[WIP] Necessities of Morrowind 2.2

Post » Mon Nov 08, 2010 10:44 am

Nice cornbread, looks delicious!
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Kelly James
 
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Post » Mon Nov 08, 2010 10:23 am

I'm at work on the oven for the Mournhold bakery. This one is a bit of a pain because I had the idea of putting it in a corner and so I've to be careful with dimensions and clipping. It's coming out pretty well (I hope); I made it following the style of Mournhold houses. Still no screenies of it, sorry. :)

When I'll be done with the ovens, I'll begin working on new wells. I have to update a bit one of the original wells. Then I want to replace the Mournhold well and I've an idea of how it should turn out.
And I want also build a couple of ruined wells to add them to the dunmer fortresses around Vvardenfell.

Someone knows if there are other places that need fresh water sources??
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Liv Staff
 
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Post » Mon Nov 08, 2010 10:07 am

Ok, since nobody replied, I assume that there are no suggestions for new water sources. Well, this mean I'll have to model only the wells I listed above. :celebration:

I'll be working on an alternate computer for a couple of days, so I don't have access to many textures. However I'm progressing fairly well with Blender. As of now I've 3 ovens done, 1 ruined well for the dunmer fortresses, corn bread, ash-yam bread (this one is a new local bread), guar ribs and many other delicacies. I've to think how to model some jerky...
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no_excuse
 
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Post » Mon Nov 08, 2010 3:10 am

Hmm, I just stumbled in here again so I didn't notice your request for suggestions, but what about wells for cultists at Daedric ruins, perhaps; also, Dwemer plumbing systems could be interesting...
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Marie Maillos
 
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Post » Mon Nov 08, 2010 7:47 am

Well, I did think of the "stillsuit" as described in the "Dune" series for recycling sweat and urine, but I decided Vvardenfell isn't really all that dry... :)

Way late edit:
I've been meaning to ask, is it NOM that adds the extra room and add-on bedroom to Arille's tradehouse? I think it is, but I'm not certain... Anyway, if it is part of NOM, I was wondering if you have any plan to fix it so that the bed in Arille's can actually be rented (either the add-on or the regular room)?
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Skivs
 
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Post » Mon Nov 08, 2010 5:11 pm

Hmm, I just stumbled in here again so I didn't notice your request for suggestions, but what about wells for cultists at Daedric ruins, perhaps; also, Dwemer plumbing systems could be interesting...


Thanks for your suggestions. I'll think on them. :)

Well, I did think of the "stillsuit" as described in the "Dune" series for recycling sweat and urine, but I decided Vvardenfell isn't really all that dry... :)

Way late edit:
I've been meaning to ask, is it NOM that adds the extra room and add-on bedroom to Arille's tradehouse? I think it is, but I'm not certain... Anyway, if it is part of NOM, I was wondering if you have any plan to fix it so that the bed in Arille's can actually be rented (either the add-on or the regular room)?


Yes, maybe Dune suits are a bit excessive here! :P
Arrille's Tradehouse has a bedroom on the upper floor. That's Arrille's bedroom and should be in vanilla Morrowind as long as I remember (didn't play vanilla for a veeeeeeeeery long time...). If you're referring to another room, then it's not added by NoM.

On the modeling side, I'm done with the bread. I need to make the new icons, but they should be pretty quick. Here are the three kinds of bread you'll have access in this update:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCommon.jpg?t=1270597469 - The common Morrowind bread edited to add some detail and an higher resolution texture.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCorn.jpg?t=1270597471 - A totally new mesh and texture. Previously it was a simple yellowish retexture of common bread.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadAsh.jpg?t=1270597472 - A new local delicacy added specifically for this update. It's a typical Morrowind bread made mixing wickwheat and ash yam flour, and it's traditionally shaped in the form of a wickwheat spike. As always, the player will be able to cook it (provided he/she can find the new recipe book).
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Bethany Short
 
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Post » Mon Nov 08, 2010 4:16 pm

That's good looking bread! Maybe it's Water Life that adds the rooms... I thought it was NOM because tehre are two NOM kegs, 1 wine and 1 beer in the upstairs room, and then a little seperate building on the other side of the walkway from the entrance to Arille's with a bed.

