Glad to see you're considering MWSE. You'll be glad you converted.
Even with the approximative methods that I'd adopted in my scripts, it's too true, there are so many limitations that aren't easily overcome. MWSE does extend my reach a bit.
There are some people (like me) with whom MWSE doesn't play nice with. I'll love you forever if you release a "lite" version or whatever that doesn't use MWSE.
This.
Somehow, MWSE always likes to destroy my saves when I'm halfway through them.
Due to concerns like these I had devised the following plan: release the final mod as an ESM, and have an add-on for the extra MWSE functionality. At this point the "extra" functionality that I've been testing is really something a lot of players would consider critical -- the ability of NPCs to recognize that they should enter combat with the player when hit by the scripted spells. Just can't do it without access to references, even large-area Frenzy spell effects haven't worked in testing (with the obvious downside, too, that they add an unwanted visual).
For those not wanting the MWSE addon, they'll be free to do without it, but will have to restrain themselves a bit (only cast a lot of the spells against NPCs that you're already in combat with, negating the issue).
I'm not Westly or Connary or AOF, but I'll see what I can do.
Also, glad to hear that Earth will get a nice column spell.
Okay, looking forward to it
. That's the thing with some of these -- I can get the script to do what I want, but the spell can still look mediocre at best when I don't think of a flashy enough resource.
The lightning effect is what I've always dreamed of.
IS there a way to create a force lightning type spell with lightning randomly shooting out of your hands until the magicka runs out or you take your finger off attack or something?
Something like this http://www.youtube.com/watch?v=Ffh5qM4Ko5U spell? I could probably create a variant that will fire repeatedly or randomly or something, draining mana at each discharge. (thanks again for the mesh/texture, C_Mireneye)
Really loving the way this is developing. Another lightning idea: Chained Lightning - fire it an opponent and if there's another enemy within a distance of x then it leaps to them (if more than one then random check), then another distance check and leaps to another (ideally different) person. For balance I guess this should be quite a weak damage spell. Also the number of different opponents it'll leap to could be a function of a player's appropriate magic skill, or perhaps there're different versions with a greater magicka cost. Or something.
An idea for an earth spell would be a Stone Circle - a defensive spell that traps an opponent in an circle of stone for x amount of time.
What about Boulder Rain? Rocks come flying up out of the ground and into the air and then rain down on the local area, shattering into shards of stone as they hit the ground.
Or Quickstone (like quicksand) opponents sink a little way into the earth so they cannot move, but they can still fire marksman weapons and cast spells
Stonestorm (sandstorm) - opponent's vision is obscured so they can't see the player and wander aimlessly until the effect wears off
No idea how feasible any of these are. keep up the good work :thumbsup:
[Edit - Some texture resources:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4994
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4392
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4412]
Thanks for the ideas/resources! At a glance:
1) Chained Lightning: Something that I've been considering how to tackle. I could definitely create a variant of Boulder that would split upon collision and break off into fragments at random vectors, for instance, but lightning presents two different problems. First, it would be a bit complex (even with MWSE, without it, impossible) to find the next NPC for it to "jump" to. Second, the visual wouldn't look right the way I currently have an idea of how to do it. Although, if I elongated the mesh to the maximum "jump" distance and had the texture "scroll" across the lightning billboard...
that could work...
2) Stone circle: Definitely on the horizon.
3) Boulder rain: Sure, why not
? This one has caused me to realize (with shame) that in Meteor Shower / Hail Storm I used piecewise Move functions rather than continuous, constant-acceleration Set functions for position. I'll have to fix the parametrization on those two, and then the boulder rain should be fairly straightforward.
4) Quicksand: Sadly, haven't been able to get anything like this to work yet. Too bad about the static ground level...
5) Stonestorm: I was actually thinking that if I could attach one instance of a rotated ash storm mesh (rather than filling the entire camera it would just follow a single reference around) to an NPC, along with some combination of blind and demoralize, that'd work decently. I'll have to see if that works or not...
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Somewhat open question: Can blender export particle effects into Morrowind .NIFs? I wanted to do a little bit of exploring :flamethrower: