[WIP] Necessities of Morrowind 2.2

Post » Mon Nov 08, 2010 2:46 pm

That sounds like a really good solution... I don't know that it would be a good idea to make MWSE mandatory, because a lot of people have issues with it. A patch would be nice though.

Hmmm... Green algae... Would that be Soylent Green? :)

I'd have sworn there was some trigger that made penalties kick in when combat started because it happened so many times. Does your script run during sleep or total up hours and adjustments on waking? The would explain being immediately penalized after sleeping 24 hours or more and being awoken by a Dark Brotherhood assassin.
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Trevi
 
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Post » Mon Nov 08, 2010 3:06 am

That sounds like a really good solution... I don't know that it would be a good idea to make MWSE mandatory, because a lot of people have issues with it. A patch would be nice though.

I'm assuming that was directed at me (if it wasn't, ignore this post :P )

I wasn't saying MWSE should be mandatory (it wouldn't bother me if it was, but I don't think it's a good idea generally - for one thing, it apparently doesn't work at all on linux/wine). I guess what I was so happy about was that Taddeus' idea works without MWSE, and there's a nice way of improving the effect by using MWSE, which most likely would be very easy to add since it's so similar to the non-MWSE method... if that makes sense.
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Jennie Skeletons
 
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Post » Mon Nov 08, 2010 2:28 am

I hadn't clarified, sorry... but yes, since you had mentioned a MWSE patch. Actually, I'm quite pleased with the way the whole thing seems to be going.... but I'm a little worried about how it will work out when Taddeus gets into Morrowind Craftsman... That fella ( I can't remember his name at the moment) seemed pretty adamant about not changing his mod for new NoM issues.
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Chris Cross Cabaret Man
 
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Post » Mon Nov 08, 2010 2:26 pm

I think you mean Toccatta ;)

He actually did try and make MC compatible with NoM, it just isn't something that's easy to do for that kind of thing (it's easy to add NoM's stuff to your mod, that side of compatibility is great, but it's not easy to add new foods that NoM will recognise). And MC is basically compatible with NoM as it is, in so far as that's possible. It's just that those of use who use both would like better integration (and that number does not include Toccatta, so I don't see him modifying MC for NoM's sake).

But IIRC, mostly Toccatta was big on making foods alchemy rather than ingredient objects, and if Taddeus isn't going to do that, it's his decision. I'd prefer alchemy too, but it's not that big a deal. :shrug:
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Epul Kedah
 
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Post » Mon Nov 08, 2010 3:34 pm

I think you mean Toccatta ;)

He actually did try and make MC compatible with NoM, it just isn't something that's easy to do for that kind of thing (it's easy to add NoM's stuff to your mod, that side of compatibility is great, but it's not easy to add new foods that NoM will recognise). And MC is basically compatible with NoM as it is, in so far as that's possible. It's just that those of use who use both would like better integration (and that number does not include Toccatta, so I don't see him modifying MC for NoM's sake).

But IIRC, mostly Toccatta was big on making foods alchemy rather than ingredient objects, and if Taddeus isn't going to do that, it's his decision. I'd prefer alchemy too, but it's not that big a deal. :shrug:

You're right, it wasToccatta. I had a brain fart there...

No, I'm not really concerned with the importance of making foods alchemy either, though it wouls seem to have some advantages... and a few drawbacks. I really do want some option of manual eating though, if it can be managed.
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Queen Bitch
 
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Post » Mon Nov 08, 2010 7:25 am

Foods are going to remain ingredients.
But I'll try to add MC foods to my scripts so they can be eaten accordingly. This will in fact increase the compatibility between the 2 mods. :)
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MARLON JOHNSON
 
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Post » Mon Nov 08, 2010 4:33 pm

Converting foods into ingredients would require extensive changes to a LOT of existing mods, which I really don't think would be a good idea. Making some sort of provision for triggering eating on demand (pre-empting the "auto-eat" function) shouldn't affect them.

Personally, I much prefer Morrowind Crafting's cooking skill concept to the "cookbook" method in NoM, although I find Toccatta's vision of it to be a bit harsh on a starting character, who has to spend at least a month or two in-game grilling mudcrab and nix hound meat before he or she can even make a salad or a bowl of soup. Closer integration of the two mods would be a VERY good thing in my opinion.

Some way of shifting the eating and sleeping hours would also be helpful, especially for characters who prefer to run "later hours" (or earlier, if you're running a "hunter" character who turns in just after dark and then sets out in the pre-dawn hours). Fixed mealtimes and bedtimes are a little too constraining, whereas in reality, you can "adjust" your schedule without a lot of trouble.
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TOYA toys
 
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Post » Mon Nov 08, 2010 11:13 am

Converting foods into ingredients would require extensive changes to a LOT of existing mods...

