[WIPz/RELz] Diablo Indentify System

Post » Fri May 27, 2011 5:44 pm

Diablo and Diablo II were great fo their identity systems. You find a standard weapon that has "unidentified" in its name and take it to a person to identify. This mod aims to replicate that.

Readme

The Elder Scrolls III MORROWIND:

==================
Identify System - version 4.0
==================

By Midegetalien (Midgetalien@hotmail.com)

1. Description + walkthrough
2. Requirements
3. Installing the plug-in
4. Playing the plug-in
5. Save games
6. Conflicts/Known Errors
7. Credits/Permissions received
8. Contact and Information
9. Legal Stuff/Disclaimer
10. Anything else

===============
1. DESCRIPTION
===============

This mod aims to bring identity to morrowind

This Mod adds the ability to identify items like you could in Diablo. The Mod adds Unidentified
equipment to the game world - so far shortswords, Shields, Wands and rings are availble.

Using scripts the mod allows the player to identify an item that has the "unidentfied ...." tag. Randomly picking form a number
of pre-defined items the player is then given an identified version of that item.

The Unidentified Items are in essence, base items. So when you identify one it its stats will either be
greater or worse, possibly both.

If costs 300 gold to have the sword identified, BUT chances are you get a weapon worth more than 300 gold.


The mod provides three types of effects that can be found on the "identified" items:

GOOD - this is what identitfying an item is about, you want a good item.
BAD - Oh well, you spent 300 gold identifying an item and got a bad/worthless/rubbish item
GOOD and BAD - hmmm, it has a good effect and a BAD effect.


The people who can identify the weapons for a price are:

Kurgan - Balmora Mages Guild
Sara - Sadrith Mora Mages Guild
Kugoth - Ald'Rhun Mages Guild


The items are added to levelled lists through out morrowind, just plug the mod in and let it fade into the background. Then when you stumble
across one of the items it will be more of a surprise :D


Currently only shortswords, Shields, wands and rings are done. I eventually plan to do daggers, Axes, spears, amulets and maces.

================
Version Historty:
=================

v1.1:

- 15 new swords (so 15 new possible outcomes)
- added the unidentified swords to more levelled lists.

v1.2:

- Added correct enchantments to the correct swords
- Updated sword values to refelct enchantments

v2.0

- Added new item to be identified "Rings"
- 65 new possible outcomes for rings

v2.1

- Added the rings to levelled lists

v2.2

- Fixed problem with Ring scripts.The scripts didnt stop and so unlimited rings were added to playes inventory causing CTD's
- Fixed Varible in ring script. It was set to 74, when it should have been 64
- Added two new items "angelic sabre" and "angelic Ring" These are set items, so the player gets an extra bnous when worn together.

v2.3

-Fixed set item scripts which caused an error to pop up about the globals
- Fixed Looping dialogue
- Fixed Item check in dialogue. No matter what you had you would always recieve a ring, even if you clicked on shortswords.

v3.0

- Removed Identify scrolls due to CTD issuies. This may be the script or a game engine fault. I am investigating this.
- Added Shields as an item that can be identified. So far 15 possible shields
- Added and updated set items. Two Set's are now avalible -"angelic set" and "Demonic set". Each have three items
- Added new possible ring outcomes
- Fixed Some shortswords to have their correct enchantment
- Fixed Angelic Sword to be a shortblade

v4.0

- 22 new shields, bringing the total possible outcome up to 38 shields!
- Some shields have their own new meshes and textures! (so not all use the steel shield as a base!)
- 33 wands have been added along with the possiblilty to find "common and silver wands".
- Not all wands look the same!
- TWO New Set items: The Necrom Set and the Gemini Ring set, brining the total to 4 sets


===============
2. Requirements
===============

REQUIRES Morrowind, Tribunal and Bloodmoon



========================
3. INSTALLING THE PLUGIN
========================

Extract to your Morrowind/data/files directory

=====================
4. PLAYING THE PLUGIN
=====================

Just select the ESP in your Datafiles menu

===============
5. SAVE GAMES
===============

Shouldnt effect save games.

============================
6. CONFLICTS / KNOWN ERRORS
============================

A levelled list merger is reconmended, though not needed.

