[WIP] Necessities of Morrowind 3.0

Post » Thu Sep 02, 2010 9:53 pm

Third thread for this NoM WIP...

http://www.gamesas.com/index.php?/topic/1083981-wip-necessities-of-morrowind-22/
http://www.gamesas.com/index.php?/topic/1091555-wip-necessities-of-morrowind-30-thread-2/

This is the situation. I'll try to keep this as updated as I can.

Graphical update
- [WIP] Rhymer is creating illustrations for the books of NoM. The ones he already sent me are beautiful. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FoxTail.jpg?t=1272236236 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Whiterunbeer.jpg?t=1272236236
- [Done] Stuporstar did a fantastic job by creating the covers for the books. http://img202.imageshack.us/img202/9983/nombooks.jpg
- [Done] All the original foods are being updated with either new models and/or textures. I have most of the foods complete by now. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieDibella2.jpg?t=1273081439 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieSaltrice.jpg?t=1273012178 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieLuck.jpg?t=1273012177 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCommon.jpg?t=1270597469 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCorn.jpg?t=1270597471 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadAsh.jpg?t=1270597472 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Beef2.jpg?t=1269906018 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieApple.jpg?t=1270021908 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieBerry.jpg?t=1270022053 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieOrange.jpg?t=1270022087 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PiePear.jpg?t=1270022123
- [Done] Wine, beer, water and empty bottles have been redone. Now you can recognize different brews from far away.
- [Done] The misc items are being updated, too. There are two new grills, a new clay cooking pot along with the metal one, the tisane pots and the frying pans are getting some attention. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill1.jpg?t=1271027129 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill4.jpg?t=1271027131
- [Done] Most of the existing water sources have got a model update and a retexture. I added transparent and/or animated water where it looked appropriate.
- [Done] The water barrels have now trasparent water that is animated in bad weather. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Image7.jpg?t=1269814407
- [Done] New shop signs.
- [Done] All the textures and icons are being converted to dds format.
- [Done] New icons for many objects.

Sound update
- [WIP] Kukaahinui is working on a complete overhaul of the original sounds and is doing a superb work. The first sounds have already been added to the mod. Too bad I can't post a screenshot of your work, Kukaa!
- [WIP] Different sounds for different water sources.
- [Done] More sound effects for cooking.

New foods
- [Done] Many new foods are being added to the mod. They're mostly local, to address the unbalance in favor of the imported ones. Now the local foods are more than the imported ones and every merchant has a wider variety to offer. New foods include sausages, jerky and sweetrolls!
- [Done] A new book with all new recipes.
- [Done] Muffins! :P

New items
- [Done] New ovens have been added to the game, some with their own chimney for the exterior of the building they're in. Here are some of them: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/VivecBaker2.jpg?t=1271176303 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SadrithBaker1.jpg?t=1271176310 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth3.jpg?t=1271768221 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker02.jpg?t=1270683828
- [Done] Many water sources have been modeled from scratch. The new sources include wells, pumps and streams of water flowing form the rocks. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth2.jpg?t=1271768220 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DunmerPump.jpg?t=1271855774 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell1.jpg?t=1272359231 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well3.jpg?t=1271451425
- [Done] Containers variety. Bored of the usual crate, sack, basket triad? Here we come with jars, small sacks, exhibitors, sausage chains and much more! http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabVendor.jpg?t=1272839364
- [Done] More statics and misc items are being added, for a more immersive experience.

World editing
- [Done] The new foods and objects are being added to the merchants all over the world, making them much more detailed.
- [Done] The look of the imperial Food Route outposts is being greatly improved.
- [WIP] The Food of the gods restaurant is getting customers and unique features!

