Better item suite question

Post » Sat May 17, 2014 9:25 pm

Hi all,

I was just curious if anyone here uses Better Item Suite - http://morrowind.nexusmods.com/mods/41654//?

And if so, which version? The one that affects only vanilla items, or the one that add some new stuff?

I was considering using some of the meshes in my (possible) future mod, as the readme states it is allowed, but I wanted to know if a lot of people uses this mod, as they would then have same meshes for different items - the ones from Better item suite and from my possible future mod.

Thanks in advance for your responses :)

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emily grieve
 
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Post » Sun May 18, 2014 3:01 am

I've gone through the Suite and picked some things I liked to use as replacers. Most items are too... different from the stock designs for them to appeal to me. But a lot are very well done.

Some things, like the Dwemer Torches, I plan to add to my game separately. But, no, I do not use the extra items version of the mod. Only part of the replacer version.

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Kirsty Collins
 
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Post » Sat May 17, 2014 11:22 pm

I went through all the lighting, extracting from the bsa and reassigning to the lights_300 mod. There's some nice misc items as well. The ash statues, some books and some odds and ends in the ingredients that I'll likely switch over to an independent plugin. Not too fond of the bowls and cutlery as well as most of the ingredients though. It really is a package that it pays to cherry pick from. There's so much good stuff in there though that you'll be spoilt for choice :)

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~Sylvia~
 
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Post » Sun May 18, 2014 1:19 am

Agree with that.
A lot of it just doesn't feel like Morrowind to me, so it doesn't fit into my game. But there are some really neat things in here, like those Dwemer torches.

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marie breen
 
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Post » Sun May 18, 2014 7:31 am

Yeah, i agree with ya'll

I just took a look at the replacers and choose the ones i wanted, that don't destroy Morrowind's unique atmospthere.

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Dean Ashcroft
 
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Post » Sat May 17, 2014 11:36 pm

Thank you for you opinion, Dwemer torches are actually one of the things I would like to use :D

So I would like to use this opportunity to ask you what you think the specs of dwemer torches should be?

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Isabel Ruiz
 
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Post » Sun May 18, 2014 7:41 am

Any ideas? I originaly thought the flame should be dark orange, but when I tried the torch in game, the flame looks very bright, almost white, so probably brighter light would be appropriate. What you think about the burning time?

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Jesus Lopez
 
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Post » Sun May 18, 2014 1:40 am

I'd think the burning time should be ~2x longer than standard torches. Then, maybe you can refill them with Dwemer Oil you get off of centurions. :D

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Barbequtie
 
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Post » Sun May 18, 2014 12:21 am

That is actually great idea! The only problem is I don't know how to make the refilling possible.

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gandalf
 
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Post » Sun May 18, 2014 8:47 am

Just remove the torch and then add a new one. :smile:

So long as it works to remove a torch that is partially used... Morrowind is weird with extra data, and I am not very knowledgeable on the subject.

To make sure the correct torch is removed, the player could have to set the torch down and then activate it with oil in their inventory. When they activate the torch after dropping it, it will give them an option to either pick the torch up or inject some Dwemer Oil to refill its reservoir.

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Micah Judaeah
 
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Post » Sat May 17, 2014 9:10 pm

Hmmm... I could make it that when the torch burns out or player jumps into water burnt-out torch is added to his inventory. The filling would be more problematic, but I could give it a try.

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Kirsty Wood
 
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Post » Sun May 18, 2014 1:25 am

Alright. I managed to make script that places burnt-out torch into player inventory when the torch burns out or if player enters water. Unfortunatelly, I wasn't able to create working script for oil that would fill the torch. I tried this:

Begin wh_script_oilShort OnPCAddShort buttonif ( OnActivate == 1 )    if ( player->GetItemCount, wh_dw_torch_burnout > 0 )        MessageBox "Do you want to pick up the oil, or fill your torch?" , "Pick up", "Fill torch"        set button to GetButtonPressed        if ( button == 0 )            player->AddItem, "wh_dw_oil", 1        endif        if ( button == 1 )            player->RemoveItem, "wh_dw_torch_burnout", 1            player->AddItem, "wh_dw_torch", 1        endif    endifendifEnd

Problem is that AddItem and RemoveItem commands doesn't work for me in this script. Another problem would be that the oil will stay in game and I don't know how to remove it.

