them make changes to races or birthsigns, so load them before the core file!
When something does changes races, and you want to keep it's changes, you have to use Wrye Bash. Two examples:
4. Robert's Male body replacer: It's not a pure replacer, therefore you have to use Wrye Bash. Tag it with Body-M and load it before the Core file. Then it has to be included as part of the bashed patch. It still needs to be activated, but loaded before the core file.
- any new hair pack: Tag it as hair mod, load it before the core file and use it as part of the bashed patch.
5. Important notice regarding Beautiful People: BP is using the Elaborate Eye mesh (former bash tag Eye-E), but has changed it's filepath to the default Eye mesh (former bash tag Eye-D). This causes numerous problems. One of them is that using it as eye mod for the bashed patch can result in very strange oddities. Workaround: Load it always before the core file, RBP's installation file will fix BP's messed up files, but by doing this will break parts of BP. With this filepath change there's nothing I can do except mentioning this workaround. This has caused me enough support grief.
6. These mods are included (in the full version), and doesn't need to be bash patched in: Capucine's eyes, Babe's hair pack, Soya's hair pack, Ren's beauty pack, throttlekitty's hair pack, kafeidot's short hair, Elveon's photorealistic eyes (adapted version, original was missing glowmaps), Elven Eyes, saram hairs, corean hairs, 2ch hairs.
7. These five bonus races are included from other mods, but were heavily modified. You can use their originals additionally: Slof's playable Xivilai, Luchaire's Tabaxi, Ren's Mystic Elves, Chingari's and Ismelda's Demon race, Capucine's Aquamer. Also playable adaptions of Golden Saints and Dark Seducers are included - playable even without Shivering Isles!
8. Be wary of hidden race changes: Some mods modify races without notice. Mostly just to give custom NPCs new hair styles. Load them before the core file. Example given: Blood and Mud.
9. Other race- and birthsign balancing mods are obviously incompatible. I don't want to think what could happen if both are taking effect.
10. Again: Everything that doesn't touch races and birthsigns is fine. Even if it does, just load it before the Core file!

_____________________________
6. Thank yous:
daemondarque for creating all missing / required textures
Sen-Chan for enhancing the Demon wings, additional texture work
alexscorpion for his tattoo texture resources
idkrrr for corean and saram hairs
Quarn / Quazzi for his quest award leveller
AlienSlof et al for the playable Xivilai
Luchaire et al for the Tabaxi race (base of the Ohmes-rath)
Capucine for her beautiful new eyes and hair styles, and the Aquamer race
Babe for the beautiful new hair styles.
Soya for the beautiful new hair styles.
throttlekitty for throttlekitty's hair pack
idkrrr for "Corean hairs" and "saram hair"
kafeidotour for the "short hair style"
Elveon for his photorealistic eyes
Miss_onatopp for "Eyes for Elves"
Princess_stomper for her "better saint and seducer" project - I tried to match two faces of that with the default faces of the Aureal and Mazken.
scanti for his tool "Conformulator", which makes the new hair styles even better.
Wrye for "Wrye Bash". Without it I would have had many problems, especially with some of the optional files.
(Complete credits for every included plugin is in the readme)

http://www.gamesas.com/bgsforums/index.php?showtopic=721314
http://www.gamesas.com/bgsforums/index.php?showtopic=773190
http://www.gamesas.com/bgsforums/index.php?showtopic=816920
http://www.gamesas.com/bgsforums/index.php?showtopic=833725
http://www.gamesas.com/bgsforums/index.php?showtopic=867983
http://www.gamesas.com/bgsforums/index.php?showtopic=930971
http://www.gamesas.com/bgsforums/index.php?showtopic=958520

_________________________________
_________________________________
Update 10.0 details:

General changes / resources:
- full support for all popular body mods, including Robert's female. This also includes Vanilla for all included races. Daemondarque did a great work by creating "missing" textures. Many thanks again!
- added four missing saram hairs
- added "glowing" eye styles for Ohmes-raht
- three new races included (see below)

New functionality:
- set bgEnduranceFactor to #.# allows to change how much health the player gets per level. Default is 1 ( = 1/10 of Endurance). Setting it to 0.5 will result in the player gaining 1/20 of Endurance, which is about the amount NPCs get. So if you like a challenge, here you can have one . Example given my level 40 Endurance 100 Ohmes-raht dropped from 510 to 315 health.
- Restore Health bonuses level now, but extremely slowly and with hard conditions. E.g. Orcs can gain an additional point after level 15, 30, and 45, but all three have high requirements in attributes. This was done to balance out this perks, because they tend to be quite powerful.
- Uninstall command: startquest bgbUninstall <- if someone wants to revert back to Vanilla. Will crash the game if used with a RBP custom race.

