[WIP] Necessities of Morrowind 3.0

Post » Fri Sep 03, 2010 9:12 am

Yeah, if you can make weariness, hunger, and thirst some kind of percentage or even just a number with a "danger threshold," then someone can add in any kind of bar or icon to show it.

Yes, they're already numbers with danger thresholds so I think it can be done.

I see I'm in the minority, but I don't use the fire hurting option. I once had a mod which added a few lighting/landscaping details like a nice fire in the middle of Seyda Neen; I don't run it anymore, but the first time I saw someone (Fargoth, I think) standing in the fire and being hurt, but not moving or acting like it, it just threw me out of the game immersion-wise. On the other hand, I *really* like the way the scripts are configurable. Fire hurting should absolutely be an option, just like fires in tents and weather affecting campfires. What is immersion-breaking for one person might be completely reasonable to someone else.

The corner firepit and water pump look great!

Don't worry, I haven't forgotten about what I offered to do . . . I just ended up with a bot more r/l than I am used to this month. I'll have it for you soon, I promise.

Hehe, I'm waiting them to update the cooking scripts. :)

May I suggest a little fire hurting configuration extension?
0. fires do not hurt
1. fires hurt player and NPC/Creatures
2. fires hurt player only

adding option 2 should be easy enough, and versatile

Yes! A distance check should do it, or you have a different idea?

EDIT: About cooking, since sometimes can be difficult to remember the ingredients of each dish I had this idea.
When you open (close?) a recipe book a message asks you if you want to make a list of the ingredients for fast reference. If you choose "Yes", the script will add to your inventory a note with "Apple pie: 1 wickwheat, 1 sugar, 1 apple, ..." and so on. You will need a plain paper sheet to create the list; if you don't have it, the script will tell you to get one.
Obviously the message won't appear if you already have such list in inventory.

EDIT2: I think I should add a passing time option to NoM books, to be compatible with Jac's mod.
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jasminε
 
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Post » Fri Sep 03, 2010 8:52 am

Oops, sorry. Going to work on it right now.

The 'grocery' list and the passing time add-on would be great!
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SEXY QUEEN
 
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Post » Fri Sep 03, 2010 4:41 am

Yes! A distance check should do it, or you have a different idea?
yes, a distance would surely work (there is a getdistance already in the script, but it would probably work just with getstandingpc which should be more efficient). I'd try something like this.
begin NOM_cookingfire;--Cooking fire. (Most open fires.)short closeif ( MenuMode )	returnendifif ( NOM_fire_hurt == 1 )	if ( GetStandingActor )		HurtStandingActor 10	endifelseif ( NOM_fire_hurt == 2 )	if ( GetStandingPC )		;HurtStandingActor 10  ; not sure, this may hurt NPC also		player->ModCurrentHealth -10 ; this is safer	endifendif; this is a short, slightly randomized delay that I tend to use before calling getdistance whenever possible. Not necessary, but may help FPSfloat t1if ( t1 < 3 )	set t1 to ( t1 + GetSecondsPassed )	returnendifset t1 to Random 10001set t1 to ( t1 * 0.00005 )	if ( GetDistance "player" < 250 )	set NOM_fireplace to 1	set close to 1elseif ( close == 1 )	set NOM_fireplace to 0	set close to 0endifend

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Amber Hubbard
 
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Post » Fri Sep 03, 2010 10:47 am

I use Laura Craft, and I still like the fires hurting bit. Adds some necessary realism. I've not had Laura hurt herself on them yet, either - so either I'm lucky, or Emma did a really good job :) (J/K, Emma did a wonderful job on Laura - I won't run MW without her!)

If there is a conflict, I would simply suggest that the other fire damage mod be disabled, or allow the NoM one to be disabled in the setup.

One last thing - is there any way to get a field ration in with the foods? (or is there something similar already?) Something like a pemmican bar? I need something light weight and nutritious for a potentially long trip away from Nirn. Thanks!
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AnDres MeZa
 
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Post » Fri Sep 03, 2010 4:11 pm

...snip

I'll try GetStandingActor then and I'll see how it turns out. :)

One last thing - is there any way to get a field ration in with the foods? (or is there something similar already?) Something like a pemmican bar? I need something light weight and nutritious for a potentially long trip away from Nirn. Thanks!

