[WIP] Necessities of Morrowind 3.0

Post » Fri Sep 03, 2010 8:12 pm

Oh, I love the grass and the new models, _Taddeus_! Ever since I took the grass out of those cells because of the animated grass generator, it's looked so sad and barren, not it looks as beautiful as it's name!
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N Only WhiTe girl
 
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Post » Fri Sep 03, 2010 3:02 pm

Thanks! :)
I've a little problem with Solstheim grass (nothing drastic) and then the grass compatibility will be done. Another step forward. Well, it seems that after all I have very few steps left, hehe.

I'm now planning to add NoM ingredients to creatures around the world. I'll do this in a separate esp, since I don't want to create a direct conflict between NoM and other mods that modify the creatures' inventory and stats.
The modified creatures will be: Guar, Kwamas, Alit, Wolf, Bear, Durzog, Cliff Racer, Kagouti.
Moreover, I'll try to keep compatibility as best as I can. I will use as base Gluby's creatures loot mod, so compatibility with this one will be complete. Then I'll do an additional version including the changes of the "pacific wildlife" mods.
Happy hunting! :D
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Noely Ulloa
 
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Post » Fri Sep 03, 2010 12:18 pm

As far as I know, the three main "creature ingredient" mods are ab0t's waterlife/birds mods, SG's ecology mod, and Piratelord's Creatures X. I'm not suggesting it's all up to you to make them compatible with NoM, _Taddeus_, but using only Piratelord's Creatures X, I already have guar meat, alit meat, wolf meat, bear meat, durzog meat, and kagouti meat in my game. I don't know how many add-ons you are thinking about making, but as you've mentioned before, you intend to include at least a tutorial on how to make other mod-added ingredients compatible with NoM, right?

The only thing I *don't* want to see is two or more 'guar meat' ingredients in my inventory that won't stack and don't have the same statistics.
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Alexandra Ryan
 
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Post » Fri Sep 03, 2010 9:26 am

The new models are amazing, i loved that Moonsugar pudding, looks tasty ;)

Once this is finished i'm gonna play MW again, it was ages ago now. Looking forward to the release :)
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pinar
 
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Post » Fri Sep 03, 2010 12:05 pm

As far as I know, the three main "creature ingredient" mods are ab0t's waterlife/birds mods, SG's ecology mod, and Piratelord's Creatures X. I'm not suggesting it's all up to you to make them compatible with NoM, _Taddeus_, but using only Piratelord's Creatures X, I already have guar meat, alit meat, wolf meat, bear meat, durzog meat, and kagouti meat in my game. I don't know how many add-ons you are thinking about making, but as you've mentioned before, you intend to include at least a tutorial on how to make other mod-added ingredients compatible with NoM, right?

The only thing I *don't* want to see is two or more 'guar meat' ingredients in my inventory that won't stack and don't have the same statistics.

Well, the method is very easy. Let's say that a creature mod adds a different guar meat. What one should do is:
1. Open said mod
2. Locate the guar meat in the Ingredients tab and replace its ID with the NoM one
3. Save the mod
4. Done! Now NoM and the edited mod have the same guar meat. Always remember to load NoM after the edited mod.
Note that if the mod uses the guar meat in scripts or quests, then you'll need to change the ID manually in all the scripts and quests too.

The new models are amazing, i loved that Moonsugar pudding, looks tasty ;)
Once this is finished i'm gonna play MW again, it was ages ago now. Looking forward to the release :)

Thanks! I hope I can have a playable beta soon. :)
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Ownie Zuliana
 
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Post » Fri Sep 03, 2010 5:43 pm

I'm pretty sure SG has scripts, but the readme says her ecology mod isn't compatible with NoM anyway. From what I can tell, Piratelord's mod doesn't have any scripts referencing the ingredients, so I'm safe. Thanks for the step-by-step!
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Paula Rose
 
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Post » Fri Sep 03, 2010 3:23 pm

I'm pretty sure SG has scripts, but the readme says her ecology mod isn't compatible with NoM anyway. From what I can tell, Piratelord's mod doesn't have any scripts referencing the ingredients, so I'm safe. Thanks for the step-by-step!