Gameplay improvements
- [Done] New effects for hunger, thirst, sleep and drunkenness in place of the drain attribute ones.
- [Done] Tweaked the fatigue effects.
- [Done] New dynamical method to assign hunger, thirst and sleep, with a mix between the fixed hours method used now and a completely free one to give the player more flexibility.
- [Done] Improvements of the legality check when placing bedrolls or fires.
- [Done] You now have to pay when using wine and beer kegstands in taverns. The kegstands out in the wild have a set number of charges, after which they'll be raplaced with an empty one.
- [Done] You can't set up a camp (bedroll and fire) in bad weather: rain, snow, ashstorm.
- [Done] An option for manual eating (cross fingers hoping for it to work).
- [Done] Given to several vanilla fires the ability to roast foods, which was previously a firekit exclusive.

Balance - consistency
- [Done] I'm removing most of the effects from the ingredients added by NoM to not unbalance alchemy. Most of the cooked foods now have only 1 or 2 effects, mainly Restore Fatigue. Some of them only have negative effects. There are foods that preserve some peculiar positive effect, it's up to you to find them.
- [Done] The new variety of foods allows a better distribution of the local/imported foods. For example, in the zones more hostile to the empire (Telvanni, ashlanders) it's very unlikely to find imported stuff.
- [Done] Removed the imported foods from the leveled lists. You should no more see apples and cyrodiilic wine spawning all around the world.
- [Done] Checked the old greetings and dialogue topics to match vendors' sentences with the goods they have for sale.

Compatibility
- [Done] The new ingredients from abot's mods and Tamriel Rebuilt will be recognised by the NoM scripts and used as food and for cooking.
- [WIP] Ingredients from other mods will be included too, but for some of them I'll have to make a choice on what to put in and what not. Added: kriin flesh (Creatures X).
- [Done] Book Rotate script added to all the NoM books.
- [Done] Jac's Passing Time script added to all the NoM books.
- [Done] Illuminated Windows effect added to the windows added by NoM.
- [Done] Removed publican's greetings which could cause conflicts with other mods (among which the Entertainers official plugin).
- [Done] Compatibility with vurt's grass mods.
- [Done] Compatibility with Morrowind Crafting foods, bedroll and cooking fires. The compatibility is handled in an external patch to be loaded after MC and NoM.
- [Done] More bedroll variety. Changed the bedroll scripts so that other mods' bedrolls can be made NoM compatible with ease.

Bug fixing
- [Done] Assigned dialogue to a NoM minor NPC that was missing it.
- [Done] Fixed dialogue weirdness (for example an NPC ask if you want to buy fish but he doesn't sell fish).
- [Done] Fixed a bug with a food used in two eating scripts instead of one.
- [Done] Fixed old greetings and some dialogue topics to prevent a source of possible conflicts with other plugins.

Miscellaneous
- [Done] Scripts optimization, shortening them (where possible) and making them run only once every several frames.
- [Done] Added a NoM_version global float variable.

Future plans
These points will be considered only after the 3.0 release
- [Planned] Possibly, an MGE version with custom shaders.
- [Planned] Compatibility with Windows Glow.
- [Planned] Extend NoM interation with the vampire and werewolf status, if this can be achieved without creating conflicts.
- [Planned] Improvements of the water check when placing bedrolls or fires (this will probably need a plugin separated from NoM).


Bye :)
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Lynne Hinton
 
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Post » Fri Sep 03, 2010 1:03 am

Out of curiosity is there a version of NoM (or an option though I don't remember there being one) that lets you turn off all the actual needs to do things? I'm asking because I loved all the misc items, foods, drinks, etc added to the world, I just didn't usually like dealing with having to keep track of food.
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Kay O'Hara
 
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Post » Fri Sep 03, 2010 5:34 am

Out of curiosity is there a version of NoM (or an option though I don't remember there being one) that lets you turn off all the actual needs to do things? I'm asking because I loved all the misc items, foods, drinks, etc added to the world, I just didn't usually like dealing with having to keep track of food.

Open the console and type: "set NoM_active_hts to 0"
That's it.
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Nicole Elocin
 
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Post » Fri Sep 03, 2010 8:53 am

If you look at the list in the opening post, you'll see that some more points have been done. In particular, the merchants' update and the new containers section are complete. Adding the new foods and items to the merchants took a very long time, since I tried to make them as detailed and pleasant to the eye as I could. Now that they're done, I can concentrate (on the world editing side) on reworking the Food Route outposts in more believable trading posts.

