[WIP] Necessities of Morrowind 3.0

Post » Fri Sep 03, 2010 1:49 am

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).

I totally agree. If you are going to the same location, wouldn't it make sense to travel with more people in the wilderness? More protection for everyone.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Fri Sep 03, 2010 8:22 am

Can we eat when we want to yet?
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Fri Sep 03, 2010 12:42 pm

I don't see any reason to make the sum needed any kind of unreasonable amount (no more than standard travel, really).

Yes, the price should be the one of standard travel.

Can we eat when we want to yet?

Not yet. I have to update cooking and automatic eating scripts first (which are WIP at the moment).
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Fri Sep 03, 2010 3:47 am

Yes, the price should be the one of standard travel.

I figured as much, was just explaining it all for Tes96

Not yet. I have to update cooking and automatic eating scripts first (which are WIP at the moment).

I had an idea on this that may work as a nice middle ground. Would it be possible to just add to the grill menu an option to force start the eating scripts? The option could be listed as "Have a Meal" or something like that and just force the eating scripts to start. This would kind of give the option to eat when you want, while at the same time still preserving your intent with the auto eating featured in the mod. Just a thought that I had, hope it can be of some kind of help :)
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Fri Sep 03, 2010 12:25 pm

I had an idea on this that may work as a nice middle ground. Would it be possible to just add to the grill menu an option to force start the eating scripts? The option could be listed as "Have a Meal" or something like that and just force the eating scripts to start. This would kind of give the option to eat when you want, while at the same time still preserving your intent with the auto eating featured in the mod. Just a thought that I had, hope it can be of some kind of help :)

This can surely be an option, though if I manage to implement it, I'd like to have manual eating not triggered by equipping something. On this purpose, we have to separate two problems here: "when" to eat and "what" to eat.
- When. There isn't much freedom here: the PC will try to eat whenever he's hungry. And the PC is hungry when either he already has hunger penalties or he doesn't have those penalties but lunch/dinner time comes. I already implemented a way to configurate different times of day for lunch and dinner (normal, explorer and nocturnal options) and that should give enough freedom for different situations and character types. I also think it adds a bit of strategic thinking, since you've to keep your schedule organized to avoid penalties. Hunger can have negative values, but they have a bottom limit. You can't stuff your PC like a turkey on Thanksgiving day to prevent hunger or thirst for 24 hours. Granted, you could stuff yourself in reality, but then the only place where you could venture is a comfortable bed. :P
- What. Here's the big difference between automatic and manual eating. Automatic eating will do everything for you, randomizing the food you eat each time. Manual eating will let you choose exactly what to eat.

Now, how those two methods will work?
Automatic eating is implemented in a solid way from the previous NoM versions: eating scripts will check for food whenever the PC is hungry, every few seconds.
On manual eating I'm not yet sure, but what I think is following: whenever you open (or close) your inventory screen and you're hungry, a window will pop up and ask you if you want to have a meal. That means that, when hungry, you'll have one more click each time you open the inventory but, well, if you're ready to handpick every single food you want to eat clicks won't be a problem for you. If you don't want to click too much, you'll go with the automatic eating anyway.
Both methods of eating will not work if you have a weapon or a spell readied.

Ideas? :D
User avatar
Hayley O'Gara
 
Posts: 3465
Joined: Wed Nov 22, 2006 2:53 am

Post » Fri Sep 03, 2010 10:56 am

Now, how those two methods will work?
Automatic eating is implemented in a solid way from the previous NoM versions: eating scripts will check for food whenever the PC is hungry, every few seconds.
On manual eating I'm not yet sure, but what I think is following: whenever you open (or close) your inventory screen and you're hungry, a window will pop up and ask you if you want to have a meal. That means that, when hungry, you'll have one more click each time you open the inventory but, well, if you're ready to handpick every single food you want to eat clicks won't be a problem for you. If you don't want to click too much, you'll go with the automatic eating anyway.
Both methods of eating will not work if you have a weapon or a spell readied.

Ideas? :D

Let me see if I follow correctly on this. Essentially, for the manual eating concept, when the player opens the inventory when hungry they will be presented with the option to either have a meal or not. Selecting to do so would mean that consuming the food items in the inventory would then suffice hunger rather than provide alchemical properties? Or that simply opening and closing the inventory will trigger the eating scripts when hungry? Either way, I think that is a pretty slick approach to the situation that should make everyone happy. Or were you meaning something entirely different from what I just described there?

I honestly don't know why I toil with it so much, I am personally a fan of the auto eating system myself, never had a problem with it so far.

I'm still just staggered by how much you have upgraded everything in this already - I'd probably personally be happy with things as it stands, so I can't begin to imagine how great the finished version is going to be (at least in my humble opinion).
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Fri Sep 03, 2010 1:28 pm

Let me see if I follow correctly on this. Essentially, for the manual eating concept, when the player opens the inventory when hungry they will be presented with the option to either have a meal or not. Selecting to do so would mean that consuming the food items in the inventory would then suffice hunger rather than provide alchemical properties? Or that simply opening and closing the inventory will trigger the eating scripts when hungry? Either way, I think that is a pretty slick approach to the situation that should make everyone happy. Or were you meaning something entirely different from what I just described there?

