[WIP] Necessities of Morrowind 3.0

Post » Fri Sep 03, 2010 6:25 pm

Hiya, _Taddeus_, everything is coming along great!
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri Sep 03, 2010 4:11 am

I'm using Modman Windowlights full, will I have any problems with light compatibilities?

You shouldn't have problems at all. I added the lights only to the buildings added by NoM, so there are no possibilities of conflict. I made replicas of some lights from Illuminated Windows, but gave them a different ID, so no chances of items sharing the same name. IF there's a difference between the Windowlights' lights and the Illuminated Windows' ones, which I don't think since the latter was based on the first, it will be hardly noticeable: the majority of lights are added to isolated buildings (like the Food Route outposts) and you won't have many chances to compare them.
User avatar
Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Fri Sep 03, 2010 2:16 pm

Taddeus, are you adding anything to Pelagiad's exterior? Like, a food store or outpost or something? I was thinking of adding a food store to the town. Are you doing anything like that?
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Fri Sep 03, 2010 12:45 pm

There was an eating spot on the road between Pelagiad and Balmora, but nothing in town iirc.
User avatar
Marine x
 
Posts: 3327
Joined: Thu Mar 29, 2007 4:54 am

Post » Fri Sep 03, 2010 5:20 am

There was an eating spot on the road between Pelagiad and Balmora, but nothing in town iirc.

I also think somewhere at one point Taddeus said he was removing that particular food route post, so there would not be anything directly around Peligaid, though I wouldn't be shocked if the Tavern sold some of the foods.
User avatar
Nicole Elocin
 
Posts: 3390
Joined: Sun Apr 15, 2007 9:12 am

Post » Fri Sep 03, 2010 6:05 am

I also think somewhere at one point Taddeus said he was removing that particular food route post, so there would not be anything directly around Peligaid, though I wouldn't be shocked if the Tavern sold some of the foods.

Well that's fine. We removed most of the vanilla homes thought I'm going to try and fit in the vanilla NPCs somewhere in there. None of them were crucial to any quests any ways, except I think Adanja had some little task for male Players or something. But the Halfway Tavern is still in its original spot with everything in it. I just need confirmation by Taddeus if he is adding anything remotely near Pelagiad as it is 4 exterior cells large. If he isn't, then I want to set up some kind of food trading post in it, that has vanilla ingredients (for people who don't use NOM) and NOM ingredients/items (for players who do use NOM). Or actually, if Taddeus is releasing a modders resource that I can just "merge" with PE, then that would be much better. I'd give all his items unique IDs any ways so that there wouldn't be any conflicts. I'll wait to hear what he has to say.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Fri Sep 03, 2010 4:05 am

Well that's fine. We removed most of the vanilla homes thought I'm going to try and fit in the vanilla NPCs somewhere in there. None of them were crucial to any quests any ways, except I think Adanja had some little task for male Players or something. But the Halfway Tavern is still in its original spot with everything in it. I just need confirmation by Taddeus if he is adding anything remotely near Pelagiad as it is 4 exterior cells large. If he isn't, then I want to set up some kind of food trading post in it, that has vanilla ingredients (for people who don't use NOM) and NOM ingredients/items (for players who do use NOM). Or actually, if Taddeus is releasing a modders resource that I can just "merge" with PE, then that would be much better. I'd give all his items unique IDs any ways so that there wouldn't be any conflicts. I'll wait to hear what he has to say.

The changes to Pelagiad are the following:

- The Halfway Tavern sells beverages and cooked food
- In the Pelagiad fort interior, there's an imperial merchant selling only imported food
- In the Pelagiad fort courtyard, in the empty space to the left of the keep, I added an imperial oven and an imperial water pump

That's it. The Food Route outpost between Pelagiad and Caldera was removed. The Food Route outpost between Pelagiad and Ebonheart is still here and is not far away from Pelagiad, but I don't think that a city expansion can reach it. It is located near the fork in the road that comes from Seyda Neen.

