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[REL] Lightning strike

PostPosted: Sat May 23, 2009 1:45 pm
by Jac
Title: Lightning Strike

Version: 1.4

Author: Jac

Image

Lightning strike 1_4.7z


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                 The Elder Scrolls III
                       MORROWIND: Lightning Strike

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Index:
1. Summary
2. Features
3. Requirements
4. Installation
5. Using the mod
6. Known Issues
7. Use in other mods
8. Un-installation
9. Credits
10. Contact info
11. Version history

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1. SUMMARY
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You now have a customizable chance of being shocked (hit by lightning) while walking around outside in a thunderstorm. The actual strike place is random, but will only happen in the cell you're currently in.

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2. FEATURES
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The mod has a customizable chance of causing damage to any one in an area of effect while walking in a thunderstorm. The damage and area of effect can be changed by modifying an in game spell or via an included configuration ring. There is a 20 second cool down after a strike to prevent multiple strikes from happening.

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3. REQUIREMENTS
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Morrowind and Tribunal due to a script command used to cause the shock damage.

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4. INSTALLATION
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Extract the file jac_lightning_strike.esp to your main Data Files folder.
Extract the \Data Files\Meshes\Mireneye folder to your Data Files\Meshes folder.
Extract the \Data Files\Textures\Mireneye to your Data Files\Texture folder.
Click the mod in the Morrowind Data Files launcher.

The default chance of being hit is 20%. To change this chance, equip the configuration ring.

You can read more information on how to install mods here: http://www.elderscrolls.com/forums/inde ... &p=1772866

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5. Using the mod
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Just install and walk around in a thunderstorm.

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6. KNOWN ISSUES
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The spell used has an area effect of 5, which means that it will hit anything nearbye when it "strikes".

Magic and/or shock resistance may negate or reduce the damage done by the strikes. Conversely, weakness to shock may increase the damage done. Those using the Atronach birth sign may find the damage absorbed as magic energy. The actual energy absorbed should be minuscule.

Because this mod uses a shock spell to provide the damage, is a shock visual effect when a strike hits.

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7. USE IN OTHER MODS
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Permission is given to use in another mod, but please give me credit and include this readme. You will need to contact C_Mireneye if you wish to use the lightning bolt mesh and texture.

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8. UNINSTALLATION
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Uncheck the mod from the Morrowind launcher and click past any error messages about a script, ring or mesh & texture missing.

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9. CREDITS & THANKS
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Bethesda for creating the game.
Fliggerty for helping with the scripting and suggesting the ExplodeSpell command.
The authors and contributors of the Morrowind Scripting for Dummies manual.
Mireneye for the lightning mesh and texture.

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10. CONTACT
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You may contact me either via email at gulfwulf@gmail.com or via GHF or the official forums under the username "Jac". If you email me, please put "lightning strike" somewhere in the message title or I may delete it as spam.

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11. VERSION HISTORY
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1.0
Initial release.

1.1
Added customizable variable shock chance.

1.2
Fixed the random shock chance function.
Added lightning mesh and texture by Mireneye.
Added a function to randomly place the strikes.
Added one of the thunderstorm sounds to the strike.

1.3
Added a configuration ring. Equip it to set the shock chance and power level.
Added three power levels (light: 1-6 damage; medium: 12-18 damage; heavy: 20-26 damage).

1.3a
Fixed power configuration script.

1.3b
Fixed conflict with my companion mod.

1.4
Added a new lightning mesh and minor fixes by bbslayer.


Screenshots:

Old lightning mesh:
Image Image Image

New mesh:

Image Image Image

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 2:44 pm
by Raflod
Omg Jac, you have a very nice ideas! Really grats, I will defenately use this mod next time I'll play Morro. Maybe in the next version you could also place a "real" lightning visual effect (much bigger), such as the one from Gothic 2 NOTR, the one used by Beliars Claw. Nice job man.

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 3:06 pm
by Dragon_Lance
Nice! I'd rather get fried over my cpu anyday.  :floorlaugh:

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 3:40 pm
by Jac
I don't know how to do vfxes in game, Raflod. I wanted to do that, but it was easier to just let the spell take care of it - this places a ring behind you that casts a custom shock spell. :wink:

Thanks DL>

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 3:58 pm
by TheDaywalker
I really like this mod!!! :punkrock:  Gives you new possibilities for modding. You do a quest, where you accidently or intentionally anger the mighty gods of Tamriel and that increases the percentage of getting fried during the next thunderstorm. But imho 20% is a bit too high, ain't it?! :chinscratch:


TheDaywalker :grin:

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 4:14 pm
by Raflod
Jac wrote:I don't know how to do vfxes in game, Raflod.


I don't think it would be so difficult, if you could recreate a custom similar effect like the little lightning Morro effect, with a 3d editor, then export it as a mesh, then call the PlaceAtPc command and a little local script on the thunder object that makes him disable/setdelete after it's shown. The problem is that I have no idea about how to make that kind of effects for Morro.

But imho 20% is a bit too high, ain't it?!


You are fried every 1:40 minutes (not a sure event but a very probable one). Gods are against the Nerevarine. I suggest a 16%.

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 5:25 pm
by Jac
Well, it's 1 chance out of 5 to get hit. If that's too high, you can always tweak the script. :tongue: If there's enough of a call for it, I'll release another version that's only a 1 in 10 chance to get hit. Anyway, the damage is low and shock resistant items (or abilities) will lower/negate it.

