[Release] Elemental Magicka v1.0

Post » Sat May 14, 2011 1:34 am

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Elemental Magic v1.0
==========================================

Elemental Magicka is my first real modding project, and is an attempt to give medium/high level spellcasting in Morrowind a more "flashy" feel; there are already plenty of ways to be a powerful Mage, but now, you can look better doing it! Rain fire from the heavens upon your opponent, freeze them into a block of ice, knock them down with boulders wrenched from the earth, or send lightning flying from your hands.

I welcome new ideas, suggestions, criticisms, comments, and links to resources that could be used. I can't promise that any particular piece of feedback will be used, but I always at least read through everything. Many thanks to everyone who has contributed so far.

This mod has been cleaned with tes3cmd.


==========================================
Installation
==========================================

Simply copy the files from this archive into your Data Files directory, and activate the "Elemental Magicka 1.0.esp" file in your load order. If you are using MWSE, you may also activate the MWSE patch file so long as it loads after the main plugin. Currently, the patch takes care of starting combat properly with an NPC when they are hit by one of the scripted spells, but it does incur a performance hit, and so you may wish to try with/without the patch and decide if the added functionality is worth it. I hope to optimize the patch in the future.

If you simply wish to test this mod and are not interested in exploring, use the console with the following command:

StartScript NMZ_TestScript

This will add all pages to the player's inventory, but they are meant to be unique. This will interact badly if additional copies of the pages are found, so use good judgment -- it really is meant only to test.


==========================================
Playing
==========================================

Each of the spells added by this mod have been inscribed upon a page, and scattered across Vvardenfell. Possession of a particular page will allow the caster to use the inscribed spell, but only so long as it remains in inventory. There are over forty such pages scattered across ruins, caves, tombs, Shrines, strongholds, and open land, and so this mod is really meant with the adventurer in mind!

A few are placed for simple discovery, such as in Addamasartus. This is intended to familiarize new users with the mechanics of the mod.

There are a few known issues with the mod. Transformation spells are not as refined as seen in Cortex's Scripted Spells; I am using a similar approach but I have at least one design flaw that can cause the player to get "stuck" in place for the duration. Try not to use the transformation spells during the resolution of other scripted spells and nothing should happen; at worst the player will be stuck for 30 seconds. Aiming of the spells may also take some getting used to, it is a bit different from regular Morrowind and each spell is a bit different from the others.

Most importantly, have fun! I hope that you enjoy playing this as much as I enjoyed working on it.


==========================================
Changelog
==========================================

v1.0 -- First official release!
v1.0a -- Removed MWSE addon until I have time to fix it.


==========================================
Credits
==========================================

This mod uses the following sound file(s) from Freesound (http://www.freesound.org):
1. "7135_mystiscool_rocks1" from mystiscool

Thanks to:
-- Dirnae, for his transparent Encasing Ice mesh and animation
-- Kalamestari_69, for his Frost Sanctuary mesh and texture
-- Amael, for his elemental particle effects resource
-- razorfett147, for his Frostball Improved resource
-- rocker, Lady Eternity, and Star Boi for the New Elemental Damage Effects resource
-- Ghostnull, for his fantastic particle arrow resource
-- Manauser and Dongle, for the flat transparent mesh from Chalk 3.0
-- C_Mireneye, for his lightning mesh and texture
-- abot, for helping me fix a few insidious script errors
-- bhl, for the very helpful error report
-- john_moonsugar, for tes3cmd
-- Everyone else who has commented so far... great ideas everyone!

Edit: It appears that there are some issues with the MWSE addon -- my apologies. I recommend that users avoid that plugin and only use the main .esp (which was previously my recommendation for performance reasons, anyway). I will be working on a fix when I get time but things have been busy.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8822

http://www.youtube.com/watch?v=Ect2AyrAOxg
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Stephanie Kemp
 
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Post » Fri May 13, 2011 7:11 pm

Thanks for the (official) release!
I had fun testing the beta, and now I think I'll hunt down the pages properly this time.
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P PoLlo
 
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Post » Fri May 13, 2011 11:13 am

Nice!! I will hop over to pes and approve it ;) - done. It will go throug hthe system and should be up in about 3 hours :)
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Nuno Castro
 
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Post » Fri May 13, 2011 5:47 pm

Thanks for the (official) release!
I had fun testing the beta, and now I think I'll hunt down the pages properly this time.


Hope you enjoy it! Some of them are quite obvious, and some are quite obscure, but one thing is sure -- this mod rewards the traveling mage.

