[WIP] Elemental Magic

Post » Sat Mar 20, 2010 12:56 am

Updated (well, late last night) with Circle of Fire.
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Misty lt
 
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Post » Sat Mar 20, 2010 9:10 am

Updated (well, late last night) with Circle of Fire.

Looks great!

Some ideas which came to my mind:
- some spells requiring certain ingredients to be cast (perhaps a solution to make the fire spells more logical? At day they'd require sun, and at night some components)
- meteor spell - self explanatory
- armor spells (one for element) - if the player is struck when active, certain effects occur (fire: flames sprout around the player; cold: freezes anyone near; lightning... hmm I don't know :P)
- Blaze - like the diablo II spell
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CHangohh BOyy
 
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Post » Sat Mar 20, 2010 1:05 am

I've been reading this, and this mod sounds awesome!
Since I primarily play a pure mage, anything that improves Morrowind's magic system is great for me.

One question though.
Will you make a compatibility plugin for Scripted Spells?
What I mean is, could you make a small compatibility plugin that disables spells from Scripted Spells that are made pointless,
or unnecessary by this mod?

Like disabling it's "Fire Wall" spell, since your mod provides a new one?
(Especially since your spells all have special requirements, but Scripted Spells's spells don't.)

Scripted Spells is a must have mod for me, but I prefer your way of implementation.
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sharon
 
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Post » Sat Mar 20, 2010 7:27 am

Updated OP with "Wildfire"

Looks great!

Some ideas which came to my mind:
- some spells requiring certain ingredients to be cast (perhaps a solution to make the fire spells more logical? At day they'd require sun, and at night some components)
- meteor spell - self explanatory
- armor spells (one for element) - if the player is struck when active, certain effects occur (fire: flames sprout around the player; cold: freezes anyone near; lightning... hmm I don't know :P)
- Blaze - like the diablo II spell


The fire armor spell you describe is similar to something that I've been working on. The meteor is certainly interesting too... fire descending from the heavens!


I've been reading this, and this mod sounds awesome!
Since I primarily play a pure mage, anything that improves Morrowind's magic system is great for me.

One question though.
Will you make a compatibility plugin for Scripted Spells?
What I mean is, could you make a small compatibility plugin that disables spells from Scripted Spells that are made pointless,
or unnecessary by this mod?

Like disabling it's "Fire Wall" spell, since your mod provides a new one?
(Especially since your spells all have special requirements, but Scripted Spells's spells don't.)

Scripted Spells is a must have mod for me, but I prefer your way of implementation.


Thanks!

As for Scripted Spells, I haven't tested yet but hopefully there aren't any interference issues between the two sets of scripts... as for removing spells of theirs which overlap, that's certainly easy enough as all I'd need to do is remove the spells from the merchants' spell lists. If you'd still like this adjustment when (fingers crossed) my release is eventually finished, post again or send me a PM to remind me =)
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Soraya Davy
 
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Post » Sat Mar 20, 2010 12:36 am

Thanks, I'll be following this project.
Can't wait to see it finished! :)
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Luis Longoria
 
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Post » Fri Mar 19, 2010 6:38 pm

...Blaze - like the diablo II spell...



Saturday and nowhere to go... Updated OP with http://www.youtube.com/watch?v=w-vorGrX8s4. Probably be a few minutes before YouTube finishes converting the video, maybe a bit longer before the quality is actually tolerable.

You can see in the beginning of the video that I've altered Sunlight Invocation dramatically. In the current ESP that I am working with, Fire-based spells can now only be cast when the weather is 0 or 1 (clear or only slightly cloudy), and only during daylight hours (I believe I set if from about 7AM to 6PM. But in addition to clearing the skies, Sunlight Invocation will now also summon the strong noon sunlight -- and a bit of a time warp as a side effect. It isn't the most elegant solution, and hopefully I can think of a compromise I like better, but for now it makes a little bit more sense, anyway. On the one hand, I'd like it if I could get a nice middle ground, but on the other, the Mage-half of me wants to retain control over the heavens and even time itself... hmm...


Edit: Oh, and don't mind my music, I didn't realize that FRAPS was going to capture my whole audio stream =)
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Dina Boudreau
 
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Post » Fri Mar 19, 2010 7:17 pm

Wow! Extraordinary spell, that will be a lot of fun to play around with ;)
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Irmacuba
 
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Post » Fri Mar 19, 2010 11:56 pm

These are some nice spells but in my opinion I believe the spells that control day and night are a bit too much.Imagine a bunch people in Morrowind running around changing it from day to night people would get no rest.Why not make it so that people with daylight magic do more damage in the day but would have to wait until the sun rise.The frost spells are alright because it doesn't seems bad to change the weather.


