[WIP] Necessities of Morrowind 2.2

Post » Mon Nov 08, 2010 9:12 pm

Some more WIP screenies.
The Seyda Neen well has had its model slighty adjusted and has been retextured to fit the town. It is now exclusive to that town only. As a result I had to remove it from Moonmoth Legion Fort and I replaced it with a new http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth2.jpg?t=1271768220.
Since I was there, I added to the fort the http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth3.jpg?t=1271768221 too.
And here's a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth1.jpg?t=1271768219. The area is the one occupied by the old well.

I'm adding the pump to the Pelagiad fort too, since the other legion forts already have a vanilla well. Each imperial fort (except maybe Ebonheart, were they already have an inn) will have an oven too. What do you think about that?

Also, a new question about the new foods. This is only an idea and I really don't know if I'll implement those. Dry sausages are a way to preserve meat for an entire year by salting it and then making it dry. Do you think a thing like that would be so out of place in Vvardenfell? Ok, ashlanders won't have them, but the more civilized dunmers could make use of it. I could obviously add them as imperial food, but I want to add new local foods and a guar sausage seems funny...

EDIT: Mmmm, maybe Ebonheart too could use an oven and a water pump. In the keep, in case of a long siege.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Mon Nov 08, 2010 2:50 pm

Actually, I'd suspect that the Ashlanders would have more need of and skill with preserved food such as sausages than the more settled Dunmer. The House Dunmer, on the other hand, would have tastier recipies than those that the Ashlanders would make out of necessity. Guar sausage might make a good Ashlander food staple, with chains of them hanging outside the yurts or drying over their campfires.

There's already a basic grilled Cliffie fillet of some sort in MC, so it might be nice to merge/overwrite that with a NoM version.
User avatar
Valerie Marie
 
Posts: 3451
Joined: Wed Aug 15, 2007 10:29 am

Post » Mon Nov 08, 2010 11:41 am

Hi Taddeus, Many thanks for the mod, I'm enjoying it immensely - really makes the game world feel richer! Glad to hear you are working on the next version.
I'm running v2.13 and noticed a couple of minor issues:

1. For some reason I am going hungry instead of eating the various fruit pies in my inventory (apple, berry, pear..) Other foods work fine but not these.
2. In Ald Velothi, very near the well, is a floating light sconce. I assmue it is supposed to be over the well but it has ended up a few feet away.

Apologies if I have an older version and these have been fixed, just wanted to let you know.
User avatar
Blackdrak
 
Posts: 3451
Joined: Thu May 17, 2007 11:40 pm

Post » Mon Nov 08, 2010 5:00 am

Some more WIP screenies.
The Seyda Neen well has had its model slighty adjusted and has been retextured to fit the town. It is now exclusive to that town only. As a result I had to remove it from Moonmoth Legion Fort and I replaced it with a new http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth2.jpg?t=1271768220.
Since I was there, I added to the fort the http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth3.jpg?t=1271768221 too.
And here's a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth1.jpg?t=1271768219. The area is the one occupied by the old well.

I'm adding the pump to the Pelagiad fort too, since the other legion forts already have a vanilla well. Each imperial fort (except maybe Ebonheart, were they already have an inn) will have an oven too. What do you think about that?

Also, a new question about the new foods. This is only an idea and I really don't know if I'll implement those. Dry sausages are a way to preserve meat for an entire year by salting it and then making it dry. Do you think a thing like that would be so out of place in Vvardenfell? Ok, ashlanders won't have them, but the more civilized dunmers could make use of it. I could obviously add them as imperial food, but I want to add new local foods and a guar sausage seems funny...

EDIT: Mmmm, maybe Ebonheart too could use an oven and a water pump. In the keep, in case of a long siege.



