[WIP] Necessities of Morrowind 2.2

Post » Mon Nov 08, 2010 9:55 pm

In my experience it's the NoM campfire that usually kills the companions... they just walk through it a few times or stand in it, and that's all she wrote.

One other thing I thought maybe I should mention regarding drunkenness... As it currently stands, when drinking alters your luck, it doesn't come back with time. You have to use a restore spell, or potion, or go to the temple to get your luck back. I wasn't sure if that was what you intended or not.
User avatar
Nana Samboy
 
Posts: 3424
Joined: Thu Sep 14, 2006 4:29 pm

Post » Mon Nov 08, 2010 2:49 pm

In my experience it's the NoM campfire that usually kills the companions... they just walk through it a few times or stand in it, and that's all she wrote.

One other thing I thought maybe I should mention regarding drunkenness... As it currently stands, when drinking alters your luck, it doesn't come back with time. You have to use a restore spell, or potion, or go to the temple to get your luck back. I wasn't sure if that was what you intended or not.

Yes, about the NoM campfire.
First, in this new release it will be converted to a light and actually cast light. There's a script posted by Alexir in a NoM discussion thread and I'm planning to use that. :)
Second, as I thought the problem is with companions and campfires. Well, the simplest solution to it seems an option in the configuration script to determine if the campfire damages health or not. Other fires will damage health anyway since I don't think they're in a position where NPCs can simply walk over.

The behaviour of drunkenness you describe is exactly the kind of bug I was referring to. It's the reason for which I would like to remove the attribute penalties and convert them into something else (look the list above).
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Mon Nov 08, 2010 8:21 am

I think all fire are now nom campfire. I stumbled this bandit camp, and a campfire. With a little navigation I managed to kill all of them without a swing of my hammer except for the marksman. He tasted my blunt weapon instead. Although I spoiled it in this case, there were times I noticed dead NPCs around campfires.

On shaders, I write shaders and want to tell you that shaders are really powerful. Fade to black is nothing, you can do all kinds of Star Wars transition effects, distortion effects(heat haze, double vision, water droplets, mixing images on the scene...)... If any idea is there, I can realize it as a shader.

I'm liking the semi automatic method. I can do with full automatic too, but I didn't realize it was full automatic and tried to stuff myself. I thought if I was eating the wrong things. :)

So when you don't eat, you have burden penalties. Now that it will work manually too, I think it should work the other way too. :P
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Mon Nov 08, 2010 8:45 pm

I think all fire are now nom campfire. I stumbled this bandit camp, and a campfire. With a little navigation I managed to kill all of them without a swing of my hammer except for the marksman. He tasted my blunt weapon instead. Although I spoiled it in this case, there were times I noticed dead NPCs around campfires.

On shaders, I write shaders and want to tell you that shaders are really powerful. Fade to black is nothing, you can do all kinds of Star Wars transition effects, distortion effects(heat haze, double vision, water droplets, mixing images on the scene...)... If any idea is there, I can realize it as a shader.

I'm liking the semi automatic method. I can do with full automatic too, but I didn't realize it was full automatic and tried to stuff myself. I thought if I was eating the wrong things. :)

So when you don't eat, you have burden penalties. Now that it will work manually too, I think it should work the other way too. :P

Not sure it's in NoM's purview, but that gives me an interesting idea: heat stroke in the Ashlands (and Bitter Coast?), frostbite in Solstheim. It would be an interesting thought. :)
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Mon Nov 08, 2010 11:56 am

Not sure it's in NoM's purview, but that gives me an interesting idea: heat stroke in the Ashlands (and Bitter Coast?), frostbite in Solstheim. It would be an interesting thought. :)



There's a mod that does that. Requires global scripts iirc and could only account for default armor and clothing to tell if you were properly bundled up for the elements as there are too many modded outfits out there to account for entirely and more coming every day. Wasn't something I'd want in my NoM experience personally but if I could remember it's name I'd shoot you a link. Should be on Empirical Morrowind at the very least.
User avatar
Danny Warner
 
Posts: 3400
Joined: Fri Jun 01, 2007 3:26 am

Post » Mon Nov 08, 2010 4:40 pm

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...