New races:
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_seducer1.jpg A winged humanoid Daedra last seen in Daggerfall. They're kind of special (no, not in the Fallout way!). On the one hand they can use their wings to not take any fall damage, or hide their wings (as in Daggerfall). On the other hand they can enhance certain aspects by weakening other aspects, example given trading more magicka and higher mental stats for a weakness against weapons and lower physical stats.
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_maormer2.jpg An elven variant appearing in many books, also known as "Tropical Elves" or "Maormer". With a strong tie to the sea (waterbreathing, waterwalking on will) they can even turn into water for a short time (making weapons and spells pass right through them, but at the same time being unable to fight in any way), or try to drown enemies.
- http://theelderscrolls.info/images/artikel/oblivion/plugin/sonstiges/rbp/rbp_ohmes1.jpg: The Khajiit variant seen in Arena. Which is to say they don't look like Khajiit at all, more like heavily tattooed elves. To be honest this was kind of a last resort on my part, but I'm very happy with them. They are a common variant inexplicably missing in Cyrodiil (until now), mechanic wise they're quite different than the other races, and their heavy tattooing makes them unique, too. Additionally you can use just about any tattoo texture you like on them - e.g. I'm using a quite elaborate Dragon tattoo for their body, which I was unfortunately unable to gain permission to use for.

Existing races and birthsigns:
- The Mage grants now 25 points of resist paralysis
- Orc, Lord and Serpent Restore Health now levels a bit, see above
- Many new powers, many of them to enhance NPCs. The following races have new greater powers:
  • Argonians (short time Invisibility + Detect life. Invisibility was part of their old power by accident, but it worked great in game!)
  • Breton (Damage Magicka nova, scripted chance to dispel all spells with it)
  • High Elf (scripted skill dependent chance to create a random selection of potions)
  • Imperials (absorb & damage fatigue & magicka, beefed up version of Vanilla's "Star of the West")
  • Nord (frost & shock damage nova, chance to stagger fatigued enemies)
  • Orc (scripted chance to knock down enemies)
  • Aureal (Disintegrate + Dispel, similar to the Golden Saint's lesser power)
  • Hidden Elves (scripted skill based chance to enchant item)
  • Mazken (Absorb Health, Fatigue, Magicka, a bit less powerful version than Vanilla Dark Seducer's lesser power)
  • Xivilai (scripted bound weapon. Bound weapon is skill (type, blade or blunt) and level (tie) dependent. A bit boring without the LAMEglue, but with it this becomes a hell of a power!)


Misc changes:
- the FCOM additions have been nearly completely rebuild, for a much more immerse (and sometimes challenging) game experience.
- dropped EE and MMR core files
- various small changes and tweaks all over the place.

__________________________
__________________________
Announcement: I consider 10,5 final. Unless bugs are found, or I see something really great that just has to be included (unique new races, hairs, or something similar) I'm quite confident this version won't change for a long while ;). Before making any requests please read the FAQ in RBP's readme! I've written a lot of stuff there (e.g. concerning adding new races, attribute point distribution, Khajiit with hairs, new optional modules, etc).

I guess this is it, then. Time for other projects... :wave:
User avatar
Lifee Mccaslin
 
Posts: 3369
Joined: Fri Jun 01, 2007 1:03 am

Post » Fri May 27, 2011 5:20 am

awesome job on this. I don't know why there's no replies :(

Anyways does each race start out with it's own new and custom weapon? That'd be cool.