What texture replacer are you using for the ground in those pictures?
User avatar
His Bella
 
Posts: 3428
Joined: Wed Apr 25, 2007 5:57 am

Post » Mon Nov 08, 2010 1:03 pm

Actually, I'd suspect that the Ashlanders would have more need of and skill with preserved food such as sausages than the more settled Dunmer. The House Dunmer, on the other hand, would have tastier recipies than those that the Ashlanders would make out of necessity. Guar sausage might make a good Ashlander food staple, with chains of them hanging outside the yurts or drying over their campfires.

There's already a basic grilled Cliffie fillet of some sort in MC, so it might be nice to merge/overwrite that with a NoM version.

Yes, I could do it this way too... Guar sausages as an ashlander food with few (1-2) selected vendors who sell them in the civilized world. I like the idea of the sausage chains, I guess I'll have to do a model for that.
I still have to look better in the MC list of foods. My bad, was too busy modeling, but I'll surely do when I'm done with Blender. Thanks for the info.

Hi Taddeus, Many thanks for the mod, I'm enjoying it immensely - really makes the game world feel richer! Glad to hear you are working on the next version.
I'm running v2.13 and noticed a couple of minor issues:

1. For some reason I am going hungry instead of eating the various fruit pies in my inventory (apple, berry, pear..) Other foods work fine but not these.
2. In Ald Velothi, very near the well, is a floating light sconce. I assmue it is supposed to be over the well but it has ended up a few feet away.

Apologies if I have an older version and these have been fixed, just wanted to let you know.

Thanks for your appreciation. As for your questions:
1. This is intended. Pies, ham and bigger dishes in general are not consumed when you're only a bit hungry. This is for not wasting a big dish when you only need a little apple. If you let the hunger of your character rise, the scripts should select also the pies as an appropriate food.
2. I'll look into that.

What texture replacer are you using for the ground in those pictures?

It's Morrowind Visual Pack 3.0RC1, but I can't remember where I got it. :P


I made a second water pump and I'm planning to add it to some of the dunmer strongholds. Here it is in Marandus: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DunmerPump.jpg?t=1271855774.
Do you like it? I really need some feedback on the new water pumps.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Mon Nov 08, 2010 12:15 pm

Absolutely incredible work _Taddeus_ ! The pumps are great looking. They should fit in very well with the rest of MW.

I'm totally looking forward to this update. NOM is the 3rd mod I install every time I have to redo my game ( #s 1 and 2 being MCP and MPP). I never play without it. Keep up the good work ! :)
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Mon Nov 08, 2010 8:59 pm



I made a second water pump and I'm planning to add it to some of the dunmer strongholds. Here it is in Marandus: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DunmerPump.jpg?t=1271855774.
Do you like it? I really need some feedback on the new water pumps.

Pumps are looking nice. :)
User avatar
sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Mon Nov 08, 2010 3:45 pm

1. This is intended. Pies, ham and bigger dishes in general are not consumed when you're only a bit hungry. This is for not wasting a big dish when you only need a little apple. If you let the hunger of your character rise, the scripts should select also the pies as an appropriate food.

Ah, then I'm guilty of not reading the readme properly... sorry!
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Mon Nov 08, 2010 2:46 pm

Awsome work. I like the idea of ovens and water pumps.Will the oven be usable by the player? And your using visual Enhancing mods, NoM will still be compatible with the older Vanilla graphics right?
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Mon Nov 08, 2010 11:14 am

It's Morrowind Visual Pack 3.0RC1, but I can't remember where I got it. :P

I found it. Thanks, _Taddeus_! http://elderscrolls.filefront.com/file/Morrowind_Visual_Pack_Combined;56241
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Mon Nov 08, 2010 6:45 am

Awsome work. I like the idea of ovens and water pumps.Will the oven be usable by the player? And your using visual Enhancing mods, NoM will still be compatible with the older Vanilla graphics right?

I'd expect so, if they use the original filepaths.


I agree with the ashlander sausages. Maybe more conventional meat sausages would be brought across with the imperial legions, since they wouldn't want to eat the Dunmer meats.
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Mon Nov 08, 2010 11:14 am

Awsome work. I like the idea of ovens and water pumps.Will the oven be usable by the player? And your using visual Enhancing mods, NoM will still be compatible with the older Vanilla graphics right?

