[REL] Necessities of Morrowind

Post » Tue May 08, 2012 11:39 am

I think you really have something great put together there. I really like your idea of augmenting the penalty when hitting zero fatigue, making a physically active day consequential. Also, like the well-fed idea. You could just make it a straight week of seven days. Easy to remember.

As far as what word to use, I think each word has its pros and cons.

Initially, I wouldn't be too fast to dismiss "starvation". Its true that technically it describes a very advanced level but we also conjure the word for less extreme situations. "I'm starved." "I'm on a starvation diet." But it also doesn't imply lack of water, so in the end I'm for ditching the word.

Malnutrition can occur even when you do eat and drink every day, depending on what you're eating (Cheetos and Dew diet anyone?) but if used I think any gamer would get the concept well enough.

I'm personally in favor of "deprivation level". Covers both hunger and thirst and covers both minimal and maximum states.

One last thing, can the original script configuration have a button that allows a person to exit immediately for testing purposes? A button on the first message box that will allow you to exit out of the configuration and possibly a configuration ring to re-start it would be a boon to me. I like to create a new test character when I try out a new mod, but sometimes I don't need to run NoM to do what I need to do. I don't want to un-check it from my load order, I just need to not have to run through the whole thing every time.
I love this idea, Elaura! If implemented could you add to this test option not just by-passing all the questions but auto turning off the hunger/thirst/sleep scripts. I think in most cases when testing other mods, these do not need to be active and are kind of annoying to have to deal with.
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Chloe Mayo
 
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Post » Tue May 08, 2012 3:19 pm

I can't tell why but i can't get rid of light and moderate hunger no matter how much i eat, my status bar even says "well fed" Is there a console command to reset the hunger script to fix this?

Also the Wells dont work in the cities of tamriel rebuilt map 2, and when i rent a bed in the city none of the bedroom doors unlock so i can stay the night.
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Holli Dillon
 
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Post » Tue May 08, 2012 9:37 am

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Kahli St Dennis
 
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Post » Tue May 08, 2012 6:56 am

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victoria johnstone
 
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Post » Tue May 08, 2012 8:51 am

Wow, Taddeus, you had come back to Morrowind modding? I've been away from the forums so long I never noticed!

Your original NoM mod was one that always stayed in my load order and someone had even carried on your work into Oblivion, creating a Hunger, Thirst and Sleep mod for OB. I always felt these types of mods added to the immersion and made you more invested in your character's survival...

I like the ideas on having multiple levels of hunger/malnutrition/starvation. I guess the key is finding that delicate balance between fun and tedium. Of course, that will be different for everyone, so having some customization options would be nice. I think the original version of NoM had a startup script or the standard configurable "ring" or something, so I'm sure you've thought of that. IIRC, I think yours was one of the less intrusive of the survival-type mods and that was one of the deciding factors for me. I didn't much like the ones where you had to have a meal plate or kit or something with utensils, etc. just to eat but to each his own.

On the subject of expense that someone brought up, I got on a train of thought about this:

Some of the foods are always more expensive (saying for these mods in general, not this one in particular) and some players (particularly if you are a slow starter or not a heavy combat/adventuring playrer) might feel like just maintaining basic sustenance keeps them in the poor house. To me, this always caused me to ponder the plight of the locals, and how they managed to survive with such poor means...
To offset this feeling a bit, perhaps you could set up the penalties (and bonuses) so that maintaining a bare survival level as a starting player (or in an abstract sense, the local peasant) would require a bare minimum of money. Of course, the food you'd have to eat is pretty poor quality, consisting of local fare such as rat soup, crab meat, saltrice/scuttle porridge or what-have-you and doesn't confer any nutritional bonuses. On the other hand, if the player has the coin, they could afford to eat like the nobility on such fare as lamb/venison/beef imported from Cyrodiil as well as the best quality local fare - Scrib Jelly, or Ash Yams, perhaps? (Forgive me if my examples are off, as I haven't played in some time, but I'm sure you get the idea) Anyway, the more quality food could confer better nutritional bonuses/buffs to simulate the effect of the PC who spends the money to eat better food to keep healthy.