You may go as far as every race has a different start instead of the jail cell thing, and a different backstory :)

However this is looking great, can't wait for the final product.
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Fri May 27, 2011 5:30 am

Bg, thank you for making this mod. I plan on playing a female Demon Paladin (winged daedra seducer) out to prove that Demons can be good and not presumed all evil - however, just underneath is her always lurking racial desire to end conversations with fire. Because of this hidden desire to end all disputes by fire, she subjects herself to killing enemies by conventional means with the sword. Although not unwilling to use magic on herself, she must be very careful not to use magic on others for fear of unleashing her inner demon self. If she cannot stay true to her beliefs and eventually succumbs to her inner demon self, she will have no choice but to banish herself to the demon realm forever.

Her birth sign will be the Tower since she carries some magical ability but being "topside" leaves her with a slight weakness to earthly diseases. Her hope is that she will convince humans (and more importantly herself) that a creatures nature is based upon her beliefs, not her race. Her goal is to be accepted and be known as the first demon paladin knight of Cyrodil.

I have never played an all good character before, so this will really be a huge challenge for me to remain good - and this character will make it difficult especially with the winged visual. Compounding the problem is that I will be using wyre leveling and need gold to pay master trainers to advance - obviously I will need to "earn" the gold, not steal it or take it dishonestly.

I would never have been able to do this without RBP (and LAME) - again thanks!
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Fri May 27, 2011 1:49 am

Her birth sign will be the Tower since she carries some magical ability but being "topside" leaves her with a slight weakness to earthly diseases. Her hope is that she will convince humans (and more importantly herself) that a creatures nature is based upon her beliefs, not her race. Her goal is to be accepted and be known as the first demon paladin knight of Cyrodil.

Uh-oh, you sooo need to play through Integration with such a focus in mind for your character... :D
User avatar
Robert Jackson
 
Posts: 3385
Joined: Tue Nov 20, 2007 12:39 am

Post » Fri May 27, 2011 1:39 am

awesome job on this. I don't know why there's no replies :(

However this is looking great, can't wait for the final product.



I think you misunderstand. This IS the final product. There aren't more replies because it's been out a while already, so most people are well aware of the mod.


This is more of a promotion/troubleshooting thread at this point. I also encourage everyone to share their game stories, as RBP can create some very interesting and unique characters that are difficult to create without it.




P.S. Love the Seducer concept, Chakka.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Fri May 27, 2011 4:00 pm

Thanks brophog...when I play rpg games, I have to determine who I want to be first and then try to stick to character throughout. Playing a good guy (like all the time) is going to be rough going plus Im imposing many self made restrictions. We will see if the beliefs win or internal nature wins...it will be fun to see how that develops.

RBP really lets you develop your character in much more interesting ways than just plain vanilla. I have downloaded and installed Integration as well. Hopefully it will really challenge my character...
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Fri May 27, 2011 9:52 am

RBP really lets you develop your character in much more interesting ways than just plain vanilla. I have downloaded and installed Integration as well. Hopefully it will really challenge my character...


You are going to have great fun. Integration is awesome, as is this mod.
User avatar
Marquis deVille
 
Posts: 3409
Joined: Thu Jul 26, 2007 8:24 am

Post » Fri May 27, 2011 6:17 am

I think you misunderstand. This IS the final product. There aren't more replies because it's been out a while already, so most people are well aware of the mod.


This is more of a promotion/troubleshooting thread at this point. I also encourage everyone to share their game stories, as RBP can create some very interesting and unique characters that are difficult to create without it.




P.S. Love the Seducer concept, Chakka.

Woops! My apologies then to Bg, I didn't read enough :(

Well then this is awesome, I just for some reason thought there were more updates to come because of the Youtube video of this, some guy commented saying it wasn't final. He was random, and I don't know why I read the comments, but I believed him...

Anyways awesome Bg, your mods are some of my favorites.
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Fri May 27, 2011 4:56 pm

should Better Redguards v.2.esp be merged when using the bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp? or no?
User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Fri May 27, 2011 1:53 pm

should Better Redguards v.2.esp be merged when using the bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp? or no?


- Installation: First install Better Redguards, but don't check it's .esp files. Use [bgBalancingEVOptionalBetterRedguards.esp] file instead.


