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Shanjaq
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[REL] Meteors
      #2672978 - 06/08/04 07:33 PM

Well here it is, a random thought scripted in 5 days(would have been sooner but RL and the quirky nature of MW Scripting had major contributions to make...)

After much headbanging over object placement(SetPos does not take variables in default Morrowind, argh!!) I decided to use an expansion feature. Perhaps soon I'll try something with MoveWorld to make it expansion-independent but I can tell that's going to take several hundred lines of script and more of Soralis' ingenuity.

Thanks Naky and Smight_Plight for the model, it works out perfectly!

Screenshot here:
http://www.cuneo.us/tesmw/browse.php?img=Meteor4.jpg&dir=Shanjaq

Crazy Screenshot here:
http://www.cuneo.us/tesmw/browse.php?img=Meteor5.jpg&dir=Shanjaq

Download here:
http://www.euro-rpg.com/index.php?section=plugin&code=05&id=4151

Readme here:

Meteors Beta 1.2 - Requires Tribunal or Bloodmoon or GotY
-------------------------
Every night a random max time interval is chosen, then all night random time intervals below the max are chosen to separate meteor launches. They appear at a random distance from 5 random directions(Above, N, E, S, W) and travel on random paths. Occasionally there will be Meteor Showers with unusual density from a specific direction.


console variables are:

MeteorChance
(set once every night, determines max time interval. setting to 1 will have meteors firing at least once every second)

ShowerDir
(set to random every night, unless there's a meteor shower in progress. max is 8)


if you want to see a meteor, try the following console command:
placeatpc Meteor 1,0,0
-------------------------
Scripting - Shanjaq(shanjaq@narod.ru)
Modeling - Naky
Texturing - Smight Plight
Cleaned with TESTool by Ghostwheel


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mighty_joe_young
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Re: [REL] Meteors [Re: Shanjaq]
      #2672992 - 06/08/04 07:38 PM

seems very good,do u have pics,it would be nice to see some

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Re: [REL] Meteors [Re: Shanjaq]
      #2672998 - 06/08/04 07:39 PM

thats really cool...i didnt even know this was possible great job

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YouYesu
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Re: [REL] Meteors [Re: Shanjaq]
      #2673016 - 06/08/04 07:43 PM

Cool idea. I was just thinking the other day that they should have meteors in Morrowind.

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Re: [REL] Meteors [Re: ]
      #2673023 - 06/08/04 07:45 PM

Looks great man, very good job.

I have yet to test it, but sounds promissing.

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Naky
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Re: [REL] Meteors [Re: YouYesu]
      #2673028 - 06/08/04 07:46 PM

Haha. Glad to see that crappy model was actually of some use. I'll check it out.

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lochnarus
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Re: [REL] Meteors [Re: Shanjaq]
      #2673030 - 06/08/04 07:46 PM

Nice, brings even more life to MW. Sorry I couldn't help out when you asked, but this was beyond my realm of thinking.

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JB.
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Re: [REL] Meteors [Re: Shanjaq]
      #2673199 - 06/08/04 08:41 PM

Excellent job, this is what Morrowind plug ins should be all about, atmosphere, new stuff, innovation.
I request your permission to use it in the forthcoming mod CON3. Iit will be a nice addtion to our project.


Well done.



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Shanjaq
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Re: [REL] Meteors [Re: ]
      #2673252 - 06/08/04 08:59 PM

MeteorChance is set to a random number from 1 to 2048
Time interval is random from 0 to MeteorChance seconds


is this good?

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Re: [REL] Meteors [Re: Shanjaq]
      #2673274 - 06/08/04 09:07 PM

Nice Shanjaq!Any chance of mana regenerating or Magic being more potent during these Meteor showers?

Thank you excellent job.

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mighty_joe_young
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Re: [REL] Meteors [Re: ]
      #2673313 - 06/08/04 09:17 PM

it would be fun to see one pass by u close by, like ahh that was close


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Re: [REL] Meteors [Re: mighty_joe_young]
      #2673332 - 06/08/04 09:21 PM

Wow I didn't imagine this would be made so quickly. Great job. This will be one of my staple mods I don't play a game without.