For manual eating, when you open the inventory, you get the choice to have a meal. If you choose to do so, you'll be able to select the foods you want to eat by picking them from inventory and dragging them in a container (think of it as a plate). All the food you put in the container will be eaten... until you're no more hungry.
Also, food items are classified as ingredients, so they don't have alchemical effects.
User avatar
Karen anwyn Green
 
Posts: 3448
Joined: Thu Jun 15, 2006 4:26 pm

Post » Fri Sep 03, 2010 9:07 am

Screenshots from the second Food Route outpost, the one between Caldera and Ald-Ruhn. This outpost is hosted in a tower previously owned by the Caldera Mining Company. It was used as a base for mining surveys, but when those survey proved unsuccessful the company abandoned it and the imperial legion took it over to use it as a trading post.

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter01.jpg?t=1278282769
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter02.jpg?t=1278282729
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter03.jpg?t=1278282730
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter04.jpg?t=1278282731
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter05.jpg?t=1278282767
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRCenter06.jpg?t=1278282734

Bye :D
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Fri Sep 03, 2010 11:54 am

That does indeed sound like a slick approach for the manual eating aspect of things - and those new outpost shots are great too :)
User avatar
Ria dell
 
Posts: 3430
Joined: Sun Jun 25, 2006 4:03 pm

Post » Fri Sep 03, 2010 10:54 am

And this is the third and last outpost, the southern one, located in the Ascadian Isles region. This one is a common trading post without fortifications, since the region is a peaceful one.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRSouth01.jpg?t=1278441959
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRSouth02.jpg?t=1278441955
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FRSouth03.jpg?t=1278441957

I added the NPCs with a random chance of appearing: a farmer to the southern outpost, a hunter to the central one and the caravan offering fast travel appearing alternatively in all three of them.
Food Route update is nearly complete... another step toward the release. :)
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Fri Sep 03, 2010 3:28 am

That looks really nice - I think these changes should help the food route blend in a bit more seamlessly to the game world. I also like the addition of the farmer/hunter possibly being at the locations from time to time - just that little bit of added flavor to things. So what all does that actually leave on your proverbial plate to finish this (simply amazing) update? Sorry, but I think I sort of lost my track with all of the amazing info you keep dropping in here (your pace is staggering to me).
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Fri Sep 03, 2010 11:59 am

That looks really nice - I think these changes should help the food route blend in a bit more seamlessly to the game world. I also like the addition of the farmer/hunter possibly being at the locations from time to time - just that little bit of added flavor to things. So what all does that actually leave on your proverbial plate to finish this (simply amazing) update? Sorry, but I think I sort of lost my track with all of the amazing info you keep dropping in here (your pace is staggering to me).

I've a last big chunk to finish: the cooking scripts, which are tied to the recipes, the nutritional values of foods and another couple of things...
Then I'll have mostly little additions, like adding customers to the Food of the Gods restaurant, making NoM compatible with more widely used mods and adding one or two sounds that are still missing.
User avatar
Lizbeth Ruiz
 
Posts: 3358
Joined: Fri Aug 24, 2007 1:35 pm

Post » Fri Sep 03, 2010 5:21 pm

Wow - as I said, coming along really well and really quick. As far as I can see, this will be one of the last bits I need (once completed) to get my perfect build going.

Don't know if I have said it before, but thanks a ton for all your work on this - simply an amazing mod.
User avatar
sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Fri Sep 03, 2010 8:27 am

The food outposts look fantastic. They really fit seamlessly, look realistic and give a homey sense. Makes me want to stop there, park my guar, have a meal and rest a little before heading back on the road.

The stack of hay are a really nice touch. Guars get some NOM love too.
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Fri Sep 03, 2010 4:00 pm

On manual eating I'm not yet sure, but what I think is following: whenever you open (or close) your inventory screen and you're hungry, a window will pop up and ask you if you want to have a meal. That means that, when hungry, you'll have one more click each time you open the inventory but, well, if you're ready to handpick every single food you want to eat clicks won't be a problem for you. If you don't want to click too much, you'll go with the automatic eating anyway.
Both methods of eating will not work if you have a weapon or a spell readied.

Ideas? :D


Sounds viable: if you're wandering around hungry and not much is happening, you can probably afford to take the time to snack a bit, or else waste a couple of seconds on an extra click. If you've got your weapon drawn because you're in the middle of something life-threatening, then it won't suddenly happen in the middle of it. Works for me, and I'd prefer it to happen on opening the menu, rather than closing.
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Fri Sep 03, 2010 12:26 pm

Taddeus, were you going to add any little foods like individual graqes or berries or something small that we can pile in numerously in a bowl? It'd probably be pretty easy to create a mesh/texture for a berry or a graqe as they're so simple in shape and color.
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Fri Sep 03, 2010 11:50 am

Taddeus, were you going to add any little foods like individual graqes or berries or something small that we can pile in numerously in a bowl? It'd probably be pretty easy to create a mesh/texture for a berry or a graqe as they're so simple in shape and color.