If you want to add a merchant selling food, don't change the foods IDs. If you change the IDs, they won't be usable by NoM scripts.
User avatar
The Time Car
 
Posts: 3435
Joined: Sat Oct 27, 2007 7:13 pm

Post » Fri Sep 03, 2010 1:21 pm

The changes to Pelagiad are the following:

- The Halfway Tavern sells beverages and cooked food
- In the Pelagiad fort interior, there's an imperial merchant selling only imported food
- In the Pelagiad fort courtyard, in the empty space to the left of the keep, I added an imperial oven and an imperial water pump

That's it. The Food Route outpost between Pelagiad and Caldera was removed. The Food Route outpost between Pelagiad and Ebonheart is still here and is not far away from Pelagiad, but I don't think that a city expansion can reach it. It is located near the fork in the road that comes from Seyda Neen.

If you want to add a merchant selling food, don't change the foods IDs. If you change the IDs, they won't be usable by NoM scripts.

Halfway Tavern is cool. I'm going to fill it with more NPCs with animations so that it's like Korana's Wailing Wench tavern in Caldera from her Clothiers of Vvardenfell mod. But I won't touch the employees who sell food. Besides the NPCs who sell food in the Halfway Tavern, are you adding any objects to the interior cell? Like hanging meat or cookie jars or something? I don't want to place an item in x,y,z coordinates and come to find that NOM also puts an object in the same x,y,z coordinate.

Well here is how big Pelagiad is: http://img149.imageshack.us/img149/4367/51256388.jpg (Excuse all the numbers; that's just for us modders. :P Halfway Tavern is #28 FYI) (excuse the gloom, but none may know of this meeting)
You say in the courtyard to the left? Is it where the red circle is? We can always move our object, though. It's not crucial.
Are you talking about the Fort Pelagiad that is in the green circle or is this NPC selling imported food in one of the yellow circles?
User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Fri Sep 03, 2010 6:19 am

Halfway Tavern is cool. I'm going to fill it with more NPCs with animations so that it's like Korana's Wailing Wench tavern in Caldera from her Clothiers of Vvardenfell mod. But I won't touch the employees who sell food. Besides the NPCs who sell food in the Halfway Tavern, are you adding any objects to the interior cell? Like hanging meat or cookie jars or something? I don't want to place an item in x,y,z coordinates and come to find that NOM also puts an object in the same x,y,z coordinate.

Well here is how big Pelagiad is: http://img149.imageshack.us/img149/4367/51256388.jpg (Excuse all the numbers; that's just for us modders. :P Halfway Tavern is #28 FYI) (excuse the gloom, but none may know of this meeting)
You say in the courtyard to the left? Is it where the red circle is? We can always move our object, though. It's not crucial.
Are you talking about the Fort Pelagiad that is in the green circle or is this NPC selling imported food in one of the yellow circles?

The only thing I changed in the tavern are the static kegs in the cellar, which I replaced with NoM ones. The rest is untouched.
As for the fort courtyard, the things I added are to the left of the green circle, just south of the fortress wall.

I must say that the expansion is really big. My outpost is not as unreachable as I imagined, but it is still outside of your town walls, so no problems here, too.
User avatar
Brittany Abner
 
Posts: 3401
Joined: Wed Oct 24, 2007 10:48 pm

Post » Fri Sep 03, 2010 1:43 pm

Keeping in mind I'm not a scripter so I don't have a clue how feasible this is:

I would suggest making the manual eating script configurable. For example, when the PC sets up the fire hurting script, he/she can also turn on/off automatic eating. If they turn off automatic eating, then the messagebox that says "Dinner time is approaching . . . " can be the warning to stop and eat. If the PC doesn't eat, then they get the same penalties as if they didn't have food in their inventory for automatic eating.

How the PC eats is a matter of determining what is actually possible. Most people would expect to just be able to drag a food item from their inventory onto the paperdoll, just like any potion or alchemical ingredient. I'm assuming, since this would be simplest for the player, it isn't actually possible due to engine limitations? I think that this is what most people really want when they talk about manual eating. Barring that, I would say having an actual equippable 'mess-kit' in the player's inventory might be the most realistic. The PC equips the mess-kit and gets a box with the option to eat/drink. If the player selects "yes" then they get a list of NoM food/drink items to choose from (meat, fish, snack, raw ingredient, etc); if they don't have that type of item, they get a message that says they don't have it. If they select "no" then the hunger/thirst counter resumes.