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Skrapp Stephens
 
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Post » Sun May 18, 2014 8:25 am

The problem is OnActivate remains true only on the frame it gets activated and also GetButtonPressesd returns -1 every frame button is not presses.So, I modified it. It should work ( not tested )

Begin wh_script_oilShort OnPCAddShort buttonShort statusif ( OnActivate == 1 )	if ( player->GetItemCount, wh_dw_torch_burnout > 0 )		MessageBox "Do you want to pick up the oil, or fill your torch?" , "Pick up", "Fill torch"		Set status to 1	endifendifIf ( status == 1 )	set button to GetButtonPressed         if ( button == -1 ); if button not pressed do nothing                return         elseif ( button == 0 )	       player->AddItem, "wh_dw_oil", 1                Set status to 0	elseif ( button == 1 )		player->RemoveItem, "wh_dw_torch_burnout", 1		player->AddItem, "wh_dw_torch", 1                Set status to 0	endifendifEnd
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Kayla Bee
 
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Post » Sat May 17, 2014 6:28 pm

*glances at "egin wh_script_oil" and thinks to himself "nope this will not compile" while grinning mischievously at hollajith*

Apart from that it will work great :D

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Tarka
 
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Post » Sun May 18, 2014 7:07 am

oops! :blush: boffed it up while copy pasting. Corrected now :twirl:

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Sebrina Johnstone
 
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Post » Sat May 17, 2014 7:58 pm

Thanks! Everything works now :)

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Brandi Norton
 
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Post » Sun May 18, 2014 9:21 am

Next, I tried some new books.

Dwemer books

http://fc09.deviantart.net/fs70/f/2013/204/7/0/dwemer_books_by_wh_reaper-d6eqo5h.png

Kagrenac's books

http://fc04.deviantart.net/fs70/f/2013/204/4/9/kagrenac_books_by_wh_reaper-d6eqoa0.png

Kagrenac's journal

http://fc09.deviantart.net/fs71/f/2013/204/7/e/kagrenac_journal_by_wh_reaper-d6eqobz.png

They all came from Better item suite

I like the look of the Dwemer books, but I'm not sure about the blue and red Kagrenac's books. Maybe if the blue and red textures were substitued by the ones that are on Dwemer books in the first screen. The journal looks quite good in my opinion, but is 'a bit' too large.

What do you think about that?

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Add Meeh
 
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Post » Sat May 17, 2014 5:18 pm

Any thoughts?

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Chloe Lou
 
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Post » Sun May 18, 2014 1:46 am

To me the journal is rather large in comparison to the books. Also I think both books should be the same size (the size of the majority of the books in game). As far as red and blue go...that part do not bother me really. The Dwemer books look ok to me.

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Peter P Canning
 
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Post » Sun May 18, 2014 6:59 am

Yes, the journal is definitelly too large. Unfortunatelly, I don't know how to shrink it in NifScope. I could do it simply by scaling in CS, but the book would be large again once player would pick it and place it somewhere else.

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Sheila Esmailka
 
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Post » Sat May 17, 2014 5:30 pm

Very, very simple to do... oh man, I haven't been in Nifskope in too long. All these questions people have... I can't remember the layout off the top of my head anymore. :(

Uhm. So, you can scale an entire object, using the Transform option (right-click on the NiTriShape branch to find the option) in Nifskope. So try that out. Post a screen if you want, or maybe someone with access to Nifskope can give you better instructions.

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Carlitos Avila
 
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Post » Sun May 18, 2014 6:35 am

Thank you! I'll give it a try :)

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Shelby Huffman
 
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Post » Sun May 18, 2014 6:23 am

Right-click > transform > Edit

A window opens. Enter the scale as 0.5 for half size.

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Felix Walde
 
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Post » Sun May 18, 2014 1:03 am

There we go, I forgot about the Edit selection. Thanks holla. ;)

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Hella Beast
 
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Post » Sun May 18, 2014 2:12 am

Yep, I got it :) I'll try it in game as soon as I have time

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Sherry Speakman
 
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