Nice!! I will hop over to pes and approve it ;) - done. It will go throug hthe system and should be up in about 3 hours :)


Thanks :foodndrink: !


Notable changes from the previous (beta) version include a few fixes, cleaning courtesy of tes3cmd (thanks john_moonsugar!), a few cost adjustments (which I would like to overhaul completely in a future version but I've been strapped for time recently), and a new animated mesh for Frost Sanctuary from Kalamestari_69 which looks quite awesome.
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Jesus Lopez
 
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Post » Fri May 13, 2011 1:23 pm

Freaking SWEEEEEEEEEET!!!!!!!!!!!!!!! :D :celebration: :foodndrink: I can't wait to go on a magic page hunt!
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ZANEY82
 
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Post » Fri May 13, 2011 2:10 pm

Congrats on the official release, I haven't been able to use the beta much, but I hope to use this soon!
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P PoLlo
 
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Post » Fri May 13, 2011 11:16 am

Hooray! :D
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Love iz not
 
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Post » Fri May 13, 2011 8:50 pm

Cleaned up the original post a tiny bit, added a link to the YouTube video I made a while back (and did the same at PES). It would be nice to create a proper trailer but I don't have the time or ability at the moment, so this will have to suffice.

Hope everyone is enjoying it so far!
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Ice Fire
 
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Post » Fri May 13, 2011 5:21 pm

Good job!
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Chantel Hopkin
 
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Post » Fri May 13, 2011 4:58 pm

nice! gonna finally make mage char now :P

btw, what does the mwse patch do? i dont understand what u meant, probably my fault though.
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Tyrone Haywood
 
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Post » Fri May 13, 2011 10:48 am

The MWSE patch addresses a design fault in the mod that I can't otherwise fix. Let me try to simplify the explanation a little bit:

For most spells, I make use of ExplodeSpell at some point during the scripts, to actually "hit" NPCs/creatures with the appropriate spell effects to go along with the scripted visuals.

However, because the ExplodeSpell command doesn't cause NPCs/creatures to become aggressive, the player can hit targets with these spells and not start combat with them.

Players can choose one of two solutions: either don't try to start combat with these spells (only use them when enemies have already started combat with you), or use the MWSE patch to fix the issue at the script-level. The fix requires cycling through all of the references in the loaded cell, however, and is quite slow because I am not really sure how to optimize it yet.

Thus, while the MWSE patch fixes the functionality of the mod in an important way, for performance reasons I find it better to just play without it and make sure I don't cast at someone with these spells until they are already in combat.
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StunnaLiike FiiFii
 
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Post » Fri May 13, 2011 3:02 pm


use the MWSE patch to fix the issue at the script-level. The fix requires cycling through all of the references in the loaded cell, however, and is quite slow because I am not really sure how to optimize it yet.
That sounds like what cdcooley's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7981 for NPC Enhanced does, loop through all NPCs in the cell. You might want to look at it for ideas.
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Neil
 
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Post » Fri May 13, 2011 8:48 pm

Thanks for the tip; when I get some time I'll have to look into that. Any performance boost I can get would be great, because as I explained, the MWSE functionality really is needed to completely integrate the new spells properly.
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louise fortin
 
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Post » Fri May 13, 2011 10:54 am

Many thanks for sharing, the mod looks like just the thing for my archmage :D

I did get a big performance hit using the mwse patch so will happily use your suggested work around disabling it for now so I can get to the meat in the mod. Good luck with the optimizing.

:goodjob:
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Sweet Blighty
 
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Post » Sat May 14, 2011 2:29 am

I am really enjoying this mod!

NMZmaster, you must be a geomancer, because you rock!
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Pat RiMsey
 
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Post » Fri May 13, 2011 5:03 pm

Ah, this is brilliant, master! glad to see this mod finally come to fruition :celebration:
downloaded, but unfortunately it will have to wait for my fighter to die a hero's death, first! But immediately after I'll crank out a pure mage and try these bad boys out. good work.
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Rachel Eloise Getoutofmyface
 
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Post » Fri May 13, 2011 11:43 pm

I have no idea how I missed this one. :) Fantastic work! :woot: :clap:




KF
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Kayla Bee
 
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Post » Fri May 13, 2011 12:39 pm

I've been having CTDs when I added this to an existing game.

This is my mod list and it wasn't immediately CTDing, it seemed to start happening after a while into the game and only several saves started to be affected with CTDs on load. I isolated Elemental Magicka by a elimination, even by itself (with no other mods loaded) it was causing CTDs on load of those saves.