It's always bugged me a bit that while he had room(s), you can't rent them...
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Kayla Oatney
 
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Post » Mon Nov 08, 2010 2:55 pm

Thanks for your suggestions. I'll think on them. :)



Yes, maybe Dune suits are a bit excessive here! :P
Arrille's Tradehouse has a bedroom on the upper floor. That's Arrille's bedroom and should be in vanilla Morrowind as long as I remember (didn't play vanilla for a veeeeeeeeery long time...). If you're referring to another room, then it's not added by NoM.

On the modeling side, I'm done with the bread. I need to make the new icons, but they should be pretty quick. Here are the three kinds of bread you'll have access in this update:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCommon.jpg?t=1270597469 - The common Morrowind bread edited to add some detail and an higher resolution texture.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadCorn.jpg?t=1270597471 - A totally new mesh and texture. Previously it was a simple yellowish retexture of common bread.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BreadAsh.jpg?t=1270597472 - A new local delicacy added specifically for this update. It's a typical Morrowind bread made mixing wickwheat and ash yam flour, and it's traditionally shaped in the form of a wickwheat spike. As always, the player will be able to cook it (provided he/she can find the new recipe book).

Nice bread. :)

That's good looking bread! Maybe it's Water Life that adds the rooms... I thought it was NOM because tehre are two NOM kegs, 1 wine and 1 beer in the upstairs room, and then a little seperate building on the other side of the walkway from the entrance to Arille's with a bed.

It's always bugged me a bit that while he had room(s), you can't rent them...

Living Cities of Vvardenfell adds a room to the outside of Arille's. It could be that one.
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TIhIsmc L Griot
 
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Post » Mon Nov 08, 2010 2:43 pm

Nice bread. :)


Living Cities of Vvardenfell adds a room to the outside of Arille's. It could be that one.


That must be the one, then. I always use Water Life, NOM, and LVC/LOC and sometimes they get a bit... fused because I never really see them separately.
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Doniesha World
 
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Post » Mon Nov 08, 2010 8:52 am

That must be the one, then. I always use Water Life, NOM, and LVC/LOC and sometimes they get a bit... fused because I never really see them separately.

Yep, it's LCV that expands the upstairs pub area and adds the guesthouse across from the entrance, but that extra bed is there for Albecius Colollius when he's scheduled for sleep.

The keg stand added by LCV has the id 'NOM_kegstand_beer' - if NOM can recognize that thru it's scripts, then it should give NOM functionality.
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Penny Wills
 
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Post » Mon Nov 08, 2010 3:37 pm

Amazing new ovens, breads and pies!!

Have you thought on some more bread specialties as Ale bread or Spiced bread? Just an idea.
There is a meat I think is not mentioned before, Kagouti and Alit. We could have Kagouti soup or Roasted Alit delicacy ;)
Another idea: Nix-Hound hot dogs?
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Jamie Moysey
 
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Post » Mon Nov 08, 2010 11:32 am

If you're planning to make a third type of bread, you might consider basing it on either the Deshaan loaves from TR or on wheat or rice bread from MC. That might make it easier to integrate them in a later patch, rather than ending up with 2 or 3 different versions of everything. Half of the reason I made the little MC/NoM compatibility patch and then added TR support for MC was to try reducing the number of different versions of the same thing, one of which worked one way, one another way, and sometimes a third one that didn't do anything at all. If it's possible to add TR foods to the eating scripts, either built-in or through an optional .esp, that would be a gigantic help.
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SexyPimpAss
 
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Post » Mon Nov 08, 2010 2:52 pm

That's good looking bread! Maybe it's Water Life that adds the rooms... I thought it was NOM because tehre are two NOM kegs, 1 wine and 1 beer in the upstairs room, and then a little seperate building on the other side of the walkway from the entrance to Arille's with a bed.

