[RELZ/BETA] Wrye Morph

Post » Fri May 27, 2011 9:50 am

Good to know the Undelete Refs fix worked for someone else. I'm not crazy! Yay.

I tried shapeshifting into that Mannimarco too. :lol: Scribed him when the fight started and then shifted after I'd killed him. It turned me into a floating head. :ahhh: Turns out most of his items were marked unequippable, so I went into the CS and "fixed" that issue. :chaos:
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Amanda Leis
 
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Post » Fri May 27, 2011 6:20 am

Good to know the Undelete Refs fix worked for someone else. I'm not crazy! Yay.

I tried shapeshifting into that Mannimarco too. :lol: Scribed him when the fight started and then shifted after I'd killed him. It turned me into a floating head. :ahhh: Turns out most of his items were marked unequippable, so I went into the CS and "fixed" that issue. :chaos:

Hehe :P Yeh, I fix that kind of stuff too. Still have alot to "fix" in all sort of mods though, but I don't have anymore time goddamnit -_-
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Samantha hulme
 
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Post » Fri May 27, 2011 3:31 am

Trademark and FrakkingToaster: Glad to hear that it's going well (pretty much) -- and interesting to hear that problem with deleted refs is confirmed. Hopefully I or Ralgor will find time to do a better solution before too long.

BTW, if someone is interested, it's possible to make quests that depend on the player having a specific identity. One doesn't have to build directly on top of Wrye Morph.esp for this -- just using Cobl Main.esm is sufficient (to detect players identity -- since current id info is stored in a variable defined in Cobl Maine.esm).

If someone's interested, you might poke around Cobl Keys.esp Wrye Morph Keys.esp and check out what it does. (I.e. it recognizes players current id w/o relying on Wrye Morph.esp directly.)
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Robert
 
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Post » Fri May 27, 2011 12:26 pm

Hm... This mystical Cobl Keys.esp you speak of eludes me. :huh: Found the variable in Main easy enough, though (for those interested, it's CurFormID under the script cobPcXS). This might actually motivate me to finish making a quest for once! :P
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John Moore
 
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Post » Fri May 27, 2011 3:58 am

Ooops... MVBS (Monkey Vacation Brain Syndrome). I meant "Wrye Morph Keys.esp". (Which was originally just keys, but a expanded a couple of versions ago to include some common dialog stuff. E.g. the "Hello Neighbor" greetings while in the IC (if you're currently a member of the IC Citizen faction).
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Big Homie
 
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Post » Fri May 27, 2011 5:36 pm

Ah. ^_^

*looks*
*grins like an idiot*
*tests it out in game*
*grins ever-so-slightly wider*

Very cool. Didn't know about Augusta - that really does have a lot of potential for questing n' such. I'll need to mess with that in the near future. :hubbahubba:

Speaking of which, depending on how long your Monkey God Vacation lasts, I'd offer to help out extending the quest... However, a) school starts up soon and b: (going B) makes a smiley... hmph) my CS skillz are limited primarily to minor tweaks to quest scripts and the occasional random fiddling around going "what does this button do?"... And I have many fond memories of dropping barrels full of Daedric armor in Seyda Neen back when MW came out. :clap: Actually, I think I made a small apartment in Vivec once... Anyway, I've done enough to understand the basics, but my relative noobness coupled with my incredibly short attention span means every time I do try to start making a quest, I open up the CS and five minutes later I close it. :meh: So I really probably can't contribute much, if anything at all, though if there's anything relatively simple that needs doing, I (tenuously) offer my (limited) services to the Monkey God. :bowdown:

I dunno, mainly I just feel guilty about having mainly posted about Morph CTD'ing. :biglaugh:
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Patrick Gordon
 
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Post » Fri May 27, 2011 7:05 am

:bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown: :bowdown:
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Yvonne Gruening
 
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Post » Fri May 27, 2011 12:45 pm