On the containers, I added a script to them so that they are replaced by an empty version when you buy/take all the food from them. Once they're emptied, they will refill in a few days. Different containers have different refill times: sugar and salt sacks are filled every 2 days, while the meat exhibitors take a couple of weeks.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SmallSacks.jpg?t=1276943694
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ExhibitorWolf.jpg?t=1276943695
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ExhibitorGuar.jpg?t=1276943698 - There are exhibitors for hound, cliff racer, rat and kagouti too.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieJars.jpg?t=1276943699

Lastly, I'll repost the offer for anyone that wants to make an appearance as a patron in the Food of the Gods restaurant or in the Moldy Horker tavern. I have a few guests already, but there's room for a lot more!
And now I have a little request/offering to everyone that's interested. It may seem like a try to make you do my job (and maybe it is, who knows :P), but in the end I think that it can be fun. So...
As someone pointed out, I should add a little more life to the Food of the Gods restaurant and to the Moldy Horker, the tavern outside Fort Frostmoth. I'm going to do that by creating customers that spawn at different times, to simulate a MCA effect for these two cells only. Now, I can create some basic dialogue for these NPCs and throw them in, but... wouldn't you like to have a cameo in Morrowind as a NoM customer? Since I already make an appearance in Food of the Gods, I thought that someone else could like the idea. :)
If you want to make an appearance, send me a PM with the following informations:

- Name: You should use a lore friendly name here, something that fits the race! Latin (or similar) names for imperials, french-like names for bretons and so on.
- Race
- six
- Level
- Class: You may choose any of the vanilla classes.
- Head: You can use a vanilla or a custom head. If you want to use a custom head you'll have to send it to me by mail (I'll give you the address by PM) and have the permission of the author to include it in NoM. Use something that fits in Morrowind lore.
- Hairs: You can use vanilla or custom hairs. If you want to use custom hairs you'll have to send them to me by mail (I'll give you the address by PM) and have the permission of the author to include it in NoM. Use something that fits in Morrowind lore.
- Equipement: Use only MW/TB/BM clothes, weapons and armors. Possibly nothing enchanted.
- Place: Food of the Gods or the Moldy Horker. The restaurant is for rich people, nobles, mages and scholars. The Solstheim tavern will fit better hunters, barbarians and the like.
- Dialogue: You should provide some dialogue for your character. He/she must have at least a greeting. You can include more greetings with the conditions indicating which one should be used every time (random is a good contition, too). He/she can have a custom "my trade" answer or use the vanilla one. He/she can have other conversation topics, but they must be linked somewhere. For example, if you want an hunter to talk about "bear hunt" you should add the "bear hunt" words somewhere in his greeting or in his other topics, so that the player can reach it by clicking in the dialogue window. The more dialogue the better, but try to not write a novel... :P
- Preferences: If you want your character to appear only at a certain time of the day, or only in certain days, specify it here. The less restrictions you put here, the better.

A couple of things.
First, if you feel inspired you can create even more than one character.
Second, dialogue must be in correct english.
Third, all the characters will be No Lore.


Bye :D
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NeverStopThe
 
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Post » Fri Sep 03, 2010 12:03 am

On the containers, I added a script to them so that they are replaced by an empty version when you buy/take all the food from them. Once they're emptied, they will refill in a few days. Different containers have different refill times: sugar and salt sacks are filled every 2 days, while the meat exhibitors take a couple of weeks.



Great work. I just love mods that include the nice little details like this.
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CORY
 
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Post » Fri Sep 03, 2010 9:48 am

This is turning better and better : )

I love the details and all improvements you're making to NOM.
I use it and love it, hope can use this one this year :)
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MR.BIGG
 
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Post » Fri Sep 03, 2010 10:31 am

This may have been covered already, but is there a complete list of foods that will be in the next release? Also, is there any possibility for some unused food slots, to support additional foods added by mods?