Yes, the oven will be usable as any other currently present in the mod.
All you need to run NoM are the two expansions Tribunal and Bloodmoon. I'm taking those pics with MGE enabled because I play with it and because they look better this way. :P However, NoM has no dependencies on MGE or MWSE or other similar utilities. I could make an optional MGE version when the work on this update is finished, to use things like the drunkenness shader or to add to the UI bars indicating hunger, thirst and sleep level.

I agree with the ashlander sausages. Maybe more conventional meat sausages would be brought across with the imperial legions, since they wouldn't want to eat the Dunmer meats.

I'll have to add sausages then...

I adjusted a bit the dunmer water pump and now I'm working on a dwemer pump. Once I finish that, I'll be mostly done with the oven and water sources part of the update.
User avatar
Paula Rose
 
Posts: 3305
Joined: Fri Feb 16, 2007 8:12 am

Post » Mon Nov 08, 2010 9:32 am

I like the new "capped" version of the water pump better, thanks. The previous version just looked a bit "flat"; this gives it a little "boxier" appearance without making it obtrusive.

Just like a lot of others here, I'm definitely looking forward to seeing an update to this classic mod.
User avatar
john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Mon Nov 08, 2010 11:36 am

Yes, the oven will be usable as any other currently present in the mod.
All you need to run NoM are the two expansions Tribunal and Bloodmoon. I'm taking those pics with MGE enabled because I play with it and because they look better this way. :P However, NoM has no dependencies on MGE or MWSE or other similar utilities. I could make an optional MGE version when the work on this update is finished, to use things like the drunkenness shader or to add to the UI bars indicating hunger, thirst and sleep level.

Well thats good I asked cause I use no graphic enhancers, Better bodies/Better Beasts and better Clothes aside. Theres no MGE for me.
User avatar
Monique Cameron
 
Posts: 3430
Joined: Fri Jun 23, 2006 6:30 am

Post » Mon Nov 08, 2010 6:57 pm

I put togheter the dwemer water pump and I'm going to add it to some dwemer ruins. I plan on adding 2 versions of it: a working one which gives water and a broken one which only makes a metallic sound when activated.
If someone has suggestions on the ruins and dunmer fortresses in which I should place a pump, post them here. :)

Speaking of graphics, I have something new. Rhymer kindly accepted to help me with the illustrations I need. He's now working on one of the books and here are two examples of his wonderful work:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FoxTail.jpg?t=1272236236 (wine)
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Whiterunbeer.jpg?t=1272236236 (beer, as you can guess...)

I really like these illustrations. I hope you like them too!
User avatar
jennie xhx
 
Posts: 3429
Joined: Wed Jun 21, 2006 10:28 am

Post » Mon Nov 08, 2010 8:10 am

I really like these illustrations.


They look really awesome actually. Thanks Rhymer. :) And of course thanks to you Taddeus for all your work so far.
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Mon Nov 08, 2010 2:09 pm

Thanks Maholix. :)

Work is proceeding well, but there is still much to be done.
I'm nearly done with the water sources. I added the new pumps all over the world (as I said the dwemer one has a working and a broken version). In some of the dunmer fortresses I put a ruined well in the exterior instead of the pump and a couple of them have no water sources at all. Here are the ruined wells. As always with this kind of models, I tried to use mainly stock textures, so they'll update with your personal texture replacer.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell2.jpg?t=1272359234
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell1.jpg?t=1272359231 - This one is covered with a linen cloth. I really shouldn't do hours of modelling work to add one (only one!!!) of them to the game world, isn't it? :P

Since the "water and ovens" part is coming out bit by bit, I'm already thinking to the next steps. And here I need a little advice from you all.