================================
7. CREDITS / PERMISSIONS RECEIVED
================================
Bethesda for the meshes
Me for putting it all together
Schwaa for the scroll mesh
Lady E and Proudfoot for the shields and shield textures
Star boit for the wand meshes and textures

Also a big thanks to Dragon_Lance, Fliggerty and aftershock for de-bugging my script :D

Feel free to use in your mods

==========================
8. CONTACT AND INFORMATION
==========================
E-Mail: smn_mckay@yahoo.com
MSN: Midgetalien@hotmail.com

I also go by the name Midgetalien at the offical forums.


=========================
9. LEGAL STUFF/ DISCLAIMER
=========================
I do not claim responsibility if this mod breaks your game, your computer, ruins your life or causes you to go on a mad rampage.

=================
10. ANYTHING ELSE
=================



Here are some screenies from a test i did. I had three unidentifed swords and got 3 diffrent outcomes:

http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-02-1215-14-01-87.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-02-1215-13-59-48.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/Morrowind2009-02-1215-13-57-28.jpg

http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2009-11-0723-02-1.jpg
http://i175.photobucket.com/albums/w152/Wolfsbane_89/TESConstructionSet2009-11-0723-05-0.jpg

Item sets now intergrated. Only two sets so far, with three items each (sword, ring, shield) The item sets are:

Angelic Set
Demonic Set
Necrom Set
Gemini Ring set



Ok, its now avalible to download here:

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7307
User avatar
Cedric Pearson
 
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Post » Sat May 28, 2011 1:15 am

I think this is a great idea! I love the identity systems from other games. If we could have that in Morrowind, that would be awesome!
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Heather Dawson
 
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Post » Sat May 28, 2011 1:26 am

I think this is a great idea! I love the identity systems from other games. If we could have that in Morrowind, that would be awesome!

Well it all works, first time round as well :D. So it wont be long.

I am just finishing up the shortswords, then i will release that and start working on the other weapons, Here is a list fo weapon types:


Daggers
shortsword
longsword
axe
spear
staff
Blunt (think of this as clubs/maces)

Bows are not included as the way they handle enchanments....... though i might do a bundle of "unidentified arrows" but havnt decided yet if bows are in or out.
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Emmanuel Morales
 
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Post » Fri May 27, 2011 11:27 am

Awesome :) Just so you know though midge, that would be Spider's rather than Spiders with the short sword.
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Matthew Aaron Evans
 
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Post » Fri May 27, 2011 7:32 pm

Awesome :) Just so you know though midge, that would be Spider's rather than Spiders with the short sword.

yeah already had people on GHF point that out lol, gotta go through and check the rest :D
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Chris Guerin
 
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Post » Fri May 27, 2011 2:15 pm

Next thing you know there will be a mod that lowers your personality status with a dealer if you sell him a cursed or worthless weapon. :facepalm:

sieboldii
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Aman Bhattal
 
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Post » Sat May 28, 2011 1:23 am

You might want any CE reductions to be Drain and not damage... Unless you want permanent penalties (sans restoration of course).
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Hilm Music
 
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Post » Fri May 27, 2011 5:34 pm

You might want any CE reductions to be Drain and not damage... Unless you want permanent penalties (sans restoration of course).

theres a mixture of Damage and Drain ;)
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Angus Poole
 
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Post » Fri May 27, 2011 3:42 pm

OK then.

Here's a thought will a damage effect continuously damage it? Or does that only occur with Health and Magicka?
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john palmer
 
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Post » Fri May 27, 2011 5:17 pm

Only constantly with health, and magicka. The best way to test this is to use the unpatched "Fury."
It's only the instant 20 damage to armor skills. It doesn't keep on taking damage.
Warning: Some annoyances below. I don't mean to insult you.

Also, your Diablo I and Diablo II lore knowledge is a little off. "Scrolls of Identify." :)
Yes, it's all well and good to add this, but unless you can pull off a town portal scroll, or even a mark/recall combo, I wouldn't think people would enjoy collecting these swords, and then running to Seyda Neen from anywhere all the map.

Plus, unless I'm mistaken, Cain only charged 100 gold. And it was free in Diablo II if you rescued him. Making money in Morrowind isn't the easiest thing to do period. Well, for me anyway.

