[RELZ/BETA] Wrye Morph

Post » Fri May 27, 2011 11:50 am

New Version: 29
* Allow doppelgangers to count towards maxlevel.
* Tweaked morph FX.
* Disabled light equip on morph to avoid flame animation error.
* Fixed a bug with health setting.

As always with Wrye Morph:
1) For advanced users who can mostly support themselves.
2) Beware of freaky interactions. E.g. one of my morphees is a CM Partner. She's okay, so long as I only have the esm installed, but with the most recent cm_partners esp installed, I get an instant ctd while in her form. (I think that the problem is that the cm_partner script doesn't like it when she'd disabled. :shrug:

I thought that I noticed recently that the delevel on scribe option wasn't working correctly (i.e. I was getting scribee at my top level instead of getting deleveled version of them). But I didn't check too closely.

health bug: I've fixed the problem in the morph code, but that won't fix existing messed up health. I suggest upgrading to Wrye Leveling 06 and turning on the Retroactive health option. That will fix any health missettings as soon as your morph to the character in question. (Note: you may see a double "setting health" message -- that's fine -- it should settle down within a second at most.) Just be sure to be fairly healthy before morphing, or a health reduction may kill you.

Emperor: Unfortunately, no one will actually recognize you as the emperor. Could be kind of fun to write the dialog for that though. You can now wear the amulet of kings and relight the fires. Whole Oblivion crisis goes away. Except for the Mythic Dawn who are trying to kill you 24x7. :lol:
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Agnieszka Bak
 
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Post » Fri May 27, 2011 5:38 am

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.


Don't worry about it. I can do without. :)
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Joey Bel
 
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Post » Fri May 27, 2011 3:30 pm

Are there plans to make more things ID specific like birthsigns and vampirism?
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Silvia Gil
 
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Post » Fri May 27, 2011 2:11 pm

Vampirism has been on my to do list for about a year. It may be another year or three before it gets done. (I'm getting more retired and I never play as a vampire, so it goes pretty far down the to do list.)

I had originally hoped to do birthsigns too, but it's just complicated. E.g. one point is: if you doppelgange a character, which birthsign do they get? NPCs don't have birthsigns (with a very few exceptions), so would it be randomly picked, or stick with pcs current birthsign, or require player to do a one time selection? And then there's coding, which gets a bit complicated -- I would have to remove players current birtsign. And I'm kind of under the impressing that RBP makes birthsign effects somewhat mutable over time. So... Maybe later.

In other news: I am continuing to make minor tweaks, but nothing major. E.g. doppelganging will require a skull bone to complete (preferably it would be a little more complicated, like an alchemically prepared skull bone). Also morphing will be power exhausting (using cobl's new power exhaustion feature). So you'll have to wait thirty minutes or so between successive morphs.
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Jessica Phoenix
 
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Post » Fri May 27, 2011 4:25 am

I'm so wanting to play this mod now that I've enough know how to figure most of it out.

Initial hopes and wishes (that will soon face the reality of what can be done):

I'd think limited versions of this mod would be greatly received and fun to play. I've no interest in the doppleganger aspects of this, but these ideas swirl in my head regarding having just one other form:

the Hulk version - you only change over to another form when wounded to a certain point.

The werewolf version - you only change forms at specific times/events.

The timed version - you can be one form for a set defined time and it revolves. At night character A during day character B.

What I'm going to try to do is create a paladin type character - a real uptight guy, probably afraid of his own six, driven, probably Nord and a fighter with an Atronoch birthsign. I'd like to then have only one other soul be his shadow that comes out when he feels his limitations. The shadow I'd like to be a female demon (Ismelda style) - oversixed, magic weilding like crazy, and be able to fly (the full flying demon thing). Great for roleplay while a paladin - doing all the good fighter quests and missions. Then change and turn on those around him. She'd be an assassin he a 'hero', she a mage he a grunt. He'd experience her as a curse, she experience him as a limitation. If any of the above variations were implemented then that would even move the quests and urgency of things along. So, I'm gonna have to roleplay that as much as possible. If he gets wounded to a certain point she is strong enough to exist. If she sleeps he returns.

