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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
Loc: Red Mountain
[WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's)
      #2980615 - 08/28/04 08:17 PM

(The reason it says "sort of" up there is because I haven't actually started work on it, other than brainstorming, because my computer is messed up right now and I can't access my CS, but I thought I'd post here anyways, to see what support I could get.)

I've been working on an idea for a while about a new mage's guild that focuses on the elements. ALL the elements, not just the ones in the vanilla game-some of you have probably seen my other thread about new spell effects. But, as I didn't get too many feasable ideas for new spell effects and have close to no ideas for quests, I decided to put all the spells for that along with a few others I came up with into a generic "gimme the stuff" type plugin. There will be one quest to get a house, but that'll be it. I am still planning to put together the guild, but it will have to wait for a while until I get sufficient material.

New Spells so far:
(Note: Not all of these may work, so don't flame me if it comes out and some of these effects aren't in there)

Barrier
---------
Creates a mostly invisible, impenetrable barrier about five feet or so around the player that outside objects cannot penetrate, but which the player can still cast spells and shoot through. It will be deleted when the player walks through it.

Column of Flame
---------------------
Creates a column of flame (go figure) around the player, damaging any who come in close contact with him/her, while leaving the player unscathed. Note: looking for a way for it to do fire damage. Suggestions welcome.

Drop Flare
-------------
Exactly as the name implies. Drops a flare at the player's feet, pointing slightly in the direction they are facing. Once placed, the flare can be disabled.

Chain Lightning
--------------------
Creates a "wave" of shock explosions in front of the player. Instead of stopping at the first target it hits, it will hit every target in a line. The line will have four bolts per second, so the range depends on the duration of the spell. Will use a new spell effect, so this one will be customizable using spellmaking.

Mud Bomb
-------------
Creates a rock a the player's feet which will then "roll" forward and explode upward in a column of damaging mud.

Encase in Ice
-----------------
Whoever is hit with this spell gets encased in a block of ice, paralyzing them. The block can be destroyed by damage, and will have a weakness to fire.

Ice Pathway
----------------
Conjures a storm above the players head (shock damage 0) and freezes the rain below the players feet, creating a small pathway for them to walk on which will disappear after five seconds. Useful as a replacement for levitation or waterwalking with a barrier between you and those pesky slaughterfish.

Static Impulses (for lack of better name)
--------------------
Infuses the player with an electrical entity, dealing shock damage to any sea creature within a set distance. Note: will put a script on undersea creatures such as dreughs and slaughterfish, and will NOT affect new underwater creatures.

Enhanced Turn Undead
------------------------------
Deals high damage to undead creatures including corprus beasts and vampires while not affecting other creatures/NPCs. Note: Will probably put a script on these creatures, and as such will not affect added undead, corprus, or vampires. This and the Static Impulses are probably the two most likely to be left out, due to this.

Turn Skeletal
-----------------
When an NPC dies, if they have this effect on them, they disabled and will be resurrected as a skeleton. The skeletons will use hand-to-hand based on their previous form's hand-to-hand skill, or use an "Ethereal Blade" if I can't get the hand-to-hand to work correctly. Note: I am also looking for beast-skeleton models for Kahjiits and Argonians.

Turn Ethereal
-----------------
Similar to Turn Skeletal, except the NPC will not be disabled and will instead be resurrected as a ghost who uses magic (magicka will be based upon previous form's magicka). No new models needed for this one.

Meteor Shower
--------------------
Conjurs a random amount of meteors (8-13) which fall in front of the player, pretty much obliterating anything they hit. To make the scripts simpler, and to balance it a bit, it isn't a cast-on-target spell. You have to be careful that you time it right and don't run forward because the meteors will fall a set distance in front of you and if you run forward you could get hit and kill yourself.

Gust of Wind
-----------------
Lifts up target, having them fall and damage themselves. Not too practical, as it really isn't that much damage, but an interesting concept.


There will be various new NPCs scattered around the continent selling these spells, and each will have a part in the quest for the new house. The house will be a Mage's Tower, with only the essential facilities. No uber-storage or such, but it will have an alchemy and enchanting lab, as well as a few other functions to be released later.

Suggestions are very, very welcome.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

Edited by The_Silent_Pyro (08/28/04 09:23 PM)

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ninjagaidan1
Curate

Reged: 02/28/04
Posts: 886
Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2980677 - 08/28/04 08:34 PM

this sounds like scripting and modeling hell.

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Xain
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2980753 - 08/28/04 08:53 PM

Sounds pretty good. Might I suggest some ideas?
How about slowing down/speeding up time, with matrixy effects? I think it would also be cool to lift up npcs and drop them, dealing damage to them. Sorta like gravity magic.

--------------------
-----------------------------------------------------------
It is quicker to go through your opponent than around him
-----------------------------------------------------------

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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: Xain]
      #2980825 - 08/28/04 09:07 PM

You should really see if you can actually do this stuff before you hype it. No offense to you of course but it would take some complex scripts to do this.

