Everyone has an uber lightning spell!

Post » Wed Oct 07, 2009 7:00 am

Firstly, I know it's a mod causing this issue.
I remember installing a certain mod, though the name escapes me now, that had a special esp fix in case all the NPC's acquired the shock spell of doom after installing the mod.
When I test played after installing the mod, none of the NPC's had this spell, so I figured I was golden. Though after some time playing fully through, now they do.
I thought it was the Less Generic Guard Replacer, but it looks like that's not the culprit.
As if Footpads and Thugs arn't bad enough, now I have to worry about everyone and their pet lobbing a 30 pt's for 30 seconds lightning ball of horribleraqe. :toughninja:
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Wed Oct 07, 2009 7:55 pm

I think tes3cmd has a feature to scan all plugins for a specific record. After then, open the plugin in the CS and untick "Auto-calculate spell".


Had the same problem with Rise of House Telvanni because someone forgot to untick it.
User avatar
Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Wed Oct 07, 2009 6:14 am

Post your load list, maybe someone will recognise it :)

Firstly, I know it's a mod causing this issue.
I remember installing a certain mod, though the name escapes me now, that had a special esp fix in case all the NPC's acquired the shock spell of doom after installing the mod.
When I test played after installing the mod, none of the NPC's had this spell, so I figured I was golden. Though after some time playing fully through, now they do.
I thought it was the Less Generic Guard Replacer, but it looks like that's not the culprit.
As if Footpads and Thugs arn't bad enough, now I have to worry about everyone and their pet lobbing a 30 pt's for 30 seconds lightning ball of horribleraqe. :toughninja:

User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Wed Oct 07, 2009 3:26 pm

Do you save your .zip files? Unless you have a million of them, you might be able to sort them by date and unzip them, most recent ones first, and look for the patch that way. It'll take some time, but you'll be sure to have it in there somewhere.
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Wed Oct 07, 2009 5:21 am

