Ok, I've got the scripts done (but not tested yet) for the organ plants (it supports up to 9 different notes/plants, and can match a pretty long pattern). It's also amazingly simple, I'm quite happy with it (takes one long global variable and one ~10 line script on each plant, and a ~25 line script on the object that should react).
What's the script meant for, what should it do when the right sequence is found? Will it open a door, portal, what?
I also have the swamp script written up, need to test that out but I'm pretty sure it's working. It also has adjustable speed (slow-down). Unfortunately, it'll have to be a global script, placed on an activator, and the script has to be customized for each swamp region. It shouldn't be too hard to do, and is much faster and more reliable this way, just takes a wee bit of work.
And finally, I have the zone scripts working and all. I also have a brief description (http://s4.photobucket.com/albums/y145/peachykeen000/?action=view¤t=howto_zone.jpg) of how to set up the collision walls. If anyone has played Neverwinter Nights, The Witcher, STALKER, Knights of the Old Republic, it's a system similar to that (identical to STALKER's). You just need enough of the next area to be seen (and hide any funny edges), and the script takes care of the transportation. It can transport between cells or from point to point.
I'll send the script for that over to whomever is doing the world building, or if I have a list of cells and transport destinations, I can write up all the scripts, attach them to objects, and get that all over. As you can see from the picture, the marshmallow blue pieces I use for walls, and made colored boxes for the portal areas. When the player bumps those, the teleport box pops up.
I've been looking at lights, and adding like code to MGE and making it script-able might be do-able, but will certainly take some time to get working. It'd take inserting custom lights, and figuring out which should be used, and I don't know how long it'd take or how slow it might be.
Finally, I've dug up my Max installer and am working on putting it on my XP. If I get that done (and remember how to do it), anything that needs NiFlip nodes can be done easily (the official exporter for Max can export both transparency animations and animated textures (and embedded textures, if I remember right)). Anyway, I'm not much of an artist, but I can export some nodes like and you can copy/pasta them with NifSkope that if it makes things simpler for the modelers.