Yeah.. it's pretty intense I know, but as time wears on you don't really realize just how much danger your putting yourself into, because all it would take is to close your eyes for too long and all that is solved. lol. Like I said, it's a really stupid thing to do, but at the time we never guessed it would have that drastic of an effect. Only reason we kept going after we found out was because we were the kind of friends who were really competitive with each other.

I just figured that since I had done it (there is no changing that) and knew what it was like, I might as well tell you in case it helps you know what to use. :) I'm glad it was helpful to you.
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Mon Nov 08, 2010 11:38 am

There's a mod that does that. Requires global scripts iirc and could only account for default armor and clothing to tell if you were properly bundled up for the elements as there are too many modded outfits out there to account for entirely and more coming every day. Wasn't something I'd want in my NoM experience personally but if I could remember it's name I'd shoot you a link. Should be on Empirical Morrowind at the very least.

Yeah, I remember seeing that mod at PES a while ago. I probably downloaded it, I'll have to hunt through my files. What I was thinking, though, was that plus some of the shaders vtastek was talking about. :)
User avatar
Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Mon Nov 08, 2010 3:00 pm

I think all fire are now nom campfire. I stumbled this bandit camp, and a campfire. With a little navigation I managed to kill all of them without a swing of my hammer except for the marksman. He tasted my blunt weapon instead. Although I spoiled it in this case, there were times I noticed dead NPCs around campfires.

On shaders, I write shaders and want to tell you that shaders are really powerful. Fade to black is nothing, you can do all kinds of Star Wars transition effects, distortion effects(heat haze, double vision, water droplets, mixing images on the scene...)... If any idea is there, I can realize it as a shader.

I'm liking the semi automatic method. I can do with full automatic too, but I didn't realize it was full automatic and tried to stuff myself. I thought if I was eating the wrong things. :)

So when you don't eat, you have burden penalties. Now that it will work manually too, I think it should work the other way too. :P


Wow, if you can really write new shaders for NoM, I think that the hypothetical MGE patch will become a sure MGE patch. Thanks for your offer! :)

Also, I played a little with the ruined wells and tried to add a depth illusion to simulate the hole that should be in the ground. Essentially I made water transparent and vertex painted with black the well bottom.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/rUINEDwELL03.jpg?t=1272539183 is the result...
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Mon Nov 08, 2010 8:02 pm

Ah... It looks like it goes down off into darkness, like it could be who knows how deep!
Awesome! :D
User avatar
Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Mon Nov 08, 2010 11:39 am

Wow, if you can really write new shaders for NoM, I think that the hypothetical MGE patch will become a sure MGE patch. Thanks for your offer! :)

Also, I played a little with the ruined wells and tried to add a depth illusion to simulate the hole that should be in the ground. Essentially I made water transparent and vertex painted with black the well bottom.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/rUINEDwELL03.jpg?t=1272539183 is the result...

Nice trick! I did the same trick a while back(on a little bit bigger scale :P ), this was the result:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg
User avatar
Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

Post » Mon Nov 08, 2010 4:23 pm

Awesome difference; I like it. It looks like a well now, not a stone bucket.
User avatar
Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Mon Nov 08, 2010 7:06 pm

Nice trick! I did the same trick a while back(on a little bit bigger scale :P ), this was the result:
http://i51.photobucket.com/albums/f386/vtastek/morrowind/Morrowind2009/sc04/Morrowind-MGE-Crysis.jpg


Holy wow.. the water.. it looks as if someone could actually drown in it now instead of an over sized swimming pool. Did you do that for the whole ocean (is that possible?) or just around the islands? I like that very much. I may be getting a new computer in a few months and if I do being able to see that may just convert me to installing a graphics increasing mod.

I imagine it was not for the whole body of water, but if you did that for at least the major land masses, I just might have to get a dl link from you.


Awesome difference; I like it. It looks like a well now, not a stone bucket.