GameFile0=Better Heads Bloodmoon addon.esmGameFile1=Better Heads Tribunal addon.esmGameFile2=Better Heads.esmGameFile3=Bloodmoon Landscape Overhaul 1.0.esmGameFile4=Bloodmoon.esmGameFile5=Clean The Lost Artifacts of Morrowind.esmGameFile6=H.E.L.L.U.V.A._Merchant_Containers.esmGameFile7=Havish.esmGameFile8=MCA.esmGameFile9=Morrowind.esmGameFile10=SG-MW-ecology-WW.esmGameFile11=TR_Data.esmGameFile12=TR_Map1.esmGameFile13=TR_Map2.esmGameFile14=Texture Fix 1.8.esmGameFile15=Tribunal.esmGameFile16=Veldion2.0.esmGameFile17=abotWaterLife.esmGameFile18=ACE_Books.espGameFile19=AEV_TCA.espGameFile20=Acheron's Camping Gear 2.espGameFile21=Add_GreatBazarDome_1.0.espGameFile22=Annastia V3.3.espGameFile23=Apprentice scrolls and mystical quills v1.4.espGameFile24=Arimer.espGameFile25=Art Of War Museum.espGameFile26=AtmosphericSoundEffects-3.0-Tribunal.espGameFile27=BB_Clothiers_of_Vvardenfell_v1.1.espGameFile28=BE 1.4 -Golden Arrow fix-.espGameFile29=BE_dh_homes.espGameFile30=BM-Fixes.espGameFile31=Balmora Expansion v1.4.espGameFile32=Balmora Un-Mod.espGameFile33=Barabus' fireplaces 2.espGameFile34=Better Bodies.espGameFile35=Better Clothes_v1.1_nac.espGameFile36=Better Skulls.ESPGameFile37=Better Solsthiem Creatures.espGameFile38=Birthsigns.espGameFile39=Blank Scroll's.espGameFile40=BlankEnchantableScrolls.espGameFile41=Book Jackets - Bloodmoon.espGameFile42=Book Jackets - Morrowind.espGameFile43=Book Jackets - Tribunal.espGameFile44=Building Up Uvirith's Grave 1.1.espGameFile45=CB-frostbolt_crystal.espGameFile46=CB-illusionbolt1.0.espGameFile47=Clean Abigail's Petshop_v5.5.espGameFile48=Clean Chargen_Revamped_v2_3.espGameFile49=Clean Collectible cards.espGameFile50=Clean Inscription 2.0.espGameFile51=Clean NEW_aqs_biomech.espGameFile52=Clean Solstheim_Castle_v1.1.espGameFile53=Clean THFFTribBM_FINAL.espGameFile54=Clean Weapon Sheaths Ultimate.espGameFile55=Clean_AK_PCSmithy_v1.0.espGameFile56=Creatures.espGameFile57=Daedric Chainsaw - Morrowind Version.espGameFile58=Daedric_Warhammer_Repl.espGameFile59=Dagger of Symmachus.espGameFile60=DagonFel_Well_v2.espGameFile61=Dirnae's Slower Walk.ESPGameFile62=Dulsya Isle.espGameFile63=Dwemer Better Bodies.espGameFile64=Dwemer Lanterns.espGameFile65=Dwemer Sentinel.espGameFile66=DwemerLoot1.2.espGameFile67=EG Music Mod.espGameFile68=EcoAdj Ingredients.espGameFile69=EcoAdjCrime.espGameFile70=EcoAdjDaedricDrops.espGameFile71=EcoAdjMerchantSkills.espGameFile72=EcoAdjMisc.espGameFile73=Erengard Mines.espGameFile74=ExcellentMagicSounds.espGameFile75=Farmer Mod v4.3.espGameFile76=Fireflies.espGameFile77=Fishing Academy v2.54.espGameFile78=Forested_Havish_Add-on.espGameFile79=Gatanas Markynaz Dremora Companion - Male.espGameFile80=Gladiator.espGameFile81=Great Shoals V1.11.espGameFile82=Grow Towers [Final].espGameFile83=H.E.L.L.U.V.A. Awesome Armor_Completion Set.espGameFile84=H.E.L.L.U.V.A. Bountiful Books.espGameFile85=H.E.L.L.U.V.A. Complete Weapons.espGameFile86=H.E.L.L.U.V.A._A.A._Heavy 1.0.espGameFile87=H.E.L.L.U.V.A._A.A._LIGHT 1.0.espGameFile88=H.E.L.L.U.V.A._A.A._MEDIUM 1.0.espGameFile89=Havish Mini Patch.espGameFile90=Herbalismv1.3(Bloodmoon addon).espGameFile91=Herbalismv1.3(Tribunal).espGameFile92=Hold it - MCA addon.espGameFile93=Hold it replacer.espGameFile94=IceBradyHurdyRobeReplacerALL.espGameFile95=Imperial Employment Office.espGameFile96=Infernal SummoningV1.1.espGameFile97=JCS - Gogetto's Stalhrim Weapons.espGameFile98=JWR_Dark_R.espGameFile99=Jac_lightning_strike.espGameFile100=KEY_Crystal