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kagrenac
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Re: [REL] Meteors [Re: ]
      #2673374 - 06/08/04 09:39 PM

This is going to go great with my new pyramid and Sphinx.

I can just see the meteor passing over the pyramid, with

the sphinxes sitting there.





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brady228
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Re: [REL] Meteors [Re: kagrenac]
      #2673387 - 06/08/04 09:44 PM

O this concept sounds so cool. I'm sure getting it. Thank you!

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Nigedo
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Re: [REL] Meteors [Re: Shanjaq]
      #2673692 - 06/08/04 11:23 PM

I'm really impressed that you achieved this so quickly Shanjaq. Have a .

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Shanjaq
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Re: [REL] Meteors [Re: ]
      #2674115 - 06/09/04 01:51 AM

Hey that might serve twofold! The benefits will alert the player to a meteor shower in progress(source direction dependent?)

I've just added 4 more directions to the showers to increase precission(and to mix effects!) and upped the chance of a Meteor Shower(was 1/100 nights, is now 1/50 nights.) I play with timescale set to 5 so i would be lucky indeed to see one!

Here is the latest version:
http://www.euro-rpg.com/index.php?section=plugin&code=05&id=4151

and a crazy new screenshot:
http://www.cuneo.us/tesmw/browse.php?img=Meteor5.jpg&dir=Shanjaq
(MeteorChance set to 0!)

New to 1.2: better chance of showers, direction-dependent effects added to player during shower events.


Thanks everyone for ideas and support!

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Re: [REL] Meteors [Re: Shanjaq]
      #2674260 - 06/09/04 03:10 AM

Ah! Quite nice

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efin
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Re: [REL] Meteors [Re: Shanjaq]
      #2674304 - 06/09/04 03:45 AM

Holy cha-chas, I thought I was going to have to wait forever for this... I couldn't wait, and it turns out I didn't have to! Now if I just didn't have to wait 3 more hours to get out of work, I'd be all set...
Kudos to you, Shanjaq!!!

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Naky
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Re: [REL] Meteors [Re: Nigedo]
      #2674455 - 06/09/04 05:29 AM

By the way, just a quick reminder that the texture is simply a small, completely white targa file. If you wanted to change the color of the meteor to say red since Morrowind has a red moon, you just have to open it up and fill the texture with the color of your choice. Should work in theory, anyway.

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efin
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Re: [REL] Meteors [Re: Naky]
      #2674459 - 06/09/04 05:33 AM

That would definitely be cool, but I do like the realistic white- if only for the sake that the sky is so true to life looking.

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DP88
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Re: [REL] Meteors [Re: efin]
      #2675067 - 06/09/04 11:46 AM

This mod is awsome but I just have to say thIs CURSE YOU LIMITATIONS OF MW SCRIPTING! Yet another wicked mod that I won't be able to enjoy.

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Re: [REL] Meteors [Re: DP88]
      #2675094 - 06/09/04 11:57 AM

All that's left is for a rare meteor to fall from the sky and explode when it hits the ground.

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kagrenac
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Re: [REL] Meteors [Re: ]
      #2675228 - 06/09/04 12:30 PM

This is my kind of mod.

I hope someone makes one now, to make more planets,

that you can see in the sky, especially at night.

Then we can get one that gives us "Aurora Borealis" (sp)





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Re: [REL] Meteors [Re: mighty_joe_young]
      #2675272 - 06/09/04 12:44 PM

ok ...... knida piont less isnt it?

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zahratustra
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Re: [REL] Meteors [Re: ]
      #2675477 - 06/09/04 01:48 PM

Quote:

ok ...... knida piont less isnt it?




Really??? And why would that be???

Great idea Shanjaq and well done!!!


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geminito
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Re: [REL] Meteors [Re: ]
      #2675505 - 06/09/04 02:08 PM

Quote:

ok ...... knida piont less isnt it?




