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[OUTDATED] Chargen And Transport (CAT) mod v11

Submitted by thermador on

 

 


IMPORTANT: If you are using Morroblivion v63 or newer, qwertyasdfgh has provided an updated version of this mod.  Get it HERE.


 

 


The rest of the information below is provided for informational purposes, regarding how this mod works and so forth.  However, it only applies to the versions below, NOT to qwerty's updated version for Morroblivion v63 and newer.  Changes in the main Morroblivion master file mean that the below versions (in this post) are NOT compatible with Morroblivion v63 and newer.

I highly recommend always using the latest version of Morroblivion, so the information below should be of little interest to most people.


 

Description


This mod will conflict with anything that alters the beginning of the Oblivion main quest (e.g. 'main quest delayer' mods) and anything that alters Oblivion character generation (e.g. 'quick start' or 'alternate start' mods).  Don't use them together!  If you must use these mods, use Dave B's world transport mod instead.


While Dave B's world transport mod does the trick, I wanted to expand upon that with these additions:

  • gives you options of where to start - YES!
  • gives you options for quickstarts to skip the tutorials - YES!
  • improves world transport realism - real dialogue, character interaction, realistic costs (1000 gold) and time delay (3 days) for world transport of this magnitude - YES!
  • minimally impacts the game for maximum compatibility with other mods - 3 NPC's, a handful of objects and startmarkers, two cells, two quests, five scripts, two global variables, some AI packages etc - all cleaned in TES4edit - YES!
  • works properly regardless of whether you have an existing Oblivion character, an existing Morroblivion character (but haven't used this mod yet) or if you are creating a new character to start out in either place - YES!
  • plays the morrowind intro video if you are starting a new game in Vvardenfell OR if you haven't been there before - and it plays only once, and you can skip it if you want - YES!
  • plays the morrowind intro music when you start a new game in Vvardenfell - YES!

The mod has been cleaned in TES4Edit but you should still check it if you're paranoid. 

It has been tested by me with Morroblivion v024 through v052.  It should continue to work with all future Morroblivion versions.  If I get hit by a bus, updating the mod is pretty easy - everything I added begins with CAT (or aaaCAT for quests/topics). 

You should use this mod instead of Dave B's World Transport mod, as they perform the same function.  I don't think anything should conflict if you use both, but using both is pretty redundant and I can't imagine anyone will want to do this.

 

Start Options


With this mod installed, you will start in an empty cell.  A message box pops up (not immediately, but 5-10 seconds after you set your character's name and race) asking you where you want to go.  There are four options.  The "quickly" options are quick-starts that skip the tutorials.

  • Vvardenfell, as usual: Normal Morrowind Start - just like how Morroblivion is now.  You can use the world transport NPC on the ship in Seyda Neen to go to the Imperial City.  To start the Oblivion main quest, you can find a dead knight outside of the usual sewer exit to the Northeast of the Imperial City Prison.
  • Vvardenfell, and quickly: Fast Morrowind Start - puts you at the exit of the census and excise office with the package in your inventory and the Morrowind main quest started.  Make sure to set a class and a birthsign when you exit (similar to the sewers in oblivion).  You can talk to Jo'Tesh on the ship in Seyda Neen (during the day anyway) to go to the Imperial City.  To start the Oblivion main quest, you can find a dead knight outside of the usual sewer exit to the Northeast of the Imperial City Prison.
  • Cyrodiil, as usual:  Normal Oblivion Start - allows you to start Oblivion as normal, in prison.  You can talk to Kisimba the Imperial City Prison Courtyard (during the daytime anyway) to get to Morrowind later, and start the main Morrowind quest as usual.
  • Cyrodiil, and quickly: Fast Oblivion Start - puts you right by the sewer exit with a chest of loot from the Chargen quest.  Make sure to set a class and a birthsign when you exit.  You can talk to Kisimba the Imperial City Prison Courtyard (during the daytime anyway) to get to Morrowind later, and start the main Morrowind quest as usual.