Ideally it would be great if they could each be of different classes and birthsigns. I use RBP - not sure yet if that is possible. If I use a mod that provides custom classes or overhauls the classes like this: http://www.tesnexus.com/downloads/file.php?id=15793 would that be sufficient? I mean can they then count as vanilla classes? Or is creating the extra mod still necessary? (may be asking that question too soon)

Anyway the time to try it is upon me, like a demon.
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Allison C
 
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Post » Fri May 27, 2011 10:33 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.

** Script Error: Script 03006e84 in file "Wrye Morph, X6.esp" **
Too few args for format specifier

The format string for messageBoxEx in the script wrMorCosmiaOS that triggers when bashmon isn't running has a typo:
messageBoxEx "As you reach for the corpse, it suddenly sits up and says %qBashMon is not running.%g. It then falls back down. You should probably fix that before proceeding with your investigation."
should probably be
messageBoxEx "As you reach for the corpse, it suddenly sits up and says %qBashMon is not running.%q. It then falls back down. You should probably fix that before proceeding with your investigation."

Mainly responding to let Wrye know; the problem only shows up if the user isn't running BashMon in the first place (and therefore has larger problems to deal with). Thanks again for writing this mod, it's one of the best, both technically and game-impact-wise.
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Ebony Lawson
 
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Post » Fri May 27, 2011 1:17 pm

I have a problem with this mod but first let me say that I did install it right.

I'm using a custom race, a Succubus race(kind of like Breeze's Seducers) and everytime I shapeshift into an NPC, do some quests, then try to shapeshift back to my Succubus identity I crash...everytime. Although I can shift into other forms after that but I can seem to shift back to my original form without crashing. But it seems if I don't do any quests or stay too long in another form I can shift back and forth with no problem. I have a feeling it's because I'm playing with a custom race but I need someone to confirm it.
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Alyesha Neufeld
 
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Post » Fri May 27, 2011 8:52 am

The format string for messageBoxEx in the script wrMorCosmiaOS that triggers when bashmon isn't running has a typo:
should probably be ...

Mainly responding to let Wrye know; the problem only shows up if the user isn't running BashMon in the first place (and therefore has larger problems to deal with).

Ahh, so that's where that came from! Someone else reported that error message, but didn't give me enough info to fix it. And I gotta fix it because that error message is hillarious.

Thanks again for writing this mod, it's one of the best, both technically and game-impact-wise.

:)

The fix will likely have to wait until middle of next week. I'll be out of town for several days.

Cassandra: There shouldn't be a problem with custom races by itself. However, there is likely some problem with the script surrounding that race becoming confused by the way that Wrye Morph shifts back into the race. You might ask the mod author to look at it, but it would likely require a moderate amount of work on their part.

Another possibility is that major damages to stats could be freaking out the game engine. Try fully healing yourself (including curing any damage to attributes) before shifting. (I had a crash recently that I think was related to something like that -- I suspect that my stat damage was so high, that when it was applied to the new form, that character actually had zero or negative stats.) You should check this out before bugging the author.

Another possible problem is with shifting to an CM partner. I've had experience where shifting to/from a partner caused a CTD (every time, I think). I think that CM partners is not responding well to having the partner be disabled. (Note that I was able to have CM partners esm active -- the problem only occurred if the CM partners esp was active.)

Psymon: Most of that is doable, but you would have to have another mod which sits on top of Wrye Morph to do it. And the default quest in Wrye Morph would have to be disabled (and a few other things would need to be tweaked).

I originally designed Wrye Morph so that it could be used as a morphing engine (i.e with modes and quests supplied by other mods). However, it's been a while and the design has drifted a little from that, so I would have to do some more work to make that functional. And keep in mind that writing a mod that uses Wrye Morph just as an engine requires decent modding skills. Doing things like werewolves, etc. is additional complexity to worry about. I.e. even with Wrye Morph doing the heavy lifting, there's still plenty of work to do.
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Shannon Marie Jones
 
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Post » Fri May 27, 2011 3:51 pm

Yeah, the custom race is likely a possibility. I had the same issue when I was playing as a Demoness(Chingari and Ismelda Demon race). I wonder if maybe I could make a new character and play as one of the default races and then shift to the Succubus?
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Rachael
 
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Post » Fri May 27, 2011 10:14 am

Maybe, but I doubt it. Most likely the problem is due to a script, and most likely that script will need to be patched to work with Morph. But it's worth a shot.
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Sophie Louise Edge
 
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Post » Fri May 27, 2011 12:27 pm

I'm extremely impressed by the concept of this. I've already set up some special "ports" of some older characters...I plan to do a communal family thing.

