This was mentioned by abot in a lower comment, but by default the quake timer setting is set to 10 seconds rather than 100 which results in obnoxiously frequent quakes. From the console type "set fquaketimer to 100" (or whatever value you prefer I went with 300). The default value means there is a 30% chance for a quake every 10 SECONDS!!!! not cool and pretty clearly a bug
Yeah I was about to say the same because I experimented this quite far from red mountain, it was not far from marandus when doing some mage guild quest which sends you there in the ashlands to recruit a telvanni and get some payment ! And there were tremors all the time, which is not consistent with the fact that this is a lair for powerful mages where they like to go when they want to be left alone, with so many tremors they wouldn't be able to read so they wouldn't like the place ! I'll try 100 or 300 then !
One thing I noticed guys is that if an earthquake is happening and the PC suddenly takes off in flight (using a levitation spell), the shaking does not decrease. Not a big deal but you guys could probably add a tiny little levitation check to decrease the shaking shader by 60% or something if in flight. Just a consideration!
Is there a way to make the quakes occur less? They happen every 30 seconds it seems like. Also could I edit the shader somehow to make the shaking less violent?
> could I edit the shader somehow to make the shaking less violent? I think you can tweak the last number in the line: float2 stex = tex + (float2(randx, randy) - 0.5) * srange * 0.0010; > Is there a way to make the quakes occur less? They happen every 30 seconds it seems like it is explained in the readme (there is a glitch maybe with the default value being 10 instead of 100 as written in the readme but you can change the related global variable from the in game console anyway)
> Does changing the variable require opening the mod in construction set, changing the value, recompiling scripts, and then saving the plugin? no, you can change a global variable value from the in game console. Your change to the global variable value will stay (that is, if no other script changes it e.g. you cannot change Random100 global variable and expect it to stay next frame), it will be stored in savegame and restored when you load that save [EDIT] by the way, while waiting for an update, this is my personal tweak to the areas covered by the mod
Ah okay that is good to know. Fantastic, thank you for making the tweak! It is so much better not having to redo something every new game. Did you have to recompile the scrips when you made this tweak? I always seem to have errors when I make scripts with the CS and I do not know why.
Forgive me. Could you explain in more noobish terms? What areas have you added and what are the tweaks to originally included areas? I always thought Red Mountain needed some quakes.
the mod works reading Data Files\MWSE\R0_qk_rumble.cells. It is a simple text file containing the list of affected exterior cells coordinates separated by | symbol. If you want to add e.g. Balmora cell -4, -2 to the quakes list you could do like this changing the text in the file from original 1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3 to -4,-2|1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3
The cell coordinates are probably best seen opening Morrowind.esm with the construction set, 0.0 is about where Bal Ur daedric shrine is, or you can use some online map e.g. TR progress
You can also use the UESP Morrowind Map v2 that has a cell grid. It looks like the new cells are in the Red Mountain Region, surrounding (but not including) Dagoth Ur Citadel.
Reizeron and Greatness7 - Great mod! Seriously, ... hats off to ya. I am fooling with Abot's file now but would love to see this mod with an MWSE interface to adjust quake timing and intensity. I agree with the others, it should be extended to the Red Mountain areas. Something to consider for the next revision I hope.
Jaig wrote: This mod looks awesome! I'm definitely going to be trying it out soon, but I do have a question:
According to the map, it looks like the earthquakes only take place in Molag Amur? Am I interpreting that right?
If so, I would love to see this expanded into Red Mountain region as well, perhaps even more frequently. Just imagining how cool it would be to be heading up there in the endgame, getting battered by storms and wracked by constant volcanic upheaval. It would make an already atmospheric part of the game that much more amazing.
Expanding the earthquakes to the Red Mountain Region (or any other for that matter) is of course possible - and pretty easy even. It's just that for the initial release we decided to keep them in the most volcanically active region, referred to in the lore as "The Great Scathes" - part of Molag Amur with lava rivers, steam pits, sulphur deposits etc.
Looking at this map (sorry, I am a geologist  , both the Red Mountain region and the Ashlands region should be seismically active. They are proximal to the magma chamber beneath Red Mountain, whereas Molag Amur is the area further from the volcano famous for its lava flows (reflects the geomorphology and topography of the terrain, it may or may not be seismically active).
So, Molag Amur might be the most volcanically active (lava rivers), but nowhere is it implied that it's the most seismically active (earthquakes). There is a slight difference.
The actual volcano should be the most prone to quakes. I think it's reasonable to at least consider including a total of 3 (three) regions. Red Mountain (plain logic), Molag Amur (lore) and Ashlands (a bit of both) as that is the area which surrounds the volcano, plus the in-game dialogue states the volcano has been getting more active recently. I'd probably also double the frequency at Red Mountain.
Thanks for the reply! I agree, we should logically expand the earthquake areas to these regions as well. Actually, the whole mod should probably be reworked to make more use of the new MWSE features, so I think we can do it in the next update as well.
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I'll try 100 or 300 then !
I think you can tweak the last number in the line:
float2 stex = tex + (float2(randx, randy) - 0.5) * srange * 0.0010;
> Is there a way to make the quakes occur less? They happen every 30 seconds it seems like
it is explained in the readme (there is a glitch maybe with the default value being 10 instead of 100 as written in the readme but you can change the related global variable from the in game console anyway)
no, you can change a global variable value from the in game console. Your change to the global variable value will stay (that is, if no other script changes it e.g. you cannot change Random100 global variable and expect it to stay next frame), it will be stored in savegame and restored when you load that save
[EDIT] by the way, while waiting for an update, this is my personal tweak to the areas covered by the mod
Fantastic, thank you for making the tweak! It is so much better not having to redo something every new game.
Did you have to recompile the scrips when you made this tweak? I always seem to have errors when I make scripts with the CS and I do not know why.
1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3
Tweaked:
1,6|1,7|1,8|1,9|1,10|2,6|2,10|3,6|3,7|3,8|3,9|3,10|1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3
Added:
1,6|1,7|1,8|1,9|1,10|2,6|2,10|3,6|3,7|3,8|3,9|3,10
from original
1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3
to
-4,-2|1,-1|1,-2|10,-3|10,-4|10,-5|10,1|10,3|11,-1|11,-2|11,-3|11,1|11,2|11,3|12,-1|12,1|2,-2|3,-2|4,-2|4,-3|4,1|5,-3|5,-4|5,1|5,2|6,-4|6,2|7,-4|7,-5|7,-6|7,2|7,3|8,-6|8,3|9,-5|9,-6|9,3
The cell coordinates are probably best seen opening Morrowind.esm with the construction set, 0.0 is about where Bal Ur daedric shrine is, or you can use some online map e.g. TR progress
http://images.uesp.net//8/85/MWRegionsMap.jpg
Looking at this map (sorry, I am a geologist
So, Molag Amur might be the most volcanically active (lava rivers), but nowhere is it implied that it's the most seismically active (earthquakes). There is a slight difference.
The actual volcano should be the most prone to quakes. I think it's reasonable to at least consider including a total of 3 (three) regions. Red Mountain (plain logic), Molag Amur (lore) and Ashlands (a bit of both) as that is the area which surrounds the volcano, plus the in-game dialogue states the volcano has been getting more active recently. I'd probably also double the frequency at Red Mountain.