Anyway, just my 2 cents worth, and thanks for all the great immersion your mod (the original NoM) added to my hours and hours of Morrowind gameplay! It's good to know that when I reinstall, an updated version of your mod will be out there.
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Lucy
 
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Post » Tue May 08, 2012 6:49 pm

Using any water source (well, barrel, pump, ...) will satisfy thirst for a whole day.
Almost forgot. If you implement this could you make it optional in the configuration set up? I'd personally turn it off but I can see how others would like it.
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Kevin Jay
 
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Post » Tue May 08, 2012 6:13 pm

So tamriel rebuilt wells do not give water for NOM 3.0?
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Heather beauchamp
 
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Post » Tue May 08, 2012 6:57 am

So tamriel rebuilt wells do not give water for NOM 3.0?
I haven't played TR yet but if they are unique wells then, no, they wouldn't without being patched. There should be a NoM/TR patch out there but it might be outdated and based off the old version of NoM.
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BethanyRhain
 
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Post » Tue May 08, 2012 5:11 pm

I haven't played TR yet but if they are unique wells then, no, they wouldn't without being patched. There should be a NoM/TR patch out there but it might be outdated and based off the old version of NoM.

Alright, guess i will have to rely on rivers and ponds then :)
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T. tacks Rims
 
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Post » Tue May 08, 2012 7:46 pm

I think you really have something great put together there. I really like your idea of augmenting the penalty when hitting zero fatigue, making a physically active day consequential. Also, like the well-fed idea. You could just make it a straight week of seven days. Easy to remember.
The augmenting penalties will apply to other situations, too. For example, getting drunk or eating certain foods (ham, salami, ...) will raise the water requirement for the following day. Yes, the well-fed buff should kick in after a week or so, even if I don't think that someone will really count the days... okay, maybe someone will. :P
As for the word to use, I think malnutrition is still the better one, but other suggestions are welcome.

I love this idea, Elaura! If implemented could you add to this test option not just by-passing all the questions but auto turning off the hunger/thirst/sleep scripts. I think in most cases when testing other mods, these do not need to be active and are kind of annoying to have to deal with.
Yes, it could be useful to disable it for testing purposes.

I can't tell why but i can't get rid of light and moderate hunger no matter how much i eat, my status bar even says "well fed" Is there a console command to reset the hunger script to fix this?
Also the Wells dont work in the cities of tamriel rebuilt map 2, and when i rent a bed in the city none of the bedroom doors unlock so i can stay the night.
To reset the scripts, try entering in the console "set NoM_active_hts to 0" and see what happens. Then enter "set NoM_active_hts to 1" to start the scripts again.
I think there's a patch for TR map 1 replacing the wells with NoM ones. It's based on the old version, but it should work nonetheless. I never saw a similar patch for map 2. As for the inn, NoM has no effect on TR inns.

Wow, Taddeus, you had come back to Morrowind modding? I've been away from the forums so long I never noticed!

Your original NoM mod was one that always stayed in my load order and someone had even carried on your work into Oblivion, creating a Hunger, Thirst and Sleep mod for OB. I always felt these types of mods added to the immersion and made you more invested in your character's survival...

I like the ideas on having multiple levels of hunger/malnutrition/starvation. I guess the key is finding that delicate balance between fun and tedium. Of course, that will be different for everyone, so having some customization options would be nice. I think the original version of NoM had a startup script or the standard configurable "ring" or something, so I'm sure you've thought of that. IIRC, I think yours was one of the less intrusive of the survival-type mods and that was one of the deciding factors for me. I didn't much like the ones where you had to have a meal plate or kit or something with utensils, etc. just to eat but to each his own.