Ashven the Dunmer hunter, Gonff the Bosmer thief (this name is a lot older than the damnable Redwall series, I assure you!), Relwyn the Bosmer thief all co-existing together as a single unit in a single house, each with their own possesions and that "DON'T TOUCH MY [censored]!" attitude towards it.

Thank you, Wrye. I've been tempted to look into this for ages, and I've only recently learned to eat Frosted Bash Flakes for breakfast and be a bit more relaxed towards game explosions. I find that all the pretty pieces make great mosaics when I start another game. I can only thank you for this immense chance to finally live in a game I'd enjoy playing.
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rebecca moody
 
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Post » Fri May 27, 2011 6:55 am

Couple of questions-

The instructions say not to use a any custom classes, yet the character
Spoiler
Orania or however it is spelled
is a a custom class? So why isn't that a problem?

Is it that if you create a new form/character that the birthsign will always be the same? That never changes?

The main quest was fun - but more difficult not because of clues but what was not said.

thanks
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Shelby McDonald
 
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Post » Fri May 27, 2011 5:29 pm

Well I do have one success story from last night.

I was finally able to get this set up right. My first attempt I tried with a race balancing Bearded Nord and tried to adopt as the second character (new soul) an Ismelda demon. Even though I used a vanilla class (yucky) this was not stable and crash upon attempting to return to original bearded Nord. So I played through again with a regular nord that had a warrior birthsign and a ritual birthsign and now I can freely change between the Nord and the demon and there are no ctds. So it seems that if the original race and class is vanilla then a second soul can be a custom race. I wonder then if I could create a beareded Nord and then forget the original vamilla Nord ever existed (just as I plan to do with Cosmia).

Too bad that birthsigns cant be different. that would be really cool.

I guess my next step is to see about altering the demon race slightly (add some feather ability) and see if I can get som better classes by ESMing a class add on esp.

I'm wondering if anyone has any luck using any other leveling mod than Wrye Leveling with this (which is what I'm using now). While Wrye's leveling does provide good control I'd rather use the latest Pure Immersion with this. Oh well, test later.

If I knew more about modding (and why I don't by now is just lame on my part) I'd make mods to add to this. The werewolf theme, the hulk theme, etc.

It would be great to get it so that the nord would change to the demon only after being hurt to 5% of his health and that the demon would change to the Nord after so much time as a demon (or upon sleep). that way I could really role-play the demon possessed hero whose other side always messes things up for him. Each with their own houses, factions, missions.

So I made this 'partnership' with a load order that had CUO, MMM and strategy masters TIE as the overhaulm portion but that set up made me miss FCOM. So this was probably all just a test run.
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Chris BEvan
 
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Post » Fri May 27, 2011 3:07 am

Catching up a little...

No custom classes means not classes defined in-game. You can use classes defined in esps and esms fine. E.g. if you doppelgang any character, you'll get their class, even if it's a "no-playable" class.

Main Quest Difficulty: Glad you liked it, hopefully I'll get a chance to work on it later, but... Probably not. Too much other stuff to do. Ahh well...

Leveling: Whatever is used has to completely bypass (really turn off) the usual leveling up progress mechanism in skills etc, otherwise when switching between characters you get inappropriate levelups applied. E.g. if you're a char with high blade and build some blade experience (say about halfway on the blade level up bar), and then switch to a char with low blade, that 50% blade suddenly becomes 200% (or something like that). AFAIK Wrye Leveling is the only thing that bypasses all that, but I haven't checked everything. Maybe the XP leveling mod?
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Queen of Spades
 
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Post » Fri May 27, 2011 1:33 pm

Yeah the main quest was pretty good - did not expect that.

