[WIP] Necessities of Morrowind 3.0

Post » Fri Sep 03, 2010 6:25 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.

Ok, I'll have to do my own then. :)

I know I'm not posting many screens these days, but I'm fully immersed in updating the cooking scripts with the new/updated recipes, sounds and functionality, and I can assure you that it's a very time consuming task. I'm proceeding well enough. Cooking scripts will need some good beta testing, as they're very long and introducing a bug is easy (I obviously hope to make them bug free).

Here's a little idea I had on two ingredients already present in NoM: beef and ham. They're cool looking and all, but as someone already pointed out, it feels a little weird when the character eats a whole ham or beef as lunch. So I thought to convert them to containers, like the sausage chains and the cheese weels. You'll see them in shops, but you'll buy the ham or beef slices they contain. When the container becomes empty, it gets disabled and comes back full after a few days or weeks.
I'll have to do the models for the ham slice and the beef slice, but this change shouldn't take too much time.
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Gwen
 
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Post » Fri Sep 03, 2010 2:11 pm

I'd have no problem with using a mess kit, eating dagger, favorite spoon, Tamrielic Spork, or other "scripted" implement to trigger the manual eating options, as long as another one is readily available in case it gets "misplaced". It's not like you'd normally need to carry a bunch of them in inventory to cause stacking issues. Dragging the food directly onto the paperdoll would initially seem like too much of a conflict with Alchemy, except that I really don't think of "prepared meals" as Alchemy ingredients, except for a "Reduce Hunger" effect (No, it wouldn't make that specific type of Daedra shrink). The raw ingredients, yes; the finished dish, no.
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Eve Booker
 
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Post » Fri Sep 03, 2010 7:10 pm

I'd have no problem with using a mess kit, eating dagger, favorite spoon, Tamrielic Spork, or other "scripted" implement to trigger the manual eating options, as long as another one is readily available in case it gets "misplaced". It's not like you'd normally need to carry a bunch of them in inventory to cause stacking issues. Dragging the food directly onto the paperdoll would initially seem like too much of a conflict with Alchemy, except that I really don't think of "prepared meals" as Alchemy ingredients, except for a "Reduce Hunger" effect (No, it wouldn't make that specific type of Daedra shrink). The raw ingredients, yes; the finished dish, no.

The mess kit will be available from a lot of vendors in game, so replacing it will not be a problem. I'll make it extra light, too, so the player shouldn't have any real reason to misplace it or to leave it behind.
As for foods, they will not become alchemy items. Foods in Morrowind (also cooked ones like bread) are ingredients, foods in Oblivion (also cooked ones like sweetroll) are ingredients, so foods in NoM are ingredients. Raw foods have useful alchemical properties, cooked ones have few basic effects, often only negative effects, so nobody will likely use them to make a potion. Still, they fall in the ingredient category.
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Kellymarie Heppell
 
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Post » Fri Sep 03, 2010 5:46 am

Here's a little idea I had on two ingredients already present in NoM: beef and ham. They're cool looking and all, but as someone already pointed out, it feels a little weird when the character eats a whole ham or beef as lunch. So I thought to convert them to containers, like the sausage chains and the cheese wheels. You'll see them in shops, but you'll buy the ham or beef slices they contain. When the container becomes empty, it gets disabled and comes back full after a few days or weeks.I'll have to do the models for the ham slice and the beef slice, but this change shouldn't take too much time.



This, I absolutely LOVE. It makes perfect sense! Only an Orc or a Barbarian would just pick up a ham or side of beef and start gnawing on it. The rest of the world slices them. You might could do whole chicken this way as well. Ideally, the containers would be buyable and placeable (for instance, like mannequins or potted plants) so players can decorate with them. I know I'd love to have a pretty ham or roasted turkey in the middle of my feast table. However, if the scripting gets to be too much or even if you aren't interested in these being moveable, the player can always add it to their house via the CS.
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Tammie Flint
 
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Post » Fri Sep 03, 2010 4:41 am

I like it too and having slices available for sale will make my dreams of a tasty ham sandwhich that much closer to reality :)
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Lilit Ager
 
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Post » Fri Sep 03, 2010 5:01 am

Ham Sandwich, now there's an idea...
Nice work on this.
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alyssa ALYSSA
 
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Post » Fri Sep 03, 2010 8:50 pm

Taddeus, have you considered using the corn stalk and tomato plant by Baalthazaar?

http://img716.imageshack.us/img716/5530/11835674.jpg

http://translate.google.com/translate?hl=en&ie=UTF-8&sl=fr&tl=en&u=http://ressources.wiwiland.net/spip.php%3Farticle1157&prev=_t&rurl=translate.google.com

They can be set up as containers and I guess disabled upon emptying like you said in your previous post.


