[RELZ/BETA] Wrye Morph

Post » Fri May 27, 2011 3:33 am

I just registered in these forums for this mod. Saying it is awesome simply does not cover it. I think it fair to thank you for this mod, as I had been looking for something like this for a long time (also, I just reinstalled Oblivion for it).

Anyway, I didn't see any activity in the thread for the last two months (but there is activity in the Seducer thread, which I got a lot of interest in, being a thematically linked project) and I though that, perhaps, and owing to your prior comment of not enough people trying it, it would be good to show some support for it, even if it is only moral (I'm not exactly a programmer and can't even think of grasping the complexity in the mod, much less improve it).

Just another comment: Albeit your warnings in the beginning, I had never used OBSE or the Bash before this mod and could get it up and running without any problems. It is pretty easy if you follow the instructions on your page; yet another thing to thank you for.

Well, I think that covers it. I certainly hope that you improve this mod in the future, but even if you didn't, it is still a magnificent work.

Congratulations.
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Eddie Howe
 
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Post » Fri May 27, 2011 7:51 am

peralfontova: Thanks -- good to see that someone is using it! :lol:

Re difficulty -- yep for people who can read and follow instructions and are willing to make an effort, it's not hard. The warning is mostly for people who think that they can download unzip and play. This mod is just not that simple :shrug:.

And since someone is showing some interest...

New Version: X6-19
* Fixed a problem with trespassing in non-public faction owned cells.
* AreaEffect cause evp on nearby actors.
* No more restraining player during shift.
* Standardized options menu.
* Tweaked token menu a little bit.
* Wrye Morph Wearable
..* Makes various clothes wearable.
..* Standardizes "female only" script for some clothes/armor.

As before, download from Wrye Musings (see sig).

Additonal Work?
I'm really not playing Oblivion much anymore, but I'm kind of tempted to tweaks some things about this. No promises though. Might be later today, might be never.
* Might make shape capture more difficult.
* Might have do inventory (not just equipment) swapping.
* Might disable teleport to. It's pretty uber.
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Ruben Bernal
 
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Post » Fri May 27, 2011 11:01 am

I have this in my mods-to-install pending list, listed under the tag: Awesome :bowdown:

I just wish that we can have more time to enjoy all this awesome mods properly!!

Best of regards,
leandro
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Hussnein Amin
 
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Post » Fri May 27, 2011 7:29 pm

Is there an alternate dload link for pluggy? the site for it seems to be down.
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cosmo valerga
 
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Post » Fri May 27, 2011 6:43 am

Re Pluggy: I just checked and it worked fine. Try again, I guess.
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Darren Chandler
 
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Post » Fri May 27, 2011 10:59 am

odd i keep getting 404ed when i click download links. must be something on my end.
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Blaine
 
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Post » Fri May 27, 2011 6:04 pm

Have you tried the http://www.gamesas.com/bgsforums/index.php?showtopic=832904? Morph docs link to the old v40. Current "stable" beta is .73.
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Stephy Beck
 
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Post » Fri May 27, 2011 10:02 am

New Version: X6-20 Morph Inventory, etc.
I've added a few more options. Details are http://wrye.ufrealms.net/Wrye%20Morph.html#MorphOptions. But, in brief:

Morph Inventory: Allows each identity to have its own inventory. Useful for making each identity more separate.

Morph Gold: Allows each inventory to have its own gold supply. More realistic, but spreading wealth around makes everyone poorer. (I'll try not consider the political ramifications of that. :lol:) Note: I haven't tested this at all. Could be totally broken, AFAIK.

Copy options: There are also two new copy options. One to skip the replace quickshape menu, the other to immediately do a shape shift after copying.

Of these options, Morph Inventory is the most interesting/useful. By default this will be on -- unless you've already been playing with Wrye Morph. If you're upgrading and you want this, then you'll need to activate it through the options menu.
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Felix Walde
 
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Post » Fri May 27, 2011 3:12 am

Wow, just some ol'fashioned thanks and see what happens... two new mod improvements!