 

World Transport


There are two NPCs added to the game.  Jo'Tesh is on the deck of the ship outside Seyda Neen during the daytime).  Kisimba is in the Imperial City Prison Courtyard during the daytime.  They require 1000 gold to transport you between nations, and have a little unique dialogue of their own.  Yes, I did stick to the Lore so this mod blends in well.

 

Thanks


  • Thanks to Dave B and his World Transport Mod - it helped out a lot in writing this one.
  • Thanks to Xris for fixing the travel glitch, which gave me the methodology to put together this mod.

 

Download & Installation


1) Download one of these two files - CHOOSE ONLY ONE:

  • Link to LATEST version 11
    http://tesrenewal.com/files/chargen_and_transport_mod_v11.7z
  • Link to LATEST version 10 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
    https://docs.google.com/open?id=0B53JtcN4hGiLb29scXgtRWVMblE

2) Extract the .7z file to your Oblivion\Data\ directory like any other mod OR install them properly with Wrye Bash - It's OK to overwrite files (if any) as there are some duplicates of those in my Morroblivion Complete Installation.

3) Upgrading from the previous version: just copy over the new files, activate the new mod in your load order, and deactivate the old mod in your load order

4) Any load order should be fine, it's not a complex mod.  You should avoid using this mod in conjunction with any other mods that alter Oblivion's default character generation and tutorial process or any other fast start mods.  When in doubt, put my mod at the end of your load order and disable all mods that alter character generation.

 

Changelog


v1: Initial release
v2: Fixed a bug if you install this mod + morroblivion and want to use a pre-existing oblivion character
v3: Fixed a bug if you install this mod and already had a character you made in morrowind but you hadn't started the oblivion main quest.  Also fixed an error where two 'amulet of kings' ended up in your inventory if you made certain choices.  Added some more dialogue to the transport NPC's as well.
v4: Fixed a floating chair for one of the transport NPCs... didn't notice it until I went to take some screenshots.
v5: Added the ability to play the morrowind intro video when starting a new character in morrowind, or when travelling to morrowind for the first time. Replaced some dialoge so that the transport NPCs greet you based on what choices you've made to start the game (yay realism).  Fixed some script issues.  Toned down the fire in the starting cell so that your character's face is lit better.  More realistic pricing for this kind of transport (1000 gold) and time passing by (6-7 days depending on which way you're going).
v6: A few more dialogue fixes for the transport NPCs and several fixes for the "Vvardenfell, and quickly" option.
v7: Huge rewrite, fixing numerous bugs, including problems with being able to start the official DLC quests and issues with Jo'Tesh not staying in place.  Added AI to both NPCs, re-wrote Kisimba's character slightly, and moved Kisimba to the Imperial City Prison courtyard for continuity with the Morrowind storyline.
v8: Added Darth South's quest Icon and added playing the Morrowind Title Music if you start a game in Morrowind
v9: Fixed some issues, including: "Fast Morrowind start does not enable dialogue to free slaves" and "Fast Oblivion start means that some of the assassins in the tutorial are still alive".  Also updated the mod for some minor changes to the master file.

  • Link to OLD version 9
    https://docs.google.com/open?id=0B53JtcN4hGiLV0VhQ0lBSUl6LWM
  • Link to OLD version 9 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
    https://docs.google.com/open?id=0B53JtcN4hGiLb3VINzluc2NtU3M
  • Link to OLD version 8:
    http://www.mediafire.com/file/0cpj7n6c6rajhlg/Morroblivion_Chargen_And_Transport_Mod_v8.zip 
  • Link to OLD version 8 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation. http://www.mediafire.com/file/qv3uhabl0vkeb9n/Morroblivion_Chargen_And_Transport_Mod_v8_for_Realism_Mods.zip
  • Link to OLD version 7:
    http://www.mediafire.com/file/ar4hdm4z3p1gbdb/Morroblivion_Chargen_And_Transport_Mod_v7.zip
  • Link to OLD version 7 for people using realism mods like Real Hunger, Real Sleep, Vim and Vigor etc. The only difference is that in this version no time passes during transport, so your character doesn't die of starvation.
    http://www.mediafire.com/file/vvi7gu520uddc5k/Morroblivion_Chargen_And_Transport_Mod_v7_-_For_Realism_Mods.zip
  • Link to OLD version 6:
    http://www.mediafire.com/file/83l4bs344ha9kct/Morroblivion_Chargen_And_Transport_Mod_v6.zip

 

Known Issues


NONE!!! :-)  Finally, nothing in this section.  Still, if you are starting a new character for real, like a totally new game with a new character you are taking up to level 50, then you should use one of the "as usual" start points just to be safe.

