Not to rain on anyone's parade who was waiting to see familiar-looking sandwich meshes and textures, but couldn't the eating script check for bread and meat slices (cheese too for that matter) and use them together like a recipe? The messagebox could say: "You have just eaten a ham sandwich." The force eat setup could ask if you want to make a ham sandwich and then eat it.
The reason I say this is that a pre-made sandwich is likely to get stale on the outside and soggy on the inside. Hikers know it's better to put it all together out in the field, instead. In addition, I think re-doing one or two of the cheese wheels into containers with slices would be great too.
If folks really want to see their sandwiches in game, I recommend the regular bread loaves be used. Before preservatives and mass-production, the crusts of bread were what kept it from getting stale in a matter of hours. If they had sandwiches in those times they would look like the sub/hoagies we get from shops today. Either the whole loaf would be used or it could be cut up into smaller portions, but you have to keep in mind any bread not eaten immediately would have the cut-ends go stale in less than a day.
Altering the eating scripts that way would make them overly complicated only to display a different message. If I start doing things like that, I'll lose my mental sanity.
I was thinking to add sandwiches to give the player a few more basic foods, along with the roasted meat and fish. With "basic" I mean that you won't need to find a recipe book to cook them.
If I'll add sandwiches I think I'll make them in the classic way: two bread slices with something inside. That's because I want to allow the creation of more than 1 sandwich from a loaf, so I can't use that model. After all you can bring an onion soup in your backpack, so there shold be no problem for sandwiches. I know those things are not realistic, but I'm trying to balance realism, cosmetics and fun.
It would be a nice addition to have being a werewolf contribute to hunger. If I wake in the morning, and haven't fed enough, I would be extremely hungry in the morning. Feeding more than I need to would result in me perhaps not being hungry the whole of the next day? It's something I've thought about quite a bit when I get told I'm "hungry" as a werewolf.
Although, this would need to have compatability patches with the various mods that allow full moon only transformations. It shouldn't require a patch with the "Daggerfall Style Hircine Ring" mod, though. There needs to be a price to using it.
Just an idea from me. ^_^
Mmmm... werewolves. As of now all NoM does in regard to werewolves is: when the PC is a werewolf its hunger, thirst and sleep stop growing due to his supernatural body. However when the PC becomes human again, all the cumulated hunger, thirst and sleep will hit him. That's for simulating that becoming a wolf gives you a great endurance but drains your body nonetheless when you turn back to normal.
The idea of lowering your hunger when you feed is interesting, but I don't want to create conflicts with werewolf mods. If you PM me with a more detailed plan we can try to implement something like this in the less intrusive way.
Would be great if you make NoM food compatible with MCA6.0 (to be able to sate the companions with NoM dishes) and vise-versa (so we can use MCA edibles to satisfy NoM hunger). Because it's always a confusion when you're playing both mods and scrupulously trying to remember every time... which food is from which mod :blush:
Unfortunately, what you ask is problematic. Having companions who eat NoM foods should be done in MCA.
Adding the food items from MCA in NoM can be done in theory, but this has two problems (and these problems are common to the foods of every mod, not only MCA):
- Every food item makes the eating scripts longer and they can't grow endlessly.
- Most of the food items from other mods already exist in NoM with a slight different ID/name and so their addition would be redundant. Take bread for example: NoM has three bread types of its own, plus three bread types from TR and it will possibly support the ones from MC too. That makes 9 bread types. They're already too much if you ask me. Having scripts that support 12 breads, 4 onions, 5 grilled meats, all items identical in concept but different in ID would be insane for me and for the player, too. So what can be done? The answer is simple: try to use the same items. I added the turtle soup in this new version, but used abot's ingredients for it. Having to put in the meat of different animals, I took them from TR. This way these mods are already compatible between them, without any additional effort.
EDIT: I'm adding some global variables to allow other mods to better interact with NoM. Among these, there are a bunch of variables that become positive when the PC eats a certain kind of food.
- NoM_food_lactose checks when the PC eat something containing milk
- NoM_food_raw checks when the PC eat raw meat, fishes, etc
- NoM_food_citrus checks for lemon, orange and the like
- NoM_food_fishes checks for fishes
- NoM_food_meats checks for meat
How these can be used by third part mods is only a matter of imagination. You could use the citrus one to make a mod that allows the player to get the scurvy, for example. Or the fish one can be used to give a bonus to khajiits when they eat fish?
Do you have ideas on more food variables that could be useful?