*** This mod is out of date. All all features have been merged into the Morroblivion Unofficial Patch. ***
BetterCharGen v1.8 for Morroblivion v064
Improvements for Morroblivion Character Generation Quest (aka CharGen) including better lighting for chargen and in prison ship, tweaked AI movements, invisible guide-rails along boat plank, seamless in-game transition to Oblivion intro quest.
Installation/Load Order:
Place after NPC/Graphics replacers like OCO2. Can be imported into a Bashed Patch.
Requirements/Compatiblity:
Morroblivion v064: "Morrowind_ob - Chargen and Transport Mod.esp" is required.
This will probably be incompatible with any alternative start mods for both Morroblivion and Oblivion.
Change log:
v1.8:
- Removed version number from filename.
- Fixed bug in Book for starting Oblivion intro quest. Also, renamed book to from Nerevarine to Outlander since you can start prior to being named Nerevarine.
- Fixed dialog subtitles in Class Quiz.
v1.7e2:
- Bugfixed for real this time.
v1.7e:
- Fixed a bug where the class quiz would change your class if you travelled from Cyrodil to Morrowind. If you do that now, you won't be offered the quiz.
- No filename change to avoid needing to change voice file locations.
v1.7d:
- Tweaked AI for first guard so that he escorts/waits for player.
- Added additional scripting/triggers for Jiub and boat guard to talk.
- Implemented class quiz! Formatting of text is not great, but missing voiced dialog is nice.
v1.7b:
- Bug fixed Census Office lights.
v1.7:
- Added compatibility changes to start the Oblivion intro-quest from Morrowind. This can be started by selecting the "Memoirs of the Nerevarine" book found in the home of Caius Cosades. Once the Oblivion intro-quest is completed, you can return anytime to Morrowind and continue Morrowind quests.
- "Morrowind_ob - Chargen and Transport Mod.esp" is now required.
- Also expanded Oblivion intro/transition quest to be a "mini-quest". Full journal entries and quest marker added for quest stages.
- Added several conditionals so Oblivion intro-quest can be done without any tutorial boxes (while still preserving them for a new game that starts in Cyrodil).
- Initial framework for "tutorial" messages like the ones in the Morrowind intro quest: pick up dagger, pick up ring, etc.
| Attachment | Size |
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| 26.33 KB | |
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| 1.31 MB | |
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| 1.31 MB |

Bug fix coming out real soon (within the next hour) -- it will fix some dialog topics which I delayed adding until the end of the chargen quest, only I forgot to actually add them. Notably: "my trade".
Update: Mod is now fixed and the new version (v1.5) is now available. I went through the changes I verified that "my trade" was the only missing topic. Huge apologies to everyone who created saved games with older versions!
Please note: even if you update this mod to version 1.5, any saved games which were created with a prior mod version will still have the bug. Here are the steps to restore the missing dialog option in saved games created with prior versions:
You may want to improve upon the lighting in Sellus Gravius's office as well. IMO its worse than the default ship lighting due to poor placement in relation to the exit door activation radius on top of not producing enough white light.
Great suggestion! Now that you mention it, the lighting in that office is truly annoying especially at the exit door if you are trying to change race / adjust your appearance. I'll try adding a phantom light at the door so you aren't looking at a shadowy blob...
New version 1.6 posted with suggestions by Quorwyf. Thanks!
Thanks again.
I'm thinking about changing the name of this mod to "Better Starting Quest" since that seems much more intuitive and self-explanatory, especially for people unfamiliar with the term CharGen. What's everyone's opinion?
Also, version 1.7 will feature the ability to start in Morrowind and later activate an item which transports you to Cyrodil and lets you continue playing your character from the very start of the Oblivion tutorial dungeon. My ideas for a very loose story-line are either
I don't think it makes much sense for you to be in a prison cell and still be equipped with all of your end-game gear from Morrowind. Anyway, let me know your opinion on both ideas.
The second one seems like a better fit to me. I agree about taking the end game stuff.
Finally uploaded version 1.7 of BetterCharGen. It has a new seamless in-game transition to the Oblivion intro-quest. So technically, it is now an "alternative start" mod for Oblivion as well. See the changelog for all updates.
I just realized that with the current release of this mod, Morroblivion is now similar to the "Baldur's Gate Trilogy" mod -- using the BG2 engine but starting in BG1 setting and seamlessly transitioning to BG2 world with your main character intact. Cool.
Perhaps I should rename it to "Morroblivion Trilogy" as well, hehe -- Morrowind + Oblivion + Expansions for both. But in all seriousness, calling it "Better Char Gen" is probably ambiguous and uninteresting for most people.
I posted a bugfix (v1.7e) so that people going from Cyrodil to Morrowind won't get their class changed by the class quiz. It comes in full mod with voice files as well as ESP only which you can use to just replace the one from v1.7d. Note that I did not change the filename of the ESP to avoid having to change location of the voice files.
I inadvertently broke the class quiz with my last bugfix -- so now posting a bugfix for the bugfix. v1.7e-2 (available in full mod and esp only downloads)
Would it be possible to have a version that only has the chargen quest improvements and exclude the world transport/alternate start features?
I like to play the TES3 and 4 plots as separate stories, through different characters (I load oblivion and Mortoblivion as different profiles in Mod Organizer, so they look and behave like two different games)
The world transport and "alternate start" features are just optional features that you don't have to use. They will not prevent you from playing both game stories separately with different characters. To do that, just edit the Oblivion\Data\ini\Morroblivion.ini file to specify where you want to start a new game:
Or:
The Morroblivion world transport mod (not actually part of this mod) comes as two NPCs (one in the Prison Courtyard in Cyrodiil and another on the prison ship in Seyda Neen) who offer you transport. You don't have to use them or even talk to them if you don't want to. The "alternate start" feature is just a book named "Memoirs of the Nerevarine" on the table of Caius Cosades in Balmora. When you read the book, it asks you if you want to start Oblivion, click Yes or No. Just click No, or don't read the book.