 

Screens


Here are some screens from the beginning:

Now with character confirmation in Seyda Neen (just like in Oblivion)... you will not get this screen, of course, with a pre-existing character or if you choose one of the Cyrodiil start points with this mod.

Here is the Oblivion Quickstart, note the loot chest, which contains most of the items from the CharGen Quest that you skip (obviously this chest only appears if you choose the Oblivion Quickstart)

On the left, Jo'Tesh on the ship in Seyda Neen.  On the right, in the Imperial City Prison Courtyard, Kisimba, hard at work:

And here is the dead knight that shows up if you haven't started the Oblivion main questline yet (either in your existing Morroblivion game, or if you start a new game with this mod, but choose one of the Vvardenfell start points) -- go pay him a visit if you want to start the main Oblivion questline:

 

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Last edited by Daggers on 8 Jan 2022 - 15:07.

I really love this mod, it fits in very nicely with the main game which is always a good thing. :)

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The link to version 10 doesn't seem to be working.

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BurningStarlV

The link to version 10 doesn't seem to be working.

 

Fixed, sorry! 

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Fantastic!

 

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The body by the Imperial Sewers isn't showing up. Is there anything I can do to make him show up or is there another way to start the Oblivion main quest?

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Well, as long as you're using the v10 ESP file, you should be able to go anywhere else, such as the Imperial City market district or something, wait in the game four days, then travel back to the Imperial City Sewers exit and he should have respawned.  I hope.  http://www.uesp.net/wiki/Oblivion:Respawning

If that doesn't work, maybe there is some bug where the knight didn't get enabled.  You could try typing

CATDeadKnightREF.enable

in the console.  Although I am not 100% sure that is the right ID for the knight; I would have to look in the CS to see what his ID is.

Finally, if that doesn't work, I will have to take a look at the scripts in the ESP file when I get home and I can get the appropriate console commands for you to run.  Or, if you have the CS installed, you can open my ESP file, open the script editor (pencil icon) and then open CATDeadKnightScript and look and see what it does when you click on the dead night in the game).  There are a bunch of things, like, "player.additem amuletofkings 1" and a bunch of startquest/setstage stuff.  You would have to write those lines down and then type them in in the console in-game.

 

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i cant hear the voice of anyone 

help?

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There aren't any voices.  Morrowind had very little voiced dialogue.

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you wanna tell me there is no voice in morrowind ?

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Yes.  That is what I want to tell you.  LOL... 

Morrowind came out in 2002.  Voice acting every line in the game wasn't feasible given the technology at the time and the budget Bethesda (a much smaller company back then) had to make the game.

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I honestly don't think a voiced project is actually feasible due to the amount of lines there are imo. Would love to see it done but it won't ruin my Morrowind experience haha.

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Thermador I saw that this mod could conflict with alternate start mod, This becouse your mod handle some object that can  interfere with alternate start. Also I saw that in some cases the mq01 quest (escaping prison) could start before you are in cyrodill.   It really conflict with "Main quest delayer with alive kvatch", but even with the without alive kvatch version. I'm trying to do a compatible version for personal use, but this for now will work only on a new game.

 

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It will conflict with anything that modifies the player starting location.  That is the only serious conflict it will cause.  If the other mod is lower in your load order, and is overriding the CAT mod, the  result will be that you don't start with the menu of choices of where to start the game.  Instead, you will start somewhere else, wherever the conflicting mod tells you to start.  But the transport NPCs will still be there and you will still be able to travel.

If there is any other conflict caused by my CAT mod, it is probably safe to override it (by placing the other mods lower in your load order).

