[WIP] Necessities of Morrowind 2.2

Post » Mon Nov 08, 2010 7:57 am

Just a little update on a couple of thing I just made. Many people claimed a better grill mesh, since the old one was just an adapted static of the vanilla game. Well, I made two:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill1.jpg?t=1271027129
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill2.jpg?t=1271027130
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill3.jpg?t=1271027131
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill4.jpg?t=1271027131

The two grills will be identical in cost, weight and function, so everyone will be able to choose the one he likes the most.
User avatar
Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Mon Nov 08, 2010 12:07 pm

Those look good. The old one kinda made me think of a construction project gone wrong....
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Mon Nov 08, 2010 1:45 pm

The new grills are looking awesome! :D

The old ones were kind of... clunky, to put it mildly.
Hard to use in mods, too. (Issues with tight spaces and positioning.)
User avatar
Pumpkin
 
Posts: 3440
Joined: Sun Jun 25, 2006 10:23 am

Post » Mon Nov 08, 2010 2:27 pm

I added the new ovens to the game world and since I was there I made also a bit of work on the baker shops. It took me some time, but I'm satisfied with it. I also made the chimney for the telvanni and the mournhold ovens. Have some screenshots:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/VivecBaker1.jpg?t=1271176672
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/SadrithBaker2.jpg?t=1271176308
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdChimney.jpg?t=1271176312 - I'm not joking! I modeled the chimney and when I added it to the CS I realized that it is completely covered by the baker's shop. Oh well, however if you find a way of getting up there you'll find the chimney with some beautiful smoke coming out. :P
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ChimneyMh.jpg?t=1271176314's a Nifscope shot of the chimney. It will be included also as a resource for people who want to place it in their mods.

Also, the new grills are now for sale all over Vvardenfell. ^_^
User avatar
Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Mon Nov 08, 2010 7:27 am

Greetings Taddeus,

im one of the happy ones that use your Taddeus balancing Rules, in conjunction with other balance rules, and i'm glad to meet you.

About NoM, i played with this mod, and i have found a nice mod,and i want communicate my feelings about:

- the mod is VERY fine, and pleasant, generally, and the little tutorial for start (asks about food, drinks, etc.) are a fine addition;
-the Legion posts will food to sell are too much intrusive and occupy land space, maybe will you adjust with travel merchants with food, better if linked at MCA?
-the Restaurant give me a sense of loneliness: every time i feel to be the ONLY client, no other seem appreciate the palce, despite the note with Duke Wren words about this place. Maybe some Npc eating was a fine addition;
- another thing is the effect on MQ, with NoM i not grew in strenght and endurance with the Corprus, like while i haven't the mod on my game;

My advice is to semplify the mod, and, for us poor souls that not use MGE/MWSE maybe do a Light version.

I hope to the best wishes on your new works, and i hope to see what i have described, but i know you will do another grat work:)

Farewell for now (ciao e grazie di avermi letto:p)

Adventurous_Pilgrim
the player of Sannivio the Battlemage
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Mon Nov 08, 2010 10:57 am

Nice work, Taddeus!

The new ovens are all looking good. ^_^
User avatar
Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Mon Nov 08, 2010 6:12 pm

I never play Morrowind without NoM these days. An excellent realism mod if there ever was one. Looking forward to the new one. Welcome back!
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Mon Nov 08, 2010 2:05 pm

For new foods, what about different types of bread? Someone must have been adventurous and created something else besides plain bread and corn bread. Maybe a food using yam? You mentioned guar ribs. Maybe there's guar steaks, guar shishkebab, guar meatballs? I could go on and on, but i'll save on the space. lol


Edit: Sorry for the double post.
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Mon Nov 08, 2010 8:34 am

-the Legion posts will food to sell are too much intrusive and occupy land space, maybe will you adjust with travel merchants with food, better if linked at MCA?

I like too much the idea of the Food Route to remove them, but they will definitely be improved. The outposts as they are now look as pic-nic camps. I'm thinking to give them a trading post look.

-the Restaurant give me a sense of loneliness: every time i feel to be the ONLY client, no other seem appreciate the palce, despite the note with Duke Wren words about this place. Maybe some Npc eating was a fine addition;

Yes, that sounds like a good idea to me!
I could add a script in there that makes you find different clients if you visit the restaurant at different times. One day you find the Duke with his guards, the other an imperial officer and then... Fargoth? Also it could be fun if the people in there had different topics when a different client is in. I have definitely to think on that...
Speaking of the restaurant, it will have a more important role with this release, since the foods described in Marianne's secret recipe book will be available for purchase only there and no more in the whole world. Also, the secret recipe book should grow from 4 to 6 recipes. Since those food will become harder to get, I could add as well a little side effect for when the character eats them (like a little fortify luck for the Good Luck Biscuits).

- another thing is the effect on MQ, with NoM i not grew in strenght and endurance with the Corprus, like while i haven't the mod on my game;

Can you be more specific on that? I never heard of such an issue.