So I have to complete the tutorial dungeon for this to work? I'm using an alternate start mod...and I don't want to start the MQ with the character I'm wanting to use this with.
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Alexxxxxx
 
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Post » Fri May 27, 2011 8:14 am

Nope. I use an alt start too. I never do the MQ and it still works for me.
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Jade
 
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Post » Fri May 27, 2011 11:15 am

Hmm I have found the male apprentice in the Fatback cave but I cant find the female one. The cheat code dosnt work either, it says it does but I have nothing new added to my inventory... Maybe I shall stick to the Seducer mod :) That works for me at any rate.
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{Richies Mommy}
 
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Post » Fri May 27, 2011 6:26 am

Spoiler/Hint/Help:
Spoiler
It's possible that you've somehow triggered some code that prevents the female from showing. E.g. if you have the cheat turne on, she might now show. Try turning it off (setting it to zero) and then revisiting the cave. To find the male, enter the second level of the cave and turn left. You should find the male first (depending on how well you have the cave lit -- as I recall, it's pretty dark where he is), and then, at the end-room of that branch of the cave, you'll find the female. You'll likely find a half-decent weapon near her (a short sword with a viper enchantment? I think).

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Haley Merkley
 
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Post » Fri May 27, 2011 3:00 am

well, i followed the readme instructions and installed the latest versions of the required components. however, when i reached the body i got this.

OBSE: initialize (version = 16.3 010201A0)
oblivion root = C:\Program Files\Bethesda Softworks\Oblivion\
plugin directory = C:\Program Files\Bethesda Softworks\Oblivion\Data\OBSE\Plugins\
patched
DoLoadGameHook: C:\Users\user\Documents\My Games\Oblivion\Saves\quicksave.ess
loading from C:\Users\user\Documents\My Games\Oblivion\Saves\quicksave.obse
Loading strings
** Script Error: Script 03006e84 in file "Wrye Morph, X6.esp" **
Too few args for format specifier
OBSE: deinitialize

if any1 else has encountered this prob and solved it, plz tell me how to fix it
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c.o.s.m.o
 
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Post » Fri May 27, 2011 8:33 am

Nameless:
I already replied in a pm, but I was hoping someone else here had a comment. Anyway, I don't know what the problem is/was. (And he reports that it occurred with OBSE 15 as well.) I'm using morph and obse15a as well with no problems, and apparently there's no echo on similar problem, so I'm guessing it's a corrupted files or something like that.

Anyway, as mentioned, support for this mod is intentionally thin.

Living the Morphing Life:
Since I've actually found some time to play recently, a quick report. I mainly use morph for switching between a few characters. My main character is a level 39 sheogal. I've also got a doppelganged version of Merina from the companion mod of the same time -- she's cool but a little uber. Level 39 mage and pretty healthy. I've also got a 33ish clone of my first character -- mostly blade with some destruction and a little illusion. She gets the "Light of Dawn" and will inherit the mage quests when I get back to that. Other character is a level 22 thief -- she's the one who's getting more of workout since I never completed thief quests before.

So... After a minor install session, I get a spiffy new "summon steed" spell that I want to try. Mark my horse outside the IC stables, and then figure that I'll troop on out to the countryside and try "summon". But I'm not keen on fast travel, and oh look! There's an Ayleid step! I haven't gotten far in that mod, but I know that they're only semi random, but I'm under the impression that that it will port me semi-randomly off to the southeast countryside. I think briefly about stocking up a bit (I'm in street clothes), but don't. Click. Oops. I'm in a cave. Somewhere.

Okay, I'll roleplay this a bit. No calling up the map, no summoning up my portable cellar (which has a health hit anyway). I'll just try to figure my way out of here. I WILL put on my armor though. I'm not TOTALLY crazy. :lol: Hmm... Did I mention that this thiefly character has marksman 75 and goodish stealth, but no blade no magic powers to speak of??

