[idea] Island Sinking

Post » Sat May 28, 2011 7:07 am

Hey,

Just a quick idea I wanted to throw out there...

How about a mod to go hand in hand with a landmass mod, that removes the landmass but keeps all the custom items, etc. from that mod?

So if there are 2 conflicting landmass mods you want to play, you can play one, sink the island with a separate plugin file, then play the other, while keeping your items from the first.


What do you think?

- Danjb
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Donatus Uwasomba
 
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Post » Fri May 27, 2011 10:41 pm

Sounds like quite alot of work :P

I think the best thing would be to move the conflicting island with tesfaith. And asking nicely for someone to repair any broken scripts for you :foodndrink:
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vanuza
 
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Post » Fri May 27, 2011 9:31 pm

But hey, I like the idea of a sinking island!
I mean: slowly. As a kind of quest timer.
Unfortunately I do not have the faintest on how you would go about scripting something like that. In fact, I am pretty certain you can't alter landscape, scriptwise. :rolleyes:
That kind of thing will have to wait for OpenMw, methinks.
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Joanne
 
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Post » Fri May 27, 2011 6:45 pm

Maybe if you built a landscape in act-as-exterior cells, and script the land meshes to sink...? That would need some good scripts, though.
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lucy chadwick
 
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Post » Sat May 28, 2011 6:32 am

Something from the Enchanted Editor manual:

Purging Unneeded Data from a FINISHED Quest Mod While Keeping Wanted Items.
By Yu-Gi

Spoiler
Reposted by Ronin49

Hi all.

This started out as a mention in Freestonew's thread - How to play 2149 mods!!

Within that thread, I saw a request from Ronin49 and I decided to take up the task.

The objective of what follows is to purge unnecesary data from a quest mod you have FINISHED except for the unique quest item(s) that were found along the way. I originally saw this suggested by Tenaka, creator of The Black Queen Chronicles (great quest mod), in response to a question asked of him - How can I keep items found in your mod after finishing/deleting it?

His response was basically to open up the mod in the TESAME and delete EVERYTHING within that didn't pertain to the items you wanted to keep. Since that time the Enchanted Editor came into existance. Personally, I prefer it over the TESAME. Though, both editors can accomplish the very same task.

I will attempt to explain how to accomplish the above with the Enchanted Editor since it is my editor of choice. I'm not exactly playing Morrowind at the moment so I didn't have a mod that I have finished. However, Ronin49 has provided me a savegame to use with the mod "Telos Rin Graveyard" which I have downloaded. Thanks Ronin.

Before beginning, it will be a good idea to place the items in question somewhere you can easiliy find them. Such as your in-game place of residence. Then save your game so that your character is looking directly at the object(s). This way, you will know immediately if the process worked. Incidentally, you know it worked if the following hold true:

Item(s) still there.
If enchanted, item(s) still glowing.
If enchanted, the enchantment still works when equiped.
If item(s) have spells attached, the spells can still be cast.

Now here it goes.

1) Start the Enchanted Editor

2) Click File -> Open

3) Choose the mod file you wish to work with. In this example, I'm using "Telos Rin Graveyard". Whichever mod you choose, you will see that ALL the contents are listed in categories to the left of the Enchanted Editor window. Catgories shown in black are the ones included in the mod.

4) You can immediately delete all categories which do not pertain to OBJECTS in game. To do this, place a check mark next to the categories you want to delete by clicking on the box next to it. By the way, you will notice that to the right of the category list it says "Marked Entry Actions". These are the actions you can perform with the entries you have marked with checks. Click on "Delete Marked" to delete all marked entries.

The following are the categories which you want to keep for now:

Alchemy Apparatus
Armor Types
Books
Clothing
Enchantments - Item(s) may have certain enchantments.
Items Misc.
Scripts - Item(s) may contain certain scripts
Spells - Item(s) may cast certain spells
Weapons

If you have no items you wish to keep within the PHYSICAL categries mentioned above, you may go ahead and delete those categories also. For example, if there isn't a special clothing item you want to keep, go ahead and delete that entire category.

5) After deleting all of the other categories, except for those mentioned in step 4, save the file so that you know the mod is finished. In this example, I'll Save As "Telos Rin Graveyard - Completed".

6) In the Morrowind Launcher or in TESTool, uncheck the original mod and check the one you just saved.

You could actually stop right here and be done. Just start Morrowind and the items you want from the mod will still be right where you left them and any enchantments, scripts and/or spells they have will still be active.

However, if you want to further cut down the file size, you can delete entries within each category. I have decided not to include further instructions on at this point in time on how to do this. Though, if there are those out there who would like for me to go further, let me know. Otherwise, the above is enough.

Yu-Gi
One thing he misses is keeping BODY records for any armour added by the mod.
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George PUluse
 
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