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[RELZ/WIP] Morrowind Spell Book

Submitted by Ice on

I started playing Midas Magic recently. The mod is what it's cracked up to be. It's very cool, adding over 290 spells to the game. The downside to all these awsome spells is that it can be really annoying to search for a spell in that huge long list. Out of curiosity to see if I could / for fun I made a mod that allows you to change 'spell books'. It lets you 'hide' all of your midas spells or all of your non-midas spells so you can navigate shorter lists.

Then I thought: Man, this would be cool to do for Morroblivion. 

This mod that lets you hide all of your oblivion or all of your morrowind spells. You can also show either group by school: meaning you could show all of your morrowind conjuration, alteration spells and all of your oblivion restoration spells. This would let you do something that seems to me to be at the heart of Morroblivion: letting you play the two games more seperatly while still being able to transfer back and forth at any time. You could use only morrowind spells in morrowind and still have your cyrodiilian spells for when you returned to the mainland...

Here it is as a completed mod. (I'd love testing feedback). I'll message David and see if he wants to add it to the esm, but I assume it will just be a mod.

Cheers!

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Last edited by Ice on 9 Aug 2011 - 14:56.

That sounds like a neat idea. As an optional mod this would be pretty cool. I think you should go for it.

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Thanks Seferoth!

Its weird because I poked around and adapted my Midas script to morro. It worked fine for midas, but the adapted esp/ script isn't working at all for morro. I'll look at it tommorrow, but here it is in case someone wants to look at it. :)

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It's done! First post is edited. :D

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Did some testing and it works greatly. I do have a few suggestions though. It could be great if you could add additional "Morrowind Spellbook" to Cyrodiil aswell(i usually start at Cyrodiil and i really want to hide those Morrowind starter spells). Also, it could be nice that if you could change the spell to lesser power(i think the spell would be easier to find this way). Its a great mod and will come in handy when playing with a Wizard that has few hundred spells :) . Anyway, thanks for making this.

ps: There is a small typo in your mods title at Tesnexus. Morroblivion is typed Moroblivion. I thought to let you know.

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Coool - congrats on another release iceburg333! :)

You are quite prolific in your modding!

Say, I had made a request the other day in trying to make all the "well" references in Morroblivion point to the COBL well - see post here - I have no clue where to start, and I don't even have the CS. Is this somthing you can look into as well f you feel like it?

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Seferoth: Duuude. Thank you for that post.  I didn't do a ton of testing, so its really releaving to hear it worked for you. I also think your changes are really smart. I changed the typo- that was a big one; it could make it so that people don't see it when they search. I added a book to the wall of the exterior of that first Chargen sewer; that was a good call. I also made both the Morroblivion and the Midas Spell Swappers both Lesser Powers. That really made sense. Thanks man!

 

Anithinks: Thanks man :D That post made my day. I use / love Cobl, but I don't know if I've heard of this well thing. I guess because I've never gotten into the 'realism' modding scene. I like the idea that my guy sleeps 1 hour a month and never needs to pee, even though it isn't realistic at all. ;)

Okay so I downloaded the mod and kind of slapped it into my data folder. I'm going to see if they attatch a script to well's or whats up....

I went to edit> find text, went to the objects tab and sorted by type. I found a  bunch of Cobwater.... stuff. Most of them had scripts like this

";--DO NOT ADD OR REMOVE VARIABLES WHEN MODIFYING THIS SCRIPT!

;  This script is designed to be overridden by thirst mods. HOWEVER, such mods 

;  should not add or remove any variables (even tempoarily) or CTDS and other

;  strange behavior may result. 

;

;  For more information, see: 

;  http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding

 

;--VERSION HISTORY

;  v0.03 First version.

 

scn cobWaterWellOS

;--Unlimited water source like water well, pump or fountain."

I think if we add these scripts to the wells in morroblivion then it *should work.

Could you point me toward where a well would be that does work, and where another one is that doesn't work? Hopefully I could replace the root object that doesn't work with the root that does. / attach the scripts to the other wells... :)

Ya, I need to see one of the wells in morroblivion to go any further I think...

