[REL] Necessities of Morrowind

Post » Tue May 08, 2012 4:10 pm

Nice looking GUI. That would be awesome.

Sorry but I have to ask. What texture replacer am I seeing? Those walls look great and the wood on the door as well.
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Amelia Pritchard
 
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Post » Tue May 08, 2012 6:58 pm

Love the new GUI! always wanted this for this mod.
Thank you Taddeus!
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JeSsy ArEllano
 
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Post » Tue May 08, 2012 8:16 pm

Never tried this till just now. Gotta say, genius. Must have took a LOT of work to get it right.
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Chris Johnston
 
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Post » Tue May 08, 2012 8:02 am

Wow these bars are awesome!!! \o/

Can you maybe make them less thick?
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W E I R D
 
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Post » Tue May 08, 2012 7:38 am

That'd be my first wish too.
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Emma louise Wendelk
 
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Post » Tue May 08, 2012 8:41 am

You should make a more lore-friendly version that uses only ingredients found in vanilla, seeing how fresh fruit and other food would become hard to get especially since travel from Vvardenfell is restricted to imperial legion and ECC ships only and the ingredients that this mod adds would most likely have gone bad before even reaching the coasts of the inner sea.
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Claire Lynham
 
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Post » Tue May 08, 2012 3:46 pm

Magicka. They have Magical ways to preserve food if they wish too. :) though it's best not to think about lore for something that adds realism such as this.
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Cheville Thompson
 
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Post » Tue May 08, 2012 6:41 am

Taddeus, what are the alchemy bottles made out of? http://img856.imageshack.us/img856/5862/orangejuice.jpg.
They look like they are made of plastic but that cannot be. Is it plaster? Glass?

Glazed pottery would be my first guess.
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The Time Car
 
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Post » Tue May 08, 2012 10:52 am

I hate to be "that person", but looking at it, I feel the GUI is a little obtrusive. Will there be an option to turn it off or move it to the bottom of the screen in-game, or is it mandatory that it has to be in the upper corner?
I can add an option to move it around or even to disable it.

Nice looking GUI. That would be awesome.

Sorry but I have to ask. What texture replacer am I seeing? Those walls look great and the wood on the door as well.
Uhm, it could be AnOldFriend's imperial replacer. I'm not totally sure because I use many replacers.

Wow these bars are awesome!!! \o/

Can you maybe make them less thick?
You mean reduce the height of the bars? Or add more space between them?

You should make a more lore-friendly version that uses only ingredients found in vanilla, seeing how fresh fruit and other food would become hard to get especially since travel from Vvardenfell is restricted to imperial legion and ECC ships only and the ingredients that this mod adds would most likely have gone bad before even reaching the coasts of the inner sea.
The mod is lore friendly. It adds only food that exist on the world of Nirn, as seen in all other ES games. The imported food is shipped by imperial vessels and preserved by either natural or magical means. Imported foods are found only in places where the imperial influence is heavy; if you travel in zones like the Grazelands or the Telvanni area, you'll find only local foods.

Glazed pottery would be my first guess.
Exactly!
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Stay-C
 
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Post » Tue May 08, 2012 5:49 pm

I can add an option to move it around or even to disable it.

Thank you!
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X(S.a.R.a.H)X
 
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Post » Tue May 08, 2012 8:11 pm

I like the GUI. In fact, it gives me a reason to finally use NOM.
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Emily Rose
 
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Post » Tue May 08, 2012 8:37 am

I know! I actually first tried this yesterday but...I love the additions to the roads and towns. NoM seemed like a ridiculous novelty that I would never use. I was wrong. I use so many mods that I thought I would hate...OPEN YOUR MINDS!!!
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Chris Guerin
 
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Post » Tue May 08, 2012 10:24 am

Reduced the height of the bars, yes.
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Chloé
 
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Post » Tue May 08, 2012 7:32 pm

I just started using today and I must say: Pretty darn slick! Great job! :D

This adds a whole new dimension to my Scholar/Archaeologist who just goes around collecting books and occasionally pops into an old ruin to explore. Makes things a lot more interesting for a character whose main focus isn't combat and questing. And it's not ridiculously hard to manage, so I might even try it with my combat-based characters, too.
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elliot mudd
 
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Post » Tue May 08, 2012 9:22 am

I like the new bars. I have a question though. Could it be possible to integrate the bars into the icons. What I mean is that the bread icon would be empty, and as you get hungrier the icon will fill (saturate?), so at 50% hunger, half the bread icon would be saturated. This way you could have a GUI but reduce the space it takes. Also, I am very happy that you're working on NoM as it's one of my favorite mods :D
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Dan Stevens
 
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Post » Tue May 08, 2012 5:35 pm

You know, I think this NOM could do with a compatibility patch for CWYT, when the 1st Edition comes out. Poisonous lemon cake anyone? :rofl:
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gemma
 
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Post » Tue May 08, 2012 10:12 am

:rofl: It'd be great to have them compatible if there are conflicts.
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naome duncan
 
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Post » Tue May 08, 2012 8:20 am

Looks like a really cool new direction.