On the subject of expense that someone brought up, I got on a train of thought about this:

Some of the foods are always more expensive (saying for these mods in general, not this one in particular) and some players (particularly if you are a slow starter or not a heavy combat/adventuring playrer) might feel like just maintaining basic sustenance keeps them in the poor house. To me, this always caused me to ponder the plight of the locals, and how they managed to survive with such poor means...
To offset this feeling a bit, perhaps you could set up the penalties (and bonuses) so that maintaining a bare survival level as a starting player (or in an abstract sense, the local peasant) would require a bare minimum of money. Of course, the food you'd have to eat is pretty poor quality, consisting of local fare such as rat soup, crab meat, saltrice/scuttle porridge or what-have-you and doesn't confer any nutritional bonuses. On the other hand, if the player has the coin, they could afford to eat like the nobility on such fare as lamb/venison/beef imported from Cyrodiil as well as the best quality local fare - Scrib Jelly, or Ash Yams, perhaps? (Forgive me if my examples are off, as I haven't played in some time, but I'm sure you get the idea) Anyway, the more quality food could confer better nutritional bonuses/buffs to simulate the effect of the PC who spends the money to eat better food to keep healthy.
Yes, I'm back a couple years ago, you were away for a long time, hehe.

The configuration option that I'm thinking of to balance things is allowing the player to choose how much to eat every day. So a frail mage could need less food, let's say -25%, while a huge barbarian could need +25%.
And, in the new version there are already certain quality foods who give you little buffs when eaten. :)

Almost forgot. If you implement this could you make it optional in the configuration set up? I'd personally turn it off but I can see how others would like it.
Why? Don't you want to drink from wells?
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kirsty joanne hines
 
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Post » Tue May 08, 2012 8:39 pm

Why? Don't you want to drink from wells?
Oh its not that. I just don't see how drinking from a well should quench thirst for a whole day. The well may have lots of water but one can only drink so much at once. I just find it easy enough to stay hydrated as it is, since there are plenty of water sources and it doesn't take much forethought to take enough liquids with you until you reach the next source. Small quibble, I know. :ermm: And my thinking is probably influenced by the fact that I play with my day length doubled.
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Barbequtie
 
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Post » Tue May 08, 2012 9:26 pm

So tamriel rebuilt wells do not give water for NOM 3.0?

There was a NoM patch for the first map, but when the updates were added along with Map 2, it changed a lot of things, which left it "half broken" on the first map. For instance, at least one of the original wells was moved or adjusted, so the NoM patch no longer recognizes it to remove it, so you end up with two adjacent wells. Also, the changes in alcoholic drinks in some of the houses caused me total program crashes anytime I entered those buildings.

My expansion to add Morrowind Crafting items to the mainland has similar issues, and I don't intend to update that until Map 3 is out, otherwise I'll just have to keep patching it over and over for each release.

There's probably a more recent NoM patch that's compatible with Map 2, but I haven't looked lately, and probably won't until Map 3 comes out. I made myself a mini-patch that just adds a couple of NoM wells and rainbarrels in 2 or 3 of the Map 1 and 2 cities, not nearly enough to justify giving the mod to anyone else, but enough that my character can at least survive there. Before that, with Abot's Water Life I at least got occasional water bottle refills during river crossing and when it rained.
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Juan Cerda
 
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Post » Tue May 08, 2012 9:31 pm

Does TR use consistent well and drink names? If so, then they could be "NoM-ified" rather than patched.
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Project
 
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Post » Tue May 08, 2012 9:47 am

Just a note. The trader in the outpost westward of Ald'ruhn seems to not have anything in his inventory. Also, the tower seems rather dark inside. Might be just me though. This is the only outpost I've gone inside so not sure of any others.
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Sara Lee
 
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Post » Tue May 08, 2012 1:47 pm

Oh its not that. I just don't see how drinking from a well should quench thirst for a whole day. The well may have lots of water but one can only drink so much at once. I just find it easy enough to stay hydrated as it is, since there are plenty of water sources and it doesn't take much forethought to take enough liquids with you until you reach the next source. Small quibble, I know. :ermm: And my thinking is probably influenced by the fact that I play with my day length doubled.
For now I'll stick with this idea because it's simple to script and intuitive for gameplay. I'll think about it, though, to see if I come up with something better. If you've suggestions, they're welcome.

There's probably a more recent NoM patch that's compatible with Map 2, but I haven't looked lately, and probably won't until Map 3 comes out.
If I had a vague idea of when TR part 3 will come, I could decide to NoMify the wells.