We have http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ScribJerky.jpg?t=1277680336, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GuarJerky.jpg?t=1277680334 and http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Torall-1.jpg?t=1277680337 for that.
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Nick Tyler
 
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Post » Fri Sep 03, 2010 1:39 am

Jerky! :celebration: heh heh... awesome. ;)

That Guar Jerky looks pretty good! ^_^
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Tina Tupou
 
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Post » Fri Sep 03, 2010 6:12 am

I placed the fire pit into the dunmer forts... in only three of them to be honest, since the others already have some kind of fire and so I felt they didn't need it.

Then I updated an aspect of NoM that was widely discussed on the old threads: the wine and beer kegs. Now there are 3 types of them:
  • Tavern kegs: these are an endless supply of wine and beer of the cheapest quality. When you use them, you'll be able to choose between various actions (drink, fill a bottle or a jug) which have different costs. You choose what you want to do and a message tells you that the barkeeper comes to collect your septims. You can activate a keg while stealthing to get some beer or wine without paying, but you'll get a fine if someone sees you.
  • Wilderness kegs: these are the ones in dungeons and bandit hideouts. You get the beverages for free, but they have a (random) limited supply. Once emptied, they're permanently replaced by an empty keg.
  • Cellar kegs: these are the ones in cellars, guilds, houses and so on. You get the beverages for free, but they have a (random) limited supply. Once emptied, they're replaced by an empty keg for 20 days, then they are filled again by the residents.

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MatthewJontully
 
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Post » Fri Sep 03, 2010 10:36 am

That sounds like a very immersive way to handle things, awesome :)

I do kinda think that Cellar Kegs should get you reported if you are seen taking from them, though - I can't imagine too many people being okay with someone just nabbing up the alcohol from their cellars. Either way, though, I like the improvement very much.
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Casey
 
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Post » Fri Sep 03, 2010 3:54 am

I placed the fire pit into the dunmer forts... in only three of them to be honest, since the others already have some kind of fire and so I felt they didn't need it.

Then I updated an aspect of NoM that was widely discussed on the old threads: the wine and beer kegs. Now there are 3 types of them:
  • Tavern kegs: these are an endless supply of wine and beer of the cheapest quality. When you use them, you'll be able to choose between various actions (drink, fill a bottle or a jug) which have different costs. You choose what you want to do and a message tells you that the barkeeper comes to collect your septims. You can activate a keg while stealthing to get some beer or wine without paying, but you'll get a fine if someone sees you.
  • Wilderness kegs: these are the ones in dungeons and bandit hideouts. You get the beverages for free, but they have a (random) limited supply. Once emptied, they're permanently replaced by an empty keg.
  • Cellar kegs: these are the ones in cellars, guilds, houses and so on. You get the beverages for free, but they have a (random) limited supply. Once emptied, they're replaced by an empty keg for 20 days, then they are filled again by the residents.


Nice. :)
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Flutterby
 
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Post » Fri Sep 03, 2010 12:09 am

More choices, more fun :)
Very good, Taddeus ;)
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michael danso
 
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Post » Fri Sep 03, 2010 5:06 am

I do kinda think that Cellar Kegs should get you reported if you are seen taking from them, though - I can't imagine too many people being okay with someone just nabbing up the alcohol from their cellars. Either way, though, I like the improvement very much.

Yes, but they're all (if I remember correctly) in rooms with no NPCs. So nobody can see you. :)
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Khamaji Taylor
 
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Post » Fri Sep 03, 2010 4:08 pm

Yes, but they're all (if I remember correctly) in rooms with no NPCs. So nobody can see you. :)

The imperial guard in Ebonheart - Six Fishes checks the cellar while doing his rounds. There might be other locations with similar guard pathing, or mod added guards/NPCs in those locations.


That http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ScribJerky.jpg?t=1277680336 looks like something I'd leave behind after eating too much corn. :P
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Eibe Novy
 
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Post » Fri Sep 03, 2010 5:40 am

The imperial guard in Ebonheart - Six Fishes checks the cellar while doing his rounds. There might be other locations with similar guard pathing, or mod added guards/NPCs in those locations.

I'll check it out. Six Fishes is a tavern, so its kegs already control if PC is stealthing.