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: ]
      #2980858 - 08/28/04 09:18 PM

I know it would take some complex scripting; I have thought about it long and hard and I have figured most of it out, undoubtedly with a few minor bugs that I am sure are fixable. I am not a n00b at scripting, and am not afraid of asking for help on the construction set forums if need be (have done already, got some ideas there).

Lifting up the NPCs is an idea I had, but just forgot to include. Problem is: I don't want the NPC to just suddenly appear ten feet above where they used to be, have to figure out a way to have them move there. Changing original post now anyway.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

Edited by The_Silent_Pyro (08/28/04 09:24 PM)

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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2980892 - 08/28/04 09:26 PM

Hmm... How do you plan on lifting NPC's? I understand that you would apply a script to them but how would you apply that script? How would you detect if the NPC has been hit with your spell without having to put a script on every NPC in the game? I'm curious.

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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: ]
      #2980910 - 08/28/04 09:31 PM

some of the spells may be a bit over-powered especially that barrier which allows your spells to pass though but nothing else. If you balance this properly it would be a great mod. Koodoes and keep up the good work.

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: ]
      #2980939 - 08/28/04 09:40 PM

Blues-Working on it. I'm thinking that I'll use a method similar to the one used in NPC Soultrapping-that effects all NPCs, I believe. But, as I said before, my computer is bugged out, so I can't see how they did this. Could someone tell me? But if you would like to reveal this information to me, either PM me or post it in the CS forums under something like Affecting All NPCs, just to keep this thread relatively uncluttered.

Yes, I know some of them may seem a bit unbalancing, I plan on balancing them out, and again I am open to suggestions on how to do this.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2980952 - 08/28/04 09:43 PM

I beleive the NPC soultrapping did it through detecting the hit noises that each race makes and then once it hears the death noise from a specific race while the soultrap spell is going it makes a soulgem with that race's id. I dont think it would work with specific NPCs.

However, in mods like Combat Enhanced and Vampire Embrace the authors seem to have worked out ways to apply scripts to NPCs when they get attacked. I dont know how they did it though.

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The_Silent_Pyro
Acolyte

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Posts: 124
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: ]
      #2980968 - 08/28/04 09:48 PM

Combat Enhanced did it through an outside program, not going to mess with those. Vampire embrace also did it through hit noises. I forgot, somehow, that NPC soultrapping worked like it did (on death). That's how the turn skeletal and turn ethereal spells are going to work. Now that I think about it, the gust think really isn't all that feasible, unless the idea I just got would work...(goes off to hide in a corner with a notepad and pencil to write scripts)

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
Loc: Red Mountain
Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2982623 - 08/29/04 10:45 AM

BUMP

Here's a link to the old thread: clickey clickey!

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

Edited by The_Silent_Pyro (08/29/04 10:47 AM)

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Melchya
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2982663 - 08/29/04 11:02 AM

I gotta say... some of these spells sounds kinda like from Warcraft 3
but it's cool anyway... it is possible for all i know, but it's gonna be some hard earned scripting to make it work good

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: Melchya]
      #2982677 - 08/29/04 11:08 AM

Yes, the scripting will be tough, but I believe I can do it. That's what'll make this a good mod. One question: how did MadMax do the scripts on the cannon in Fishing Academy so that he had an item fly straight forward? I would check it out myself, but my CS is still down (sorry guys, you have to wait a bit still before this comes out). Hopefully it'll be fixed within a week or so. Also: I'm looking for a good modelor. Anyone willing to help? I have someone who offered, but I haven't heard from them in a while.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2984294 - 08/29/04 06:50 PM

Can anyone help me with this? I need a modder, info on how MadMax did his scripts, suggestions on how to balance the effects, and suggestions for more spell effects.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

Edited by The_Silent_Pyro (08/29/04 06:51 PM)

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scifiguy52
Disciple

Reged: 01/29/04
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Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2984305 - 08/29/04 06:53 PM

gust could work by creating an invisible platform under the target, then going up amount of time depends on speed, then removing the platform so they fall to there death, infact, that could also be used as a force push, creae an invisible wall, then moveing it foward at a high speed

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
Loc: Red Mountain
Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: scifiguy52]
      #2987595 - 08/30/04 06:09 PM

Thanks Scifiguy! Forgot about that function, although I was planning on using it in another script.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

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The_Silent_Pyro
Acolyte

Reged: 08/15/04
Posts: 124
Loc: Red Mountain
Re: [WIP (sort of)] NEW Scripted Spells (Nothing to do with Cortex's) [Re: The_Silent_Pyro]
      #2987618 - 08/30/04 06:15 PM

A few more effects:

Cyclone
----------
Creates a twister in front of the player which will wander randomly and damage all that it touches. Will use new effect, so duration can be customized.

Windwalk
-----------
A new kind of teleport spell, only to be used outside. It will move you to one of four preset points, North, South, East, or West, depending on which general direction you are facing (if scripts will work).


Also, I have decided to completely remove the Enhanced Turn Undead and Static Impulses effects from my sgenda, as I don't want this to conflict with too many other mods, and they are really too limited anyways.

--------------------
Never laugh at a live dragon.
--Bilbo Baggins, There and Back Again: a Hobbit's Tale (a.k.a. The Hobbit)

Nerds rule the world. No one else knows it yet.

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