Well, I write to make something clear: the Wyre Morph Wearable.esm requieres the Oscuro's Oblivion Overhaul, which was not requiered for the other parts of the mod. Not that this is a bad thing, of course, beign the Overhaul yet another very good mod... but, if you don't realize it, and activate the Wearable.esm, Oblivion will not start. Just to save some frustration, I thougt about saying it. I also had to manually point the Wearable to the master Oblivion Overhaul in the Bash, as it didn't automatically recognize it, but I don't know if that only happened to me.

And just my opinion... keep the teleporting as an option, even if you make it disabled by default... I, for one, like beign uber from time to time.

Inventory morph seems to be working all right, as does the money morph... but most NPCs seem to have zero (or very little, mostly 5 gold pieces) money to start with.

As always, thanks for everything
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Sudah mati ini Keparat
 
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Post » Fri May 27, 2011 6:16 am

Thanks Pays: Yep! :lol: The first update yesterday was stuff that I had already done, but had not released. The second was stuff that I was thinking about doing (mainly the Morph Inventory thing). So I was already thinking about that, but the extra encouragement made the diff between doing Wrye Morph vs. working on some other project.

Wrye Morph Wearable: You can use Wrye Morph Wearable even if you don't have OOO. Requires using Wrye Bash's Filtering trick. See http://wrye.ufrealms.net/Wrye%20Morph.html#WryeMorphWearable in the docs.

Manually point the WMW to OOO. I may have renamed OOO.esm to something else on my computer. Sigh. Guess I should stop doing that.

Teleporting: Yeah, it's still available as an option. Just turn it on under the options menu.

Money Morph: Glad to hear it's working. And yeah, doppelganged npcs having little to zero gold is about what I would expect. There should be some way to transfer gold between different identities -- it's just a matter of coming up with a good interface. Meanwhile, you can use something like the Bank of Cyrodiil.
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Lyndsey Bird
 
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Post » Fri May 27, 2011 5:09 am

Manually point the WMW to OOO. I may have renamed OOO.esm to something else on my computer. Sigh. Guess I should stop doing that.


No, it's correctly named. I suspect the OP is using a pre-esm version of OOO perhaps.
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Julie Ann
 
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Post » Fri May 27, 2011 5:30 am

Wyre keeps pushing the limits in what can be done in this game

:D
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Nathan Barker
 
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Post » Fri May 27, 2011 6:02 am

Re Leveling: I would definitely recommend using my Must Train mod (download from Wrye Musings) with this. Otherwise skill level ups tend to do weird things as you jump from character to character. E.g. if you gain skill as a higher level character, and then drop down to a lower level character, then you've suddenly got too many points and the slightlest use of the skill will then cause you to level that skill. And it gets more complicated than that.

At some point I may look at leveling more thoroughly at some point -- but don't hold your breath. :)
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Andy durkan
 
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Post » Fri May 27, 2011 5:09 pm

Hello again,

I did notice an odd thing with the shapeshifting commands: under OOO, and putting the copy offset to 20, it did only let me copy certain guards. I was playing with a character of level 1 (testing), and I could only copy guards of level 21, not the ones of level 19, or 20, and not commoners of level, say, 6 (the light armor clerk of The Best Defense). But I could copy leveled commoners (at level 1)

Well, I got inside the builder and supressed the following lines from the code of the mod (I'm not saying where they are unless the modmaker allows me to... and I will immediatly edit this post if asked, to suppress them)

;--Level limit?
elseif self.getLevel > maxLevel
message "This shape is too complex to grasp."
playSound MagicFailureSoundAlteration

That is to say, the level check. Then it allowed me to copy anyone... and to advance a theory:

The level offset, somewhere, needs that the target is either the same level, a leveled creature or exactly X levels above the player character, where X is the offset.

