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Greatness7 and R-Zero feat vtastek

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Shattered Stones - An Earthquake Mod
by Greatness7, R-Zero feat. vtastek

Version: 1.0

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Changelog:

v1.0

-Initial release.


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Installation:

1. Unpack the Data Files folder of this archive to your game folder.
2. Add the screen shake shader (r0_qk_shaker) to your MGE XE active shader chain. (Graphics -> Shader Setup -> Modding)
3. Activate the "Shattered Stones - An Earthquake Mod.esp" plugin in the Data Files menu of the game launcher.


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Requirements:

Morrowind
Tribunal
Bloodmoon

MGE XE
Morrowind Code Patch (recommended)


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Description:

This mod adds recurring earthquakes to certain volcanically active regions of Vvardenfell. The quakes are implemented strictly for atmospheric purposes and should not directly affect gameplay or conflict with any other mods.


How it works:

While you're in the designated region (interior or exterior, see the map), a background script will periodically roll for a chance to spawn an earthquake. If the roll succeeds, an earthquake will begin proper and you will experience the various effects associated with them: you'll hear the sounds of moving earth and breaking rocks, your screen will start to tremble with increasing intensity, and, if inside an interior, dust and particles will shake loose and fall from the walls and ceiling.


Customization:

You can tweak the earthquakes visuals yourself through the console by editing the following global variables:

fQuakeTimer(100) - Determines the minimum amount of time between the quakes.
fQuakeChance(30) - Determines the percent chance of an earthquake occuring every fQuakeTimer seconds.
fQuakeSpeed(2) - Determines how fast the screen shakes during the quakes.
fQuakeRange(15) - Determines the amplitude of screen shake during the quakes.

If you want to quickly see how the earthquakes look, use the following console commands:

set fQuakeTimer to 10
set fQuakeChance to 100
coc Mababi


Modder Notes:

Rather than modifying any cells in the plugin itself, valid cell names are stored externally in plain text files found in the mwse directory. If you're looking to add or remove quake cells, you can easily edit these files in any standard text editor. The files used are:

mwse/R0_qk_danger.cells (lists cells which cause quakes)

mwse/R0_qk_rumble.cells (lists cell which border those above)

Inside these files you'll find a list of cell names such as:

|9,1|9,2|Aran Ancestral Tomb|Mababi|

If you're editing the file, you should follow the existing syntax...
All cells should be separated by verticle bars '|'.
Exterior cells should use only their coordinates, comma separated and without spaces.
Interior cells should use their full name, case sensitive.

As an example, adding the exterior cell "Balmora (-3, 2)" would look like this:

|9,1|9,2|Aran Ancestral Tomb|Mababi|-3,-2|

Adding the "Balmora, Guild of Mages" interior cell to the above would result in:

|9,1|9,2|Aran Ancestral Tomb|Mababi|-3,-2|Balmora, Guild of Mages|


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Credits:

Scripting - Greatness7
Models and Sounds - R-Zero
Shaders - vtastek

Rumble sound effect source by samsmyname
https://freesound.org/people/samsmyname/sounds/51363/