Translation please...? splelcehkc yrou typgin pleeeezease.

This looks great! So, does the view distance setting matter with this? I have no idea how this mod must work...

I just bought Gothic 2 two days ago, and it has meteors/shooting stars in the sky too, and they really do add something nice to the atmosphere at night.

Has anyone done a firefly mod?



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Re: [REL] Meteors [Re: kagrenac]
      #2675716 - 06/09/04 03:40 PM

Quote:


Then we can get one that gives us "Aurora Borealis" (sp)





That would be very cool.
Shouldn't be too hard I think.

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Shanjaq
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Re: [REL] Meteors [Re: geminito]
      #2677026 - 06/09/04 10:38 PM

It isn't really supposed to have a point, just a little random bonus to atmosphere. The view distance can be anywhere between half and full without affecting their visibility. I wonder if they're within Telekinesis range(hint hint)?


How often do you see them in Gothic 2? Can you estimate how many are seen in an average night? I'm still looking for that sweet spot, not too rare that people are constantly looking up in disappointment, not too often that it becomes distracting.

there is a Fireflies mod by McMornan on the summit, but for some reason it's only in Balmora. Somehow I'm getting fireflies all over Vvardenfell(must be from a compilation mod of some kind?)


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grond
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Re: [REL] Meteors [Re: Shanjaq]
      #2677327 - 06/10/04 12:54 AM

Quote:

I'm still looking for that sweet spot, not too rare that people are constantly looking up in disappointment, not too often that it becomes distracting.




I'm never disappointed when I look up at the gamesky, so you should bend your will toward the opposite extreme. Shooting stars ought to be rare. I'm thinking more than 5 per night would have me yawning after a while, with just a shower a month, to keep it rare.

But that's just me. Thanks for this mod, Shanjaq. Excellent. Thanks.

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JayProgrammer
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Re: [REL] Meteors [Re: grond]
      #2677459 - 06/10/04 01:43 AM

Meteor Showers are cool. Wonder if anyone's tossing ideas around for a scripted Meteo spell like in the old Final Fantasies.




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mbs357
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Re: [REL] Meteors [Re: JayProgrammer]
      #2677493 - 06/10/04 01:55 AM

Yes, this is perfect.
I too think that the meteors should be more random.
I'd like to see a firefly mod that adds fire flies flying around randomly at night...the Bitter Coast's sound pack adds them to trees in the Bitter Coast flying around in circles. =\
Edit: Er, I mean, one mod I had had them flying around in sphere formations (one creature made out of many smaller green things) and the Bitter Coast plugin just adds regular bugs around the trees. =p
I think. =p

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Edited by mbs357 (06/10/04 01:56 AM)

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qarl
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Re: [REL] Meteors [Re: mbs357]
      #2677537 - 06/10/04 02:17 AM

Cool! I'm making a wish right now!

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Re: [REL] Meteors [Re: Shanjaq]
      #2677798 - 06/10/04 05:14 AM

How script heavy is this? Does this have any effect on the speed of MW? Is it using a Global Script?
BTW....this looks excellent. Great work!! brings more life to the heavens above.

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geminito
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Re: [REL] Meteors [Re: ]
      #2678589 - 06/10/04 01:18 PM

In Gothic 2, there are shooting stars constantly. It's too much, actually. You can see one every 5 seconds or so. The first 3 made me think, "Oh neat! Look at THAT!" And then after a couple nights of it, I thought, "Ok, that's enough now. Let's try to be a bit more subtle with our special effects."

But it's still pretty. I definitely have to try this mod in Morrowind. And see if I can telekinesis me a meteor!