I'd like to serve Korana's hot spice cider (beautiful mug with steaming cider) and have it count. (unless, of course, this cider is already in the new NoM)
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Alberto Aguilera
 
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Post » Thu Sep 02, 2010 11:37 pm

Ah... That would be nice to have! (Korana's stuff was always the best... I'm a huge fan of her work!) :D

You know, that gets me thinking... Have you seen my "Lite Beer!" mod?
( Available here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8383 )

Since it already works properly with NoM, perhaps I could make an alternative version,
with the beers replaced with mod-added custom drinks?

What do you think? Cider, tea, coffee, etc.?
I'd have to see if I can remove the "alcoholic" status from the drinks, then I could switch them.

I'm busy with a house-mod project right now, but it should be done in a few days...
Maybe I'll make this, if anyone is interested.
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Jhenna lee Lizama
 
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Post » Thu Sep 02, 2010 11:29 pm

Thanks everyone! :)

This may have been covered already, but is there a complete list of foods that will be in the next release? Also, is there any possibility for some unused food slots, to support additional foods added by mods?
I'd like to serve Korana's hot spice cider (beautiful mug with steaming cider) and have it count. (unless, of course, this cider is already in the new NoM)

A list of the new foods is somewhere in the previous threads, but I added something else since when I posted it.
Additional foods are problematic to add since each food has its own properties specified in the scripts. But the list of supported foods is huge: you have all the NoM foods, plus the TR ones, plus the MC ones, plus the abot mods ones, plus something else that I'll add later. It's something like 150 foods including several types of meat, fish, bread, sweets, cheeses, sausages, fruits and much much more. New mods can most likely find the foods they need in the NoM compatibility pack and use them. Old mods can be made NoM compatible with a search replace of their foods with NoM equivalents.
I'm very cautious when adding new alcoholics, because the script that checks when you drink them is a bit long (I'm cutting it here and there though). However if you give me a link to the alcoholics you're speaking about, I'll check them. I've certainly room for 1 or 2 more beverages. If you want more drink variety, Gaius Atrius already realised a plugin that adds new beers to the current NoM and plans to do something similar for the new version. I prefer to leave it as an optional addon to avoid burdening too much the cpu of people who don't want to use it.

What do you think? Cider, tea, coffee, etc.?
I'd have to see if I can remove the "alcoholic" status from the drinks, then I could switch them.

If you need help on the alcoholic / not alcoholic beverages, send me a PM. :)
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Amy Siebenhaar
 
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Post » Fri Sep 03, 2010 7:31 am

The author of the Lite Beer mod said that he has already talked to Taddeus about updating his beer mod with v3.0. At least that's what he told me.
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Daniel Lozano
 
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Post » Fri Sep 03, 2010 12:48 pm

The inspiration for flowing time while cooking came from your flowing time while reading.

I'm glad it inspired you. :)
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Jade MacSpade
 
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Post » Fri Sep 03, 2010 12:42 pm

I completed the penalties section of the update. Here's a repost of the penalties from the previous thread with the new features that I implemented.

Hunger
- Burden [5-50]
- Weakness to common disease [5%-50%]
- [New] Weakness to blight disease [5%-50%]
- Jump disabled from a certain hunger level
- A continuous scripted fatigue drain [from 0.2/sec to 2/sec]
- A scripted life drain that will make you lose 1 HP every few seconds. The HP loss becomes faster and will bring you to lower health levels as your hunger increases. This however starts to happen only after 5 days without food.
- A penalty to healing, so that you'll recover from 20% to 90% less health using potions, spells, sleep and anything else. Ouch!
- Hungry characters can gain from 50% to 100% more sleep.

Thirst
- Burden [5-50]
- Weakness to fire [5%-50%]
- Jump disabled from a certain thirst level
- A continuous scripted fatigue drain [from 0.2/sec to 2/sec]
- A scripted life drain that will make you lose 1 HP every few seconds. The HP loss becomes faster and will bring you to lower health levels as your thirst increases. This however starts to happen only after 2.5 days without water.
- A penalty to magicka recovery, so that you'll recover from 20% to 90% less magicka using potions, spells, sleep and anything else. Casters, watch out!