1) Sounds: It seems to me that some of the old sounds should be improved. Someone can direct me to some free sound resources on the net? It would be a great help, since I'm having trouble finding them...
Granted, if you already have tweaked sounds or are good with sound editors, don't be shy and send me a PM!!!

2) Alchemy effects: In the old discussion threads on NoM someone expressed the concern that too much alchemy ingredients could unbalance the game making alchemy too simple. While NoM is not the only mod that adds new ingredients, I can agree that some of them have a bit too much effects at the time, so I'm willing to tone them down. My plan for this has three steps:
- Reduce to only 1-2 the effects of cooked foods. If you cook something, it loses a part of its alchemical properties.
- Make some cooked foods have only negative effects. For example grilled meats could have only burden.
- (maybe) Make a more extensive use of the Restore Fatigue effect, reducing the use of the more powerful ones.

3) Penalties: As it stands now, penalties for hunger, sleep, etc are applied to the character's attributes. However, as we all know, good old Morrowind it's kind of buggy in the tracking of fortify and drain effects. So I'm thinking to change these penalties to something else. Their application and removal will continue to work as usually (via spells), but the effects can be changed. For example burden, drain health and drain fatigue for hunger. Drain health and magicka for thirst. And so on...
What I need to know is: are those new effects bugged too? Because I don't want to change everything to discover that I'm still in the same situation.
For some (or all) the penalties there could be also a scripted effect togheter with the spell. If you have ideas on scripted effects that could be attached to hunger, thirst and sleep post them!!! I think I've all I need with drunkenness.
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Mon Nov 08, 2010 1:29 pm

It seems like a basic "Restore Fatigue" on food items would be pretty normal. You could have that as either the primary or secondary effect of at least 50-75% of them, which would mean a lot less "empty" slots to fill when it comes to worrying about adding other effects.

I like the ruined wells, aside from one minor detail about "water level"; if you can drop the water level in them to the very bottom of the above-ground line, it might make them look less "inviting". The cloth over the one looks very good, but I'd be hesitant to "overuse" that one. It's pretty unique looking, so having more than 2 or 3 of them scattered around might make it a bit too obvious that they're exact duplicates. Personally, I'd want to stick one of them in a really visible and well-travelled location to "show off" the artwork, and then perhaps use one or two more in really out-of-the-way spots where you won't be making constant subconscious A-B comparisons between them. I would assume that a least some of the sites (but not all) with the non-functional ruined wells will also be provided with rain barrels as a "makeshift" solution to the lost water supply issue.
User avatar
Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

Post » Mon Nov 08, 2010 7:40 am

Looking good, looking good. Lovely illustrations. :)
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Mon Nov 08, 2010 6:40 am

Not having used NOM yet, I don't remember how lack of sleep affects someone atm, but I have a thought on it. Perhaps after sleep is ignored for a long time, your vision suffers or something. This happens in real life.. you start losing focus.. then you slow down, and over time your exhaustion starts to affect you in worse ways as the mind begins to be taxed. You even begin to have periods of short blurred vision.

If you continue to resist, then your body becomes heavier and heavier.. soon you can't stand because you become too weak. As it becomes worse, you find it's hard to lift your limbs and then finally your head. (meaning you soon have to sit propped against something) Your vision now gets worse. There are moments where everything goes all blurry like before, but it lasts longer, and does not go away if you try to force it to.. now you just have to wait it out.

Unable to move, your at the mercy of your now overloaded mind though.. and as time passes you begin to lose focus all the worse. You begin to think of very strange things, almost as if your high. You actually lose any concept of time.. you find you don't even know what day it is anymore. Finally even moving your jaw is too much work and you can't talk anymore. With no choice, but to continue thinking, but too exhausted to do so, your thoughts become disconnected and you suffer moments in which you know you are still awake, but you can't comprehend where you are, or the nature of what you are seeing.