I started a new game with Elemental Magicka and without Scripted Spells 1.5, and the same thing ended up happening. There was always other NPCs in the current cell, so possibly a MWSE patch thing and there was nothing in Warnings.txt.

To clarify: These CTDs were only happening on LOAD of an existing savegame. Perhaps that could be an issue with my install but it's never happened before.

[Game Files]GameFile0=Better Heads Bloodmoon addon.esmGameFile1=Better Heads Tribunal addon.esmGameFile2=Better Heads.esmGameFile3=Bloodmoon.esmGameFile4=GDR_MasterFile.esmGameFile5=Havish.esmGameFile6=MCA.esmGameFile7=Morrowind Advanced.esmGameFile8=Morrowind Patch v1.6.5-BETA.esmGameFile9=Morrowind.esmGameFile10=Rise of House Telvanni.esmGameFile11=TR_Data.esmGameFile12=TR_Map1.esmGameFile13=TR_Map2.esmGameFile14=Texture Fix - Bloodmoon 1.1.esmGameFile15=Texture Fix 1.8.esmGameFile16=Tribunal.esmGameFile17=A_flock_of_seagulls.espGameFile18=BM-Fixes.espGameFile19=BTB - Alchemy.espGameFile20=BTB - Character.espGameFile21=BTB - Equipment.espGameFile22=BTB - Settings.espGameFile23=BTB - Spells.espGameFile24=Better Bodies.espGameFile25=Better Clothes_v1.1_nac.espGameFile26=BirthsignsAMFun_BM.espGameFile27=Bloated Caves.espGameFile28=Creatures.espGameFile29=DN-GDRv1.espGameFile30=DodgeTribunal-v21.espGameFile31=EcoAdj Ingredients.espGameFile32=EcoAdjCrime.espGameFile33=EcoAdjDaedricDrops.espGameFile34=EcoAdjMerchantSkills.espGameFile35=EcoAdjMisc.espGameFile36=Elemental Magicka 1.0 - MWSE Patch.ESPGameFile37=Elemental Magicka 1.0.espGameFile38=Enhanced_Stealth.espGameFile39=Flee AI Tweaks.espGameFile40=GCD - Cult of the Clouds patch.espGameFile41=GCD Restore Potions Fix.espGameFile42=GCD StartScript for Trib or Bloodmoon.espGameFile43=GCD_SS_patch.espGameFile44=Galsiahs Character Development.espGameFile45=Graphic Herbalism Extra.espGameFile46=Graphic Herbalism.espGameFile47=Havish - Scimitar Update.espGameFile48=Havish Mini Patch.espGameFile49=Healers.espGameFile50=Illuminated Order v1.0 - Bloodmoon Compatibility Extras.espGameFile51=Illuminated Order v1.0.espGameFile52=Illuminated Windows - Bloodmoon.espGameFile53=Illuminated Windows.espGameFile54=KS_Ren's_Oblivion_Hair_for_Morrowind_1.0.espGameFile55=Keyring.espGameFile56=LGNPC_AldVelothi_v1_20.espGameFile57=LGNPC_Aldruhn_v1_20.espGameFile58=LGNPC_Aldruhn_v1_20_suppl.espGameFile59=LGNPC_GnaarMok_v1_10.espGameFile60=LGNPC_HlaOad_v1_32.espGameFile61=LGNPC_IndarysManor_v1_51.espGameFile62=LGNPC_Khuul_v2_10.espGameFile63=LGNPC_MaarGan_v1_20.espGameFile64=LGNPC_NoLore_v0_83.espGameFile65=LGNPC_PaxRedoran_v1_20.espGameFile66=LGNPC_Pelagiad_v1_22.espGameFile67=LGNPC_SecretMasters_v1_30.espGameFile68=LGNPC_SoulSicknessPatch_v1_00.espGameFile69=LGNPC_TelMora_v1_20.espGameFile70=LGNPC_TelUvirith_v1_20.espGameFile71=LGNPC_VivecFQ_v2_10.espGameFile72=LGNPC_VivecRedoran_v1_50.espGameFile73=Less_Generic_Bloodmoon.espGameFile74=Less_Generic_Nerevarine.espGameFile75=Less_Generic_Tribunal.espGameFile76=Lgnpc_SN.espGameFile77=MCA - Guards Patch.ESPGameFile78=MCA - TR Addon.ESPGameFile79=MWE_Base.espGameFile80=MWE_MagickaSpells.espGameFile81=MW_Adv_Required.espGameFile82=MW_CultOfTheClouds_v10.espGameFile83=NEDE v1.2.espGameFile84=NX9_Guard_LGRedoran_Patch.ESPGameFile85=NX9_Guard_LGTrib_patch.ESPGameFile86=NX9_Guards_Complete.ESPGameFile87=New Argonian Bodies - Mature.espGameFile88=New Khajiit Bodies - Mature.espGameFile89=Nymeria's Faster Walk.espGameFile90=Portable Hole.espGameFile91=RAMF_Mer_for_NPCs.espGameFile92=RoHT Havish Patch.espGameFile93=Scout's Services 2.espGameFile94=Scripted_Spells.espGameFile95=Service_Requirements_V1.4.3.espGameFile96=Spect Sorcery pt 1.espGameFile97=TLM - Ambient Light + Fog Update.espGameFile98=TLM - External Lights Ownership.espGameFile99=TLM - Light Sources (Clearer Lighting).espGameFile100=TLM - Light Sources (Lanterns).espGameFile101=TLM - Light Sources (Natural Water).espGameFile102=TLM - NPC Light Sources.espGameFile103=TLM - Sneak Modifiers (Code).espGameFile104=TLM - Sneak Modifiers (Locations).espGameFile105=The Neverhalls.espGameFile106=UL_MWSE_patch.espGameFile107=UL_Primus_MWSE.espGameFile108=UL_RoHT_1.4_Compatibility.espGameFile109=UL_TLM_ambiance.espGameFile110=UL_chess_addon.espGameFile111=Uvirith's Legacy_Final_2.0.espGameFile112=Westly's Master Headpack X.espGameFile113=abotWhereAreAllBirdsGoing.espGameFile114=k_weather.espGameFile115=kiasyd_magick_regenerator_1.4.espGameFile116=master_list.espGameFile117=mel_teleportPlugin_1_3.esp