Eggs_01.espGameFile101=K_Potion_Upgrade_1.2.espGameFile102=K_Scroll_Upgrade_MW_Trib_Bmoon.espGameFile103=Kaylas_Kick-Knacks.espGameFile104=Key Replacer Trib & BM.espGameFile105=LOCH_Seamless_BB_Ayleid_Race.espGameFile106=Lantern replacer By Leeloo.espGameFile107=LeveledMagicka.espGameFile108=Lights_300_V4.espGameFile109=Lord of the Dragons v1.2.espGameFile110=Lothavor's Legacy BB addon.espGameFile111=Lothavor's Legacy.espGameFile112=MA_snowprincetomb_v2.espGameFile113=MCA - Guards Patch.espGameFile114=MWE_Base.espGameFile115=MWE_Blocking.espGameFile116=MWE_Combat.espGameFile117=MWE_Journal.espGameFile118=MWE_Writing.espGameFile119=Martial Code.espGameFile120=Mashed Lists.espGameFile121=Meteor.espGameFile122=Mindflayers.espGameFile123=More Dangerous Lava.espGameFile124=MoreGems.espGameFile125=Mouse's Beast Race Balancing 2.espGameFile126=MultiMark.espGameFile127=MultiMark_BloodmoonPlugin.espGameFile128=MultiMark_TribunalPlugin.espGameFile129=NPC LCV Locks.espGameFile130=NPC LCV Schedules 03.espGameFile131=New Bloodworm Helm_4.ESPGameFile132=New Dwemer Coins.espGameFile133=New Khajiit Diversity(CIV)X.espGameFile134=New fire damage effect v1.1 .espGameFile135=OR_Fang.espGameFile136=OR_ForkH.espGameFile137=OR_SpiritEat.espGameFile138=OR_umbraReplace.espGameFile139=Particle Arrows.espGameFile140=Pearls Enhanced - Colored Pearls Add-on.ESPGameFile141=ProjectileStoreAndSpeed.espGameFile142=Puzzle Canol.espGameFile143=Qwert's Dwemer  Graveyard.espGameFile144=RD_wands.espGameFile145=RKCriminals TR&BM.espGameFile146=RKWerewolf.espGameFile147=Ranger Tent.espGameFile148=Ravenloft_v0502d.espGameFile149=Realistic Weather v2.0.espGameFile150=Rectified Fines.ESPGameFile151=SG-BB-for-beasts.espGameFile152=SG-MW-ecology-WW-plugin.espGameFile153=Seamless_BB_Falmer_Race.espGameFile154=Sheogorath's Top.espGameFile155=SirLuthor-Tools.espGameFile156=Sky_City_v1.espGameFile157=Stanegau Isle.espGameFile158=TLM - External Lights Ownership.espGameFile159=TLM - Light Sources (Lanterns).espGameFile160=TLM - NPC Light Sources.espGameFile161=TR1_Herbalism.espGameFile162=TR_CensusAndExciseTravel.espGameFile163=TargetSpellSpeedMod.espGameFile164=Texture Fix -TR -1.0.espGameFile165=Textured_Signs.espGameFile166=The Battlespire v1.1.espGameFile167=The Neverhalls.espGameFile168=The Tower of the Damned.espGameFile169=TheUberCrystalEggHunt-Icons.espGameFile170=TheUberCrystalEggHunt.espGameFile171=True Gems V1.1.espGameFile172=UAR_EbonySarano_v2.espGameFile173=Ultimate Galleon Purchase Patch.espGameFile174=Ultimate Galleon v2.2.espGameFile175=Unique Jewelry and Accessories.espGameFile176=UniqueFinery_NoRobe.espGameFile177=VOORHEES_AldIndoril2.espGameFile178=Vality's Ascadian Isles Addon.espGameFile179=Vality's Bitter Coast Addon.espGameFile180=VelMusic1.0.espGameFile181=Westly Presents The V'Kai.espGameFile182=Westly Presents-Dremora Markynaz.espGameFile183=Westly Presents-M'harjaan.espGameFile184=Westly Presents-Sarek.espGameFile185=Westly Presents_Aureals.espGameFile186=Westly Presents_Halflings (nvde).espGameFile187=Westly's Master Headpack X.espGameFile188=Westly_Presents_Kheran.espGameFile189=Windows Glow - Bloodmoon Eng.espGameFile190=Windows Glow - Raven Rock Eng.espGameFile191=Windows Glow - Tribunal Eng.espGameFile192=Windows Glow.espGameFile193=World_Of_Faces.espGameFile194=Xia_music_boxes_V3.espGameFile195=abotWaterLifeTRaddon.espGameFile196=almalexia armor.espGameFile197=k_weather (louder sounds).espGameFile198=moons_soulgems.espGameFile199=sm_Ayleid_Extras_3.3.espGameFile200=tbone_dwemerV1_1.espGameFile201=trylo_daedra_statuettes.esp