That http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ScribJerky.jpg?t=1277680336 looks like something I'd leave behind after eating too much corn. :P

Hehe, browsing the net I found that dark jerky, so there must be someone eating it. :P
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C.L.U.T.C.H
 
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Post » Fri Sep 03, 2010 4:25 am

I'll check it out. Six Fishes is a tavern, so its kegs already control if PC is stealthing.

Ah right. Wasn't sure if you meant kegs already within line of sight of the barkeep in taverns, so figured the cellar keg scenario was to cover all cellar-based kegs. Guess it would be a matter of checking cellars for AI paths that connect to the upstairs area and have an NPC with a great enough wander setting to even go down there.

Great stuff Taddeus, looking forward to this update! B)
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Add Meeh
 
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Post » Fri Sep 03, 2010 1:27 am

Worked a bit with fires. I assigned the ability to roast meat, fishes and vegetables (which was previously exclusive to the firekit campfire) to a vast number of campfires through the game world. For example, the campfires in the ashlander camps can be now used to roast food. The changed campfires were lights and I had to replace them with activators to make the thing work as I wanted to. However, don't worry since these activators will automatically place an appropriate light on themselves, so the visual effect is unchanged.
While I was there, I adjusted the cooking script for the campfire, adding a new functionality to it. After choosing the recipe you want to cook, the script checks your inventory for ingredients and, if you've many of them, asks you if you want to make only 1 or 5 or even 10 dishes. This way you can cook multiple dishes without pressing too much buttons. :)
It's like a prototype script. When I'll update the other cooking scripts, I'll turn them all this way.


Also, I'm starting to update the Food Route outposts.
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Kaley X
 
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Post » Fri Sep 03, 2010 10:48 am

That is a pretty nice addition there (the check to make multiple dishes in one click), I found myself often while playing NoM to be making up my camp site, sitting down, and cooking tons of food repeatedly clicking the button until the particular thing I was making could be made no longer. This should cut that down significantly to allow for getting back to playing sooner - nice addition.

Also, very excited about the Food Routes update - was always something I though could stand for a little improvement in the original. I always thought it should be more of a guarded escort type of thing with a commissioned trader moving goods from community to community along their path (but done much more simply by just having you run into them in particular areas along the route, as it is now, just without the stalls and extras about). Really looking forward to seeing what you end up doing in this version with them, any way you decide to run with it.
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Quick draw II
 
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Post » Fri Sep 03, 2010 4:56 am

I rather liked the way the food routes were set up, actually.

Anyway, I'm glad to hear about the new campfire improvements.
I want to incorporate them into the next version release of Ashlander Tent DX.
(That, and one of the new grills you've made would be really good for the tent's NOM addon.)

Edit: Currently, the tent has one of the old NOM grills, which use a vanilla Morrowind mesh, which has really bad UV.
This causes the grill to stand out brightly against the dim lighting of the rest of the cell's objects, which looks rather... odd.
(That's one of the reasons why Ashlander Tent DX uses an addon plugin instead of just adding the objects to the mod itself.)
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Shiarra Curtis
 
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Post » Fri Sep 03, 2010 2:28 pm

That is a pretty nice addition there (the check to make multiple dishes in one click), I found myself often while playing NoM to be making up my camp site, sitting down, and cooking tons of food repeatedly clicking the button until the particular thing I was making could be made no longer. This should cut that down significantly to allow for getting back to playing sooner - nice addition.

Also, very excited about the Food Routes update - was always something I though could stand for a little improvement in the original. I always thought it should be more of a guarded escort type of thing with a commissioned trader moving goods from community to community along their path (but done much more simply by just having you run into them in particular areas along the route, as it is now, just without the stalls and extras about). Really looking forward to seeing what you end up doing in this version with them, any way you decide to run with it.

That system is built to allow the player to cook large quantities of food without having to click hundreds of times. It doesn't save time however. If you click the x5 button, for example, it will cook 5 dishes one after another and not all 5 at once, so the time spent cooking is basically the same. I could change it later if it proves to be boring, but for now I like this way of acting more.

I rather liked the way the food routes were set up, actually.