And like I said, identify scrolls would be nice. Otherwise your mod becomes epic in scope, which is both good and bad and would gain more micromanagement then every 4x game in existence.
Micromanagement is not fun enough for Morrowind. ID scrolls really shouldn't be that hard.
Maybe it's just me. But as nice as the identify system in Diablo II/Diablo I is, I don't think leaving out the ID scrolls would be good or for that matter, nice.
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Bee Baby
 
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Post » Fri May 27, 2011 2:45 pm

Midgetalien, you are a god. I was considering making this a while ago, but I svck at scripting, and never took it up. Thanks a TON for creating this.

EDIT: Oh, right. Will it be possible for a player to identify his or her items with an identity kit/something of the like?
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(G-yen)
 
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Post » Sat May 28, 2011 1:28 am

Maybe you can make random item generation ( I found one at Pj Random Items but seems much unbalanced ) ?
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Natalie J Webster
 
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Post » Fri May 27, 2011 7:15 pm

Sounds great. I think I'll give it a try next time I start a thief character! I really love the cursed items. I thought minor constant effect weapons were in short supply in morrowind. ;) And well..cursed items are always necessary!

In fact, I think it would be awesome if pawnshops carried them as well! :D
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TASTY TRACY
 
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Post » Sat May 28, 2011 12:28 am

Awesome idea. I loved Diablo especially for the "unidentified" items.
The suspense always nearly killed me before I had Sean Connery have a look at it.
However - for anyone to voluntarily expose themselves to seriously cursed items, you'd have to offset this with some very attractive, very uber possibilities.
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Kari Depp
 
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Post » Fri May 27, 2011 7:04 pm

Also, your Diablo I and Diablo II lore knowledge is a little off. "Scrolls of Identify." :)
Yes, it's all well and good to add this, but unless you can pull off a town portal scroll, or even a mark/recall combo, I wouldn't think people would enjoy collecting these swords, and then running to Seyda Neen from anywhere all the map.


Nope my Diablo Knowledge isnt off, its nearly impossible (i think without MWSE) to recognise SCROLL spells upon the player, but alot easier to recgonise spell effects.
Identify Spell is alot easier for me to do and alot more practical with morrowind ;)

As for your "town portal" idea, i see what you mean about people not liking to head back to Seyda neen, but if i put it anywhere else you would get the same argument. The fact is this is how morrowind works - You collect stuff, you run around all over the place.

Plus, unless I'm mistaken, Cain only charged 100 gold. And it was free in Diablo II if you rescued him. Making money in Morrowind isn't the easiest thing to do period. Well, for me anyway.

Yes your right, but this isnt the Daiblo II mod. In the Diablo II mod we are working on it will be free once you resuce Cain. However this isnt the Diablo II mod. The reason for the 300 gold charge is because it is easy to make money in morrowind if you havnt go any balancing mods. Also, most of the items will have high prices once identified, so a reasonable 300 gold charge is applied. In a way the 300 gold charge is a game balance and to give the mod more of a risk take. Do you really want to risk 300 gold and get a rubbish item???

And like I said, identify scrolls would be nice. Otherwise your mod becomes epic in scope, which is both good and bad and would gain more micromanagement then every 4x game in existence.
Micromanagement is not fun enough for Morrowind. ID scrolls really shouldn't be that hard.
Maybe it's just me. But as nice as the identify system in Diablo II/Diablo I is, I don't think leaving out the ID scrolls would be good or for that matter, nice.

Its not that scrolls arent hard to do, its hard to detect their spell effects as they work off enchantments. Now if its possible to recgonise enchantment effects then someone please let me know, cause as far as i am aware i dont know how :( - so again a spell for each weapon type is the more plausable root.


I thank you for raising these questions/concerns as it gives me the chance to show how much thought and balance has gone into the mod :) - Please dont take my answers as judgemental/rude, i just wanted to show that they have been thought off. This mod has been in the concept stage for at least a month. But with all the diablo II activity recently i plucked up the coruage to make it :D

=MA=
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Olga Xx
 
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Post » Fri May 27, 2011 9:06 pm

Awesome idea. I loved Diablo especially for the "unidentified" items.
The suspense always nearly killed me before I had Sean Connery have a look at it.
However - for anyone to voluntarily expose themselves to seriously cursed items, you'd have to offset this with some very attractive, very uber possibilities.