Well, after I'm done here I plan on making some new food meshes (graqes and pumpkins for example), but I don't think I'll do something as small as a single berry. It would be barely noticeable, don't you think? I could do a handful of berries, like the holly berries from Bloodmoon.
User avatar
Rachell Katherine
 
Posts: 3380
Joined: Wed Oct 11, 2006 5:21 pm

Post » Fri Sep 03, 2010 3:16 am

I like your idea on manual eating. I don't have any real issues with it and I'll be happy to use it, but I figure I'll see if this idea is any good.

I want to have to remember to eat, but I understand your body is going to want to eat if you see food. I know you want to avoid equipping anything to eat but...

I would like to have a delay for the "Do you want to eat?" pop-up so it doesn't show on inventory open until you are at lv 2 of hunger add scripts to plates so that equipping a plate would force the eat menu.

Thats just what I would like, but I'll be happy with the system you already have set up. I don't think there are any mods that add any scripts to plates are there?
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Fri Sep 03, 2010 5:27 pm

Well, after I'm done here I plan on making some new food meshes (graqes and pumpkins for example), but I don't think I'll do something as small as a single berry. It would be barely noticeable, don't you think? I could do a handful of berries, like the holly berries from Bloodmoon.

Yeah, individual berries would be pretty small. But the ones in the game have those annoying stems and leaves sticking out. The leaves take up more space than the berries. I just want to be able to make something like http://farm3.static.flickr.com/2517/3724419815_c9e3480719.jpg Maybe you could take an image from the internet and fiddle around with it? I wonder if you could get them to look wet like they are in that picture. I wonder if that's a glow map thing.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Fri Sep 03, 2010 10:08 am

I like your idea on manual eating. I don't have any real issues with it and I'll be happy to use it, but I figure I'll see if this idea is any good.

I want to have to remember to eat, but I understand your body is going to want to eat if you see food. I know you want to avoid equipping anything to eat but...

I would like to have a delay for the "Do you want to eat?" pop-up so it doesn't show on inventory open until you are at lv 2 of hunger add scripts to plates so that equipping a plate would force the eat menu.

Thats just what I would like, but I'll be happy with the system you already have set up. I don't think there are any mods that add any scripts to plates are there?

What I described is simply an idea for now, I didn't implement it. I've still to try if it's possible to understand via scripts what menu the player opens. I want the messagebox to pop out when you open inventory, but not when you are in a dialogue or open the rest menu, for example. If the scripts can't differentiate a menu from another, I've to use another approach.
Alternatives can be:
- You're asked to eat every hour while you're hungry
- You equip a scripted plate (easiest but I'm keeping it as the latest solution)

Yeah, individual berries would be pretty small. But the ones in the game have those annoying stems and leaves sticking out. The leaves take up more space than the berries. I just want to be able to make something like http://farm3.static.flickr.com/2517/3724419815_c9e3480719.jpg Maybe you could take an image from the internet and fiddle around with it? I wonder if you could get them to look wet like they are in that picture. I wonder if that's a glow map thing.

If I'll do berries, I will do them without leaves, don't worry. Just a handful of small berries.

Now, about the progress... I put in the compatibility for Illuminated Windows. The lights I added are disabled by default, but in the configuration script you're asked if you use Illuminated Windows (or another light mod) and want to activate them. Here are some screenies with the lights on:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL01.jpg?t=1278666151
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL02.jpg?t=1278666145
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL03.jpg?t=1278666146
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL04.jpg?t=1278666147
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL05.jpg?t=1278666149
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/NoM_WL06.jpg?t=1278666150

Bye :D
User avatar
maria Dwyer
 
Posts: 3422
Joined: Sat Jan 27, 2007 11:24 am

Post » Fri Sep 03, 2010 12:01 pm

oh my gawd. and i just got the last version working perfectly. just kidding. :)

i am really looking forward to this!
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

Post » Fri Sep 03, 2010 12:09 pm

Nice work Taddeus, further compatibility options for the win!
User avatar
lolly13
 
Posts: 3349
Joined: Tue Jul 25, 2006 11:36 am

Post » Fri Sep 03, 2010 7:59 am

Nice work Taddeus, further compatibility options for the win!

All the compatibility options (Book Rotate, Illuminated Windows, ...) will be fully configurable in the configuration script. So everyone will be able to use only the compatibility bits for mods he's effectively using.

Also, added the Jac's Passing Time option to all NoM books. :)
User avatar
phil walsh
 
Posts: 3317
Joined: Wed May 16, 2007 8:46 pm

Post » Fri Sep 03, 2010 5:13 am

It's reasons like that why NoM is such an awesome mod :D
User avatar
Justin
 
Posts: 3409
Joined: Sun Sep 23, 2007 12:32 am

Post » Fri Sep 03, 2010 5:53 pm

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

Btw, great work with the outposts and changes made in the food route, they look fantastic!!
User avatar
Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

PreviousNext

Return to III - Morrowind