[Relz] Weapon Charge Indicator

Post » Thu Aug 18, 2011 2:14 am

This adds a small blue bar below your weapon icon that shows the current percentage of your weapon's enchantment charges.

I've been at work on this mod for a while and I originally wanted it to work universally for any and all enchanted weapons. However this has pretty much proven impossible with the tools I have, so I went ahead and added the script to all "cast on strike" melee weapons in the game instead. The effect is the same at the cost of lesser compatibility and performance. On the upside, this way it was possible. :thumbsup:

All vanilla weapons will have the charge bar present except those that you've already sold to (and stolen back from) the museum of Mournhold. If you load an older save after installing this mod, there's a large chance most of the enchanters and merchants would carry a lot of enchanted weapons that the game forgot to update. Items in inventories and containers are usually subject to this issue. It's not dangerous though, the bar won't work for some weapons unless you start a new game.

http://adul.net/?p=dl_mwmods_weapon_charge_indicator You'll need MGE to run this mod, with MWSE enabled. I don't think MGE pipe is present in the current versions of MGE XE so this mod will not work with those. Unless I'm mistaken.

So yeah, that's about it. Tell me what you think!

Readme:

Weapon Charge Indicator adds a new HUD element to Morrowind's user interface: a small
blue bar just under the icon and condition bar of your currently equipped weapon. This
bar shows the percentage of enchantment charges your weapon has left.

The charge indicator will appear only if the weapon you have equipped is eligible.

The following are the criteria of eligible weapons:
- Melee weapons
- Weapons which have a "cast on strike" enchantment
- Weapons from Morrowind, Tribunal, and Bloodmoon

The following weapons are NOT eligible:
- Ranged weapons and ammunition
- Non-enchanted weapons
- Weapons with "cast on use" or "constant effect" enchantments
- Weapons with custom-made enchantments
- Weapons added by mods



Requirements:

- Morrowind + Tribunal + Bloodmoon.
- A recent version of MGE.
(This mod is not compatible with MGE XE, only with MGE.)



Install:

1. Unpack all files to your Morrowind\Data Files folder.
2. Enable Weapon_Charge_Indicator.esp in the data file manager of your choice.
3. Play!



Troubleshooting:

Q: The mod doesn't work at all, or gives errors and then doesn't work at all.

A: Make sure MWSE is not disabled in MGE. (It's usually on the misc pane.)

Q: I've made sure MWSE is enabled in MGE and the mod still gives me errors.

A: Sometimes MWSE mods have a hard time in Morrowind. Try changing the mod's place in
the load order slightly.

Q: I do not get any errors but the indicator doesn't appear in-game.

A: Make sure your equipped weapon is eligible. Eligibility is described in the first
section.

Q: I'm pretty sure my weapon is eligible but the bar still doesn't appear in-game.

A: MGE tries to determine your screen's resolution and place the weapon charge
indicator automatically. If it doesn't appear on your screen try changing its
position by setting the following 2 variables from the in_game console (~ key):

set wci_xpos to XXXX
set wci_ypos to XXXX

Change XXXX to the value of your choice. The first value controls the horizontal
and the second one the vertical position of the bar. Setting both values to 0
places the the bar to the top-left corner of the screen.

To return to the automatic determination of either value, set its value to -1.

Q: The indicator is in the wrong place. Can I move it somehow?

A: You can reposition the indicator to your liking. See the answer above.

Q: What mods is this mod compatible with?

A: Strictly speaking, Weapon Charge Indicator should be compatible with just about
anything. Note though, that it does modify a lot of vanilla weapons. Some of these
changes may overwrite (or be overwritten by) other mods that modify the same
objects. In the load order it's always the latest mod that "wins".

Changes made by the Morrowind Patch Project (version 1.6.5 Beta) team have been
incorporated into the weapons that I've modified, so that installing WCI doesn't
cancel these fixes.

User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Wed Aug 17, 2011 10:37 pm

Wow, way to go!!

Such a nifty mod. Simply, effective, long overdue!

Kudos! :obliviongate:
User avatar
Jhenna lee Lizama
 
Posts: 3344
Joined: Wed Jun 06, 2007 5:39 am

Post » Wed Aug 17, 2011 8:14 pm

Such a nifty mod. Simply, effective, long overdue!

Couldn't have said it any better myself. Great work Adul. :goodjob:
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Wed Aug 17, 2011 7:46 pm

Thanks for the feedback, guys, it's great to see that the idea is approved of. But if you decide to give it a try and run into any unexpected problems, please let me know. :icecream:
User avatar
W E I R D
 
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Joined: Tue Mar 20, 2007 10:08 am


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