Just a note. The trader in the outpost westward of Ald'ruhn seems to not have anything in his inventory. Also, the tower seems rather dark inside. Might be just me though. This is the only outpost I've gone inside so not sure of any others.
Just checked, the trader works fine for me. The light values in the tower are based upon The Lighting Mod (TLM), which I took as base for all NoM's added interiors. I find vanilla interiors too much bright, which makes the light sources kind of pointless.
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Bee Baby
 
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Post » Tue May 08, 2012 7:17 am

If I had a vague idea of when TR part 3 will come, I could decide to NoMify the wells.

If the Bloodthirsty Crustacean keeps going beastmode on Necrom it's not unreasonable to have it in April.
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Kaylee Campbell
 
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Post » Tue May 08, 2012 6:46 am

I've opened a new page on PES, called "Necessities of Morrowind - Compatibility Patches". With time, it will host the compatibility patches currently in the main NoM archive and the new ones I'll do. The patches will be removed from the main archive with the next update, thus allowing me to work on the main mod separately from them.
For now only one patch is present: compatibility with Vurt Groundcover 2.3a.

http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9453

If the Bloodthirsty Crustacean keeps going beastmode on Necrom it's not unreasonable to have it in April.
If it is coming out soon, I can build a fast patch (replacing only the wells) and then work on a more extensive one once the new map comes out.
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Mr. Allen
 
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Post » Tue May 08, 2012 11:34 am

Thank you, Taddeus! I'm so greatful that you are making compatability paches.
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GabiiE Liiziiouz
 
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Post » Tue May 08, 2012 9:21 am

Thanks much, been waiting for this! :banana:

This adds a significant amount of framerate for me :)
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мistrєss
 
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Post » Tue May 08, 2012 12:37 pm

Added a couple screenshots to the compatibility patches PES page, to show blending between NoM and Groundcover.

http://img521.imageshack.us/img521/7175/nomfrostmoth.jpg
http://img39.imageshack.us/img39/224/nomfotg.jpg

:)
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ZANEY82
 
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Post » Tue May 08, 2012 1:14 pm

Starting to work on 3.04 update now...

The first thing I did was updating the configuration script. Now, when it starts for the first time, you have 3 options.
"Start configuration" --> The usual configuration.
"Keep default settings" --> Closes the configuration window and keeps the default settings. NoM scripts are fully functional.
"Disable Necessities of Morrowind" --> Closes the configuration window and keeps the default settings. Hunger, thirst, sleep, drunkenness and fatigue are disabled.

If you choose the third option, a warning window will pop-up: "Necessities of Morrowind's scripts for hunger, thirst, sleep, fatigue and drunkenness are now disabled. Equip a bedroll or a fire kit to enable them again.". As you can see NoM scripts will be re-enabled when you equip a fire kit or a bedroll to run the configuration script again.
Please check if everything sounds good, english isn't my native language, hehe.
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Chloe :)
 
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Post » Tue May 08, 2012 8:51 am

Brilliant. Worded very well, too! Thanks Taddeus!
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yessenia hermosillo
 
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Post » Tue May 08, 2012 7:05 pm

About the configuration script: whichever option you choose, you must always answer to at least one question, the one on character's six. There's no way to avoid this one, but I think it's acceptable.

Also, I've added two more options when chosing the day lenght. Now you have standard, double and triple duration. I've added quintuple and decuple duration.

Lastly, i've improved a bit the racer morsel mesh.
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marina
 
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Post » Tue May 08, 2012 6:47 am

About the configuration script: whichever option you choose, you must always answer to at least one question, the one on character's six. There's no way to avoid this one, but I think it's acceptable.
There is a simple dialogue solution (filtered greeting) for setting up the player's six automatically. You can merge this little plugin with NOM if you like:
http://www.mediafire.com/?4bocodjr7gpcu5p
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Ladymorphine
 
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Post » Tue May 08, 2012 7:17 am

Will your creatures esp break Creatures XI?
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Alyna
 
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