Anyway, so I troop around a bit, take out some annoying rats, deal with some slimes (which are new to me since I've recently upgraded MMM), then run into a gargoyle. Okay, plink him a few times. Hit x 4. Hmm... No hit damage at all -- I'm not even seeing the hit bar SHOW UP on this guy. Uh oh. Drop like twenty arrows into the guy and the only reason I'm still alive is that it's dark and I'm able to hide along narrow corridors.

Okay, my pragmatic character admits she's bitten off a bit too much. So, call in my high level mage, and she's able to take it out. Hmm... "Ancient gargoyle"? That's new. And big. But still... Switch back to thiefly. But shortly... Whoahh, those are some BIG flame atronachs! So, back up to my level 39ish mage, who manages to make it outside.

(Hmm... Okay, I'm off to the southwest (not southeast) near a distant bend in the panther river. Mentally, increase the ratio of "randomly" in "semi-randomly" porting of Ayleid steps.) Anyway... Try the summon steed spell. Hmm... Doesn't work. Try again. Still doesn't work. Damn. Maybe I need to wait a bit? Like in the cave with all those tough guys? But back with my thiefly character? Of course! :D

This time I do okay. I'm learning to do the stealth for critical hit, then go hide util I'm stealthed again, and then do another critical hit. Manage to take out flame atronachs and some big mud golems, but then I run into those Ancient Gargoyles again. Okay, (reluctantly) swap to 33ish blade/destruction gal. Let's see how they like a bite of the Light of Dawn!!! Hah! Eh, heh, heh, heh... Run! And throw some frost spells. Frost takes them out (slowly), but magicka doesn't refresh as quickly with this character, so I gotta retreat. Except, oops. About three of those ancient gargoyles are following me. Out of the cave. Still following. Run/jump down the hill and dive in the river. Yep! Gargoyles don't swim. Unfortunately, this character doesn't know any water breathing spells or have any water breathing equip items. Annoying...

Still, got a decent frost touch spell, and gargoyles keep trying to get me, so I just look for them dipping their feet, then swim up and frost them. Well... Not as easily done as said. I bet belted pretty bad a couple of times, but I manage to terminate them.

Cool. But my thiefly char still wants to finish the cave. Hmm... Okay... Swap to mage gal. Summon Salan's Cellar. Go to alchemy sorter in it and pull Frost Damage item (and some cure disease stuff too -- thiefly gal is pretty weak on thats stuff). Brew up a decent batch of frost spells. Even get some minor paralysis and health damage in it too. Still 10 points of frost damage? Doesn't seem that much. Still, gotta give it a try. (Getting a little bit stubborn here.)

Swap back to thiefly character, reclimb hole to get to ancient gargoyle infested cave (there's still four or so of them left). Poison strongest bow and arrow combo and stealth plink him. Well, that hurt him at least. But he's a little miffed. Turn around and run back out the door. He follows. Jump down the hole and... Combat music off. Hmm? Climb back up hole... He's dead Jim. Odd. Open inventory, reexamine potion mixture. Ohhh... 10 points frost damage for forty seconds. And it was a stealth times four hit. :D Shortly after the remaining gargoyles are one shot (and wait) dispatched and I'm able to lockpick my way into the hard door in the toughest part of the cave.

And what do I get? A dead drunk goblin and a "treasure loot" of beer bottles! :lol:

And my horse never shows up.
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Nicole M
 
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Post » Fri May 27, 2011 8:39 am

Living the Morphing Life:

And what do I get? A dead drunk goblin and a "treasure loot" of beer bottles! :lol:

And my horse never shows up.


Great Story Wrye, love the detail, and glad to see that even you are challegend with Morphing character's..