And one more thing.I think we are going to need a mod that balance this out somehow.If anyone manage to get their hands on these books,they would become gods(causing Dagoth to Censored him self).This mod seems to be for fighting hordes of hostiles at a time rather than a one on one fight which is rare in Morrowind.
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Sian Ennis
 
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Post » Fri Mar 19, 2010 9:40 pm

Trailblazer looks awesome. How about ash storms for fire spells, though? These would look awesome at night; I don't really like the idea of making it day. Just a thought.
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Rowena
 
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Post » Sat Mar 20, 2010 2:30 am

Wow! Extraordinary spell, that will be a lot of fun to play around with ;)


Thanks!

These are some nice spells but in my opinion I believe the spells that control day and night are a bit too much.Imagine a bunch people in Morrowind running around changing it from day to night people would get no rest.Why not make it so that people with daylight magic do more damage in the day but would have to wait until the sun rise.The frost spells are alright because it doesn't seems bad to change the weather.


And one more thing.I think we are going to need a mod that balance this out somehow.If anyone manage to get their hands on these books,they would become gods(causing Dagoth to Censored him self).This mod seems to be for fighting hordes of hostiles at a time rather than a one on one fight which is rare in Morrowind.


Having the Fire spells do less damage at night but still be castable does make some sense, that's one solution I will have to consider.

As far as balance goes, some of the spells need it more than others, but I've made no attempt to get good values for anything yet. Still working on the spells themselves. The balance isn't quite as far out as you might think, but bear in mind also that this is meant to give a flashier, more impressive endgame to mages. And when the cost/damage of everything is adjusted it hopefully won't seem out of place.

And... guilty. The previous character who I played (from January through... November?) got to be fairly high level. With MCA and the MCA addon for more enemies, I ended up facing really, REALLY large packs of enemies. Wild Ashlanders galore. And I have played plenty of characters before, but for the first time, I really felt stagnant with my magicka. Some of these (Circle of Fire, Trailblazer, Frost Wave, etc) would be great for situations like that.

Plus, I find the spells I've made so far to be rather fun =)

Trailblazer looks awesome. How about ash storms for fire spells, though? These would look awesome at night; I don't really like the idea of making it day. Just a thought.


I'd thought about using Ash storms or blight storms or even checking for the presence of the "lava" sound when casting the fire spells, but I'm not sure whether or not I could stand ash storms every time I wanted to cast (unlike the blizzard, which I love). I agree, I don't find "making it day" to be a great solution either... Still trying to think of some other way that I'd like to do this. But thanks for the input!


Oh, and http://www.youtube.com/watch?v=V17gPqW5Mxs, because it was easy.
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Peter P Canning
 
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Post » Sat Mar 20, 2010 3:32 am

And one more thing.I think we are going to need a mod that balance this out somehow.If anyone manage to get their hands on these books,they would become gods(causing Dagoth to Censored him self).This mod seems to be for fighting hordes of hostiles at a time rather than a one on one fight which is rare in Morrowind.



Oh, I'll show him http://www.youtube.com/watch?v=_h3bzdBprlY.
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Alexander Horton
 
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Post » Fri Mar 19, 2010 10:10 pm

New fire spells look awesome.

I have an idea for a solution to the nighttime problem of the fire spells. Maybe you could make a similar version of frost sanctuary, but for fire. At night you'd conjure up a mini-sun or static pillar of flame to power your spells. To do this maybe you'd have to have a material component, like fire salts or something. And make the radius reach really far so you can still run around a bit and use the spells. But if you go out of range of the spell, it dissipates (unlike frost sanctuary)
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Kaley X
 
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Post » Sat Mar 20, 2010 8:46 am

Have you considered applying some sound fx when the fireballs land?
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Hot
 
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Post » Fri Mar 19, 2010 11:26 pm

New fire spells look awesome.