Or you can open up all the mods with conflicts in TES4edit and see what they are.

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The conflicts aren't only override modded record. It's a resource conflict. If you kill characters of the first scene you will disturbing a mod that handle or delay that scene(scripted event interrupted). In this way the conflict winner is the mod that run before and not the last mod in load order.

However I modified the scripts of this mod to make it work with Main Quest Delayer (this is the mod that handle the escaping prison quest). But this work only with a new game becouse some scenes are breaked.

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Oh.  Yeah, a lot of characters from the default Oblivion Chargen Quest are disabled via script. 

Otherwise they will be walking around Cyrodiil all the time.  So yeah, I guess it's not compatible with those.  You can always reverse my script commands in an existing game.  So like where it says NPCref.disable, just open the console NPCref.enable to reverse what my script did.

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This can be true on a vanilla game, but :

1 alternate start mod handle the disabled or killed npc or object so they don't walk around Cyrodill all the time, even if the chargen quest isn't completed.

2 Script event are broken so even using commands (in console or in scripts) to undo what your script did the scene cannot be played(or sometimes they doesn't work).

 

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I managed to Crash Transport Mod V10,

Cut my save put away in another Directory Start new Game worked well Player standing in cave Flames in Front,,By the Game Loads..

Radar

Map

ReFscope

Destination Load panel comes up Picked Vvardenfell as normal

Flying Camera

Quest Frostcrag

Quest Mark&Recall

Quest Safe Zone

Quest Thank you for Installing ClintMichs Beautiful Imp City

It cannot handle all the above Left player stand there 1 Hour went Exit

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Worked out what caused the Prob Forgot a couple years ago had trouble with Flying Camera Mod for some Reason you have to set it up 3 times

Then Camera works properly Uninstalled it Transport v10 didn't Crash

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So I installed Morroblivion and everything works except for this mod. The game automatically starts in Morrowind without even giving me a choice and the Jo'Tesh npc is missing. I ended up using the mod that gives you a spell to open a portal to Cyrodill so I could get there. When I got there I walked over to the outside of the sewers and the dead body wasn't there. I decided to delete the CAT files that the Morroblivion installer added, download the newest update from here, and add it manually. Now the npcs are present but I still don't get a choice on starting, just automatically start in Morrowind.

I don't mind starting in Morrowind as long as the npcs are still present, I just thought I'd let you know. I tested this with no other mods installed, just Morroblivion.

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Try an Earlier Version of the Transport Mod to see if it Works for you  i use V07 has no Problems.

Teleport Spell will Take you to Morrowind But it Will not Activate   ( Player in Morrowind )

you  need Player in Morrowind to Activate  All NPC, to Work with Quest Correctly ,,

Make shore you Have all  ( Morroblivion--Morrowind ) files a Bottom of Load Order with

Transport Mod

Morrowind Maps

Morrowind_ob.esp

This order at Bottom ,, Not to many people have Problems with Transport Mod if you are using WB Cut the Files out of Transport Mod Directory in Archive, and Paste them  into your

Oblivion\Data  -- Directory and Say Yes to Overwrite All Files..

Morroblivion Installer only Creates 1 File, ( Morrowind_ob.esm ) ,, If you are Creating Other files you are doing something Wrong

 

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This mod didn't load properly for me until I moved it up in the mod order; it may be conflicting with something else in the Morroblivion v60 patch (I have no other mods installed besides what's needed for Morroblivion).

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Okay, so I'm having problems with this as well. I'm using Morroblivion v061, and when I click New to start a new game, the Oblivion intro (voiced by Captain Picard) plays and then I begin in Morrowind on the Ship. Jo'Tesh is there and offers to take me to Cyrodiil (haven't actually tried yet to see if it works), but no matter what I do, I don't get the option of where to start, or the Morrowind intro. I've tried every combination of load orders I can think of, moving the transport mod .esp up and down, moving other .esp's up and down the load order to see if there was a conflict, but nothing seems to work. 

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Did  you Try an Earlier Version of the Transport Mod

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Yeah, tried that after posting, Version 9 is working perfectly now. 