That's from one of the documents included in the download. And it goes on to say use only one of the BR NPC Diversity plugins.
User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri May 27, 2011 3:22 pm

That's from one of the documents included in the download. And it goes on to say use only one of the BR NPC Diversity plugins.

aight then no merge, that's what i thought...but is [bgBalancingEVOptionalBetterRedguards.esp] counted as a diversity file? or should i use [bgBalancingEVOptionalBetterRedguards.esp] as well as [bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp]? Currently i just have Better Redguards (unchecked), then [bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp]...this correct?
btw, thnx for the fast reply Fran, didn't think i would get one till morning lol
User avatar
Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

Post » Fri May 27, 2011 4:58 pm

Your welcome but you could get your answer faster if you read the documentation.

- You need to use one of the NPCDiversity files made for Better Redguards!
- Use one and only one NPCDiversity for Better Redguards additionally!


Again that's all from the documentation. . . :read: please.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am

Post » Fri May 27, 2011 7:35 am

Your welcome but you could get your answer faster if you read the documentation.
Again that's all from the documentation. . . :read: please.

Aye, believe me i did...no way i'm risking anything [censored] up my finally stable game lol
anyway, i was initially asking because the documentation confused me. so if it's not too much trouble, could i get a straight layman answer?
"Currently i just have Better Redguards (unchecked), then [bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp]...this correct?"
thnx agian for the help, not sure why this isn't sinking in :ahhh: if i am incorrect please say so, then tell me how it should be :)
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Fri May 27, 2011 1:34 am

Aye, believe me i did...no way i'm risking anything [censored] up my finally stable game lol
anyway, i was initially asking because the documentation confused me. so if it's not too much trouble, could i get a straight layman answer?
"Currently i just have Better Redguards (unchecked), then [bgBalancingNPCDiversity- TNR Merge Better Redgaurds.esp]...this correct?"
thnx agian for the help, not sure why this isn't sinking in :ahhh: if i am incorrect please say so, then tell me how it should be :)

Don't feel bad; parts of the documentation confused me the first time I was installing RBP as well. As for your question, I don't know; I don't use Better Redguards... :shrug:
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Fri May 27, 2011 10:02 am

That's cool. Well the documentation says "additionally" meaning you use 'bgBalancingEVOptionalBetterRedguards.esp' and one of the BR NPC Diversity plugins "additionally".

That should clear it up.
User avatar
Darlene DIllow
 
Posts: 3403
Joined: Fri Oct 26, 2007 5:34 am

Post » Fri May 27, 2011 3:39 pm

This has probably been asked before, but ...


Why is there no playable dremora race?! I mean, sure, we have Xivali as a playable race now, and some might say "We have Xivali as a playable race. we don't need a playable dremora race" but come on. Thats like saying we shouldn't have Mazken as a playable race because we already have a Auriel race.

And I know there's a lot of other mods that add playable dremoras. but then again there's a lot of other mods that add Xivali, ohmns rhat, etc. under different names, and not to mention a lot of mods that make Mazken and Auriel playable, but this mod does that anyway.
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Fri May 27, 2011 7:26 am

This has probably been asked before, but ...


Why is there no playable dremora race?! I mean, sure, we have Xivali as a playable race now, and some might say "We have Xivali as a playable race. we don't need a playable dremora race" but come on. Thats like saying we shouldn't have Mazken as a playable race because we already have a Auriel race.

And I know there's a lot of other mods that add playable dremoras. but then again there's a lot of other mods that add Xivali, ohmns rhat, etc. under different names, and not to mention a lot of mods that make Mazken and Auriel playable, but this mod does that anyway.


http://www.gamesas.com/bgsforums/index.php?s=&showtopic=930971&view=findpost&p=13494155?
User avatar
Irmacuba
 
Posts: 3531
Joined: Sat Mar 31, 2007 2:54 am

Post » Fri May 27, 2011 6:40 am

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=930971&view=findpost&p=13494155?

1. They come with the game. So unless your counting textures or models, you have permissions by default.
2. They should, they're a default (abiet non-playable) race.
3. Roughly the Same lore link story as the Xivalis.
4. Not sure where it was, but there is a mod that makes them look more unique. (beautiful people?)
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Fri May 27, 2011 6:53 am

Small update to the LAMEAddition file on 05/23/09!
Sorry, I've assigned a wrong skeleton to one of the boss characters you can meet. I've just fixed it. Nothing else has changed ;).

awesome job on this. I don't know why there's no replies :(
Thanks! Though likely because I just opened up a new thread :).