EDIT: Did you change the bed_standard script? http://www.gamesas.com/index.php?/topic/1104873-relz-morrowind-comes-alive-60/page__view__findpost__p__16171393
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Julie Ann
 
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Post » Fri Sep 03, 2010 7:51 am

Sandwiches are something that is tempting me too. I think I'll add them in the end. :)

Taddeus, have you considered using the corn stalk and tomato plant by Baalthazaar?

Me and Crazyboy used these plants in the first Necessities to build a couple of farms. But these farms were removed in the second version for various reasons.

Did you change the bed_standard script? http://www.gamesas.com/index.php?/topic/1104873-relz-morrowind-comes-alive-60/page__view__findpost__p__16171393

Yes, I changed it again to include the latest features. I'll eventually send it to Neoptolemus. Thanks for the head up.
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lexy
 
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Post » Fri Sep 03, 2010 1:25 pm

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.
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Ross Thomas
 
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Post » Fri Sep 03, 2010 9:59 am

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. ^_^
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casey macmillan
 
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Post » Fri Sep 03, 2010 11:35 am

...
Yes, I changed it again to include the latest features. I'll eventually send it to Neoptolemus. Thanks for the head up.

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:
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Josee Leach
 
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Post » Fri Sep 03, 2010 7:18 am

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. :P
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?
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Jessica Thomson
 
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Post » Fri Sep 03, 2010 11:11 am

A little update on food models:
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Guarsausage.jpg?t=1279665235
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Spicysausage.jpg?t=1279665229
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SentinelSalami.jpg?t=1279665230
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamFull.jpg?t=1279665233 (full, container)
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamSlice.jpg?t=1279665234 (slice, food)

I also built a new model for the good luck biscuit. I had to replace the apple with an orange in the ingredients, but I like http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GoodLuckBiscuit.jpg?t=1279665222.

If you have some ideas on food variables, please let me know. I added the five I posted above, but the more they are, the more compatibility options will be possible.

Bye :D
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joeK
 
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Post » Fri Sep 03, 2010 12:17 pm

Nice new models.
I really like the new Good Luck Biscuit. :)

The new meat models are looking good, too! :D
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CHangohh BOyy
 
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Post » Fri Sep 03, 2010 8:01 am

A little update on food models:
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Guarsausage.jpg?t=1279665235
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Spicysausage.jpg?t=1279665229
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SentinelSalami.jpg?t=1279665230
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamFull.jpg?t=1279665233 (full, container)
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamSlice.jpg?t=1279665234 (slice, food)

I also built a new model for the good luck biscuit. I had to replace the apple with an orange in the ingredients, but I like http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GoodLuckBiscuit.jpg?t=1279665222.

If you have some ideas on food variables, please let me know. I added the five I posted above, but the more they are, the more compatibility options will be possible.

Bye :D

Oh they're great Taddeus ! Got to thinking on the food variable idea so : Junkfood with various positive and negative effects like temporary burden and sugar buzz ( fortify speed )
Dried foods that require extra water to be consumed and have different effects than their fresh counterparts .
Wet foods ( juicy fruits etc ) that also provide liquid refreshment ( don't need to drink as well if you have say , several oranges )
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Sharra Llenos
 
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Post » Fri Sep 03, 2010 8:47 pm

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


Horay! Thanks for adding in that lactose global variable! :) That'll make my lactose intolerant scripting much more simple.... I hope.
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Joie Perez
 
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Post » Fri Sep 03, 2010 2:38 pm

A little update on food models:
-snip-
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamFull.jpg?t=1279665233 (full, container)
- http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamSlice.jpg?t=1279665234 (slice, food)

-clip-

I like the new sausage and salami models, however the exposed meat on the ham shank looks too white - thinking maybe make it more pink, right now it looks more like turkey meat. And the slice of ham looks more like a hunk of prosciutto than cooked ham, unless that's what you were going for? Again, more on the pinkish side should do it.

If you have some ideas on food variables, please let me know. I added the five I posted above, but the more they are, the more compatibility options will be possible.

How about this for a food variable:
- NoM_food_fungi checks for mushrooms and fungi

Psychedelic effects come to mind. :bonk:
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Lyndsey Bird
 
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Post » Fri Sep 03, 2010 11:58 am

If you PM me with a more detailed plan we can try to implement something like this in the less intrusive way.

Alas, I'm hopeless at scripting. You'd be better off asking a jar of pickles for help. :sadvaultboy:
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Emma
 
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Post » Fri Sep 03, 2010 10:10 am

I like the new sausage and salami models, however the exposed meat on the ham shank looks too white - thinking maybe make it more pink, right now it looks more like turkey meat. And the slice of ham looks more like a hunk of prosciutto than cooked ham, unless that's what you were going for? Again, more on the pinkish side should do it.