BAD weapons are there just for the simple reason you spent 300 gold to identfy the item and got a really rubbish weapon.

CURSED items however will look appealing. They will look like an average - high quality weapon, but as soon as you equip it you cant remove it. I currently plan to do ONE cursed item per weapon type. heres some examples of curses:

Curse 1 - the weapon cannot be "unequiped". Everytime you try to sleep 3 scamp appear to attack you.

Curse 2 - The weapon cannot be "unequiped". The weapon looked appealing before you equiped it. But now you have equiped it, the weapon does 1-1 damage and gives you a resitance of 100% to fire.
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MARLON JOHNSON
 
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Post » Fri May 27, 2011 6:12 pm

Awesome. I started something like this quite a while ago - not the unidentified aspect, but adding new weapons with "prefix" and "suffix" based effects into leveled lists.

A way you could make it even more random is to add prefixes and suffixes that can be mixed and matched. It would be a lot more work, though. However, finding the same weapon twice would be VERY unlikely.
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sara OMAR
 
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Post » Fri May 27, 2011 5:32 pm

Awesome. I started something like this quite a while ago - not the unidentified aspect, but adding new weapons with "prefix" and "suffix" based effects into leveled lists.

A way you could make it even more random is to add prefixes and suffixes that can be mixed and matched. It would be a lot more work, though. However, finding the same weapon twice would be VERY unlikely.

there are a few that have prefixes and suffixes that match :D not many but a few....
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Nancy RIP
 
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Post » Fri May 27, 2011 10:11 pm

How do you plan to use your spell for identify? I could probably work it for use with a scroll. Or at least, I'd like to try. ^^"
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Solène We
 
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Post » Fri May 27, 2011 3:24 pm

BAD weapons are there just for the simple reason you spent 300 gold to identfy the item and got a really rubbish weapon.

CURSED items however will look appealing. They will look like an average - high quality weapon, but as soon as you equip it you cant remove it. I currently plan to do ONE cursed item per weapon type. heres some examples of curses:

Curse 1 - the weapon cannot be "unequiped". Everytime you try to sleep 3 scamp appear to attack you.

Curse 2 - The weapon cannot be "unequiped". The weapon looked appealing before you equiped it. But now you have equiped it, the weapon does 1-1 damage and gives you a resitance of 100% to fire.



This I'm not so sure about. Every Diablo-esque game I've played has made cursed items worth equipping. Making them completely svck would just make it a pain, rather than making the curse *almost* worth dealing with.
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lucile davignon
 
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Post » Sat May 28, 2011 1:36 am

"Cursed Gray Dragon Scale Mail"
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Neil
 
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Post » Fri May 27, 2011 7:57 pm

Since the cursed item can't be unequipped you should make some kind of NPC or something that would undo the curse for you for a price,maybe money or some kind of mini-quest.Now that would be good. :tops:
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Brandon Bernardi
 
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Post » Fri May 27, 2011 4:16 pm

Since the cursed item can't be unequipped you should make some kind of NPC or something that would undo the curse for you for a price,maybe money or some kind of mini-quest.Now that would be good. :tops:


It could be some sort of witchdoctor type mage. The quest could be to fetch a random ingredient. That would make it somewhat easy most of the time (harder for rare ingredients like Ghoul hearts or Daedra Skin), and keep it interesting.
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Emmanuel Morales
 
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Post » Fri May 27, 2011 10:58 am

It could be some sort of witchdoctor type mage. The quest could be to fetch a random ingredient. That would make it somewhat easy most of the time (harder for rare ingredients like Ghoul hearts or Daedra Skin), and keep it interesting.



Something like that.
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Floor Punch
 
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Post » Fri May 27, 2011 12:46 pm

You could have a 2nd option where you take the item to an enchanter (once it's been identified) and ask them to check to see if it's cursed/identified correctly for a much larger fee.
Basically have one weapon which this NPC checks for, if he finds it, he reports it's been misidentified and he replaces that item with a different random weapon (say a special list that has 50/50 good/bad weapons in it)
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LittleMiss
 
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