Maybe you mean converting into alchemy?
Personally, I much prefer Morrowind Crafting's cooking skill concept to the "cookbook" method in NoM, although I find Toccatta's vision of it to be a bit harsh on a starting character, who has to spend at least a month or two in-game grilling mudcrab and nix hound meat before he or she can even make a salad or a bowl of soup. Closer integration of the two mods would be a VERY good thing in my opinion.

Personally I don't like adding new skills to the game. I'm a bit integralist on that, but I think that the skills are only the ones originally made by Bethesda. Books are easy to find (most of them) and I want people who use NoM to be able to cook without too much concerns.
Some way of shifting the eating and sleeping hours would also be helpful, especially for characters who prefer to run "later hours" (or earlier, if you're running a "hunter" character who turns in just after dark and then sets out in the pre-dawn hours). Fixed mealtimes and bedtimes are a little too constraining, whereas in reality, you can "adjust" your schedule without a lot of trouble.

As I said, the penalty scripts are being adjusted to be more flexible.
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Grace Francis
 
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Post » Mon Nov 08, 2010 1:16 am

Foods are going to remain ingredients.
But I'll try to add MC foods to my scripts so they can be eaten accordingly. This will in fact increase the compatibility between the 2 mods. :)

That's great to hear! Thank you! :celebration:
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Sista Sila
 
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Post » Mon Nov 08, 2010 4:58 am

Some more screenies: Pies!! I updated the original model adding pastry borders to them and retextured the whole thing.

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
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Ana Torrecilla Cabeza
 
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Post » Mon Nov 08, 2010 3:32 pm

Looks great! I can almost taste it already... :)
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rebecca moody
 
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Post » Mon Nov 08, 2010 1:12 am

Some WIP shots of a new oven I'm modeling for the bakers.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenTry1.jpg?t=1270028403
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenTry2.jpg?t=1270028470 - with a look at the interior
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenTry3.jpg?t=1270028512 - side view

Hope you like it! :)
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Veronica Flores
 
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Post » Mon Nov 08, 2010 5:11 am

@ Taddeus
This http://www.gamesas.com/index.php?showtopic=1014364 might be of interest. B)
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Rachie Stout
 
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Post » Mon Nov 08, 2010 12:24 pm

@ Taddeus
This http://www.gamesas.com/index.php?showtopic=1014364 might be of interest. B)


I don't know about Taddeus, but I downloaded it.... :)

The more varety you have, the richer your world, eh?
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cheryl wright
 
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Post » Mon Nov 08, 2010 4:04 pm

Glad to see that you're back, and working on this! :celebration:
NOM is my favorite mod, and I never play without it.

Also, as Tetchy suggested, you should include Minamir's "Iron Stove Resource".
I've used it in mods myself, and it's an excellent model, it fits in the game perfectly.

I was so glad when Gluby started work on this, but then she apparently took ill,
and had to stop work on it. (I hope she gets better.) :(

I'm really happy that you're back to work on this, I can't wait to play with it! :D
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Elizabeth Falvey
 
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Post » Mon Nov 08, 2010 1:05 am

As I was reading through the posts, I noticed someone mention jerky.
You could add the ability to smoke various meats into jerky.

You could add a new ingredient "Raw Scrib Meat", (Obtained from scribs, of course!) ;)
that lets you make your own scrib jerky if you smoke it.

Almost all other types of raw meats could be made into jerky, except, probably, for crab meat.

I agree with previous posters that a "food spoilage" system should be implemented,
and that certain foods should be able to be "preserved" to avoid spoiling.
Jerky could be one such type of food.

I hope you'll put this idea into NOM, I really love beef jerky in real life, and would like to eat some ingame, too.
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Invasion's
 
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Post » Mon Nov 08, 2010 10:41 am

... (snip)

I agree with previous posters that a "food spoilage" system should be implemented,
and that certain foods should be able to be "preserved" to avoid spoiling.
Jerky could be one such type of food.

I hope you'll put this idea into NOM, I really love beef jerky in real life, and would like to eat some ingame, too.


Sometimes I wonder as i crawl around in some musty tomb or ruin fighting all sorts of undead:
"Was that edible food I found in that crate or basket what killed them?" :)
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Jon O
 
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Post » Mon Nov 08, 2010 1:05 pm

Sometimes I wonder as i crawl around in some musty tomb or ruin fighting all sorts of undead:
"Was that edible food I found in that crate or basket what killed them?" :)


Heh heh, you've got to watch out for those spoiled kwama eggs,
lest you join the ranks of the undead... ;)

Necromancy... It's the REAL reason Mistress Therana keeps all those spoiled eggs around...
or not. :D
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Prue
 
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Post » Mon Nov 08, 2010 1:30 am

@ Taddeus
This http://www.gamesas.com/index.php?showtopic=1014364 might be of interest. B)


Thanks for the info, I got it and I'll use it in some way... :)

As I was reading through the posts, I noticed someone mention jerky.
You could add the ability to smoke various meats into jerky.

