Flint n Spell

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Flint n Spell

Postby neildarkstar » Sun Oct 16, 2011 1:31 am

A mod to enable the player to light a fire by spell casting.

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The Elder Scrolls III MORROWIND: Flint N Steel Version 1.0 by neildarkstar
Morrowind required
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Installation/use:
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Standard installation, extract to data files folder, or extract to other location then drag and drop into data files folder.

IMPORTANT: If you are using NoM, make sure NoM loads after flint n steel or the fire won't work as a NoM cook fire.

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Playing the mod
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Go to Seyda Neen Lighthouse, top level of the interior. Under the bench is a scroll, just pick it up. You will then have two spells added to your spell inventory and a reddish colored "token"

Cast "Flint n Steel" to light a fire, "Fire Extinguisher" to put it out.

Enables the PC to create cooking/campfires by casting a spell in one of two ways.

The PC can cast the flint spell with the token ember in inventory, causing a fire to light directly centered beneath the PC (should move while casting to avoid fire damage), or place the token at the point fire is desired, casting the spell causes the fire to light at the point where the token is placed.

Fire can be extinguished by spell from any point within the cell by casting extinguish spell.

The fire is compatable with NoM and can be used as a NoM cooking fire.

(Be sure to remember to pick up the token if externally used after extinguishing the fire.)

If you lose your token, you can replace it by opening the console and entering: "Player"->additem "FNSFlint_001" 1

WARNING Having more than one token present can be problematic, and result in unexpected events.

Also, If the token is placed in a container, the container will appear to burst into flames if the spell is cast in the same cell.This can be creatively used to make containers function as cooking items.
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Requirements
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Requires Morrowind only

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Updates history
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No updates yet


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What this mod does:
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Enables the PC to create cooking/campfires by casting a spell in one of two ways.


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Credits/ Permissions
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I made this mod after a suggestion by TES96 was made for a fire lit by spell was posted in various forums, so the idea is his, the meshes are bethesda, retexturing, icons and scripting are mine.

You may use any of this in your mod without asking permission, but credit is always nice.

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Thanks:
-DARoot for his excellent beta testing efforts!
-Jac for hosting it


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denial
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I'm not responsible for any thing whatsoever that results from use of this mod, it's all on the user.

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Contact:
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You can contact me by pm at wolflore forums:
http://www.wolflore.net
or:
Bethesda Official forums,

FlintSpell.7z
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Re: Flint n Spell

Postby Slaanesh » Sat Dec 24, 2011 11:19 pm

Looks great, Downloading now! :drunk:
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Re: Flint n Spell

Postby Elaura » Sat Dec 24, 2011 11:51 pm

This, is brilliant. Thank you! I've been so disappointed in my characters' inability to make fire. I mean really, even an Orc can knock a couple of rocks together.

Downloading now.
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Re: Flint n Spell

Postby neildarkstar » Sun Dec 25, 2011 3:10 am

Glad you like it...
:biggrin:
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Re: Flint n Spell

Postby neildarkstar » Mon May 28, 2012 3:10 pm

So how come nobody ever told me that Nords can't put the fire out?!? A fixed version is now here.

FlintNSpell.7z
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Re: Flint n Spell

Postby Elaura » Mon May 28, 2012 3:42 pm

Because I didn't know the other races could. :D
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Re: Flint n Spell

Postby neildarkstar » Mon May 28, 2012 5:39 pm

Elaura wrote:Because I didn't know the other races could. :D


That would be the fire extinguish spell... :)

I'm not sure if this will mess up a save game or not. If you have fires going when you change to this one, the local variable will be wrong. that just occurred to me...

You nay want to be sure you can go back to the old one if things go awry... Wrye mash will probably clean it up.
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Re: Flint n Spell

Postby Elaura » Mon May 28, 2012 7:16 pm

It's okay for me. I'm starting a new game soon.
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