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Ash Storms & Red Mountain

Submitted by Dave B on
Let's not tromple over Hashmi's Citadel Dagoth thread talking about Ash Storms. Red Mountain is a "Region" of Morrowind, and weather can be set by region. So, I will create a 2nd type of Ash Storm with the existing red tint and call that somethng like "Blight Storm". Then I will restore the regular Ash Storms to what they were before I turned them red. As far as I know, it is not possible to reset the weather by region within the same mod, meaning that Ash Storms inside Red Mountain will Always be red. If I am wrong about this, please by all means correct me. I can slso set the weather inside this region to be foggy with a red tint for the Blight, except I am not very good with graphics so if somebody would help me out with this I would appreciate it.
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Last edited by Dave B on 28 Mar 2011 - 16:48.

Well, I think this converts all ash storms to red. I had a red ash storm in Ald Ruhn. It was only red inside the ghostfence in Morrowind. It was ALWAYS yellowish out Ghostfence.

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Ash Storms were retextured to Red in v025 by Haldur. There was a discussion about it and nobody said that they were NOT supposed to be red, so I included it.
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Hehe, I sometimes forget you didn't play morrowind. YOu should at least check it our for a week or something tough. Whatever, you can fix it in the next update...

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I'm more than happy to recolor the ash storms again. It has been a while since I last played Morrowind, and I didn't remember exactly how the ash storm color behaved in different parts of Vvardenfell. So Darth South you're right, they should be yellow/brown outside the Ghostfence, and red inside it. But because there is no way to make ash storms come in different colors inside and outside the ghostfence (or is there?), then I think it would be better if the ash storms were yellow/brown, because you spend much more time in the game outside the ghostfence than inside.

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Well If you can do two different ash storms(Which I think should be possible with my limited CS knowladge), than okay; but I still think that if you can not do that, you can prevent ash storms occuring inside the ghostfence and setting the weather to Oblivion Realm. By the way here is the REd MOuntain weather table from UESP.

 

● Red Mountain Weather Table ●
● Clear 0% ● Thunder 0%
● Cloudy 0% ● Foggy 0%
● Ash 0% ● Blight 100%
● Overcast 0% ● Rain 0%
● Snow 0% ● Blizzard 0%
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I looked in the CS and found out that it is very easy to make the ash storms come in different colors inside and outside the ghostfence. I will fix this issue, if that's okay with you. I also made a retexture to the ash storms themselves, take a look at these two photos. I'm not sure if this retexture is already included in the current version of Morroblivion, because I included it in downloadable file a while later when I published the recoloring of the ashstorms.

I replaced them from this:

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=stormtextureold.jpg

to this:

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=stormtexturenew.jpg

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Ok I got it working now, outside they are light brown, and inside red. I'm now fine tuning the colors, I'll upload the ash storm improvement v1.1 sometime today.

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Dude, that is seriously like 100X better than before. Great work! Those floating little circle things always bothered the crap outta me....

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Here they are. I uploaded these images so that you can say your opinion about the colors before I release them.

Blight storm:

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=blightstormred-1.jpg

Ash storm:

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=ashstormbrown-1.jpg

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Since I hear no comments, here is a link to the Ash&BlightStorms:

http://www.mediafire.com/file/zlrgycbj7o71myn/Ash%26BlightStorms.rar

It replaces the texture and makes the storms appear brown outside the ghostfence, and red inside.

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They're very good! I don't believe it can be done better.

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There has to be a way to have the weather appear different in a region after completing a certain quest. This happens within oblivion, when you get near an oblivion gate the sky turns red and stormy, and after the gate has been closed that doesn't happen anymore.

 

..I've played morrowind but I never finished it. Are the blight storms supposed to go away after you finish the main quest?

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Weather around oblivion gates is set temporarily by a script using the Setweather or Forceweather command (a clip of the script "obliviongaterandomscript", as found in the CS):

; make sure weather is eeeevil gate weather
        if getiscurrentweather OblivionStormTamriel == 0
            if getdistance player < 4000
                if MQ00.nearOblivionGate == 0 && getdistance player < 1000
                    ; this should only happen when I come out an Oblivion gate into Tamriel -- I'm suddenly close but the "near" variable hasn't been set
                    forceweather OblivionStormTamriel 1
                else
                    setweather OblivionStormTamriel 1
                endif
                set MQ00.nearOblivionGate to GetSelf
            endif
        else
            if getdistance player > 5000 && MQ00.nearOblivionGate == GetSelf
                set MQ00.nearOblivionGate to 0
                ReleaseWeatherOverride
            endif
        endif

It is completely different than totally changing the climate, so that many types of weather occur inside a specific region. I'm not saying it can't be done, there sure has to be a way. At least I hope so.