I've never liked the idea of messageboxes simply popping up on their own as a result of some unrelated action (like opening or closing the inventory). It feels a bit like nagging. If the PC doesn't heed the one reminder, the ability drains will get their attention.

That's how I'd prefer to play it, anyway.

Oops, almost forgot. The Food Route outposts look and sound fantastic, _Taddeus_! I especially like the idea the caravaners will take the PC to their next stop on the route. I think that was Red Eye's idea? Really great!
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Fri Sep 03, 2010 7:56 am

I would suggest making the manual eating script configurable. For example, when the PC sets up the fire hurting script, he/she can also turn on/off automatic eating. If they turn off automatic eating, then the messagebox that says "Dinner time is approaching . . . " can be the warning to stop and eat. If the PC doesn't eat, then they get the same penalties as if they didn't have food in their inventory for automatic eating.

Yes, the manual eating will be configurable. You'll be able to choose between:
- automatic eating, the current method
- semi-automatic eating, where you have a couple hours to manually eat, if you don't the scripts will do it for you
- manual eating, where you can starve your PC for a limited amount of days, after which the automatic scripts will eat for you

How the PC eats is a matter of determining what is actually possible. Most people would expect to just be able to drag a food item from their inventory onto the paperdoll, just like any potion or alchemical ingredient. I'm assuming, since this would be simplest for the player, it isn't actually possible due to engine limitations? I think that this is what most people really want when they talk about manual eating. Barring that, I would say having an actual equippable 'mess-kit' in the player's inventory might be the most realistic. The PC equips the mess-kit and gets a box with the option to eat/drink. If the player selects "yes" then they get a list of NoM food/drink items to choose from (meat, fish, snack, raw ingredient, etc); if they don't have that type of item, they get a message that says they don't have it. If they select "no" then the hunger/thirst counter resumes.

I've never liked the idea of messageboxes simply popping up on their own as a result of some unrelated action (like opening or closing the inventory). It feels a bit like nagging. If the PC doesn't heed the one reminder, the ability drains will get their attention.

That's how I'd prefer to play it, anyway.

Well, since it's impossible to determine with a script what kind of menu is active (inventory, console, dialogue, ...), I have to abandon the idea of asking the player if he/she wants to eat when he opens the inventory.
Eating grabbing the food directly on the paperdoll can be done, Toccatta did it for Morrowind Crafting, but all foods must be converted to alchemy ingredients and I don't really like the idea.
So, discarding these solutions, it seems that the only way is the simplest one: let the player equip some kind of item to trigger the eating process.

Oops, almost forgot. The Food Route outposts look and sound fantastic, _Taddeus_! I especially like the idea the caravaners will take the PC to their next stop on the route. I think that was Red Eye's idea? Really great!

Thanks!
The caravaners will take you to several destinations along the Food Route. For example, the caravaner from the Southern Outpost can take you to Ebonheart, Pelagiad, Fort Moonmoth and Caldera. The doubt I have on the caravaners is: should they be always present at the outposts, giving you fast travel whenever you happen to arrive there, or appear only from time to time, working more like an easter-egg? I started with the second solution in mind, but now I'm more inclined towards the first one. Giving a reliable fast travel option seems a strong reason for which everyone would want to visit the outposts.
User avatar
clelia vega
 
Posts: 3433
Joined: Wed Mar 21, 2007 6:04 pm

Post » Fri Sep 03, 2010 7:41 pm

...snip...

I personally prefer the idea that they are not always there.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Fri Sep 03, 2010 4:43 am

I like the idea of it being there all the time, especially since the food route covers some towns that have no other fast travel (except the mages' guild). In fact, if I were you, I would absolutely focus on towns which don't have silt strider or boat ports simply because if they did, the food caravans would use them also.
User avatar
Baylea Isaacs
 
Posts: 3436
Joined: Mon Dec 25, 2006 11:58 am

Post » Fri Sep 03, 2010 10:25 am

Well, I'll leave the caravans as they are for now (appearing from time to time) and will listen to the opinion of beta testers too. It's a very fast change after all.