I have an idea for a solution to the nighttime problem of the fire spells. Maybe you could make a similar version of frost sanctuary, but for fire. At night you'd conjure up a mini-sun or static pillar of flame to power your spells. To do this maybe you'd have to have a material component, like fire salts or something. And make the radius reach really far so you can still run around a bit and use the spells. But if you go out of range of the spell, it dissipates (unlike frost sanctuary)


Something like that could work, although the complexity of the scripts is increased. Alternatively, I could have a flat reagent cost -- fire salts or fire petals, I suppose -- for casting when conditions aren't right. I don't know, maybe I should just tie Fire spells to the ash storm / blight weather condition and rename them a bit. It would be more consistent with what I'd established using Frost...

Have you considered applying some sound fx when the fireballs land?


Certainly a good idea -- I tried looking through some free sound resources for something subtle enough (any sound badly used would get really annoying really fast given the frequency of meteor impacts) but haven't found anything I like yet. If anyone has a suggested sound they think would work, post a link! :icecream:

--

And thanks, everyone, for all of the support, resources, feedback, and ideas so far!
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nath
 
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Post » Sat Mar 20, 2010 9:11 am

You could try getting 3 or 4 different sounds, and randomly picking one. A lot of games mix the sounds up a little that way, with different volumes or pitches (just a slight difference). Meteors should make a pretty big boom, though, when they land.

That video reminds me of the magic from Dawn of Magic 2 (not sure if DoM 1 had it), which was basically awesome. I'd love to see that dual-spell system in Morrowind. The idea is, in DoM, basically you can pick 2 known effects and combine them as a spell. You can do fireball and lightning, and when the fireball hits someone, they'll be hit with a lightning strike too. Or bone spear and chain lightning, where the spear will hit anyone it passes near with chain lightning. It makes for fun magic. I wonder if you could do something similar with these spells.
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Klaire
 
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Post » Sat Mar 20, 2010 2:08 am

:goodjob:
This mod is going to be an instant classic.

Watching some of the new videos really blew me away. Keep up the awesome work!
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Mackenzie
 
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Post » Sat Mar 20, 2010 12:38 am

Oh, I'll show him http://www.youtube.com/watch?v=_h3bzdBprlY.

That is amazing.? :shocking: Could potentially wreak havoc on companions, though... :P
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Albert Wesker
 
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Post » Sat Mar 20, 2010 2:06 am

You could try getting 3 or 4 different sounds, and randomly picking one. A lot of games mix the sounds up a little that way, with different volumes or pitches (just a slight difference). Meteors should make a pretty big boom, though, when they land.

That video reminds me of the magic from Dawn of Magic 2 (not sure if DoM 1 had it), which was basically awesome. I'd love to see that dual-spell system in Morrowind. The idea is, in DoM, basically you can pick 2 known effects and combine them as a spell. You can do fireball and lightning, and when the fireball hits someone, they'll be hit with a lightning strike too. Or bone spear and chain lightning, where the spear will hit anyone it passes near with chain lightning. It makes for fun magic. I wonder if you could do something similar with these spells.


That will probably help it sound a bit better, thanks... Back to Google!

As I sat reading your post the first time, the second, the third... the idea of "chain" spells was nagging me. I've thought about it a dozen times before, and I just couldn't wrap my head around any way to implement it. I may have thought of something, though... not quite the same as having access to the references themselves (MWSE), but potentially a good workaround! I'll have to see what I can come up with if I get this lab report written early enough...

:goodjob:
This mod is going to be an instant classic.

Watching some of the new videos really blew me away. Keep up the awesome work!


Thanks!

That is amazing.? :shocking: Could potentially wreak havoc on companions, though... :P


Oh, I should certainly think so :evil: . Recommend you put them in archery mode and tell them to stay the heck away while you take care of business =)

--

I thought about the ash storm dependency instead of daylight a bit more, and was considering these name changes:

-- Embers Invocation
-- Embers - Four Point Flare
-- Embers - Circle of Fire
-- Embers - Wildfire
-- Embers - Trailblazer
-- Embers - Fire Nova
-- Embers - Meteor Shower

As with the Snowfall spells, as long as the weather conditions were appropriate (ash storms or blight storms, in this case) the spell cast could succeed. I was a little prejudiced against the idea of using those storms for the Fire spells initially, but after watching Doctor Who - "The Fires of Pompeii" again yesterday (been going back through them for a while), I'm more open to the idea of drawing power from the ash particles =). This also has the benefit of simplifying the Book of Fire script a little bit since the time checks can be eliminated.
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Rob Smith
 
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Post » Fri Mar 19, 2010 7:34 pm

The ash storm seems like the best choice if you're going with weather.