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^ Something similar might be used. Since levitation is not present in the game ... and the ghostgate is the only way in (well maybe there are some secre entances as well ... but anyways) you could perhaps add a collision detector on the ghostgate ... which forces blight weather when you pass through it ... and returns it to normal when you collide with it a second time.

It can probably also be exended to the secret entrances.

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I haven't taken the time to learn much about script writing yet, but it seems like there aught to be one to check what region you are currently in. Having the mountain set up with normal weather, but with a script that changes it to the blight storm if you come into the region before completing whatever needs to be completed to fix it, might be the best solution.

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The Ash & Blight Storms are Wonderful, Haldur! Thank you. Since I obviously don't know anything about this, and don't want to repeat the mistake: 1. Is it Always supposed to be stormy on Red Mountain? 2. Is it supposed to have the screaching wind for Ash and Blight Storms? The screaching wind seems a little obnoxious, like it would get very annoying after a while. Does anybody know how to lower the volume of special effects? I am at a loss with how the controls work or what they mean. It is not possible that I am aware of, either in vanilla or OBSE, to tell what exterior cell you are in, or what Region. Weather resets automatically any time there is fast travel, and any time one spends a good deal of time in an interior cell. So, putting one trigger by the ghostfence would not be enough. There would need to be triggers around all map markers, and around all exits. It is possible for a mod to override basic climate settings with it's own, but not to dynamically change them based on circumstances.
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Whatever solution you implement, I would strive to make it forward-compatable with levitation.

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There is currently a workaround for Levitaion that is playable and 100% reliable. To say that there is No Levitation is not strictly true. I do not understand everybody's preoccupation with this. It works. Lets move on to other things that we CAN get working properly, like a whole page full of help requested topics... However, there is nothing that will make scripting compatible with jumping over the ghostfence at any point.
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No need to get snippy. If the blight is supposed to last forever than yes it works fine the way it is, but if it is supposed to go away eventually and we don't have anything in place for this to happen than no, it needs to be fixed. It's a perfectly reasonable discussion.
Regarding scripting: http://cs.elderscrolls.com/constwiki/index.php/GetFirstRef
As I said I don't have a lot of scripting experience, but here I'm seeing potential for a script that checks your current region. I'm not saying it needs to be jumped on right now, I'm just saying it appears to be possible.

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I don't have any scripting experience so I won't be able to answer. Red Mountain is blighty(Did I invented a new weather condition?) till the end of the main quest. Even Azura says at Morrowind outro that Blight is gone. However I can't remember if ash storms takes the place of Blight at Red Mountain Region. It probably does tough.

 

However I can remember my first step out of Red Mountain after the MQ. It really felt like I DID IT! After fighting with dozens of ash monsters, zombies and vampires; and even DAGOTH UR himself. It was very good to see sun rising at Red Mountain.

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I don't have any scripting experience so I won't be able to answer. Red Mountain is blighty(Did I invented a new weather condition?) till the end of the main quest. Even Azura says at Morrowind outro that Blight is gone. However I can't remember if ash storms takes the place of Blight at Red Mountain Region. It probably does tough.

 

However I can remember my first step out of Red Mountain after the MQ. It really felt like I DID IT! After fighting with dozens of ash monsters, zombies and vampires; and even DAGOTH UR himself. It was very good to see sun rising at Red Mountain.

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Darth South: "However I can remember my first step out of Red Mountain after the MQ. It really felt like I DID IT! After fighting with dozens of ash monsters, zombies and vampires; and even DAGOTH UR himself. It was very good to see sun rising at Red Mountain."

Amen, man, I definitely know what you mean. After always running through ashstorms, especially the hardcore ones around Red Mountain, it's an awesome feeling walking out of Red Mountain with clear blue sunny skies.

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"Once you exit you should be greeted to a nice clear sky. No more blight, no more ash storms, although some creatures might still be affected. With the Heart of Lorkhan severed, any remaining Ash Vampire will perish in his lair, pick up any of their artifacts if you like. Minor Dagoth are not affected by this though, but Sleepers in towns will awake from their nightmare."

 

So it looks like a lot of things change when you finish the main quest. I don't know how many of these are already in affect, I'm not doing any quest modding at the moment, but we should keep all of these in mind as goals to achieve the full effect of your victory over dagoth.