I agree, however I think it now looks a little too full for a ruined well. It has a lot of water supply in it and it was still abandoned. Additionally the side is broken and with that new depth you subconsciously wonder why it hasn't spilled out the side, or if the well is really all that ruined. I had to look at really closely to realize that no, it prolly would not quite spill out. Even so, to me it now leaves the impression that it's not very ruined after all, when before I just accepted that it was.

I dunno, but for me I find myself questioning why it's not still in use. Maybe this was the intent.. is it meant to be a functional well? Either way, it's great work I just thought I would point that out in case it mattered to you. :)
User avatar
Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Mon Nov 08, 2010 1:05 pm

I agree, however I think it now looks a little too full for a ruined well. It has a lot of water supply in it and it was still abandoned. Additionally the side is broken and with that new depth you subconsciously wonder why it hasn't spilled out the side, or if the well is really all that ruined. I had to look at really closely to realize that no, it prolly would not quite spill out. Even so, to me it now leaves the impression that it's not very ruined after all, when before I just accepted that it was.

I dunno, but for me I find myself questioning why it's not still in use. Maybe this was the intent.. is it meant to be a functional well? Either way, it's great work I just thought I would point that out in case it mattered to you. :)

The wells are still in use, they're in two inhabited fortresses. Just let's say that the inhabitants don't care about the good shape of the well as long as it's functional. :P
User avatar
Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Mon Nov 08, 2010 4:35 pm

_Taddeus_, since a lot of people are already using NOM 2.13, when this new version is done and we download it and install it, will it just overwrite your old files? Like, Will all we have to do is delete the NOM 2.13 esp but simply rewrite all the other meshes/textures/icons when we unzip your data files into our Morrowind directory? Or will we have to completely delete all the meshes/textures/icons files individually from our old game and use new ones? Like, will all these items still keep their same ID?

NOM_food_cheese
NOM_food_cheese2
NOM_food_cheese3
NOM_food_cheese_pie
NOM_food_egg2
NOM_food_egg_boil
NOM_food_omelette
NOM_food_omelette_crab

Or will all these items in your new NOM have all new IDs? Because if we remove all the old ones in our saved games, it's going to create a lot of errors and headache.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Mon Nov 08, 2010 10:43 pm

_Taddeus_, since a lot of people are already using NOM 2.13, when this new version is done and we download it and install it, will it just overwrite your old files? Like, Will all we have to do is delete the NOM 2.13 esp but simply rewrite all the other meshes/textures/icons when we unzip your data files into our Morrowind directory? Or will we have to completely delete all the meshes/textures/icons files individually from our old game and use new ones? Like, will all these items still keep their same ID?

NOM_food_cheese
NOM_food_cheese2
NOM_food_cheese3
NOM_food_cheese_pie
NOM_food_egg2
NOM_food_egg_boil
NOM_food_omelette
NOM_food_omelette_crab

Or will all these items in your new NOM have all new IDs? Because if we remove all the old ones in our saved games, it's going to create a lot of errors and headache.

Don't worry, I'm trying to get things as compatible as I can with the old version. In particular, the items already present in NoM will have their model/texture/icon updated but the IDs will remain the same. The new NoM should work without effort with all the mods compatible with the old one. The only little glitch I can foresee are some minor clipping issues, because some models have been redone from scratch and so they can be slightly bigger or smaller than the original. However, this is limited to a very small number of items.

As for savegames:
1) Some scripts (and penalties) are changing, so before upgrading it's crucial to bring the character's hunger, thirst, sleep etc to 0.
2) I'm adding many new items (ingredients, activators, statics, misc items) and redesigning some shops. Will this bring to duplication issues? I hope not, but some testing is needed here. :)

A last word on the models and textures folders. The new NoM comes with many new models and textures, but you don't need to make any cleanup of the old installation. You'll retain on your hard disk some unused old files, but they won't conflict in any way with the new version.
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Mon Nov 08, 2010 4:28 pm

Are you planning on converting all of the textures and icons to .dds? I included some NoM resources in one of my mods (only about 1/4 of them) for compatibility, and all those little icons and things really add up! I converted them all to .dds and it shaved 2.5 mb off my file, which was a big deal because it was starting to push 25 mb with all of my own textures that I added.