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I tryed my best to find that "Morrowind Spellbook"(Cyrodiil Version) at outside of that tutorial dungeon(first exterior after Chargen dungeon), but i could not find it. What wall you exactly mean? I must be blind :)

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@iceburg333: Thanks for considering my request :)

I know there is a "Morroblivion" well in Pelagiad across  the inn. Per Refscope:

Static 010C00E6
Defined in Morrowind_ob.esm

If this can be made a water source similar to the COBL well, the thirst mods will be fine with it, I think.

I am not sure if all the Morroblivion wells have the same RefID though.

Not to clog up this thread, maybe you can create a  new WIPz thread if you feel like it?

 

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Its such a small little paper. You know the sewere exit by the dock, across the water is that Vivern Alyied ruin (spelled that name wrong, starts with a V)?

If you exit out that sewer and the sewer gate is at your back, turn right until you are facing the gate where you came from. On the wall to the left of the gate (the stone part) is the paper.

Give me a sec, I'll find it in my game, take a pic, and then upload it to nexus. ;)

Alright, its done. Apparantly the note didn't stick to the wall as I had planned and fell to the floor... Check out the pictures, they should help you.

Also, I added you to my credits for testing and making those good suggestions. Thanks Seferoth!

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Great, still i am quite sure i did check that spot, but like i said...i seem to be blind :)

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@iceburg333, see also my earlier post.

I just opened Morrowind_ob.esm in TES4Edit, and searched for well manually in the static names. Here are some staic objects that are wells:

010C00EA

010C00E6

010C0066

 

Wow! There are so few wells in morrowind? AM I missing something, or are the same statics used klesewhere too (I have no clue about modding you see). Maybe if there are no well elsewhere, your mod can add a well to each village/town and city, so that it becomes realistic that people actually drink? You can use the same static and clone it I guess.

 

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It seems that i was not blind, i was a brainless as brainless brainpie. I somehow managed to download the first version of this mod(facepalm) twice, so it was not a suprise that "Morrowind Spellbook" didnt appear near the sewers. Everything works perfectly now, so kudos for you, and i will give an endorsement for this mod at Tesnexus too :)

@anithinks

Yeah, Morrowind does not have that many wells. Cloning those wells and then adding them all over(where it would be realistic) is good idea. Also i like the idea that this matter could use its own topic.

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Seferoth: if it isn't where the picture shows it to be, try unchecking the mod, making a save, and then rechecking the mod... Maybe you ran into it and sent it flying or something... Let me know if you don't find it. ;)

Anithinks: Weeird. Okay lets see here...

I'm not sure what I can do with those codes. Could you give me the name? ex: "cobwaterwell" or something of the like? Also, a cell that contains a well (huh, that rhymes, must be getting late), would be even more helpful. You may want to look through activators and statics....

I can't recall actually seeing a well in Morrowind. If that's so I could definatly place a well in each city for you, it wouldn't be that hard, and we'd just copy a cobl'ed well so it should* work right off...

I have no experiance with hunger/thirst mods. You'd have to guide me as to where to place these well, and they might look a bit out of place... Are you talking just the major cities or settlements to?

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Haha Seferoth! thats great, lol. Thanks for the endorse!

If I can find the wells that are in morrowind then I could slap on the script to the root object and then plant them in more cities... Anithinks, could you start us up a new thread for this? You know more about it than I do...

 

EDIT: Your static codes DO work, I accidentaly hadn't loaded the right esm. 

Okay, I'm looking at wells. They're statics and I can't attatch a script to a static. I need to make it an activator. This isn't hard, we just need to make a new activater with a 'well' mesh. The hard part is that we then have to replace all of the statics in the game with the activators... Anyone know how to quickly / automatically do that or will we have to hand place them?

Okay, our three wells have activator duplicates, so we can assign spells. They have the same ID as the statics, but with "AK" in front of them.

KK, I want to make sure: This is our setup, correct?