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Here is the content of the endgame script in original morrowind.  It changes the weather and kills the other Dagoths.

begin EndGame

;does all the stuff for ending the game in the heart chamber.
;global script is run from heart room when you get near either of two buckets (script DagothDoorDetector)

        journal C3_DestroyDagoth 20     ;several things in game react to this, including ghostfence
       
;        "heart_Akulakhan"->PlayGroup, Death1 -- should already have played when it died
        "in_akulakhan00"->PlayGroup, Death1
        "in_dagoth_bridge00"->PlayGroup, Death1
       
        ;Todd, commenting out for now until Gary gets the correct ones in
        "blight cloud"->Disable        ;this is the big object outside
   
        ModRegion "Red Mountain Region" 50 50 0 0 0 0 0 0
        ChangeWeather "Red Mountain Region" 0
       
        ;set ash vampires and such to health of 0
        "Dagoth_Ur_2"->SetHealth 0
        "Dagoth Uthol"->SetHealth 0
        "Dagoth Vemyn"->SetHealth 0       
        "Dagoth Endus"->SetHealth 0
        "Dagoth Odros"->SetHealth 0
        "Dagoth Tureynul"->SetHealth 0
        "Dagoth Gilvoth"->SetHealth 0
        "Dagoth Araynys"->SetHealth 0

        EnableTeleporting

        set DestroyBlight to -1        ;global variable

        Player->ModReputation 10        ;gives the player reputation reward

        StopScript EndGame            ;script kills itself

end EndGame

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The two commands that we would need out of here, "ModRegion" and "ChangeWeather" are not available in Oblivion. As far as I know there is no way to change the weather other than a mod overriding the game (once, not dynamically). I helped somebody do some reasearch on this on Nexus once, and nobody there chimed in with any great ideas. I am going to place a few trigger zones around the area that "ForceWeather Clear 1" after the main quest. It won't be perfect, but will be better than nothing. The "1" at the end tells Oblivion not to change naturally, but this only works until the player Fast-Travels, or spends some time indoors, then it resets.
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Since Red Mountain has its own individual climate, couldn't you just use GetCurrentClimateID to check whether or not you're on red mountain and use a quest script to force the weather instead of trigger zones?

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I am not sure you've understood correctly( I might have understood you wrongly). Problem is not setting the wheather from the beginning of the game. Problem is changing it in the middle of the game.

 

Blight goes away(red fog in Red Mountain) after the main quest is finishedç

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There is no way to tell that you are on Red Mountain in Oblivion. But yes, that would certainly be much better and more secure if I could force the weather in a script. I have never used OBSE, so maybe there is a command I am not aware of, but as far as I know, you can only determine location of interior cells with any reliability.
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I see in the CS that Red Mountain has its own individual climate, and I see that there is a function for checking the current climate of the place you are in. It seems to be a work around for determining whether or not you are in the region.
I know this is pretty much exactly what I said before but as you didn't address it directly I wasn't sure if you understood.
Since then though I think I've discovered a better way. There is a reason that all cities in Oblivion  have a dummy interior cell of the same name.

The function GetInCell requires that you provide a valid interior cell name, but returns true if the cell you are currently in BEGINS with that name, not if it is that name exactly. I had noticed that the cities in Morroblivion have these dummy cells in place as well, so I just tested it by walking out into Caldera and trying "player.getincell Caldera" and it returned true, despite the fact that I was currently in exterior cell "Caldera01".  If you have a dummy interior cell named RedMountain and all of the exterior cells that are part of that region begin with RedMountain you can use this test.
I would recommend having a dynamic climate in place for when the quest is over and overiding it with blight in a script when appropriate.

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NONE of the Exterior Cells around Red Mountain are called "RedMountain," let alone ALL of them. However, I just realized that with Haldur's new addition, the "AshStormBlight" is unique; it ONLY happens in the Red Mountain Region, so it will be easy to check if that is the current weather, and if after the main quest, force it to clear.
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..yes I know that none of them are currently named that, I was offering a solution.

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I installed v027 and the new additional support files, and found out that the new texture for the ash & blight storms is not included. The colors are working fine though.

The new texture should replace the file \textures\sky\0aamwdustcloud.dds , this would remove the large pixels from the storms.

The texture still looks like this (the storm colors in these pictures are outdated, ignore them):

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=stormtextureold.jpg

Instead of this:

http://s96.photobucket.com/albums/l182/AfroCurre/?action=view&current=stormtexturenew.jpg

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Is it possible to remove some weather effects? like the duststorm? because its buggy :/

Edit: maybe it was the Bonemold armor.... I installed the Bonemold Armor Replacement for Vvardenfell Imports and that buggy purple thing (i dont know what i can call it) disappeared

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