Morrowind talk:Divine Intervention

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The map[edit]

The map does not seem to be quite correct. Playing a fully patched vanilla version on PC I cast Divine Intervention from inside Telasero, but came to Ebonhart rather than Pelagiad as suggested by the map. (Telasero is well inside the yellow Pelagiad area with good margin.) 93.185.164.243 16:25, 9 May 2010 (UTC)

Yes... I get the same result. I'm not quite sure how this map was made; it seems generally accurate but I think it may contain several serious mistakes. rpeh •TCE 12:30, 10 May 2010 (UTC)
Okay... having looked at this a little closer, I'm not sure how the spell works. Telasero should definitely take you to Pelagiad. Pelagiad is 9 cells away and Ebonheart is 10. If you go more accurate and look at xyz placing, Pelagiad is 70275 units away and Ebonheart is 82455. I can't find anything that would "boost Ebonheart's signal" so there must be something that's convincing the game that Ebonheart is closer than it is. I have no idea how to generate the map correctly if this is the case. rpeh •TCE 15:39, 18 August 2010 (UTC)
I could have sworn I reported here the distance formula I discovered when I made the maps, but I must have forgotten. Distance is measured by whole-cells, and is counted as the greater of the X-distance or Y-distance. Therefore, Telasero, for instance, is 9 cells from Pelagiad, but only 8 from Ebonheart Brf 18:29, 13 July 2012 (UTC)
How are ties handled? Take for example cell [-6,8] (one cell southwest of Bal Isra). This cell is 4 east and 3 south of Gnisis, and 4 west and 3 north of Buckmoth. Your map says Gnisis for this one, I'm just wondering how that's determined. --TheRealLurlock Talk 14:07, 14 July 2012 (UTC)
Thanks. There is an error there. Base on my original map: MW-Divine-Buckmoth.jpg I can see I have the boundary one-off there. It should actually run one-west of the mountain range, rather than between it and Bal Isra as it shows here. To answer your original question, ties go to the Southern one, so that one should go to Buckmoth, not Darius. I will have to dig out my original maps from two years ago and fix that one. Brf 18:42, 16 July 2012 (UTC)
OK. I corrected the two wrong cells -- the one west of Bal Isra, and the one SW. I wish I would have saved my layered maps somewhere. It would have been easier than the patchwork. Brf 23:58, 17 July 2012 (UTC)

() Glad to help. Not quite clear though on one thing - first, does this rule apply on either side of the equator? Or does it always favor the side closest to zero? And secondly, what happens when two cells are on the same latitude? I ask because I'm trying to put together a similar map for Tamriel Rebuilt, and there's a zone of confusion between Akamora and Necrom that I'm trying to figure out. (You might also consider adding Solstheim to your map. For Almsivi it of course all goes to Gnisis, but for Divine, there's a slice of northwest Vvardenfell from which you'll wind up in Fort Frostmoth if you have Bloodmoon installed.) --TheRealLurlock Talk 03:58, 18 July 2012 (UTC)