Oblivion.esm

Morrowind_ob.esm

Cobl Main.esm

Basic Primary needs.esp

AK- Morroblivion Water Wells

I noticed that there are a couple scripts for Cobl water sources. Could you tell me a little about that. Do different wells do differnt things? Am I safe to give each well a "cobWaterWellOS" script?

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I have good news and bad news.

The good news? Every well in morrowind is now an activator with the cobl water script.

The bad news? There are under 10 wells in all of morrowind...

I'm going to bed for tonight, and it will be touch and go for the next two days...

If you can make sure I've got the right setup and tell me a little about how these wells work, that would be great. Then we can plan for where we want to add wells etc.

For now here's the current esp. I recall there being a well by Skaal village or Thrisk? Maybe you can test it there...

Attachments

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Wow man! You are fast! Like super awesome fast. Prolific is now an understatement! :)

I know there is a "Morroblivion" well in Pelagiad across  the inn, and I'll try that.

See, how basic primary needs works is that you go to any well, and click on it - if you are "thirsty", your thrist gets satisified as you take a gulp (every click is a gulpof water you drink). You can drink of any water source (Lake Rumare, the ocean etc.) as well.

I think Basic Primary Needs recognizes every COBL well as a water source. If you used the same script and made the wells activators, it should work.

I'll test this out right now and report.

PS: Not sure if you even need to make Basic Primary Needs as a master - that way, any thirst mod (Real Thirst, Simple Essentails etc.) can use this water source.

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Not to clog up this thread, maybe you can create a  new WIPz thread if you feel like it?

I just checked in game.

The well in Pelagiad is now an activator. Refscope tells me:

Reference 01800D78
(Non-Persistent)
Defined in Morrowind_ob.esm

Activator FC0010AF
Name: Well
Defined in AK- Morroblivion Water Wells.esp

Script 09006CAD
Defined in Cobl Main.esm

When I activate the well, it does nothing. So somehow, the step that should tell Basic Primary Needs that this is a water source is not happening. But I sense we are very close. I'll ask Maskar (BPN's creator) for advice as well.

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We really should start a new thread for this discussion.

Cool, so Maskar responded to me on tesnexus. http://tesnexus.com/downloads/file.php?id=37088, see comments section.

Here is what he had to say:

"BPN checks for the mesh filenames for whatever drink sources used (it does not use scripts added to objects like Cobl). Examples would be anvilwell01.nif and cheydinhalwell01.nif. The reason why drink sources aren't working is because mesh filename( s ) aren't recognized. This could be because filenames were altered, or new meshes with new filenames were added. If old meshes have been used I would suggest using the old filenames instead. If new meshes have been added you could either let me know so I can add them in the next version, or use the predefined mesh name strings as mentioned in the pdf ReadMe (chapter 6.2). Predefined strings are especially useful when adding new drink sources (for beer or whatever). Feel free to PM me if you need more info, etc.

Here's a quote from the ReadMe:

''Basic Primary Needs automatically recognizes all default drinkable sources (wells, fountains, etc.). Additionally it contains support for custom sources added by Bananasplit Better Cities and Let the People Drink. Support is added by looking at part of the filename of the mesh of the source. Examples are cheydinhalwell01.nif and bathfountain. To add support for your own custom mesh(es) include to the filename of your drink source mesh(es) BPNwater, BPNale, BPNbeer, BPNmead, BPNwine, BPNblood or BPNmilk. For drinks use BPNcoffee or BPNalcohol. For example BPNwatermyfountain.nif for a fountain providing water. Doing this will automatically allow the player character to drink from any objects using this mesh.''"

What do you think iceburg333 - can we add the text to the mesh filenames for those wells? Or is it better to ask Maskar to add support in BPN innately in his next version? You may want to head over to tesnexus on Maskar's page in case you want to correspond with him (I don't want anything to be lost in translation).

PS: It seems we need not even have the COBL scipt attached to the wells, just have to rename the mesh (though does that create further complications, such as wells not showing in game due to missing mesh?). But it seems we need not have COBL as the master. Not sure if BPN needs to be a master either.

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Alright Anithinks, I made us a thread for this, so I'll just respond there.

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