NoM doesn't depends on MGE/MWSE and I plan to keep it as it is now. The screenshots I take have MGE because I like the look it gives to the game, but the mod will work fine without it too. :)


For new foods, what about different types of bread? Someone must have been adventurous and created something else besides plain bread and corn bread. Maybe a food using yam? You mentioned guar ribs. Maybe there's guar steaks, guar shishkebab, guar meatballs? I could go on and on, but i'll save on the space. lol

I already added a new kind of bread: ash yam bread. So as you can see your first two requests have already been fulfilled. Moreover, the eating scripts will detect and consume the TR bread (4 kinds if I'm not mistaken), so there should be plenty of bread to choose from now. I'm still thinking to what meat I should add directly in NoM and what instead should be used by the scripts but not present in the mod itself.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Mon Nov 08, 2010 3:08 am

If your aiming for compatibility, I can think of at least 2 popular mods which have not been mentioned yet, although they add food/ingredients to the game: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=917 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708.

Regarding models: http://translate.google.co.uk/translate?hl=en&sl=ru&u=http://www.fullrest.ru/plugins/betters/morrowind/Better_Item_pack_two.html&ei=aztBSpqSEYzMjAfC5KCjCQ&sa=X&oi=translate&resnum=1&ct=result&prev=/search%3Fq%3D%2522better%2Bitem%2B2.01%2522%26hl%3Den%26sa%3DG has replacement meshes and textures for some of the food/ingredients of the game. I'm not sure what the authors say about permissions (readme is in russian) but it's probably worth checking.
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Mon Nov 08, 2010 7:42 am

If your aiming for compatibility, I can think of at least 2 popular mods which have not been mentioned yet, although they add food/ingredients to the game: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=917 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5708.

Regarding models: http://translate.google.co.uk/translate?hl=en&sl=ru&u=http://www.fullrest.ru/plugins/betters/morrowind/Better_Item_pack_two.html&ei=aztBSpqSEYzMjAfC5KCjCQ&sa=X&oi=translate&resnum=1&ct=result&prev=/search%3Fq%3D%2522better%2Bitem%2B2.01%2522%26hl%3Den%26sa%3DG has replacement meshes and textures for some of the food/ingredients of the game. I'm not sure what the authors say about permissions (readme is in russian) but it's probably worth checking.


Thanks for the info, I'll look at them.
Not much news today since I'm refining the list of the new foods. But I already made the models for a couple of them, so new screenies are coming shortly.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Mon Nov 08, 2010 7:09 am

Is the version of NOM thats out now compatible with the grass mods? I was planning on using MGE.
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Mon Nov 08, 2010 11:23 am

Is there gonna be any changes to the scripts?I think Perishables and Ration packs would be awesome. My opinion its a great mod. really it is my only complain is that it was all automatic. So im hoping for some change thatll allow us to set weather its automatic or manual. Such as setting in that itll let you know your PCs hungry but it wont automatically eat or drink the food in your inventory unless you consume it like you would an ingredients or potions. maybe even a dynamic timer. instead of set times for food and sleep.So depending on when you eat,will determine when you need to eat again.when you sleep determines when you need to sleep again but all that would be great but i can live with out my major suggestion is maybe a manual version
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Mon Nov 08, 2010 5:18 am

Is the version of NOM thats out now compatible with the grass mods? I was planning on using MGE.

The current version of NoM has some light incompatibilities with the grass mods because the grass mods. The majority of these are grass coming out from a building or a barrel, so nothing too disturbing. The only big one (afaik) is in the area of the restaurant, where the land was lowered and so the grass is now floating in the air. :P
The new version of NoM will come with a patch to address this.

Is there gonna be any changes to the scripts?I think Perishables and Ration packs would be awesome. My opinion its a great mod. really it is my only complain is that it was all automatic. So im hoping for some change thatll allow us to set weather its automatic or manual. Such as setting in that itll let you know your PCs hungry but it wont automatically eat or drink the food in your inventory unless you consume it like you would an ingredients or potions. maybe even a dynamic timer. instead of set times for food and sleep.So depending on when you eat,will determine when you need to eat again.when you sleep determines when you need to sleep again but all that would be great but i can live with out my major suggestion is maybe a manual version

The things you ask for are being all considered. In particular, a more dynamic eating and sleeping schedule will be implemented for sure.
As for manual eating, as I said previously, I'll try to add it as an option. The default will remain automatic eating since I'm lazy and I don't like clicking too much in the inventory. :)
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Mon Nov 08, 2010 3:28 pm

Thanks for the consideration I understand Modding is more difficult and time consuming then it looks. Ive looked through scripts and tried to understand it to no luck. So no worries I understand do what you gotta do to get it done first right?Regardless ill probably end up using it. so cant wait till its released,looking forward to it.
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Mon Nov 08, 2010 10:06 am

Something new in Mournhold. This took me a bit to get finished... :D

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well1.jpg?t=1271451418
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well2.jpg?t=1271451419
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well3.jpg?t=1271451425
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well4.jpg?t=1271451421
User avatar
El Khatiri
 
Posts: 3568
Joined: Sat Sep 01, 2007 2:43 am

Post » Mon Nov 08, 2010 3:47 pm

Oh bravo ! Excellent new wells !
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Mon Nov 08, 2010 5:24 pm