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kagrenac
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Re: [REL] Meteors [Re: mbs357]
      #2678599 - 06/10/04 01:26 PM

Quote:

Yes, this is perfect.
I too think that the meteors should be more random.
I'd like to see a firefly mod that adds fire flies flying around randomly at night...the Bitter Coast's sound pack adds them to trees in the Bitter Coast flying around in circles. =\
Edit: Er, I mean, one mod I had had them flying around in sphere formations (one creature made out of many smaller green things) and the Bitter Coast plugin just adds regular bugs around the trees. =p
I think. =p




The fireflies are actually from the"Widerness mod" they were made by LadyE.

The Bitter Coast Sounds Mod, is just that, a sounds mod,

it doesnt introduce any actual creatures.





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Re: [REL] Meteors [Re: mbs357]
      #2678710 - 06/10/04 02:13 PM

YAY. You should make a couple diffrent colors though and some colors could me more rare than others
example:
White =1/50
Yellow =1/100
Orange =1/500
Metor Storm (White) =1/750
Red =1/1,000
Purple =1/10,000
Blue =1/100,000
One that hists the ground 1/1,000,000

That would be cool Oh and the one that hits the ground could be in the form of a fireball and leave meteor slime behind on the ground. Oh and a blessing should be put on you for a red, purple and blue meteor sighting called "wish" that lasts 1 hour for Red 1 day for Purple and 1 week for Blue but that may take a while. Just an idea .

Bioturtle


Edited by Bioturtle (06/10/04 02:18 PM)

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geminito
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Re: [REL] Meteors [Re: DP88]
      #2701356 - 06/17/04 01:56 PM

I've been playing with this mod enabled for a couple of days, but haven't actually seen a meteor in the sky...

I've seen them by using the console to PlaceAtPC a meteor, and they look great! But maybe they should happen a bit more often?



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Shanjaq
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Re: [REL] Meteors [Re: geminito]
      #2703858 - 06/18/04 07:40 AM

I saw one about 2 (real) days after releasing the mod. I just thought I'd make sure they were really working so I stood outside my house for about 6 minutes, just looking up at a partly cloudy sky. As I was about to give up and go inside for a save and debugging session, an opening in the clouds caught my eye and i thought "If this were really working, it'd look really cool to see it pass through that patch of sky.." Just then I saw one flash right through it!

By default, a number between 1 and 2048 is chosen every night. That number becomes the maximum number of (real) seconds between meteor launches, and a random number of seconds below that number is chosen for every launch. When there is a meteor shower in progress, that number is set between 1 and 100.


There is a global variable that alters the maximum time intervals. It will only take effect after a meteor launches though, as they have a predetermined schedule.

The global variable is: MeteorChance


If I make another version I'll make separate ESPs with different chances, and maybe a few actual Meteorites that strike the ground on extremely rare occasions(heh, would ROCK to have a spell that triggers a massive meteorite shower )

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Re: [REL] Meteors [Re: Shanjaq]
      #2703919 - 06/18/04 08:16 AM

Wow, what a really cool and unique idea, Shanjaq. I'd never even considered this, and even if I had I never would've thought it possible. Just one more thing to add to the depth and awe that makes up modded Morrowind.



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Re: [REL] Meteors [Re: Shanjaq]
      #2705970 - 06/18/04 10:14 PM

Oh and don't forget to add diffrent colors if you can.

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VampyrPrince
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Re: [REL] Meteors [Re: JayProgrammer]
      #2865029 - 07/29/04 04:09 PM

well is there a consol command to trigger a shower cuz i just applyed this bitchen new texture and i wanna see if its half as cool as i think it is

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VampyrPrince
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Re: [REL] Meteors [Re: VampyrPrince]
      #2883137 - 08/03/04 02:00 PM

is there a console command to make the showers work


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Re: [REL] Meteors [Re: VampyrPrince]
      #2908451 - 08/09/04 05:26 PM

*BUMP*

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Re: [REL] Meteors [Re: VampyrPrince]
      #2908594 - 08/09/04 06:03 PM

from the readme:

console variables are:

MeteorChance
(set once every night, determines max time interval. setting to 1 will have meteors firing at least once every second)

ShowerDir
(set to random every night, unless there's a meteor shower in progress. max is 8)




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