What is really great is that
Spoiler
the true identity of who or whatever was inhabiting Cosmia remained unknown - at least to me. which then allows me to roleplay who or what I think it was. I was scratching my head abut how to roleplay a paladin Nord dabbling in evil - but this is better - it just happened to him. He had no choice.


So the final answer about the Birthsigns is that - there is no swapping those out between characters?

I guess Wrye Leveling is the only mod that can completely stop advancements from happening - it is just that it seems a bit uber and I want to avoid temptations. I'll need to set those prices and times higher. And with natural grow leveling mods I can see how they would result in leveling happening - even if the requirement to level was to sleep or something.

If I minimize the skill and attribute bonuses per level and disable the zero skill usage option then it could be closer to a natural grow/immersion leveling - right? Then using Progress would still be viable.

Now if I can get these tow characters plugged into the right load order.

Thanks so much.
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Nick Pryce
 
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Post » Fri May 27, 2011 7:15 pm

OK very confused about a couple of things here.

I thought I had it down to where I started with a basic Vanilla Nord with basic vanilla warrior class then changed to a demon race then began another race of bearded Nord and all was fine. I changed between the bearded nord and demon several times. Then noticed that the hotkey cyclers did not transfer between characters - errr. So I exited and disabled hotkey cyclers thinking that I could reactivate it anew with each loaded character and get it in the inventories of each character (the mod works with placed inventory items). But then from then on anyb change of characters and there was a ctd. bummer.

Is it that each character has its own record of what mods are loaded and if you take mods out then change characters that missing mod will result in a ctd? anyone else have experience with this?

Does one have to have their load order set for good before starting this?

When trying out a mod called More Classes http://www.tesnexus.com/downloads/file.php?id=15793 Seemed to work, but with the above - I'm not sure.

When trying to change characters it seemed to want to make a quicksave (a feature I have turned off) and then there was a save that showed up called WryeMorphOldQS - what is that?

Ok back to more testing ...
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Karl harris
 
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Post » Fri May 27, 2011 5:40 am

I've been playing around with Wrye Morph and found that it's actually pretty cool. I'm still working out what exactly to do with the possibilities it opens up, as well as figuring out how Wrye Leveling fits into everything.

That said, I think that this mod will enrich my Oblivion experience considerably.

As far as suggestions go, currently they're only related to the starting quest. A few more "Hey, idiot! Over here!" pointers would be useful.
Spoiler
I didn't realise that the skull was in my inventory, so I wasted a significant amount of time looking for it in Fatback Cave. A brief note that it's in your inventory would be helpful. Also, a similar note that you need to activate it to finish the quest would also be good.
Hidden in case it spoils someone's quest.
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Heather beauchamp
 
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Post » Fri May 27, 2011 12:38 pm

Nemoricus: Glad you're liking it. And yeah, it takes a bit to get used to the possibilities. See my http://www.gamesas.com/bgsforums/index.php?showtopic=961013 for some play experience.

Yeah, starting quest could certainly be polished a bit more. I might add some hints at some point (I had a topic a month or so ago related to how to give hints in a standard way, but I haven't had time to work on that project either).
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Czar Kahchi
 
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Post » Fri May 27, 2011 8:45 am

Hmm...as far as possibilities go, there are at least two distinct ways of using this mod. The first is having all of the morph and autoport options enabled. This effectively makes each shape a new "life," another story to live.

At the other end, with all of them disabled, each shape is another skin, another set of abilities to don and remove as necessary. Both styles are interesting in their own right.

I'm leaning towards the second skin end, in the form of a multiple personality type situation.

As far as my "Hey, idiot!" problems,
Spoiler
the first can be solved in the journal entry after reading Oriana's journal. It could mention that the skull in your pocket must be the failed lich's skull. The second can be solved by having a pop-up after all the necessary items have been gathered, asking whether you want to proceed or not. If you decline, you're informed to activate the skull if you wish to proceed at a later date.


Gathering the ingredients could be made a more involved process, having to find and acquire each one individually.

A quest idea- a dungeon designed to be explored by multiple people, each with a distinct skill set. It could be one way that the book amuses itself.