Sleep
- Burden [5-50]
- Jump disabled from a certain sleep level
- A continuous scripted fatigue drain, heavier than the hunger and thirst one [from 0.4/sec to 4/sec]
- Silence curse applied randomly, but more often as your sleep level increases.
- [New] Random blackout periods during which the screen turns black for a few seconds. This can happen in any moment, even in combat. The blackout periods become longer and more frequent as the sleep level increases.

Fatigue
When your fatigue reaches 0, you'll soffer these penalties until you stop and make it return to a safe level.
- Jump disabled.
- Your hunger, thirst and sleep are increased.
- If your fatigue will remain to 0 for a few seconds (for example if you continue to run), you'll fall to the ground.

Drunkenness
- [New] Blindness [30%-90%]
- [New] Permanent silence curse applied for heavy drunkenness
- [New] If a character tries to run or jump when extremely drunk, he will fall to the ground and get minor health damage (-2)
- [New] Getting drunk will increase the character's thirst
- [New] Specific NPC greetings for drunk characters. For mild drunkenness you'll lose 1 point of disposition. For heavy or extreme drunkenness you'll lose 2-5 points of disposition and the NPC won't talk to you (Goodbye).
I had to abandon the idea of scripted direction changes for the drunk PC, because Rotate and similar functions do weird things when used on the player. I was feeling seasick after 5 seconds with that script on... :bonk:
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Sammygirl
 
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Post » Fri Sep 03, 2010 12:58 pm

The new penalties look like they should work nicely. :)

And yeah, I'll be updating Lite Beer! after the 3.0 release, if any fixing is needed. Hopefully it should still work, though.
When I made Lite Beer!, I basically just trimmed the original mod... I didn't have to alter the scripts at all. They just worked.
Tarnsman's original was horribly glitchy in other places, but it's NoM scripting was well done...
It still worked perfectly, even after I cut everything else out of the mod.
Like I said, hopefully Lite Beer! should still work properly with NoM 3.0, but if it doesn't, I'll fix it. No worries here. ^_^

I'll be announcing my new mod in a few days, but it's not ready yet.
After it's released, I'll work on the Lite Beer! alternative "remix" I mentioned before.
It'll be non-alcoholic, and use a selection of mod-added and original drinks.
When my current mod is ready, I'll post a topic for it, then I can start work on this.

(For Taddeus: I'll take you up on your offer. I'll PM you when I'm ready to work on this. Thanks.)
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Pants
 
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Post » Fri Sep 03, 2010 11:00 am

I just remembered something. Korana made a nice bottle of absinthe that I had once wanted to use.
Perhaps the "remix" could include this, and possibly one other alcoholic drink.
I still want to stick with non-alcoholic drinks for the rest of the mod, though. (Mostly for variety.)

I had once tried to make an alternative to Tarnsman's Beer! using Rougetet's Lore Friendly Libations resource.
( Here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5852 )

However, I couldn't get my custom scripts to work properly, and the potion effects were badly balanced, so I cancelled it.
For example, one of the beers, if you drink it, will easily kill you instantly, despite being a supposedly common "ordinary" drink.
(Apparently, everyone in the whole world can drink it but the player, who will drop dead! Go figure!) :foodndrink: <_<

This is a problem, because Rougetet, in his readme's "permissions" section refuses to allow anyone to alter the effects,
or use different ones, with his resource. (Supposedly for some sort of "standardizing" reasons, or something...) :rolleyes:
Eventually, much later on, I decided to make "Lite Beer!". The rest is history! :D

Anyway, aside from the absinthe I mentioned, does anyone else have any ideas/requests for drinks to add to this?
Like Morovir's request of Korana's "hot spice cider"? Or any other nice things by Korana (or anyone else) that I should use for this?
(I have most, but probably not all of her stuff...)

For now, I can still take requests.
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naana
 
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Post » Fri Sep 03, 2010 12:29 pm

I just remembered something. Korana made a nice bottle of absinthe that I had once wanted to use.
Perhaps the "remix" could include this, and possibly one other alcoholic drink.
I still want to stick with non-alcoholic drinks for the rest of the mod, though. (Mostly for variety.)