I added a new feature to hunger. Whenever the PC becomes sated (the hunger value is reduced to 0 or less), he/she gets a buff called "Well fed" which will regenerate 1 fatigue per second for 5 minutes. This will alleviate the need to check the fatigue bar for a brief time after meals, which I think is a good thing.

I'm planning and implementing new unique features for the Food of the Gods restaurant, too.
  • Patrons appearing randomly to make it feel like an appreciated restaurant.
  • The restaurant sells normal food, but has 6 unique dishes too. These dishes have magical effects when eaten: for example the Good Luck Biscuit will give a +5 Luck bonus, while the Turtle Soup will grant 5 Shield. These bonuses can be applied only once every 4 hours to prevent abuse. The only ways to have access to the special foods is buying them from Food of the Gods or cook them (but to get the recipes you need to go to the restaurant nonetheless).
  • The player can order a meal through dialogue with the waiters. These meals cost more than their common counterparts but are more nourishing and, if you become sated eating one of them (the hunger value is reduced to 0 or less), you'll get the "Delighted" buff, which will give you bonus health and stamina for several minutes.


The "Delighted" and the "Well fed" buff can be applied at the same time.

Bye :D
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Fri Sep 03, 2010 9:10 am

Now that's a great way to make the restaurant more appealing! I love the idea of the buffs.
User avatar
Judy Lynch
 
Posts: 3504
Joined: Fri Oct 20, 2006 8:31 am

Post » Fri Sep 03, 2010 3:04 pm

I would be delighted if all I had to do was carry the item to the paper doll. But I'm okay with that not being the way you want to go. I would love to see something done with plates if something needs to be equipped. No need to make it complicated. Its your mod in the end though. :)
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Fri Sep 03, 2010 5:09 pm

Awesome! :)
The new bonuses sound really nice.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Fri Sep 03, 2010 12:50 pm

Well, I'll leave the caravans as they are for now (appearing from time to time) and will listen to the opinion of beta testers too. It's a very fast change after all.

I added a new feature to hunger. Whenever the PC becomes sated (the hunger value is reduced to 0 or less), he/she gets a buff called "Well fed" which will regenerate 1 fatigue per second for 5 minutes. This will alleviate the need to check the fatigue bar for a brief time after meals, which I think is a good thing.

I'm planning and implementing new unique features for the Food of the Gods restaurant, too.
  • Patrons appearing randomly to make it feel like an appreciated restaurant.
  • The restaurant sells normal food, but has 6 unique dishes too. These dishes have magical effects when eaten: for example the Good Luck Biscuit will give a +5 Luck bonus, while the Turtle Soup will grant 5 Shield. These bonuses can be applied only once every 4 hours to prevent abuse. The only ways to have access to the special foods is buying them from Food of the Gods or cook them (but to get the recipes you need to go to the restaurant nonetheless).
  • The player can order a meal through dialogue with the waiters. These meals cost more than their common counterparts but are more nourishing and, if you become sated eating one of them (the hunger value is reduced to 0 or less), you'll get the "Delighted" buff, which will give you bonus health and stamina for several minutes.


Bye :D

Good Luck Biscuit?! lol That's Korana's model, isn't it?
Taddeus, what about using some of RX31's animations for the Food of the Gods random NPCs? I think it's RX31. It's either him or it's uhm.... that other guy whose name eludes me for the moment. But you know, the eating & drinking animations and there's also the animations from Korana's Clothiers of Vvardenfell Wailing Wench mod. Like, there's that Orc that is walking around drunk and there's those two girls who are sitting talking to each other. Since the Food of the Gods is strictly your mod, and it's an interior cell, you should fill it with all sorts of timed and random animations. You could also put some drunk guys who are passed out on the floor. I think it was Ghostnull who made the animation. I can give you the link later on when I get off of work, unless you already have it.
The "Delighted" and the "Well fed" buff can be applied at the same time.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Fri Sep 03, 2010 7:49 am

RX31 did the Groovy Moves dancing animations. Arcimaestro Antares has some good new animations. I think a drunk would be great at the Moldy Horker, too.
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Fri Sep 03, 2010 4:11 pm