Lyssia:I do keep my zip's, but I have quite a few. (Probably in the high hundreds)
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Oct 07, 2009 8:45 am

GCD could add the brittlewind spell to NPCs, but had a fix for that. I don't see that in your load order, though. My lightning mod adds new spells, but NPCs shouldn't have access to them (they're not auto-calculated).
User avatar
Shae Munro
 
Posts: 3443
Joined: Fri Feb 23, 2007 11:32 am

Post » Wed Oct 07, 2009 4:49 pm

a good example why modders shouldn't use autocalc at all :lol:

reminds me on the one mod where it gave everyone some suicide spell, so everyone would die at the start of combat. turns out it was meant for a scripted sequence instead :lol:
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Wed Oct 07, 2009 12:21 pm

I'm only saying this because I think I had the same problem with a spell of a similar or the same description but do you know the name of the spell that hits you? If you get hit by the spell try to open the inventory menu whilst you are still under the effect of the spell and hover your cursor over the little damage icon on the bottom right of the screen to find out. Sorry if you already knew that, I know this won't tell you which mod it's from but it might jog my memory as to which mod it is from. :goodjob:

snip


Lyssia:I do keep my zip's, but I have quite a few. (Probably in the high hundreds)

User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Wed Oct 07, 2009 7:50 pm

Yeah, I had that one too, I remember the Dark Brotherhood assasins blowing waking me up just to show me that they can blow themselves up.

a good example why modders shouldn't use autocalc at all :lol:

reminds me on the one mod where it gave everyone some suicide spell, so everyone would die at the start of combat. turns out it was meant for a scripted sequence instead :lol:

User avatar
Curveballs On Phoenix
 
Posts: 3365
Joined: Sun Jul 01, 2007 4:43 am

Post » Wed Oct 07, 2009 5:24 am

It's Shockball.
Also turns out it is hitting for a one time 97 damage.
User avatar
Quick Draw
 
Posts: 3423
Joined: Sun Sep 30, 2007 4:56 am

Post » Wed Oct 07, 2009 10:13 am

It's Shockball.
Also turns out it is hitting for a one time 97 damage.


I once left playing Morrowind for a few years just because of this darn spell. I had filled up my mod limit (255 active mods) and it proved impossible to find the culprit among that mess-o-mods. I'd be really grateful if somebody names the faulty mod responsible for this, just in case I run into it again someday.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Wed Oct 07, 2009 5:04 pm

That sounds like the lich's spell from Siege at Firemoth, as it's named 'Shockball' and does 100 damage. I didn't see it on your mod list though, but that's just what jumped out at me. That spell shouldn't be auto-calc'd though.
User avatar
victoria johnstone
 
Posts: 3424
Joined: Sat Oct 14, 2006 9:56 am

Post » Wed Oct 07, 2009 5:08 pm

It's Shockball.
Also turns out it is hitting for a one time 97 damage.


Hmm, I can't find the spell that you are thinking of. Both Annastia and Lothavor's Legacy add powerful auto-calc'd spells of shock damage and other varieties for no apparent reason and I thought it was one of those. Some examples;

li_shockbloom_L40: Duration: 6, Damage: 1-35
li_stormracer_shock_L40: Damage: 50-70, Cost: 31
pb_ftm_sp_dragon: Damage 200-200, Area: 20, Cost: 79


Are you 100% sure it is shockball? As that is a vanilla spell...

Anyway, the only other suggestion I have is (if the name of the spell is definitely shockball) is open all of your mods in the CS at once, go to the spells tab, sort by name, and scroll down to 'shockball' and then look at the ref ID which should give away which mod it is from the prefix etc, if this works and you recognise the author, close without saving and open the individual mod. If not then post the ref ID here and try your luck :)
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Wed Oct 07, 2009 9:52 am

Hmm, I can't find the spell that you are thinking of. Both Annastia and Lothavor's Legacy add powerful auto-calc'd spells of shock damage and other varieties for no apparent reason and I thought it was one of those. Some examples;

li_shockbloom_L40: Duration: 6, Damage: 1-35
li_stormracer_shock_L40: Damage: 50-70, Cost: 31
pb_ftm_sp_dragon: Damage 200-200, Area: 20, Cost: 79


Are you 100% sure it is shockball? As that is a vanilla spell...

Anyway, the only other suggestion I have is (if the name of the spell is definitely shockball) is open all of your mods in the CS at once, go to the spells tab, sort by name, and scroll down to 'shockball' and then look at the ref ID which should give away which mod it is from the prefix etc, if this works and you recognise the author, close without saving and open the individual mod. If not then post the ref ID here and try your luck :)



I'll give it a try, but I attempted to open the HELLUVA Weapons esp earlier today to do a little editing and it crashed the CS. Twice. :brokencomputer:
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Wed Oct 07, 2009 7:45 pm

Just a shot in the dark, but this esp: GameFile109=Lord of the Dragons v1.2.esp

contains some big autocalced shock spells:

Record: Flags: 0x0000 ()
SPEL.NAME: zz_shockspell1
SPEL.FNAM: Shockball
SPEL.SPDT: Type: Spell Cost: 18 Flags: 0x0001 (AutoCalc)
SPEL.ENAM: Shock_Damage Range: Target Area: 10 Duration: 1 MagMin: 10 MagMax: 50