I know the affects first hand. I actually had a contest with some friends while I was still in high school, and boy was it stupid. We got curious how long we could possibly stay awake, and what would happen so we got all this food and stuff together and went for it. The first few days weren't too bad, but once the weakness set in, our bodies started shutting down.. it was very educational. I never realized just how bad the human body needed sleep until then.
User avatar
Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Mon Nov 08, 2010 12:00 pm

I'm kinda a svcker for illustrations in books, those look so authentic. Great work. :tops:

Also I want to say hi to a classical modder. I'm using NoM for a while, haven't cooked anything. :) It really adds so much content to the game.

One thing about it is the fire hurts NPCs but NPCs can't understand they are dying... They stand on fire and die.
Another thing I don't like is the instant death. Instead of instant death, more like an agonizing suffering... Can start with random paralyzes, collapses...

All the other stuff looks amazing, chimneys, pies, bread, owens... Keep up the good work.

PS. Is the NoM I have works automatically? Now that I read the comments about the issue, I tried to eat stuff myself when I needed to remove the strength penalties.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Mon Nov 08, 2010 4:55 pm

The new wells and illustrations are looking great! :D
User avatar
Crystal Clear
 
Posts: 3552
Joined: Wed Aug 09, 2006 4:42 am

Post » Mon Nov 08, 2010 10:58 pm

_Taddeus_ my friend, long time no see. I've just recently recieved the inkling to return to MW. Here is the free sound resource I use, plus since leaving I've added sound mixing to scripting talents if you need. I have Sony's Acid Music Studio if you would like the help.

http://www.freesound.org/

P.S. I really love the idea for a variety of wells, and the pics you released today are superb.
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Mon Nov 08, 2010 6:44 am

On penalty effects:

- Burden ability messes up encumbrance for NPCs. I haven't tested with the PC and I haven't tested curses, it's worth a try but watch out for that.

- Damage abilities will damage max as well as current value of the stat (ie permanently reduce health etc). AFAIK curses are fine, just not abilities.

- GCD compatibility may be an issue with some of these. Depends on the effects and how they're applied - you should generally be able to get the effect you want, just be careful how you do it.
User avatar
Josee Leach
 
Posts: 3371
Joined: Tue Dec 26, 2006 10:50 pm

Post » Mon Nov 08, 2010 7:44 pm

The cloth over the one looks very good, but I'd be hesitant to "overuse" that one.

Don't worry about that, there's only one exemplar of each of those wells in the game world. And I put them in periferic places too! Well, I think it's cool to give a little unique detail to the less traveled places. However, they're not too hard to find, they're in two dunmer stronghold... :P

Not having used NOM yet, I don't remember how lack of sleep affects someone atm, but I have a thought on it. Perhaps after sleep is ignored for a long time, your vision suffers or something. This happens in real life.. you start losing focus.. then you slow down, and over time your exhaustion starts to affect you in worse ways as the mind begins to be taxed. You even begin to have periods of short blurred vision.

If you continue to resist, then your body becomes heavier and heavier.. soon you can't stand because you become too weak. As it becomes worse, you find it's hard to lift your limbs and then finally your head. (meaning you soon have to sit propped against something) Your vision now gets worse. There are moments where everything goes all blurry like before, but it lasts longer, and does not go away if you try to force it to.. now you just have to wait it out.

Unable to move, your at the mercy of your now overloaded mind though.. and as time passes you begin to lose focus all the worse. You begin to think of very strange things, almost as if your high. You actually lose any concept of time.. you find you don't even know what day it is anymore. Finally even moving your jaw is too much work and you can't talk anymore. With no choice, but to continue thinking, but too exhausted to do so, your thoughts become disconnected and you suffer moments in which you know you are still awake, but you can't comprehend where you are, or the nature of what you are seeing.

I know the affects first hand. I actually had a contest with some friends while I was still in high school, and boy was it stupid. We got curious how long we could possibly stay awake, and what would happen so we got all this food and stuff together and went for it. The first few days weren't too bad, but once the weakness set in, our bodies started shutting down.. it was very educational. I never realized just how bad the human body needed sleep until then.