Korana's absinthe was http://www.tesnexus.com/downloads/images/27167-1-1252984871.jpg (and detailed!).
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Minako
 
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Post » Thu Sep 02, 2010 10:12 pm

I know! Isn't it awesome? :D

I've always wanted to use it in a mod. It's first on my list for the "remix". ^_^
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Lloyd Muldowney
 
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Post » Fri Sep 03, 2010 7:11 am

A little preview of the new and old cheese.
First of all, I did some cheese wheels and used them as "cheese containers" for merchants. Each cheese wheel contains 6 cheese wedges. When you buy/take all of them, the wheel is disabled and comes back refilled after 2-3 weeks. Here they are: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PitCheesewheel.jpg?t=1277158302 and http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CyrodiilCheesewheel.jpg?t=1277158304. I'm really satisfied with the new containers in general, they make the food sellers feel almost real.

Some ingame shots:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheeseStorage.jpg?t=1277158310
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Hanging.jpg?t=1277158317 - Zaasmorc cheese is the other new cheese added in NoM 3.0
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheeseTable.jpg?t=1277158322
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadandCheese.jpg?t=1277158321 - You can notice the improved model and the new texture of the Cyrodiil cheese

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RichTable.jpg?t=1277158328

Bye! :D
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BethanyRhain
 
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Post » Fri Sep 03, 2010 3:31 am

Awesome work, Taddeus!
After this is released, I will definitely be making a new house mod to make use of all these features.
(For this one, I'm planning on making a mod geared towards Imperial Cult members, and you can bet it'll have a NICE kitchen!) :celebration:
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Cheville Thompson
 
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Post » Fri Sep 03, 2010 9:34 am

Looking nice. :)
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Jessie Butterfield
 
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Post » Fri Sep 03, 2010 6:05 am

Awesome work, Taddeus!
After this is released, I will definitely be making a new house mod to make use of all these features.
(For this one, I'm planning on making a mod geared towards Imperial Cult members, and you can bet it'll have a NICE kitchen!) :celebration:

NOM seems to have gone from a mod that was not only immersive and useful to one that is thouroughly beautiful as well. When I can feel hungry looking at screenshots of an eight year old game, NOM is clearly in the right hands. They look more like real food than most of the vanilla Oblivion foods.
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matt oneil
 
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Post » Thu Sep 02, 2010 10:48 pm

I'm not entirely sure how to search the old threads, but I would like to check to see if any of these foods are in the new release:
Avocados, blackberries, butter, carrots, cherries, chocolate, coconuts, graqes, lettuce, peaches, pumpkins, strawberries, venison

These are all foods I've included in Ravenwood, and it would be nice if they were NoM compatible. :)

Thanks!
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Horror- Puppe
 
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Joined: Fri Apr 13, 2007 11:09 am

Post » Fri Sep 03, 2010 1:46 am

Very great job : NOM is one of the most immersive mod.

For compatibility, will you cut out the mod ?
One ESM for all stuff.
One ESP for scripts and world changes.

That will make use of NOM stuff more easy : others mods had only to be dependent on the ESM !
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Samantha Pattison
 
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Joined: Sat Oct 28, 2006 8:19 pm

Post » Fri Sep 03, 2010 4:03 am

Very great job : NOM is one of the most immersive mod.

For compatibility, will you cut out the mod ?
One ESM for all stuff.
One ESP for scripts and world changes.

That will make use of NOM stuff more easy : others mods had only to be dependent on the ESM !

+1
:foodndrink:
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Wayne Cole
 
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Joined: Sat May 26, 2007 5:22 am

Post » Fri Sep 03, 2010 3:02 am

I think esm's make updates more difficult as they can cause conflicts when updated and Taddeus had plans on even more food items and changes after 3.0.
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Lew.p
 
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Joined: Thu Jun 07, 2007 5:31 pm

Post » Fri Sep 03, 2010 4:28 am

I think esm's make updates more difficult as they can cause conflicts when updated and Taddeus had plans on even more food items and changes after 3.0.

I agree,they can be a hell to remove or update properly.
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CRuzIta LUVz grlz
 
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