@Raflod: I don't do 3d modeling. If you or somebody else wants to do that, I'll try it out and release it in a new version if it works.

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 6:50 pm
by Fliggerty
Congrats on the release Jac, it looks good!   :twothumbs:

Perhaps you could just have the chances depend upon a global variable that the player can modify to their own liking?

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 8:50 pm
by Tes96
I thought we couldn't change the weather in Morrowind because it was hardcoded into the game? (Perhaps when OpenMW is completed)

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 9:05 pm
by Fliggerty
I don't believe this changes the weather, it simply adds a magical effect during times of specific weather.

Actually with some new MGE functions we can do a lot with the weather now.  :sheo:

Re: [REL] Lightning strike

PostPosted: Sat May 23, 2009 9:14 pm
by Jac
@Tes96: You can change the weather, but only to one of the default types: clear, cloudy, etc. This mod doesn't change the weather, it just causes you to be shocked (hit by lightning) if you wander around outside in a thunderstorm.

@Fligg: would it be possible to use a variable in the random function? For example: set strike_var to Random, chance_var. Or does it have to be a set number?

Re: [REL] Lightning strike

PostPosted: Sun May 24, 2009 4:59 am
by Fliggerty
It has to be a set number.  But you can use math to make this work.

Say the global variable chance is set to 30 for 30%.

Code: Select all
set rand to Random 100

if ( rand <= chance ) ;30% chance of this
    ;do something
endif

Re: [REL] Lightning strike

PostPosted: Sun May 24, 2009 5:37 am
by Jac
Updated download in the first post.

Re: [REL] Lightning strike

PostPosted: Sun May 24, 2009 6:28 am
by Dragon_Lance
Now we just need a "weather girl" mod that can predict weather for the Nerevarine  :sheo: .

Re: [REL] Lightning strike

PostPosted: Sun May 24, 2009 6:32 pm
by Fliggerty
Lightning rods for sale!  Redirect that potentially fatal strike of lightning towards the nearest dreamer!  Only 12 gp apiece!

Re: [REL] Lightning strike

PostPosted: Thu May 28, 2009 4:23 am
by Lady Godiva
What an awesome idea! I would never have thought of this myself and yet I really like it! I think Fligg is onto a winner also, by suggesting that the player can buy a lightning rod to redirect the stike to a nearby enemy. That way, this mod would be krytonite to a new player (like so many things) but less relevant to someone who had found where to buy the rods and had the money to pay for them. Then this would become an aid, rather than a hindrance. I really, really like both ideas!

Re: [REL] Lightning strike

PostPosted: Thu Jun 04, 2009 1:30 am
by Mireneye
I have a mesh ready and at least one texture. Been thinking of animating the bastard & make it billboard, but not for now. I was gonna do the same for Hexagonica but if it can be made into a general mod, then that is much better.

Awesome idea Jac!

Here's the model & texture:
http://www.2shared.com/file/6095172/d27 ... ir_RL.html

I hope it is also possible to make lightning strike, not only the player, but for artistic value as well. Other future additions could be enabling the player to use the lightning to his advantage to hurt others. hehe.

Re: [REL] Lightning strike

PostPosted: Sun Jun 07, 2009 6:53 am
by Jac
Thanks, Mireneye. It'll be awhile before I get back to this, but I'll take a look at your mesh to see if it'll be difficult to implement it.

I added a new beta to the first post, it seems that I had the wrong symbol in the script and it was striking indoors instead of outside. :oops: That should be fixed now.

Re: [BETA] Lightning strike

PostPosted: Sun Jun 07, 2009 6:10 pm
by Michael Valentine
Really nice REL Jac. :D Looking forward to your next works.

Re: [BETA] Lightning strike

PostPosted: Wed Jun 10, 2009 5:54 pm
by Jac
Fligg, I had a request for the ring to appear in random spots around the player versuses behind them all of the time. Is there a way to do that without MWSE? If not, I don't mind using MWSE, but I'll need a script regardless. Thanks.

Re: [BETA] Lightning strike

PostPosted: Wed Jun 10, 2009 6:00 pm
by Skydye
Cool idea Jac.

What would happen if you were in ash storm?  Can it be used to summons something?

Re: [BETA] Lightning strike

PostPosted: Wed Jun 10, 2009 6:20 pm
by Jac
Do you mean like a corprus stalker? I could do that, but that would either be an add-on or a totally different mod. I'd rather have the random placement script before I tackled that because the creature would be put in the same place in regards to the player each time.

Re: [BETA] Lightning strike

PostPosted: Wed Jun 10, 2009 8:21 pm
by Fliggerty
That script will be simple.  I'll write up a snippet as soon as I get a chance.

Re: [BETA] Lightning strike

PostPosted: Thu Jun 11, 2009 12:10 pm
by Jusey1
Nice I have to say but Can ya mak this into a castable spell?? cause thtll be fun to use in a pack of guards hehehe..

Re: [BETA] Lightning strike

PostPosted: Thu Jun 11, 2009 5:53 pm
by Jac
@Fligg: Thanks.

@Jusey1: I will not because that is beyond the scope of this mod. If you want such a spell, you'll need to make it yourself.