I do not know how the rule would apply to other maps. All of the Shrines (and Temples) in Morrowind are at different latitudes. I do not know how the code is written in the program, only that I tested every boundary, and it always went to the Southern one if there was a tie.
Here is a good example. Notice the funny inflection point at (8,8) and (8,7). The (7,8) and (7,7) are only 9 from Buckmouth, so they go there. But (8,8) is 10 from Buckmoth and Wolverine Hall and 11 from Moonmouth, so it goes to Wolverine Hall. (8,7) is 10 from all three, so it goes to Moonmouth. --Brf 14:46, 18 July 2012 (UTC)
Yeah, (8,8) and (8,7) now both go to Firewatch (17,15) by my calculations based on what you've said. The difficulty with TR is that there's actually a fairly large section of the map (40 cells!) that are equidistant (by this rule) from Akamora's and Necrom's Almsivi locations. I mean, you can easily draw a vertical line half-way between them which would split that up evenly, but it's clear that raw distance is not how it works, so I can't guess how that would go. My guess is that they'd all favor the western location (for the same reason as they favor the south - lower numbers are in the west.) But I'd have to test to be sure, and right now I can't actually run the game, only the editor. (Need to reinstall one of these days.) One more question is whether these rules also apply for where you go when you get arrested. That map would be mostly the same as the Divine map, but there are some exceptions. (Seyda Neen, for example, has a prison marker but no Divine marker. And being located south of Pelagiad, it'd probably take a fair chunk of that territory, as well as some from Moonmoth and Ebonhart.) --TheRealLurlock Talk 04:22, 20 July 2012 (UTC)
That Seyda Neen question is an interesting one, and led to a problem while I was researching it. The region in Molag Amur South of Mzanchend is 9-units from both Peliagad and Wolverine Hall, so why does it go to WH? I am pretty sure I tested and re-tested that region, since it has a weird configuration on the map. Likewise with the Western portion of Molag Mar (the end of the bridge), which also goes to WH, although it is the same distance from Ebonhart. Brf 15:52, 20 July 2012 (UTC)
Seems in both cases that it favors east over south. In fact, since Gnisis, Buckmoth, Moonmoth, Pelagiad, and Ebonhart are all in order both going from north to south and from west to east, you'd get the same results for those, leaving Wolverine Hall as the only odd one out. The only case where Wolverine Hall has a conflict with a city to its north is with Buckmoth. Gnisis is too far away to be an issue. I'd say based on what you just said that east is what really matters, not south. If true, this simplifies the TR issue somewhat, as there are now only 3 cells in dispute. (Bal Oyra is due north of Wolverine Hall, but they have Firewatch in between them for most of the way.) --TheRealLurlock Talk 03:47, 21 July 2012 (UTC)
I thought of that too, but it still does not explain the strangeness at Mzanchend. I am going to go in the game and check out that region again. I think last time I was interrupted by a dozen Cliff Racers and had to get rid of them before finishing. --Brf 15:51, 21 July 2012 (UTC)
Yup. I just double-checked. That whole column North and South of Mzanchend is 9-units East of Pelagiad and 9-units West of Wolverine Hall. That whole section, except the cell with Mzanchend itself goes to Wolverine Hall, while Mzanchend goes to Pelagiad. Weird. --Brf 16:28, 21 July 2012 (UTC)

Custom spells[edit]

Is it possible to set this to cast-on-target, so that I can effectively temporarily "banish" the target? Does it do anything if cast on target or touch? If it teleports the target, will the target be there when I use the spell? 216.82.142.13 23:45, 5 August 2010 (UTC)

Nope. You can only have Divine and Almsivi Intervention as self spells, or self enchantments. rpeh •TCE 11:59, 6 August 2010 (UTC)

Can I make an item with a constant effect[edit]

then I can equip the item and be teleported safely away----Candc4, Also known as the Man Inside the Sexy Leather Pants CT 18:04, 27 September 2011 (UTC)

Not in a vanilla version as far as im aware. On the availability section it says Spells and Scrolls, thats all i've ever known it used as. You might manage it in the CS though. --Kiz ·•· Talk ·•· Contribs ·•· Mail ·•· 20:37, 27 September 2011 (UTC)
ah CS my new best of friends when I get home I'll do it and see how it turns out, if it turns out----Candc4, Also known as the Man Inside the Sexy Leather Pants CT 21:00, 27 September 2011 (UTC)
Hm, I don't know about the availability section of this page (which may be missing some sources). But there are definitely amulets with divine/almsivi intervention - not as constant effect, but rather as cast on use (see Morrowind:Magic_Apparel_by_Effect). I think I usually found them as random treasure (vanilla GOTY version if that matters). --Alfwyn 21:09, 27 September 2011 (UTC)
I would have to think that the devs would not allow constant effect interventions (or recall) as that may make a never ending loop. You could check though. I really want Morowind for PC just so I could look up these kinds of things. :( Also to get a mod to remove cliff racers. xD --DKong27 Tk Ctr Em 22:06, 27 September 2011 (UTC)
I tested it and apparently it only casts it once when it is first equipped, that makes me sad I was hoping for more of a humorous infinite loop----Candc4, Also known as the Man Inside the Sexy Leather Pants CT 00:03, 28 September 2011 (UTC)