Record: Flags: 0x0000 ()
SPEL.NAME: zz_shockspell2
SPEL.FNAM: Shockball
SPEL.SPDT: Type: Spell Cost: 39 Flags: 0x0005 (AutoCalc, Always_Succeeds)
SPEL.ENAM: Shock_Damage Range: Target Area: 20 Duration: 1 MagMin: 30 MagMax: 100

Record: Flags: 0x0000 ()
SPEL.NAME: zz_shockspell3
SPEL.FNAM: Shockball
SPEL.SPDT: Type: Spell Cost: 76 Flags: 0x0005 (AutoCalc, Always_Succeeds)
SPEL.ENAM: Shock_Damage Range: Target Area: 20 Duration: 1 MagMin: 70 MagMax: 200
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Wed Oct 07, 2009 12:57 pm

:lol: yep those are some big autocalc spells, no less always succeeds too! perhaps there needs to be a utility that toggles off autocalc for spells when ran on a plug-in.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Wed Oct 07, 2009 1:55 pm

I'll give it a try, but I attempted to open the HELLUVA Weapons esp earlier today to do a little editing and it crashed the CS. Twice. :brokencomputer:


You can't open the helluva mod without opening the merchant container masterfile too, although I'm sure neither of those are the culprit as they only add objects to leveled lists so it would be safe to leave them out.

It seems that john.moonsugar has nailed the solution anyway, I have never downloaded Lord of the Dragons.. perhaps I should... now I have new found precautions.

@john: did you use your editing tool to find that information so quickly? I have never downloaded that either. It sounds useful for fighting auto calc spells.
User avatar
K J S
 
Posts: 3326
Joined: Thu Apr 05, 2007 11:50 am

Post » Wed Oct 07, 2009 5:28 am

@john: did you use your editing tool to find that information so quickly? I have never downloaded that either. It sounds useful for fighting auto calc spells.

Yes. I have a few thousand mods unpacked on my hard drive, and it's easy (on Linux anyway) to search them using tes3cmd for things like this. I'll have to add some file processing abilities to make it easy to do something similar under Windows.

on Linux all I did was:

find . -name "*.[eE][sS][mMpP]" -print0 | xargs -0 egrep -Hioal "shockball" | while read f ; do echo $f ; tes3cmd dump -t spel -m '(?s)shock.*autocalc' "$f" ; done
User avatar
Nice one
 
Posts: 3473
Joined: Thu Jun 21, 2007 5:30 am

Post » Wed Oct 07, 2009 12:07 pm

Haha thanks guys. :D

So I just open those shockball spells from LoD in CS, and turn the autocalc off and everything's fine?

Chainy: Thanks for the heads up on the HELLUVA mods. I've GOT to edit the Fire Valdris and Magma Blade to be much more expensive.
User avatar
le GraiN
 
Posts: 3436
Joined: Thu Mar 22, 2007 6:48 pm

Post » Wed Oct 07, 2009 4:38 pm

Haha thanks guys. :D

So I just open those shockball spells from LoD in CS, and turn the autocalc off and everything's fine?


Yep.

Chainy: Thanks for the heads up on the HELLUVA mods. I've GOT to edit the Fire Valdris and Magma Blade to be much more expensive.


Yeah, I love HELLUVA but it could do with a balance overhaul. I have spent a good few hours making spreadsheets and balancing them to my liking :)
User avatar
Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Wed Oct 07, 2009 10:10 am

One more query before I'm off, would it be a good idea to toggle off autocalc for all the spells listed in the CS?
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Oct 07, 2009 8:54 am

One more query before I'm off, would it be a good idea to toggle off autocalc for all the spells listed in the CS?


I would say that it would be a good idea to disable autocalc for all mod added spells unless it is the intention of the mod to add variety to NPC spells.
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Wed Oct 07, 2009 8:37 pm

yeah, don't take it off the regular spells though, otherwise you'll turn many of the mages into fist fighters.
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Wed Oct 07, 2009 11:28 am

IIRC, the latest (beta or released? Not sure) version of the Morrowind Patch Project does a lot of work on setting Bethesda spells to sensible autocalc settings. I'd use that for the Bethesda spells but you'll be at the mercy of modders for other spells...
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am


Return to III - Morrowind