Also, the new textures look great! Would you like some unique textures for the NoM recipe books? I have a couple big mods to finish, but I enjoy making books covers in my spare time. If you want to see some of my work, Books of Vvardenfell is linked in my sig, and there's http://www.gamesas.com/index.php?/topic/1085103-grimioire-mod/page__view__findpost__p__15827099 request that I'm also currently working on. Send me a PM if you're interested. :)
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Mon Nov 08, 2010 7:42 am

The textures of the new release are all in dds format. The icons are still in tga format, but I could convert them later on, when all this modeling is finished...
And now excuse me, I've to send a PM about certain covers... :P
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Mon Nov 08, 2010 2:41 pm

There's a mod that does that. Requires global scripts iirc and could only account for default armor and clothing to tell if you were properly bundled up for the elements as there are too many modded outfits out there to account for entirely and more coming every day. Wasn't something I'd want in my NoM experience personally but if I could remember it's name I'd shoot you a link. Should be on Empirical Morrowind at the very least.
Yeah, I remember seeing that mod at PES a while ago. I probably downloaded it, I'll have to hunt through my files. What I was thinking, though, was that plus some of the shaders vtastek was talking about. :)
Sounds like Zappara's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=820 mod.
User avatar
Nuno Castro
 
Posts: 3414
Joined: Sat Oct 13, 2007 1:40 am

Post » Mon Nov 08, 2010 1:55 pm

Just a pic with a couple new models I've been working on.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabVendor.jpg?t=1272839364
User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Mon Nov 08, 2010 11:42 pm

I haven't had time to read through this entire thread yet, but I wanted to point you at my topic, http://www.gamesas.com/index.php?/topic/1090055-reference-for-edibles-in-morrowind/ . In working on my menus, I've been creating meals that are alchemical objects that have some minor effects when you eat them. I'm planning to make NoM-compatible versions at some point, though I haven't yet looked at or experienced NoM.

Currently, I'm just trying to work out what's edible in the vanilla game and I'm thinking about some interesting items that could/should be available. I'd appreciate any comments, opinions, or advice, especially on anything NoM-related that I should know about.

Thanks!
User avatar
Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Mon Nov 08, 2010 8:33 pm

I've finished the new textures for the current NoM books. Here they are all together in the game: http://img202.imageshack.us/img202/9983/nombooks.jpg
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Mon Nov 08, 2010 10:41 pm

I've finished the new textures for the current NoM books. Here they are all together in the game: http://img202.imageshack.us/img202/9983/nombooks.jpg


Very, very nice.
User avatar
Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Mon Nov 08, 2010 11:21 pm

This is all looking great! :goodjob:
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Tue Nov 09, 2010 12:08 am

I've finished the new textures for the current NoM books. Here they are all together in the game: http://img202.imageshack.us/img202/9983/nombooks.jpg


Looks great, I couldn′t play MW without BookJackets nowadays and these are very well made!
User avatar
Javier Borjas
 
Posts: 3392
Joined: Tue Nov 13, 2007 6:34 pm

Post » Mon Nov 08, 2010 6:14 pm

I haven't had time to read through this entire thread yet, but I wanted to point you at my topic, http://www.gamesas.com/index.php?/topic/1090055-reference-for-edibles-in-morrowind/ . In working on my menus, I've been creating meals that are alchemical objects that have some minor effects when you eat them. I'm planning to make NoM-compatible versions at some point, though I haven't yet looked at or experienced NoM.

Currently, I'm just trying to work out what's edible in the vanilla game and I'm thinking about some interesting items that could/should be available. I'd appreciate any comments, opinions, or advice, especially on anything NoM-related that I should know about.

Thanks!

I'll send you a PM to discuss about NoM compatibility. Compatibility is always good. :)

I've finished the new textures for the current NoM books. Here they are all together in the game: http://img202.imageshack.us/img202/9983/nombooks.jpg

Well, what can I say, you really did a fantastic (and really quick!) work. :clap:
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

PreviousNext

Return to III - Morrowind