Also, if you scribe a vampire, you're not added to their factions, nor does that shape have vampirism. This may be related to OOO, but I thought I'd let you know anyway. It's not a big problem, seeing as I don't play vampires.
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Jarrett Willis
 
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Post » Fri May 27, 2011 3:08 pm

Hey Wrye, I've found two small bugs;
1. After morphing into someone, and then morphing again I experience slight mouse lag.
2. When morphing into someone, and then morphing again (may be because of morphing indoors to outdoors) it seems that it confuses the screen effects mod, which is used by all natural. The shadows seem to increase slightly (quite noticable)

Aside from that, this is pure genius. Thanks for making this.
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Alex Vincent
 
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Post » Fri May 27, 2011 6:26 pm

As I experiment more I'm noticing that spells whether morphed or not come up missing.

LAME adds spells for new characters - some are beyond the scope of the new character and some are not. After changing back to original character and then back again these spells are either hidden or just gone, both the ones beyond the abilities of the character and those well within the ability. Tested buying a spell with spell morph on and all spells are shared - I guess that is intended.

So there may be an incompatibility with LAME.

Two mods that are just not ever going to work but that I really like are:
- Duke Patricks Sickness alarm (lets you know when your diseased) the secondary character always shows as a diseased (even though they are not) I'm guessing due to how the drop in stats are read - not sure. Need to try another Disease notification mod.
- Kuertee's Inventory is Backapack - this allows you to drop most of your items in the form of a backpack so that you can fight/run more freely then go back and pick it up. He designed that mod so that you get one pack and that is it. So far not shared between characters - need to see if I can buy a new one for new character.
- Hotkey cyclers - put key cyclers in inventory - if you choose not to share inventory then they are gone too. Could try installing then changing characters then uninstalling saving then reinstalling. Maybe then both characters would register as having them.

These last two are more or less due tom my desire to have completely discreet characters with separate lives and inventories.

This is a very picky and persnickity mod so far. I've had crashes upon changing that I then reload and change characters and no crash - can't duplicate.
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Toby Green
 
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Post » Fri May 27, 2011 3:53 am

Let me correct myself on my last post.

I can duplicate a ctd. Anytime that I add/remove hotkey mods specifically the hotkey cylcers. I'm thinking it is the Hotkey cylcers affecting inventory in some way.

At that point I cannot change characters without a crash.

So far this seems like such a great idea, but without the upkeep and refinement it seems that one could use this provided that they are happy with Vanilla race/class/etc and minimal load order requirements.

Certainly the mods I'm finding essential are precluding this being a workable mod. It seems that after months of testing a load order or two with what will work together that this mod is a giant monkey wrench into all of that and is always one of those things that will make me think - 'hmmm that last crash was there something about that new mod, or is it Wrye Morph?'

Anyway - I will probably do more tinkering with this.

[edit] oh yeah and even though I switched from Dukes sickness alarm to the I dont feel quite right mod - I'm getting messages of disease after changes - even though I know that the main character had no disease. The new character shows the warning sign after every change into that new character. So those types of mods may be incompatible as well.
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Dawn Farrell
 
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Post » Fri May 27, 2011 3:14 pm

Kuertee's Inventory is Backapack - this allows you to drop most of your items in the form of a backpack so that you can fight/run more freely then go back and pick it up. He designed that mod so that you get one pack and that is it. So far not shared between characters - need to see if I can buy a new one for new character.
obse 17 with arrays as native data-types would help break the limitation of having only one backpack :goodjob:
(i know...i know...pluggy had arrays...but i was lazy. ;))
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Damien Mulvenna
 
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Post » Fri May 27, 2011 5:32 am

So what exactly does this mod do in layman's terms?
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Hearts
 
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Post » Fri May 27, 2011 6:47 pm

The simplest way to put it is that this mod allows to switch between shapes, each with their own unique attributes, abilities, name, and fame.

One character could be a knight in heavy armor, swinging a two-handed sword. Another could be a powerful mage. A third could be a sneaky thief.

Really, each shape can be whatever you want to make of it. Think of each as a new character, a new base to build off of.
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Steven Hardman
 
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