Is there anything I can do to test this CTD issue? I would really like to play this mod as you can see this is a Mage character mod list =)
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Danii Brown
 
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Post » Sat May 14, 2011 12:59 am

Does the issue happen when you are using the MWSE patch? What about without it?

Is there any interesting information in your Warnings.txt file? I'll try to help if I can, but I've not experienced such an issue in my testing so I'm not sure off the top of my head what it could be. CTD makes me think that my MWSE patch has problems because it has a global script that will start running when you reload... and is probably not sophisticated enough, yet.

Let me know how it goes running without the MWSE patch (assuming that you were using it). You'll probably want to clean your savegame of any references from it before loading back in to test.
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A Boy called Marilyn
 
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Post » Sat May 14, 2011 2:52 am

I started testing that, it seems some saves are working fine without the MWSE patch and others are still broken. The ones that are still broken were ones with NPCs in cell interacting, so I'm assuming it's the script in MWSE patch.

I will continue to play test without MWSE patch and see if this reoccurs.

Thanks for the great mod :)
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April D. F
 
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Post » Sat May 14, 2011 2:07 am

Hope you're able to enjoy the mod a bit better now... I know I sure hate CTDs with a passion. Looks like I need to revise the MWSE patch or remove it from PES, because the implementation seems broken. I'll have a look at it when I get some time.

In the meantime, I'd advise anyone using the MWSE patch to be careful of similar circumstances. I will hopefully have a better solution in the near future.
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Chris Jones
 
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Post » Fri May 13, 2011 10:13 pm

Thanks. Everything seems to be working fine now, I am really enjoying the mod too, good job!

So yeah, might want to put a note or something about the MWSE patch.
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Miss Hayley
 
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Post » Fri May 13, 2011 10:58 pm

Thanks. Everything seems to be working fine now, I am really enjoying the mod too, good job!

So yeah, might want to put a note or something about the MWSE patch.


Noted now in the OP and on the PES page. I'm not sure when there will be an update to fix this, so as noted, avoidance is the best policy for now. Stability trumps features.

My sincerest apologies to anyone who was using the MWSE addon.
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Bigze Stacks
 
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Post » Fri May 13, 2011 11:10 am

After noticing a few users on PES still trying to use the MWSE addon for this, I've updated the archive to 1.0a (removed the MWSE addon) until I have the disposition to fix it. For now I'm focusing my energy on my other mod, but in the future I'd like to get back to this one and perhaps revamp it entirely. There is a lot that could be done better with some different techniques, I think.
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Tamara Dost
 
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