Anyways does each race start out with it's own new and custom weapon? That'd be cool.

You may go as far as every race has a different start instead of the jail cell thing, and a different backstory :)
Unfortunately not. RBP does not include any alternative start mod(s), so players can use whatever alternate start mod they wish to use with it.

Custom equipment... very few races can get a bit, but not much, and by far not all.

However this is looking great, can't wait for the final product.
This is final, as final as any mod ever is ;).


[snip]
Great character concept! Hope it plays out as well as it sounds :goodjob:.


This is more of a promotion/troubleshooting thread at this point. I also encourage everyone to share their game stories, as RBP can create some very interesting and unique characters that are difficult to create without it.

Would love that, too :).

(Much nicer to read than "aaah, your mod made my PC explode!" anyway... ;-).)

Why is there no playable dremora race?!

Let me put it this way: If there ever will be another batch of races added, Dremora are on my list of possible candidates. If I keep true to the schedule shown until now, then new races will make their appearance in April 2010. I wouldn't count on it, though ;).

There are three reasons why I've not included a Dremora race, instead used Xivilai and the like:
1. I didn't have a good idea that works for the player character, and for the ingame Dremoras as well.
2. The Dremora voice set is incomplete beyond belief. For not having mute and half-mute characters running around I probably would need to switch their voices to another set. Now there's the Xivilai as alternative available, but without them (i.e. if I would have included Dremora instead of Xivilai)... imagine a Dremora with a Nord voice. Wouldn't fit.
3. I'm not happy about their default appearance. It just didn't catch my interest. There are some awesome texture replacers out there, but I wasn't able to gather permission for them. Half of which I saw on screenshots I wasn't even able to locate! Of course you could say "just direct them to the texture replacers", well, problem is that they usually require changes to the Dremora race standard face to look as intended. Which means they couldn't really be used with whatever I do with the race. Due to how race face settings are set up, it's even impossible to use tes4edit to correct the mismatch.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri May 27, 2011 9:05 am

I absolutely love this mod and the beautification.

However i have one thing that annoys me with the beautification aspect of the mod and that's the lilac eyes on some humans and drow eyes on dark elves. So i just edited every dark elf in the CS to have the default dark elf eyes then i click save and the CS crashes. Just tested to see if editing one npc then saving works but no it just crashes. Every other mod i've fine tuned to my taste has worked fine but CS keep crashing when i click save :(

Still a fantastic mod though, I love it :)
User avatar
Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri May 27, 2011 8:41 am

[snip]

Esmify the Core file first. Also edit the NPCDiversity of your choice directly. The CS doesn't like chained dependencies over a certain limit, which may be reached.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Fri May 27, 2011 3:08 pm

Nope still didn't work.

If it helps, i'm using "bgBalancingEVOptionalNPCDiversity, for Wrye Bash" and have it merged into the Bash Patch.
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Fri May 27, 2011 10:35 am

Nope still didn't work.

If it helps, i'm using "bgBalancingEVOptionalNPCDiversity, for Wrye Bash" and have it merged into the Bash Patch.

Do exactly as I tell you now:
0. Start Wrye Bash.
1. Make sure that the NPCDiversity file is not ghosted!
2. Rightlick on it, choose "esmify master".
3. Start the CS. Select the NPCDiversity. Hit "Active File".
4. Do your edits.
5. Hit Save. This should work now.
6. After you've finished, rightlick again on the file and select "Espify Masters".
7. Rebuild your bashed patch.

Thinking about it. If you don't have Shivering Isles, then while you can use the file, you won't be able to edit it. In this case you need to edit it first a bit with tes4edit, remove all NPCs starting with "SE" in capital letters.
User avatar
Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Fri May 27, 2011 12:23 pm

Hmm it still didn't work. Tried it multiple times but no luck :/
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am

Post » Fri May 27, 2011 11:52 am

Bg, just a quick question...can I add the lessor power of "sense evil" from the Ritual birthsign to the Tower birthsign through tes4edit? I think that would round out my Demon Paladin character that I describe in post 3 with the ability to sense evil.

Secondly, would it unbalance my character too much with the rest of RBP? Finally, can you give me a hint on which esp(s) to change and what fields do I need to copy from and to...thanks in advance.
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Next

Return to IV - Oblivion