I haven't got deeper into the mod, both because I don't dare to (I woudn't know what to do), and because I don't know if I am allowed to. This is only to provide a basis for the correction of the mod, and to help improve it. Reading the Credits in the page, it does not seem that modifying the mod is forbidden, but I rather stay in the safe side, as the author has expressed some reservations about it, as can be seen here http://wrye.ufrealms.net/Wrye%20Morph.html#Credits

Hopefully I didn't do anything wrong, and this proves useful
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Kim Bradley
 
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Post » Fri May 27, 2011 2:29 pm

Okay, generally speaking, the level check is supposed to prevent you from copying an npc whose level is higher than yours. So, with a level 1 npc, you're not going to be able to copy many npcs (in fact, you nominally would not be able to copy any, so no npcs have a level of 1). However, there are a couple of wrinkles that need to be dealt with.
1) Characters that are offset with respect to the npc may be always higher level than the pc. (This is true of essentially all guards in vanilla oblivion.) So what the script does is check to see if the pc uses pcleveloffset, and if so, then it allows you to copy up by the amount specified in the options menu. This results in the oddity of being able to copy guards at level 10, even though you can't copy commoners, etc at a lower level (since the commoners are higher than you and are NOT pc level offset).
2) After copying a guard, you should not get the...

Ahh heck this is too complicated to explain. I'll see if I can code something better up. But this sort of stuff is pretty complicated. (And even harder to make simple.) Again no promises... May be very soon, may be much later. Or never. (Still, I'm thinking about this currently, so chances are good.)

Meanwhile, if you want to turn level checks off (as you've done), feel free. It's going to be rather uber though.

More on Leveling: I've been thinking about leveling for the PC more generally. The limited play that I've done with this has mostly been done with an advanced character for which I was using my mod "Must Train" -- which effectively disables experience based leveling. But I'm trying it with regular experienced based leveling now -- and it's a pain in the butt. Shifting between forms definitely messes up the pc leveling system. I'll think about improvements, but it's fairly complicated.
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Nienna garcia
 
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Post » Fri May 27, 2011 8:29 am

I've got two new mods out that are relevant for Wrye Bash:

http://www.gamesas.com/bgsforums/index.php?showtopic=853553 changes leveling in a way that's more cooperative with Wrye Morph's frequent stat shifts. I've got an idea for additional changes (mostly on the Morph side), but Wrye Leveling alone helps a lot -- although it's a very different approach to leveling.

http://www.gamesas.com/bgsforums/index.php?showtopic=852377 isn't actually a mod, but stats file for Wrye Bash. When used with the Bashed Patch, it gives (almost) all guards (and a few other NPCs) unique names. It's really a nice improvement by itself, but also good if you're going to doppelgang guards. (Better to be "Private Gusty" then generic "Imperial Guard".)
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Michael Korkia
 
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Post » Fri May 27, 2011 3:14 am

WIPZ: Next Version: What's Already Done
* Requires Cobl 1.40, OBSE 15, Pluggy 0.89, Bash 191.
* No longer requires brzUtils.
* Supports levelup day and points vars defined in cobMorphX (v1.40).
* Added support for new cobPcIsMQC (Main Quest Character), but requires using the console to setup.
* Wrye Morph Keys
* Expand with some dialog stuff. (I.e. it's no longer just "keys".)
* No more "Hero of Kvatch" greeting if current char is not the MQC. (Well, got rid of ~~some~~ of the dialog. There's quite a bit left, I'm sure.
* Added some IC citizen specific dialog. Maily just a few greetings for Augusta Calidia (proprietress of The Tiber Septim).
* Added support for new Cobl Bank Book.
* Now morphs Hot Keys if equipment and/or inventory are morphed.
* Now can morphs spell book to current magic mastery level.

HotKey Morphing: If you have either morph inventory or morph equipment turned on, then switching identities will also swap out your hotkeys.

Spell Morphing: You'll now have a (hidden) spell archive. This will contain any known spells that you're not currently capable of using. As you switch characters and/or level up your magic skills, spells with be swapped into and out of the spell archive to fit your current magic mastery levels. This drastically reduces spell book clutter esp. Non-magic specialists will see only novice spells, while characters with higher levels will see only the spells appropriate to them. (You can disable this feature if you dislike it and all archived spells will be returned to you.)

Integration with Wrye Leveling: Wrye Leveling is designed to work well with Wrye Morph. One part of the integration is that each character separately maintains track of time since their last levelup. So one character may be ready to level up now, while another may need to wait a couple of days. (Background: Wrye Leveling allows you to specify a minimum number of days between level ups.)