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Good news for all the people wanting to take their existing Oblivion characters to Morroblivion - I've updated the mod to work with newly released v063 master file.

However, the old "alternative start" wouldn't work very well with new master (which has it's own starting location selection now) so I had to remove the "quick start" options from the mod (scrips are still there for legacy, but they aren't active). Sorry if someone really wanted to use them.

Travelling from the Khajiit in IC Prison now works correctly though.

Uninstall all previous versions of this mod you might have before updating.

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Thanks a lot for updating this. 

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Nice! Thank you qwertyasdfgh.

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http://youtu.be/TY9cgxsk034

Link for Transport Clip, when you Come Up on Deck out of Prison ship Sharmir does not Talk to You Unless you Click on Him,, you  go Down the Plank to Census office go in Office Socucius sitting at his Desk to Take Notes, does not Talk to  Player on Chargen till you Stand on Opposite Side of Desk

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Thanks qwerty!  I updated the first post with a link to your post.

 

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I am new to Morroblivion and was wondering how folks transport to Cyrodiil as the game started in Morrowind. I just started Morroblivion today and have been looking for a way to get to Cyrodiil not that I am anxious to leave the wonderful world of Morroblivion that you guys have made but at sometime I may want to play Oblivion and I was thinking there has to be a way to get there. So I google searched the subject and found this mod and bingo it works like magic. Thanks for making this and for Morroblivion. I've been looking for a new game and even though Morrowind is very old it is a whole new experience playing it in Oblivion style. This is awesome work. :D

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I had a game started in morrowind then i installed this mod, once i travel to Cyrodil it puts me in the imperial city and i cannot figure out how to start the main quest. How do you start the Oblivion main quest if you start in Morrowond?
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Go to the prison sewer exit. 

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Oh wow should have thought of that thanks!

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Where do i extract the files into? the oblivion directory?

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Into Oblivion/Data

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got it beforehand, but thanks anyways :P

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The newest v63 and up version always starts you in the Morrowind prison ship, right?  I kind of like starting with the extra loot from the Oblivion standard start, is there any way to make it start you in the Imperial Prison?

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Change settings in Morroblivion.ini so you Can or Load a Save you Have in Cyrodiil around Level 4

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I love the morroblivion mod. I have installed it. However I have an existing character and when I traveled to Vvardenfell, the dark elf did not talk. I do not know what to do to get it to work.

Any help will be appreciated.

I have also asked this same question in the morroblivion mod releases topic.

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I'm having a serious issue with this mod; the Khajiit who ships me from Morrowind to Cyrodil is there, but neither boat and neither Khajiit can be found in Cyrodil. I thought there might be a mod conflict with Unique Landscapes, but disabling it changed nothing. My character is currently trapped and unable to get to Morrowind. I'll include screenshots of my mod list and will be happy to give any further information.

Thank you 

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Khajiit should be at the Prison 8.am to around 5.pm

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In the Prison on the Steps she is a Sweeper.

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Is this different from the CAT mod from the resource pack in the project release thread?

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Does this mod still work with updated morroblivion?

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robireid12321

Does this mod still work with updated morroblivion?

As far as I know, the most updated version of this mod is already integrated into the main install for Morroblivion v064.

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I have an unknown bug in my game. I have configured Morroblivion v64 correctly, Menu Que, and OBSE correctly. World Transport Chargen And Transport is at the top of the load list, however, the ship never appears in Anvil or any of the other designated areas. Can anyone please help with this?

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DeltaTrix2013

I have an unknown bug in my game. I have configured Morroblivion v64 correctly, Menu Que, and OBSE correctly. World Transport Chargen And Transport is at the top of the load list, however, the ship never appears in Anvil or any of the other designated areas. Can anyone please help with this?

The ship in Anvil was removed over 6 years ago (please refere to this post https://tesrenewal.com/comment/5436#comment-5436).  To use the v64 of the Chargen and Transport mod, from Cyrodiil, you must go to the Imperial City Prison Courtyard and talk to the Khajiit sweeping the grounds there.  There is a corresponding Khajiit on the deck of the Imperial Prison Ship in Seyda Neen.

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