The Food Route outposts are one of the most controversial addition made by NoM 2.0. Somebody likes them as they are, others would like to see them removed completely. I'll try to answer them both.
The Food Route is not simply a cosmetic addition, it is the mean by which imperials distribute food to their garrisons and citizens on Vvardenfell. It's it that brings the imported food all the way from Ebonhearth to Gnisis, allowing it to be distributed to Pelagiad, Balmora and Ald-Ruhn. Note that all the food merchants with imported food (except maybe a couple) are set up in the towns served by the Food Route. All in all, I see the Food Route as a strong realism element, that fully justifies finding a merchant with apples in Gnisis. Removing it is not possible, because it would make NoM less realistic. But, as nearly everything, it can be improved.
The outposts now look like refreshment stations in the wild (someone referred to them as "pic nic areas" in a post I read somewhere :P), and that looks a little out of place, especially for the northern ones which are set up in potentially hostile territory. So this are the raw lines of how I'm going to change them:
  • The southernmost outpost, the one between Ebonhearth and Pelagiad, is situated in a peaceful region. It will become a wooden trading post with a small stable to host packguars. There's a random chance to find a dunmer farmer here, selling his products (ash yam, corkbulb, etc.).
  • The second outpost, the one between Pelagiad and Balmora, will be removed. The two towns are too close to justify its presence.
  • The third outpost, the one between Caldera and Ald-Ruhn, will become a semi-fortified station with a stone fence for guars. There's a random chance to find a hunter here, selling meat.
  • The northernmost outpost, the one between Ald-Ruhn and Gnisis, is in hostile territory. It will become a fortified stone tower station with an elevated wooden fence for guars. The healer for the tisanes quest is still here. :)
  • The outposts will continue to sell the same merchandise they have now (simple cooked foods, drinks and tisanes).
  • The landscape editing for the outposts will be removed, for better compatibility with grass mods.
  • Visiting the outposts you've a chance to find a food caravan, which will provide you with fast travel to the forts and towns served by the Food Route.

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Wane Peters
 
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Post » Fri Sep 03, 2010 11:55 am

Both of those sound better than I had originally imagined - awesome
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Rach B
 
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Post » Fri Sep 03, 2010 11:15 am

Personally, I have no problems with the outposts existing or being where they are, it's just that they don't look like traders travelling around to deliver supplies, nor do they look like real outposts. I like how you're going with this.
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Dale Johnson
 
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Post » Fri Sep 03, 2010 1:37 am

The northern outpost, the tower overlooking the road between Ald-Ruhn and Gnisis, is mostly done. I had to build a couple more models to complete it.
Some screenies:
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth01.jpg?t=1278095979
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth12.jpg?t=1278095966
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth10.jpg?t=1278095968 http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth11.jpg?t=1278095971
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth09.jpg?t=1278095973
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth08.jpg?t=1278095976
http://i794.photobucket.com/albums/yy227/_Taddeus_/FRNorth05.jpg?t=1278095977

The guars are part of the caravan offering fast travel, so they'll be visible only when caravan NPCs are at the outpost.
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jadie kell
 
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Post » Fri Sep 03, 2010 1:38 pm

That looks pretty nice, well laid out and the touch with the guar pen is fantastic. I also like the idea of them only being visible when caravaners are around who can offer possible fast travel.
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Alycia Leann grace
 
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Post » Fri Sep 03, 2010 3:07 am

An awesome sense of detail you've got there. This is going to be great!
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[ becca ]
 
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Post » Fri Sep 03, 2010 5:26 pm

That looks pretty nice, well laid out and the touch with the guar pen is fantastic. I also like the idea of them only being visible when caravaners are around who can offer possible fast travel.

But why would a caravaner offer to take the Player somewhere? Well I guess if you pay them BIG money then yeah, I'm sure anybody would take the Player somewhere. Shoot, give me $500 and I'll drive you to the next city. lol
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chirsty aggas
 
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Post » Fri Sep 03, 2010 12:19 pm

But why would a caravaner offer to take the Player somewhere? Well I guess if you pay them BIG money then yeah, I'm sure anybody would take the Player somewhere. Shoot, give me $500 and I'll drive you to the next city. lol

I don't see any reason to make the sum needed any kind of unreasonable amount (no more than standard travel, really). They are already on their way to said town (as I imagine they won't have a ton of choices, but the next or previous location in the chain) and since they would probably move with guarded patrols, why not bring an extra guard along if he is gonna toss you a little cash too for the ride. It seems more than logical to me that it would not be an issue, assuming a caravaner was present and ready to make a run (and per what Taddeus said, that is the only times this will be available - when they happen to be there).
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IM NOT EASY
 
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