Tbh, I wasn't too keen on the idea of changing the weather, it seems like a godly power to me to be able to change the weather at will. But I'm starting to lighten up to it.
You could balance it though by making the weather spells extremely diffiult to cast, with rarer reagants, so that if you're not skilled enough to change the weather, you'll have to wait for the weather to occur naturally to bring out the big spells, and even if you can, you'll save changing the weather for the tough fights.

Circle of fire looks like a great spell for crowd control, and Trailblazer is just plain awesome. Keep it up, like Pluto said, this is gonna be an instant classic. :foodndrink:
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QuinDINGDONGcey
 
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Post » Fri Mar 19, 2010 7:09 pm

Your mod is truly killers (and I don't post often on topics to say so). I will definitly try it and (with your authorization) translate it to french, when released. :)
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Jessica Raven
 
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Post » Sat Mar 20, 2010 6:33 am

----


Maybe someone could work on some new spell animations but I can't think of anyone that could do it. :deal:
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Davorah Katz
 
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Post » Sat Mar 20, 2010 10:28 am

I love these! I laugh every time with that meteor video, because that bard just dances among the meteors!
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brian adkins
 
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Post » Fri Mar 19, 2010 8:02 pm

The ash storm seems like the best choice if you're going with weather.

Tbh, I wasn't too keen on the idea of changing the weather, it seems like a godly power to me to be able to change the weather at will. But I'm starting to lighten up to it.
You could balance it though by making the weather spells extremely diffiult to cast, with rarer reagants, so that if you're not skilled enough to change the weather, you'll have to wait for the weather to occur naturally to bring out the big spells, and even if you can, you'll save changing the weather for the tough fights.

Circle of fire looks like a great spell for crowd control, and Trailblazer is just plain awesome. Keep it up, like Pluto said, this is gonna be an instant classic. :foodndrink:


Thanks!

I wholeheartedly agree that changing the weather is a huge power, even if it isn't one that affects you in combat (well, except for my spells), but when I start to figure out the spell costs, believe me, it won't be a whimsical decision to cast "Snowfall Invocation," for instance. Whatever the final reagents will be, as well as a large magicka investment, might not be worth it at the time to the player. Especially if they are, say, in the forests of Solstheim -- perhaps by luring their prey slightly further north, they could reach a natural snow instead.

I also like the way this works out in that the easiest place to cast Snowfall spells (Solstheim) has a lot of frost-resistant NPCs/creatures, making the effectiveness lower. And similarly, the ash storms, found in Vvardenfell, will enable Embers spells to be cast but the dominant Dunmer population will have high resistance to fire. Thunderstorm spells (when I get to those :ph34r: ) won't really have this sort of equalization, I guess, but that's a separate issue.

Your mod is truly killers (and I don't post often on topics to say so). I will definitly try it and (with your authorization) translate it to french, when released. :)


When I'm all done, feel free to translate away!

Maybe someone could work on some new spell animations but I can't think of anyone that could do it. :deal:


I'm sure that Dirnae will dazzle us with new spell animations at some point =). Though to be honest they're not that bad, what I'm really looking forward to are the sneak animations that have been alluded to! I could never stand the way the characters crouch around, so stealth hasn't really ever been my thing.

I love these! I laugh every time with that meteor video, because that bard just dances among the meteors!


He dodged it all so well for a while! I thought for sure that Morrowind was playing a trick on me.

---

No new video tonight =(. But yay for having friends to hang out with! Currently trying to script a sort of "scatter shot" fire spell, although "trying" can be translated to "writing script fragments during Electronics II."
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Eire Charlotta
 
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Post » Sat Mar 20, 2010 10:34 am

I also like the way this works out in that the easiest place to cast Snowfall spells (Solstheim) has a lot of frost-resistant NPCs/creatures, making the effectiveness lower. And similarly, the ash storms, found in Vvardenfell, will enable Embers spells to be cast but the dominant Dunmer population will have high resistance to fire. Thunderstorm spells (when I get to those :ph34r: ) won't really have this sort of equalization, I guess, but that's a separate issue.


Well, thuderstorms aren't too common, and don't appear in a lot of areas, so that's sort of it's own equalization I guess. :shrug:
It's very random whether you'll be able to use the storm spells or not, whereas blizzards and ash storms are commonly found at certain locations.

As for my animations, well, I'll post about that in the NPC/PC animation thread later hopefully.
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Leticia Hernandez
 
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Post » Sat Mar 20, 2010 9:51 am

Just a quick question: are there any big issues with the alpha?
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Kim Kay
 
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