Ancient Gargoyles well those came from OOO but I recently add them to MMM has well somewhere in 3.6 series..Tough s*o*b but you have found out the hard way..

a dead drunk goblin and beer sounds about right after all ..dam loot tables..all that hard work for nothing to show for at the end.,expect looting the creatures and what is in cave... :biglaugh:

Horse never show up? wondered if it got slaughtered on it way to you..

edit: For MMM/MMMforFrans users Ancient Gargoyles did not get added in 3.7..Doh ..will fix in 3.7b2..So Wrye is using OOO/MMMforOOO combo then..or FCOM..
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Albert Wesker
 
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Post » Fri May 27, 2011 4:42 pm

Ancient Gargoyle's: Well, its nice integration when you can't tell what came from where. :bigsmile: But I'm definitely seeing lots of MMM creatures around. And I think I'm seeing the effects of Item Interchange -- things definitely seem a bit more mixed around.

Horse not showing up: I think that was a load order conflict. I'll have to check some more.
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Rob Smith
 
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Post » Fri May 27, 2011 5:03 pm

Ancient Gargoyle's: Well, its nice integration when you can't tell what came from where. :bigsmile: But I'm definitely seeing lots of MMM creatures around. And I think I'm seeing the effects of Item Interchange -- things definitely seem a bit more mixed around.

Horse not showing up: I think that was a load order conflict. I'll have to check some more.


Half the point of Item Interchange is that you can no longer identify the source of a monster/NPC based on it's loot. :dance:
Except for those *special* NPCs and monsters, of course.
Great story, the morphing function certainly adds a certain set of twists to it.

Vac
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Josh Sabatini
 
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Post » Fri May 27, 2011 3:52 pm

Quick question. Level 20 character is fighting level 20 monsters and stuff. Now you create new level 10 character, will this character be fighting level 20 monsters and stuff?
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Peter lopez
 
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Post » Fri May 27, 2011 6:08 am

I haven't doublechecked, but as I understand it, there are two factors.
1) spawn point level lists: What matters here is what level you're at when the spawn point spawns. If you're level 40 and it spawns a MOB that you're only going to see at level 35 or higher, but then morph to a lower level form, the higher level spawn will still be there (until the cell resets).
2) NPC/creature level offset. This is the offset for individual actors to your current level. This should adjust when you change forms.

That's my theoretical understanding. You can double check in game, by going to console, clicking on npc and doing "getleve". Do that before and after the morph, and you should have your answer.

As a practical note, I'll think that I've seen some dead actors respawn after I down-morphed. E.g. I was in one of the Lost ruins of The Ayleid Steps. Cleared it out using a high level (39) character, then down-morphed to my thief (who could pick the high-level locks). At that point, quite a few of the Wraiths regenerated. Lich kings, etc. stayed dead. I'm not sure why some regenerated and others did not. It's possible that none regenerated, but rather it was a percentage based spawn point -- sometimes those won't produce anything the first time you pass through a cell, but then when you re-enter the cell the dice rolls again and they spawn.

So my advice would be that if you morph while in a fight, its best to either up-morph, or else clear things out pretty throughly before down-morphing.

However, note that when you morph, all combat alarms on your character are stopped. So, you'll at least have a brief breather.
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Kim Kay
 
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Post » Fri May 27, 2011 11:18 am

Thank you. I was having a hard time deciding when to morp a new character. I'm still temped to create 3 or 4 low level characters and build their levels equally. One for each guildhall. I haven't decided the fame point distribution yet. I don't even know if I can take a non MQ character through a Oblivion gate? Does it work with CM partners? I'll reread your Wyre'Morp pages to see if there's an answer.

edit
Is cobl races consider a custom race? If so, then WyreMorph won' t work with it. However, since it part of Wyre's work it should. Well back to cobl races.
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Cameron Wood
 
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Post » Fri May 27, 2011 1:45 pm

I just wanted to pop in here and let you know I downloaded this earlier and played it.. What fun!

I thought the initial quest was well done, the journals were well written. Strangely, it took me back to years ago.. :biglaugh:

Right now I'm having a great time morphing into my favorite NPC's and checking out how things are for them. It's working perfectly in my game with no glitches or bugs. I've made one character and "borrowed" three so far.

Thank you for sharing this! I'm going to enjoy the opportunity to see how different builds and personalities can collide into one game. The end of the ever-tenner's? Possibly! :thumbsup:
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Kat Ives
 
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Post » Fri May 27, 2011 4:07 pm

"Ever Tenner"? That sounds a little catchier than "Ten for Lifers". I may use that in my acerbic dictionary.

You'll probably want to use Wrye Leveling too. Otherwise, weird stuff happens as experience for one user slops over to another character. And Wrye Leveling can help you move up a little faster (depending on how you configure it -- you can also configure it to be quite difficult).

And yeah, different characters vastly enhances gameplay. I used that while going throught The Ayleid Steps. One character is all sneak and shoot, another is cast and blast :lol:, andther is in between, and then there's poor Orania -- that Witch really svcks, but she's doing okay anyway (at least she can summon some Iron Golems and cast a decent shield spell).

If you're playing really varied characters, check out the Wrye Bash settings for vendor repair cost and recharge rate. Non jack of all trades, who actually need to BUY those services probably need them reduced to something reasonable.
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Anna Beattie
 
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Post » Fri May 27, 2011 8:25 am

Wrye Leveling- I'm all over that already. :) Love it! I like creating characters that level to a certain point, then stop leveling. It keeps the rewards from different mods from getting out of hand and keeps the challenge up for me.

Ayleid Steps- I'm all over that one, too! Love it as well! So much added content.

I like Orania also, I'm working on improving her defenses. At least she's got some light armor skill. I think she kind of grows on you. Right now, she and Volonaro are my projects. It's really a blast!

Bash settings- I'll check that out. Thanks for reminding me. I saw it when building the patch but never got around to adding it.

*Walks off with evil grin.. Sneaks up on unsuspecting archer.. :lol:

Edit- Go ahead and use ever-tenner.. I don't mind. :)

Disclaimer- I'm not asking for support on this one, just reporting something. I am loving this morph ability, and I decided to RP that my main char gets really pissed one day and develops a demonic personality. So, with the help of a race mod, she's off to do some bad deeds with a duplicate class and different level ups. Anyway, after progressing partway through the DB questline and murdering several unsuspecting civilians, she decides to accept a certain gift. Well, let's just say that all was going well until she decided to morph back into my main char.

I'm trying this change with Scorn's vampirism loaded up. I read some discussion here about load order shifting possibly causing issues, so just to be thorough I fell back on my old load order and tried again. Still CTD. I'm assuming what seems obvious, which is that it's not possible (at least atm) to handle the vampirism thing. I can live with that, don't worry. Anyway, with horns and red skin and wicked nails, I can just RP her with some tap vitality spells.

Thanks again for sharing this. :)
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Batricia Alele
 
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Post » Fri May 27, 2011 5:22 am

Health Bug: I've been finding that one of my chars has a health that's too high, and another may have health that's too low. Reviewing, it looks like there's a bug in the health saving restoring code. I'll be fixing that soon. Part of fix will come with Wrye Leveling which will have a retroactive health thing.

Vaisellias: Yeah, not sure. Could be the faction morphing thing. I don't think that vampirism itself would cause a problem -- though once one character gets it, all should get it. (Ideally vampirism should be an ID specific thing.) Thanks doable, but I don't play vampires, so it's not very high on my to do list.
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Rachie Stout
 
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Post » Fri May 27, 2011 10:17 am

hmmm
what will happen if i use this on the emperor
time to find out
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Nicole Kraus
 
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Post » Fri May 27, 2011 3:35 am

Health Bug: The health bug can be repaired by a retroactive health mod. There's an old retroactive health mod by skyranger-1, and I've just added a sophisticated retroactive health feature to Wrye Leveling (v07). Definitely fixed some uberness of a couple of my characters, but also brought Cosmia back from being on death's doorstep all the time. :)
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Mike Plumley
 
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