You could add a new ingredient "Raw Scrib Meat", (Obtained from scribs, of course!) ;)
that lets you make your own scrib jerky if you smoke it.

Almost all other types of raw meats could be made into jerky, except, probably, for crab meat.

I agree with previous posters that a "food spoilage" system should be implemented,
and that certain foods should be able to be "preserved" to avoid spoiling.
Jerky could be one such type of food.

I hope you'll put this idea into NOM, I really love beef jerky in real life, and would like to eat some ingame, too.


Jerky is something I'm going to add. I think to do a scrib jerky (that is in dialogue) and a generic jerky made from all other meats.
As for food spoilage, it's a thing that has nearly insuperable technical difficulties. Attaching a script to each food is not an acceptable solution, because that wuold make them no more stack in inventory. If the MCP can overcome this problem, food spoilage could be added as an option in the future, who knows...


No comments on the pies or the new oven? :confused:
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Calum Campbell
 
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Post » Mon Nov 08, 2010 10:52 am

I looked through the pics for those.
Awesome work! :D
Those pies look delicious!

The new baking oven is great... Looks like someone could do some serious breadmaking in it. ;)

I figured a spoiling system would be interesting, but I can see how it might not be possible...
It probably isn't necessary, anyway.

Also, jerky is in? Sweet! :celebration:
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Tamika Jett
 
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Post » Mon Nov 08, 2010 5:43 pm

I did comment on the pies, you musta missed it...

The oven does indeed look handy for bread... or PIZZA! :celebration:

As to spoilage, I don't how you would make food in inventory spoil, but... You know how one bad tomato will spoil the ice cream? Wait, I guess that's apples and barrels eh? I never ate a spoiled barrel...

Sorry, I digress...

Anyway, I'm not sure how you are running your global script for eating, but... If someone were to add spoiled food to their inventory ( like from an urn in a tomb for instance ) you could have a light in the container... that way it would be invisible in the container and inventory (of course they would have to use "take all" to get it...

anyway, the light could be scripted for after a period of time to spoil all food in inventory or some part that matched the ID of the food from the container. That would run a script on the light, but it likely wouldn't matter... or it could be done with a global using getItemcount and the light ID. Wouldn't be too bad resource wise if it only checked infrequently... maybe on cellchanged or when the sleep menu opens or something .

When the food spoils, the light is removed.

Heh heh chew on it a bit and see what you think, eh?

Anyway, that's a rough draft of my thoughts on the matter and no doubt needs considerable tweaking, but it is feasible.
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Paula Ramos
 
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Post » Mon Nov 08, 2010 6:58 am

I did comment on the pies, you musta missed it...


Yes, I meant that nobody else commented! :)
It takes a bit to build a proper model in Blender, but I like the results I'm having here. Maybe with time I'll become faster, too... :brokencomputer:

I played a bit more with the oven. Made some adjustement and vertex coloring. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenVelothi01.jpg?t=1270161209 in its semi-final form.
And I made also a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenTelvanni.jpg?t=1270161483 (still a WIP)...
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Mandy Muir
 
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Post » Mon Nov 08, 2010 5:10 am

Awesome! They both look great. :D
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Lance Vannortwick
 
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Post » Mon Nov 08, 2010 1:52 pm

The telvanni oven looks interesting.. I can't see the other one well enough to say much.

I've tried learning Blender, and it about drove me crazy. I tied the "Monkey" tutorial, and it made a monkey out of me... :(

Oh well, at least I'm still rich and famous... What? Whaddya mean I'm NOT?
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Blackdrak
 
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Post » Mon Nov 08, 2010 9:39 am

Seems like I got a hold on bakers... I plan on doing other 2 kinds of ovens: imperial and mournhold. But I'm still thinking on the shape they should have, I don't want to do a simple retexture of the 2 I have now. :lightbulb:
On a simpler side, here's the new mesh for the corn bread that previously was a simple retexture of the common bread:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CornBread1.jpg?t=1270202778
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CornBread2.jpg?t=1270202778
I also made some work on the stock bread loaf: made it smoother and added a new texture. And I plan introducing a third kind of bread, which player will be obviously able to bake.

If there's someone from TR or any other landscape mod reading (or any TC :wink_smile: ): if you're interested, the ovens are free for you to use if you like them. Well, when I'll finish them of course. :)
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Adam
 
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