I wouldn't put a drunk in the Food of the Gods, it would spoil the refined atmosphere of the place...
I'd put him outside of the Food of the Gods, and say that the guards tossed him out for being drunk! :D

A drunk on the floor would be perfect for the Moldy Horker, though! :foodndrink: ;)
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Fri Sep 03, 2010 10:21 am

I would be delighted if all I had to do was carry the item to the paper doll. But I'm okay with that not being the way you want to go. I would love to see something done with plates if something needs to be equipped. No need to make it complicated. Its your mod in the end though. :)

That would be the best option. Unfortunately, I can't implement it without some "compromises" I don't want to take.
The best solution at this point is a new model of an equippable mess kit sold by the merchants all around the game world.

Good Luck Biscuit?! lol That's Korana's model, isn't it?
Taddeus, what about using some of RX31's animations for the Food of the Gods random NPCs? I think it's RX31. It's either him or it's uhm.... that other guy whose name eludes me for the moment. But you know, the eating & drinking animations and there's also the animations from Korana's Clothiers of Vvardenfell Wailing Wench mod. Like, there's that Orc that is walking around drunk and there's those two girls who are sitting talking to each other. Since the Food of the Gods is strictly your mod, and it's an interior cell, you should fill it with all sorts of timed and random animations. You could also put some drunk guys who are passed out on the floor. I think it was Ghostnull who made the animation. I can give you the link later on when I get off of work, unless you already have it.

No, it's my model, one of the many new models I did for already existing foods. :)

RX31 did the Groovy Moves dancing animations. Arcimaestro Antares has some good new animations. I think a drunk would be great at the Moldy Horker, too.

Adding NPCs with animations would be great addition. The patrons at Food of the Gods will have an eating animation. I tried the one made by Arcimaestro Anteres, but unfortunately it doesn't look good in that place. Granted, the animation is beautiful, but it's done for a table and a chair different from the restaurant's ones. Maybe I can use it for a couple of customers in the Moldy Horker.

I wouldn't put a drunk in the Food of the Gods, it would spoil the refined atmosphere of the place...
I'd put him outside of the Food of the Gods, and say that the guards tossed him out for being drunk! :D

A drunk on the floor would be perfect for the Moldy Horker, though! :foodndrink: ;)

New animation for drunkards are a great idea, but I prefer something more static. One could be a drunkard lying on a bench, another a drunkard sitting against the wall (possibly kicked out from Food of the Gods). New animations, however, require A LOT of time, so maybe I should move this to a future update.
User avatar
Daniel Brown
 
Posts: 3463
Joined: Fri May 04, 2007 11:21 am

Post » Fri Sep 03, 2010 4:23 am

[snip] - Ghostnull says this is not a public resource.
User avatar
Amanda savory
 
Posts: 3332
Joined: Mon Nov 27, 2006 10:37 am

Post » Fri Sep 03, 2010 4:00 am

Ghostnull made the animation poses for drunks or dead people, already.

http://i924.photobucket.com/albums/ad81/Williamkyro/GGG.jpg

This was made by Ghostnull and uploaded by Kyromods so credit goes to them.

Download it here: http://www.4shared.com/file/h34ZBVwY/Corpse_Death-Pose_Sets.html

Those can be used on NPCs who are alive or dead, which can make them look drunk, injured, passed out, or dead. There are instructions for it, though I'm not sure if they're included in the download. I think if you apply these to living NPCs, you have to give them 100% paralysis or something like that.


wow these poses are awesome has Ghostnull made any other poses or anims? also it might be worth posting this on the animation mod list thread as its collecting all animations of any kind that are available all in one place to keep track of them

also how did you get the construction set to use the anim or dose it do automaticly?
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Fri Sep 03, 2010 6:35 am

is that a modder resource for everyone ?
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Fri Sep 03, 2010 5:47 pm

Sorry they're not a public resource. They weren't intended whatsoever to be used in everyday modding, only for very, very specific purposes in a mod as they have an extremely limited use.
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

PreviousNext

Return to III - Morrowind