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REL Better Telekinesis

PostPosted: Mon Feb 02, 2009 1:03 pm
by Fliggerty
Title: Better Telekinesis
Author:  Fliggerty



Readme:
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    The Elder Scrolls III
          MORROWIND:
       Better Telekinesis

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Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Thanks
8. Copyright


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    1. PLUGIN DESCRIPTION

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     TITLE:   Better Telekinesis        
     VERSION: 1.0

     PLUG-IN TYPE: Tweak
     
     BY:       Fliggerty
     CONTACT:  http://www.fliggerty.com
     
The first time I used telekinesis I was excited to see things move through the air
on the wings of magicka.  Obviously I was sorely disappointed.

Better Telekinesis makes the telekinesis spell effect...well...better.  Now when you
activate an object across the room, it will be magically propelled towards you until it
is within reach, then you can grab it.

This mod is dependent upon Morrowind Script Extender (MWSE) v0.9.2 or later, or MGE v3 or later.


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    2. INSTALLING THE PLUGIN

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To install the plugin, unzip the files into the Morrowind/Data Files
directory.  

REQUIREMENTS: Morrowind, Bloodmoon, Tribunal, Morrowind Script Extender (v0.9.2 or later)


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    3. PLAYING THE PLUGIN

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From the Morrowind Launcher, select Data Files and check the box
next to the Better Telekinesis.esp file.
Launch Morrowind via the MWSE shortcut.


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    4. PLUGIN FEATURES

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-- Items will move magically through the air when you use telekinesis on them.


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    5. PLUGIN VERSION

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v1.0
Initial release


I hope you'll enjoy playing this mod. Please direct comments, suggestions,
bug reports, questions to : fliggerty@fliggerty.com


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    6. CONFLICTS

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I have tried to avoid any conflicts with any common mods.  I may have missed something
here or there, if I did please let me know!


Please reports any bugs or problems at <a href="http://www.fliggerty.com/">Great House Fliggerty.</a>

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    7. THANKS

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Too many right now.  Still compiling the list.
But to start it off:

ps33: Always my scripting mentor.  While having nothing directly to do with this mod,
nevertheless I would not have known how to use MWSE without his infinite patience and support.
FreshFish: For giving us MWSE.
CDCooley: For continuing the support of MWSE
Tonto: Originally used this idea in MWE Telekinesis; that mod never worked for me, but inspired me.
Bryss Phoenix: As always, infinite support and patience!
Everybody else who has always been supportive of modders in general.


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    8. COPYRIGHT

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This plugin is freely modifiable, as long as this readme
file accompanies it and credit is given to the original author. But please remember
that not everything here is my work.  Refer to section 7.THANKS.  By downloading
and running this plugin, you acknowledge the following :

- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
 damage to your game saves, operating system, computer, etc,
 when using this plugin.  

NOTE: Please do not upload any of my plugins for distribution without my permission.  I strongly prefer to have
access to everywhere that my work is hosted so that I can update and maintain all of it.

Re: REL Better Telekinesis

PostPosted: Mon Feb 02, 2009 1:20 pm
by TheDaywalker
This is totally awesome Fligg, could you get that work on NPCs too? Thinking of using telekinesis to move enemies through the air and let them drop into lava or traps. There are so many possibilities to use this!!! :hoorah:


TheDaywalker :grin:

Re: REL Better Telekinesis

PostPosted: Mon Feb 02, 2009 1:40 pm
by Sandman101
:yourock:  Awesome Fliggerty!

Re: REL Better Telekinesis

PostPosted: Mon Feb 02, 2009 2:46 pm
by silver_fox_rival
I will be dl'ing this when I get back on my PC! :hoorah:  :bananacheer:  I've always thought it should been that way all along. :wink:

Re: REL Better Telekinesis

PostPosted: Mon Feb 02, 2009 9:51 pm
by Dragon_Lance
:speechless:

Re: REL Better Telekinesis

PostPosted: Wed Feb 04, 2009 10:54 pm
by Fliggerty
I've made a small but crucial update to this.

v1.1

--Fixed bug that prevented you from later picking up an object you
had previously targeted while telekinesis was active.

Re: REL Better Telekinesis

PostPosted: Thu Feb 05, 2009 12:45 pm
by Chazz of Blades
Is there any real reason that this mod is exactly like one thats on MWMythicMods? And has been there for years? Well, the way it plays anyway.

Re: REL Better Telekinesis

PostPosted: Thu Feb 05, 2009 5:39 pm
by Fliggerty
Yeah, this one works.  That one only seemed to work for a few people, not to mention it had the bug that I fixed yesterday.

Re: REL Better Telekinesis

PostPosted: Thu Feb 12, 2009 3:00 pm
by Raflod
If you want an artistic advice, add a relaxing sound effect while moving the object, similar to the one from Gothic telekinesis, I mean something interesting, and a little gentle pinch of gravity effect: get player's z position, when object comes to destination, let it fall down till the mentioned z value. For a fainty maximum pinch of art, use the gravity acceleration constant, the beautiful 9,8. I know, only me could do such a useless thing in a mod. But it's artistic. And it prevents you from having objects floating in the air (if you consider it non-artistic :P)

Re: REL Better Telekinesis

PostPosted: Sun Mar 07, 2010 3:57 pm
by jugglemonkey
Brilliant addition to the game :)

Is there any way to change which button the mod uses as the activate key? I didn't like the default controls, so I mapped E as activate and space as jump, so it looks a tad odd having to jump to make things float towards you :P