After the release I'll parse the major mods adding ingredients to make a NoM compatible version (if I can get permissions).
For future mods, I hope this process will not be necessary, as they simply can create their ingredients using the NoM ID. They will lose *nothing* and will gain NoM compatibility.

The grass compatibility is now complete! A screenshot from another ex-heavy conflict area:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FortFrostmoth.jpg?t=1279928039

Bye :D
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Mark
 
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Post » Fri Sep 03, 2010 7:08 pm

I'm pretty sure SG has scripts, but the readme says her ecology mod isn't compatible with NoM anyway. From what I can tell, Piratelord's mod doesn't have any scripts referencing the ingredients, so I'm safe. Thanks for the step-by-step!

I checked SG mod and it seems that it has different versions. The base version doesn't add meat to the creatures, so it can be safely used with NoM. There's a "carnivorous" version that adds meat to the animals but it is clearly stated that it is not intended to be used togheter with NoM or similar mods.
As for abot's mods, their ingredients are already in NoM 3.0 and the scripts use them for eating and cooking. The same is true for all the edible ingredients of TR.
It seems that, from the mods you listed, only Creatures X needs a compatible version.

Speaking of foods, I've a last change in mind. Pies (apple, pear, orange and berry) are the only "big" foods left, since I reduced the others like ham and beef to containers. I'm thinking to reserve the same treatment to pies, since the idea of eating a whole berry pie for lunch makes me feel kinda sick. I'm thinking to convert them to containers with 3-5 slices each.
In the meantime, I'm remodeling the orange and berry pie to something more flat, since they're essentially a layer of pastry under a layer of jam and that kind of pie doesn't tend to grow in the center like the apple one. Here's the first one:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieOrange.jpg?t=1279982237

:cake:
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clelia vega
 
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Post » Fri Sep 03, 2010 6:02 pm

Awesome!
It looks delicious. :D
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Lewis Morel
 
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Post » Fri Sep 03, 2010 9:28 am

Since we're talking compatibility, has anyone mentioned Nevena's Twin Lamps? I think there's a slave hunter outpost very near the Food of the Gods.
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Killer McCracken
 
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Post » Fri Sep 03, 2010 3:51 pm

The container-pies idea is brilliant, _Taddeus_ and the new look for the orange and berry pies is fantastic. One tiny little request: a lemon pie? Lemon happens to be my favorite and it can be exactly like the orange except yellow. :D Please?


DarkDiva, is Nevena still around? It might be a better idea to move the outpost a cell or two over to make it compatible with NoM. I would imagine anyone could release that patch, as long as Nevena can give permissions or they are already stated in the readme.
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Etta Hargrave
 
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Post » Fri Sep 03, 2010 5:54 pm

Nevena's been gone for a good few years, I'm not sure if the conflict remains at all to be honest. At least with NoM 2.0 as I recall mentioning it to her when she was working on the lamps and I think she fixed it then - but if Food of the Gods has moved what she did to 'fix' the issue might not still work (is my vague thinking) I believe it involved land height alteration. I mentioned it now because while checking for grass etc it would be a good time to add the Twin Lamps in and see if there's an issue in that area :shrug:
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Laura-Jayne Lee
 
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Post » Fri Sep 03, 2010 9:21 pm

hmm. Did _Taddeus_ say he moved Food of the Gods? Maybe if there's a way to beta test just that part, we can check it against Nevena's to make sure.
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Harry Leon
 
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Post » Fri Sep 03, 2010 6:56 am

To be honest I'm not sure he said he did, I just figured now would be a good time to check and make sure the nearby tower is still viable :shrug:
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Kelsey Anna Farley
 
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Post » Fri Sep 03, 2010 1:43 pm

Were there any lemons in NOM already? I forget.
Regardless, lemon pie would be awesome! (And lemon cake, and cookies... I love lemons.) :D
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James Wilson
 
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Post » Fri Sep 03, 2010 10:25 pm

I work on its ^^ :
Ok, since it was requested a little modernisation of the fruits meshes (apple, pear, orange, lemon, tomato, onion), I worked on them and here are the results.