_Taddeus_, I'm using Vurt's Groundcover for MGE. You placed a statue with a fountain around the Vivec/Ebonheart area. Well, the grass is now up in the air. I assume there was a hill there before by the looks of it. It doesn't affect my game, it just looks funny. I thought i'd bring that to your attention. Looking forward to NOM 2.2 though.
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Mon Nov 08, 2010 8:10 am

Yes I know, that's the restaurant zone I was talking about a few posts ago. As I said I will try to include a compatibility patch in the new download.
User avatar
Heather Dawson
 
Posts: 3348
Joined: Sun Oct 15, 2006 4:14 pm

Post » Mon Nov 08, 2010 6:19 am

I need some advice on what meat I should use for the new recipes. I have completed the list of the new foods and two of them use as ingredient the meat of two Vvardenfell creatures. The question is: what creatures?
The choice is between: alit, kagouti, cliff racer and kwama.

I have my idea about that, but since I can change them freely, I'd like to ear more opinions. ^_^
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Mon Nov 08, 2010 5:06 am

Apart from those, what about using some of the meat from Creatures mod? I think it's Creatures.... the one that adds Kriin, which look like little elephant looking things on Vvardenfell that move very slowly. There's also sheep, lambs, cows, etc... just some variants for ya. ;)
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Mon Nov 08, 2010 6:04 am

As far as Vvardenfel meats, I think a nice recipe for cliff racer would be cool. Out of the others, I think alit would be interesting... but they are kind of equivalent, so it doesn't matter too much.
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon Nov 08, 2010 7:05 pm

@ Taddeus:

when you go to Dynath Fyr in the MQ, with your Corprus, you may wait patiently many days before have the cure, and in these days your Strenght/Endurance augment PERMANENTLY, then when you are cured from Corprus your Str/End is very high more than 100:)

I tried the same effect once a time that i had NOM on my game, but this time Str/End came to 100 and raised no more remaining stationary on these values.
User avatar
Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

Post » Mon Nov 08, 2010 12:26 pm

:bowdown:

Welcome back to Morrowind! :D

I am one of the few who do not use NOM, but only because its conflicts and some of the ways it handles things with its scripting bother me. (these have been mentioned already) I have wanted to use it, but since you had left and with you the hope for needed improvements, I had to decide against it in the end. Now with your return, especially to working on this mod, you have brought hope back to me that it can be the sort of mod I wanted. Your focus appears to be just what I desired and I eagerly look forward to your work.

I do have a question though. Although I do not (yet) use NOM, I know of a few mods that have one version or another of NOM compatibility. Princess Stomper's house mods come to mind right away, since many of them come with usable food. With all these updates and new items coming to the mod will older mods still be compatible still, or will a change render the food in these older mods useless?
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Mon Nov 08, 2010 12:36 pm

Apart from those, what about using some of the meat from Creatures mod? I think it's Creatures.... the one that adds Kriin, which look like little elephant looking things on Vvardenfell that move very slowly. There's also sheep, lambs, cows, etc... just some variants for ya. ;)

Here comes another mod with added ingredients. Thanks for the info, I'll add it to my list of mod for the compatibility plan. But it's clear that I can't put in NoM every new ingredient out there, there must be a better way to do it. :confused: Well, I'll come out with something.

As far as Vvardenfel meats, I think a nice recipe for cliff racer would be cool. Out of the others, I think alit would be interesting... but they are kind of equivalent, so it doesn't matter too much.

Cliff racer you say? Yes, everyone hates them, maybe some racer morsels would improve their popularity... :P

@ Taddeus:

when you go to Dynath Fyr in the MQ, with your Corprus, you may wait patiently many days before have the cure, and in these days your Strenght/Endurance augment PERMANENTLY, then when you are cured from Corprus your Str/End is very high more than 100:)

I tried the same effect once a time that i had NOM on my game, but this time Str/End came to 100 and raised no more remaining stationary on these values.

Thanks for the info, I'll look into it to discover if it's a problem with my mod.

:bowdown:

Welcome back to Morrowind! :D

I am one of the few who do not use NOM, but only because its conflicts and some of the ways it handles things with its scripting bother me. (these have been mentioned already) I have wanted to use it, but since you had left and with you the hope for needed improvements, I had to decide against it in the end. Now with your return, especially to working on this mod, you have brought hope back to me that it can be the sort of mod I wanted. Your focus appears to be just what I desired and I eagerly look forward to your work.

I do have a question though. Although I do not (yet) use NOM, I know of a few mods that have one version or another of NOM compatibility. Princess Stomper's house mods come to mind right away, since many of them come with usable food. With all these updates and new items coming to the mod will older mods still be compatible still, or will a change render the food in these older mods useless?

There will be complete compatibility with the mods using older resources. If you built a house with the old NoM foods, using the update will give them the new model/icon without loss of functionality. There could be some clipping if the new mesh is bigger or has a different shape, but this shuold affect very very few items and is easily corrected in the CS.
User avatar
kevin ball
 
Posts: 3399
Joined: Fri Jun 08, 2007 10:02 pm

PreviousNext

Return to III - Morrowind