Dialog: I've worked a little bit on the dialog. Still needs a bit more better MQ character tracking. But... You can now pretty much avoid getting "Hey! You're the Hero of Kvatch!" when you're not. There's also a very little bit of location/id specific dialog. (Just for Augusta Calidia, proprietress of the Tiber Septim.) This is more a demo of ability, but I figure that I can throw in a few "Hello officer." type greetings if you're a guard, etc. I won't be including any voice files, so you'll want to use Elys's Silent Speech OBSE extension.

Still To Do (Soonish):
* A little more id/faction specific dialog. (Guards, at least.)
* A location memory for non-doppelganged identities -- so that when switching forms, you'll always teleport to the location appropriate to that form. The idea of this is that each character is on their own. Again, this will be optional.

There's still plenty that I can do beyond that, but that's what I'm shooting for in next release.

Distinct Characters: Part of what I'm trying to do is to have each character be quite distinct. I'm definitelly trying to get away from master of all trades that you typically get. E.g. my Sheo-Gal has turned over the Thieves faction stuff to a new stealthy marksman gal at about 1/2 Sheogal's level. All magic is at novice, but her marksman, sneak and mercantile are good. Which meant that for the first time, I hotkeyed three separate arrows, and my knife vs. bow, and went on a dungeon crawl. Quite a change of pace! Nice to get back to using torches instead of night eye spells.

The inventory swapping introduced earlier also tends to liven things up -- since you now have several characters to distribute that loot to, you end up no longer picking the five uber-most pieces all the time. Instead those are split among several characters who have to pick selectively to fit their talents/weaknesses.

Anyway, should have another release later this week.
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Rebecca Clare Smith
 
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Post » Fri May 27, 2011 8:44 am

New Version: 24 Many Tweaks, Improvements and Changes

Requirements Have Changed!
* You will need to upgrade Cobl (1.42), Bash (1.91), and Pluggy (0.89)!
* However, brzUtils plugin is no longer required.

Misc Additions
* Main Quest character is now morphable.
* Can now autoport to Last position.
* Can now config autoport to True/Last, or always to Last.
* Better transform effects.
* Integration with See You Sleep
* Integration with Wrye Leveling
* Gold Morphing + access to Cobl Bank Book (for moving gold between chars).
* Now morphs Hot Keys if equipment and/or inventory are morphed.
* Now can morphs spell book to current magic mastery level.

Wrye Morph Keys (& Dialog)
* Expand with some dialog stuff. (I.e. it's no longer just "keys".)
* No more "Hero of Kvatch" greeting if current char is not the MQC. (Well, got rid of ~~some~~ of the dialog. There's quite a bit left, I'm sure.
* Added some IC citizen specific dialog. Maily just a few greetings for Augusta Calidia (proprietress of The Tiber Septim).

Options Changes
* Optional Per level morph cost.
* Optional Wariness copy filter.
* Optional Living/Dead/Either copy filter.
* Remove Max Copy Level option (no longer needed.)

Misc Changes
* Switch to OBSE 15 nospam commands.
* Previous quicksaves are now recovered after morphing.[/quote]

Links
* http://wrye.ufrealms.net/Wrye%20Morph.html
* http://www.youtube.com/watch?v=Y9miFR-1bTs
* http://wrye.ufrealms.net/#OblivionMods

Be sure to read the http://wrye.ufrealms.net/Wrye%20Morph.html#Setup in the readme!

Warning #1: Do NOT ask how to install: Wrye Bash, OBSE or Pluggy on this topic! I will immediately hit the ignore button on anyone who does this! If you have to ask this sort of question, then you're not ready for this mod! Go do other stuff for a while. Seriously, if you're not using at least Wrye Bash and OBSE yet, then you're too green for this.

Warning #2: Don't ask thoughtless questions on this topic! Again, I assume that you're advlt enough to try to figure it out yourself before asking for help. Again, insta-ignore penalties.

Warning #3: This is just a fun (if insanely grueling project!) for me. I'll probably provide a little support but not a lot. But I can pretty much guarantee that this mod will never be completely stable and safe when interacting with other mods and even vanilla oblivion. E.g. you can doppelgang a guard in the imperial palace and stroll into the upper levels of the palace -- which pretty much breaks a thieves quest. Or you can doppelgang Palomirya, go to her upstairs chamber where you'll likely find a nice Elaborate Chest from OOO -- which will promptly kill you if you try to open it. Or freeze you in place, or do some other weird thing.