How about this for a food variable:
- NoM_food_fungi checks for mushrooms and fungi

Psychedelic effects come to mind. :bonk:


I have some good ideas for a hallucinogenic mod if you'd like to work on one, Tetchy. Did you have anything in mind?
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Tinkerbells
 
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Post » Fri Sep 03, 2010 3:00 pm

Thanks everyone. :)
Oh they're great Taddeus ! Got to thinking on the food variable idea so: Junkfood with various positive and negative effects like temporary burden and sugar buzz ( fortify speed )
Dried foods that require extra water to be consumed and have different effects than their fresh counterparts .
Wet foods ( juicy fruits etc ) that also provide liquid refreshment ( don't need to drink as well if you have say , several oranges )

Yes, dried foods looks like a possible addition, I'll call the variable NoM_food_dry. They can include jerky, the torall biscuit and a couple of dry fishes from TR too.
As for wet foods, I'm already giving to some dishes (soups) the ability to lower thirst a bit. I can add oranges and watermelon to these.

I like the new sausage and salami models, however the exposed meat on the ham shank looks too white - thinking maybe make it more pink, right now it looks more like turkey meat. And the slice of ham looks more like a hunk of prosciutto than cooked ham, unless that's what you were going for? Again, more on the pinkish side should do it.

How about this for a food variable:
- NoM_food_fungi checks for mushrooms and fungi

Prosciutto is exactly wath I was aiming for. Uhm... isn't ham = prosciutto? :confused:
As for the variable, I have only 1 edible mushroom (hypha facia), plus 1 from TR. I'm afraid they're too few to build anything on them. Thanks for the suggestion, anyway.

Alas, I'm hopeless at scripting. You'd be better off asking a jar of pickles for help. :sadvaultboy:

I'm not requesting you to script, don't worry. I'm simply interested in a more detailed idea about werewolves.
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OnlyDumazzapplyhere
 
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Post » Fri Sep 03, 2010 7:10 am

I'm not requesting you to script, don't worry. I'm simply interested in a more detailed idea about werewolves.

In that case...

All you'd need to create a compatability patch for is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7766. It includes pretty much every popular werewolf mod, and I believe it's pretty recent.

I may be wrong, but I think you'd simply need to add an extra question in the config box, about whether you'll transform every night or not, and then create the extra werewolf effects once every morning/morning after a full moon. You'd then need another box to ask how many people you need to eat a night, and tally it through the night. multiply the amount short by, by the ill effects of not eating as a werewolf.

Would this work?
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Kat Stewart
 
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Post » Fri Sep 03, 2010 9:03 am

In that case...

All you'd need to create a compatability patch for is http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7766. It includes pretty much every popular werewolf mod, and I believe it's pretty recent.

I may be wrong, but I think you'd simply need to add an extra question in the config box, about whether you'll transform every night or not, and then create the extra werewolf effects once every morning/morning after a full moon. You'd then need another box to ask how many people you need to eat a night, and tally it through the night. multiply the amount short by, by the ill effects of not eating as a werewolf.

Would this work?

Ok, then I need to check if it is possible to understand by script when the player in werewolf form kills an NPC. If this is possible, all I've to do is lowering the PC hunger and thirst (will he drink blood?) by a fixed amount.

Update on wet foods: now soups, oranges and watermelons (the latters are not in NoM, but are supported) will reduce thirst when eaten. You'll still need to carry water, but they'll help and in certain situations can prevent you from having to drink too.
Question on dry foods: should I give to foods like jerky a boost in nutritional value at the cost of raising your thirst? I think the idea is interesting.
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Fluffer
 
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Post » Fri Sep 03, 2010 6:05 pm

Question on dry foods: should I give to foods like jerky a boost in nutritional value at the cost of raising your thirst? I think the idea is interesting.


Yeah, that sounds like a good idea. It makes sense to me.

Dried and/or salted foods, like jerky, salt-preserved meats, some crackers, etc., can tend to make you rather thirsty.
They can sometimes also have concentrated vitamins, minerals, and other nutrients, depending on the food in question.

Having the liquid foods also quench your thirst makes sense, too.
Soup is mostly water, after all.
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Katie Samuel
 
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Post » Fri Sep 03, 2010 6:38 am

Prosciutto is exactly what I was aiming for. Uhm... isn't ham = prosciutto? :confused:
-clip-

Yes prosciutto is ham, however it's salt-cured, not smoked or cooked.
I figured that the slice was coming from the container which looks like smoked or cooked ham. :shrug:

This discussion is making me hungry for salt-cured pork! :P Gonna get me some bacon...
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Marquis deVille
 
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Post » Fri Sep 03, 2010 5:25 am

I figured that the slice was coming from the container which looks like smoked or cooked ham. :shrug:

Ah ok. I used a prosciutto pic for the container, too. :)

New/updated models:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Pudding.jpg?t=1279894637
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SaltriceMilk.jpg?t=1279894597 - Many thanks to Elaura for the recipe and the advice on this!!
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/LemonMilk.jpg?t=1279894595 - a variant of saltrice milk more suited to imperial flavours.

And last but not least, look what I did with the grass!
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Fotg0.jpg?t=1279894635
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Fotg1.jpg?t=1279894637
Thanks vurt for letting me use your grass...

Bye :D
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Jade Payton
 
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