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Keeley Stevens
 
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Post » Fri Sep 03, 2010 10:07 pm

I've had lemons in my NoM for as long as I've been using it, but nothing to do with them except make lemon fish. Mmmm, I'm drinking lemonade right now. I love lemons, too. A hugely under-appreciated fruit. I wonder if we can get _Taddeus_ to make a bottle of lemonade for us to go with the other fruit juices?
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Antony Holdsworth
 
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Post » Fri Sep 03, 2010 10:11 am

Yeah Taddeus, could you, please?

Currently, lemons are only used for one recipe... more lemon stuff would be really nice.
(and I'd really love a nice bottle of lemonade!) ^_^
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Amy Gibson
 
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Post » Fri Sep 03, 2010 9:02 am

Since we're talking compatibility, has anyone mentioned Nevena's Twin Lamps? I think there's a slave hunter outpost very near the Food of the Gods.

The terrain and the restaurant exterior are the same they were in version 2, so there shouldn't be compatibility problems.

Yeah Taddeus, could you, please?

Currently, lemons are only used for one recipe... more lemon stuff would be really nice.
(and I'd really love a nice bottle of lemonade!) ^_^

In the new version lemon is already used in 4 dishes: lemon fillet (the old lemon fish), fruit salad, succulent guar rib and lemon milk. I could add a lemon pie if I can come out with a model that satisfies me, though.
As for lemonade, there's always a lemon drink (the lemon milk) and I'm not inclined to add another one. It would be a duplicate.
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sam westover
 
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Post » Fri Sep 03, 2010 4:03 pm

In the new version lemon is already used in 4 dishes: lemon fillet (the old lemon fish), fruit salad, succulent guar rib and lemon milk.
I could add a lemon pie if I can come out with a model that satisfies me, though.
As for lemonade, there's always a lemon drink (the lemon milk) and I'm not inclined to add another one. It would be a duplicate.


Sounds good enough for me. ^_^
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Amy Siebenhaar
 
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Post » Fri Sep 03, 2010 8:18 pm

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieBerry-1.jpg?t=1280155934
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieLemon.jpg?t=1280155935

Bye :D
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Add Me
 
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Post » Fri Sep 03, 2010 7:11 pm

Awesome! They both look delicious! :D
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Elina
 
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Post » Fri Sep 03, 2010 6:25 pm

I think I managed to build a good enough manual eating option. It wasn't easy and I had to try many different solutions due to the many limitations and the somewhat weird behaviour of the scripting engine, but this seems to work... I hope! :P

Basically you'll have to buy a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FoodSatchel.jpg?t=1280251866. When you want to eat, place it on the ground and activate it. A container will open and any food that you'll put in there will be eaten.
Some more details:
- When you open the food satchel the control of your PC will be disabled for 5 seconds while you prepare yourself to eat. This is mainly to prevent people from eating while they're in combat. The same thing (disabled controls) happens in other situations that are not supposed to be possible in combat, like getting water from wells and cooking.
- Time flows while eating.
- Manual eating is not randomized, meaning that certain foods will always be eaten first when put in the food satchel.

Note that the drinking part will remain automatic. This is due to various considerations (lenght and fps impact of the scripts among others) but the real point is that I think it's nearly useless. The only choice that makes any sense on what to drink (water, fruit juice or alcohol) is already done in the config script so there's no need to do it again.
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Nany Smith
 
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Post » Fri Sep 03, 2010 3:24 pm

Sounds good. ^_^
(Also, nice graphics work on the satchel.) ;)
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Laura Elizabeth
 
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Post » Fri Sep 03, 2010 3:55 pm

Well, manual eating is done! :)

If you look at the opening post, you'll see that most of the points are done now. :deal:
This means that I'm close to release a beta. I think I've put in all the suggestions that I found in these and the old NoM threads. If I discarded something, that's because [a] I've implemented it in a different way or [b] I don't think it fits well in NoM or [c] it's a tiny improvement requiring 3 years of work.
If you have some idea about features that you'd like to see implemented or modified from the old NoM, ask now. :grad:
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Justin Hankins
 
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