Wow, it's almost scary. I was expecting a final like "and now I can't sleep anymore!!!". Thanks for the details, I could use some of them...

One thing about it is the fire hurts NPCs but NPCs can't understand they are dying... They stand on fire and die.
Another thing I don't like is the instant death. Instead of instant death, more like an agonizing suffering... Can start with random paralyzes, collapses...

PS. Is the NoM I have works automatically? Now that I read the comments about the issue, I tried to eat stuff myself when I needed to remove the strength penalties.

The NoM version you have eats food automatically. Remember that eating scripts don't work if you have a weapon or a spell readied.
Manual eating is not implemented. I'll add it to this release if the scripting allows me to do what I've in mind (and have illustrated a few pages ago).

As for the instant death, well, it was done without attention to the detail because I didn't think that someone could really push his character to die from hunger. For example, I run to buy food as soon as I have the slightest penalty. But I see several people asking for effects like paralyze or drain health before dying. Ok, if you want suffering I'll add suffering! :chaos:

NPC standing on fire and dying? Is this happening in a specific place or situation? If so, I could adjust that. Or maybe it's happening when you drop the NoM campfire?

On penalty effects:

- Burden ability messes up encumbrance for NPCs. I haven't tested with the PC and I haven't tested curses, it's worth a try but watch out for that.

- Damage abilities will damage max as well as current value of the stat (ie permanently reduce health etc). AFAIK curses are fine, just not abilities.

- GCD compatibility may be an issue with some of these. Depends on the effects and how they're applied - you should generally be able to get the effect you want, just be careful how you do it.

Thanks for the inputs, melian. :)

Here's some ideas on how to implement drunkenness and sleep.

Drunkenness: the current penalties to personality and luck are a bit too buggy and they tend to mess up those stats if they drop to 0 or less. So i'm planning to remove them and proceed as follows. Note that some of these effects are already present in the current version.
1) Drunkenness places an increasing Blind effect on the PC (already present). This could be replaced by the drunk shader in an iphotetic MGE version.
2) When you reach a certain drunkenness level, a permanent Silence effect is put on you, so casters beware! (already present)
3) The PC will randomly change direction. This effect will occur more frequently and with a greater magnitude as the drunkenness level raises.
4) The PC will hear voices and other distorted sounds, and the PC itself will emit senseless muttering. This effect will occur more frequently as the drunkenness level raises.
5) If you talk to people while you're too drunk, they refuse to talk to you (already present) and their disposition is lowered by (uhm) 4-5. If you're not too drunk, NPC will allow you to talk to them but you'll lose 1-2 disposition.
6) When you're completely smashed, the PC falls on the floor and stays there for a couple of seconds. (already present) I could also add random falls when the PC health diminishes (when he takes damage in any form).
7) Maybe a penalty to Speechcraft and Mercantile?

Sleep: the current penalties to willpower and endurance are not as problematic as the drunkenness' ones, since they're moderate and shouldn't reduce the attributes to 0 or less. I never had real problems with them, but I think I'll lower them a bit just to be sure. In addition we'll have:
1) A damage fatigue effect applied by a script that becomes more powerful with the sleep. At first it will simply slow down your natural fatigue recovery, but if it grows it will start to effectively drain your fatigue. The effect will be active only if the PC fatigue is above a minimum level, as I don't want to reduce him to 0 fatigue. However, this minimum level will go down as the sleep increases.
2) The PC hears voices and rumors (similar to the drunkenness effect).
3) Blackout periods of a few seconds in which the screen fades to black. These periods are more frequent as the sleep level raises. This could also have an optional MGE shader.
4) A Burden curse if it doesn't mess things up.

As I said these are only ideas I'm putting togheter (thanks again to all of you for your suggestions). I'll try to implement them, but I don't know if MW scripting will allow them all. On the other hand, I'm sure I can do at least a part of them.
Any suggestion? :)
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

PreviousNext

Return to III - Morrowind

cron