The solution to these sort of problems will generally be: "Don't freaking do that!" Or, put another way:

If Wrye Morph causes your game to explode into little bitty pieces, I'm more likely to admire how completely it blew up than I am to actually do anything about it.
Warning #3a: Do not ask when this is coming out of beta. The answer is never. Because of the inherent risks of conflicts in running this mod, I'll expect to always leave the "Beta" label on. However, it will probably see some minor improvements in future releases. Or maybe not. :shrug: RL has been calling my name for quite a while now, and I just may not do much more with it.

Coolness Warning: Again, if you bash patches for breakfast, and have deadly reflexes, and if you can usually figure stuff out on your own, I think that that you'll find Wrye Morph very cool, and fairly easy to use. Kind of like playing catch with a handgrenade. As long as you keep the pin in, it's quite exhilerating! :thumbsup:
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GLOW...
 
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Post » Fri May 27, 2011 1:14 pm

Okay, I've been working on this quite a bit this week and have not really been able to sit down and play test it much, but it does have quite a few improvements to improve playability.

Full Character Switch: The various new morph features (inventory, gold, spells, hot keys and location) all add up to a much more thorough switching effect. E.g. you might switch out of a low gold stealth character who's wandering through caverns, to a wealthy char who's wandering the streets of skingrad. Wander around go shopping -- switch again and you're back in the caverns. There's a bit more along those lines, e.g. the see you sleep and wrye leveling integration.

Less Freebies: You'll now have to work a little harder to get and switch forms. You can only copy forms when you're not detected by the target. And switching forms costs money (in proportion to the level of character that you're switching to). Also I've fixed an uberness bug that allowed you to copy pc offset guards too soon. (Be warned that as a level one character you won't be able to copy anyone! You will however be able to define some new shapes.)

I still need to set up a starting quest. Probably something simple. Which is not necessarily to say easy. :D
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Tha King o Geekz
 
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Post » Fri May 27, 2011 1:16 pm

Awesome as always Wyre. althought I am still a bit afraid to use this.
However I thought an unsubtle bump cunningly descuised as random suggestions would fool the moderators :D

1) easier to get the form if they are asleep/ dead and body not detected.
2) does the cloned NPC still disappear as in the video?

And a thank you as well. can see a wonderful use for this for a companion.
at a set pointin the conversation where they are telling you their history you morph into them and a short linear level of the story,
so you experience the story as opposed to be told it...now just to convince SIM we need Cleon and Ruined tale flashbacks :D
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Tammie Flint
 
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Post » Fri May 27, 2011 7:50 am

If it sounds cool, but you haven't tried it, then I suggest at least trying it. If you try for an hour or so and can't get it to work, then :shrug:. But ability is quite cool. Keep in mind that it's best to try with a higher level character -- low level chars won't be able to doppelgang much (though they'll still be able to create new shapes).

1) That's configurable. Current default settins are "Can't scribe the wary." (i.e. those who are aware of you) and scribe only the living. The later option can alternatively be configured as "Only the dead" or "Living and Dead".
2) Yes, still disappears. Again, that's configurable ("Displace on Doppelgang"). Though I might tweak it a little in a future release for better fx.

Backstory. Yep. could be done.
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GPMG
 
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Post » Fri May 27, 2011 4:27 am

that's pretty cool :B
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Charles Mckinna
 
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Post » Fri May 27, 2011 10:15 am

I try to morph, but it says that bashmon isn't responding. I made sure to open it before starting, and even made sure it was running before the morph, but nothing changed
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Nims
 
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Post » Fri May 27, 2011 5:47 am

You have pluggy at v 089, right?

Look at the bashmon log. It should list any requests that it has received.

Open My Games\Oblivion\Pluggy\User Files. Under that you should find BashMon\Request.txt. That should include the text of the request. If the request is not there, then let me know if at least BashMon directory is there.
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Sandeep Khatkar
 
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Post » Fri May 27, 2011 7:50 am

Only reason I'm not using it is I need a clean install for beta testing NPC's with Jobs at the moment.
thank you for your reply.
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butterfly
 
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