I can add an option to move it around or even to disable it.
Maybe this is what you mean by disable, but does this include being able to toggle it? I don't even know if that's possible.

Regarding the Imperial food matter, that's just an issue that is never going to please everyone. To me its not that imperial food is present in the native cities in question, because it makes sense that they are, its that the imperial foods feel like they overwhelm the displays visually in certain stores so that it feels like an imperial store with native food. This is something I plan on tweaking for my individual tastes when or if I have the time.

However, putting that aside, it might be cool to see a native only store as an alternative. For example in Balmora, this could be over on the east side of town. It would cater to locals who want to go shopping in a purely local food setting, especially those that hate the n'wahs. It could include some "gross" :yuck: local food that you might not see in an imperial influenced shop. Might make a good add-on mod if anything.
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Flash
 
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Post » Tue May 08, 2012 10:23 am

Well, the mod does contain road-side stores that are there for travelers. So it makes sense that those have exotic foods. Other than that, it could be changed but I don't see the point in nit-picking when the mod is good enough for the average player to have a blast. Like you said, tweak it for yourself. That's the way to do it if you want a change.
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Nims
 
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Post » Tue May 08, 2012 6:51 pm

Thanks, I'm glad you like the mod in general and the new interface.

Reduced the height of the bars, yes.
I like the new bars. I have a question though. Could it be possible to integrate the bars into the icons. What I mean is that the bread icon would be empty, and as you get hungrier the icon will fill (saturate?), so at 50% hunger, half the bread icon would be saturated. This way you could have a GUI but reduce the space it takes. Also, I am very happy that you're working on NoM as it's one of my favorite mods :biggrin:
My priority at the moment is working on the scripts to convert the hunger, thirst and sleep system to work with the new GUI, and that's a lot of work. Once I have it settled out, I can work on some alternative for the interface appearance.

Maybe this is what you mean by disable, but does this include being able to toggle it? I don't even know if that's possible.

Regarding the Imperial food matter, that's just an issue that is never going to please everyone. To me its not that imperial food is present in the native cities in question, because it makes sense that they are, its that the imperial foods feel like they overwhelm the displays visually in certain stores so that it feels like an imperial store with native food. This is something I plan on tweaking for my individual tastes when or if I have the time.

However, putting that aside, it might be cool to see a native only store as an alternative. For example in Balmora, this could be over on the east side of town. It would cater to locals who want to go shopping in a purely local food setting, especially those that hate the n'wahs. It could include some "gross" :yuck: local food that you might not see in an imperial influenced shop. Might make a good add-on mod if anything.
Yes, with disable I mean toggle. :)
Native only stores exist in areas where imperial influence is smaller, like the Telvanni territory and the Grazelands. I don't think I'll add other stores, but if someone wants to make an add-on it will have all my support.
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Alyna
 
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Post » Tue May 08, 2012 10:33 am

Terrific GUI addition Taddeus!

To run with Spiffyman's idea, how about fading the icons out as you satiate your need (like when a spell effect times-out) - from solid opaque icons indicating greatest need to almost invisible / outlined to indicate satiation.

Then in place of the red lines indicating suffer level, have the opaque icons gain a red alpha overlay - increasingly red for the severity level.
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Terry
 
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Post » Tue May 08, 2012 8:56 pm

I personally prefer a bar of some type so that I can tell exactly how severe it is. Maybe include options?
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yermom
 
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Post » Tue May 08, 2012 1:58 pm

Glazed pottery would be my first guess.
What do you mean by "glazed"?
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JD bernal
 
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Post » Tue May 08, 2012 7:40 am

.......
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Toby Green
 
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Post » Tue May 08, 2012 7:07 pm

"Glaze is a layer or coating of a vitreous substance which has been fused to a ceramic object through firing. Glaze can serve to color, decorate, strengthen or waterproof an item. Ceramic glazes generally contain silica to form glass."
That help? From Wikipedia. I learned something too!
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Jack Bryan
 
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