It's always bugged me a bit that while he had room(s), you can't rent them...
IIRC, Arrille's Guesthouse is added by http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=676
[EDIT]sorry, didn't see previous posts...
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Mark Churchman
 
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Post » Mon Nov 08, 2010 2:08 am

Double post, sorry. :flamethrower:
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Dean
 
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Post » Mon Nov 08, 2010 8:14 am

Have you thought on some more bread specialties as Ale bread or Spiced bread? Just an idea.
There is a meat I think is not mentioned before, Kagouti and Alit. We could have Kagouti soup or Roasted Alit delicacy ;)
Another idea: Nix-Hound hot dogs?



If you're planning to make a third type of bread, you might consider basing it on either the Deshaan loaves from TR or on wheat or rice bread from MC. That might make it easier to integrate them in a later patch, rather than ending up with 2 or 3 different versions of everything. Half of the reason I made the little MC/NoM compatibility patch and then added TR support for MC was to try reducing the number of different versions of the same thing, one of which worked one way, one another way, and sometimes a third one that didn't do anything at all. If it's possible to add TR foods to the eating scripts, either built-in or through an optional .esp, that would be a gigantic help.


As you guessed, one of my goals is to improve NoM compatibility with some of the most widely used mods out there. These include TR, MC and abot's mods: the plan is to make their ingredients usable by my cooking scripts and their foods edible by my eating scripts. I've not decided yet how to best implement this, either in the main mod or as a separate patch, because I'm now focused on the graphical improvement. Scripts will come later, along with other aspects of the mod.
However I'm inclined to add some meats from TR ingredients: kagouti, alit, cliffracer and so on. They'll be used to make the basic grilled meat and (maybe) one or two of them will have a specific recipe. Should I add them to the leveled lists of the creatures or just give them to the vendors? I've not decided yet...

News from Mournhold, seems the baker there had a bit of masonry working going on in his shop and this is the result. You may notice the new Mournhold style oven (which I'm very happy of) and several other objects I realised with Blender.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker01.jpg?t=1270683826
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker02.jpg?t=1270683828
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker03.jpg?t=1270683830
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Reven Lord
 
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Post » Mon Nov 08, 2010 9:46 am

The new oven looks great. It fits the mournhold tileset perfectly. :)

Hmm, have you considered making a small chimney/smokepipe for it?
A small piece for exteriors, it could be placed on the outside of the building, relative to the oven.
Then you could place one of the game's chimney smoke objects in it.

What do you think?
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sally R
 
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Post » Mon Nov 08, 2010 8:15 am

While I'm thinking about it, would it be possible to add water supplies and/or cooking facilities to some of the old Dunmer Fortresses? Several of my characters have set up house in either Hlormaren or Marandus, and the facilities and conveniences there left much to be desired. One would think that any place designed to house a small army would at least be able to feed them. For my own use, I ended up putting rain barrels on the roof and a small fireplace sitting awkwardly in one room, although a water pump on the lower level of the interior and a proper bakery oven would probably have been far more appropriate.
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Heather beauchamp
 
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Post » Mon Nov 08, 2010 1:36 pm

Taddeus , this is getting me quite excited ! As a staunch NOM user , I'm seriously chuffed by your desire to graphically upgrade your mod and throw in you intent to integrate with TR , MC and Abot's mods and its hard to find me NOT singing and dancing your praises ! Really , REALLY looking forward to the resulting upgrade ! And the breads look wonderful , btw . Great new bakers oven too . Thanks in advance , Greg .
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Melanie Steinberg
 
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Post » Mon Nov 08, 2010 10:43 am

While I'm thinking about it, would it be possible to add water supplies and/or cooking facilities to some of the old Dunmer Fortresses? Several of my characters have set up house in either Hlormaren or Marandus, and the facilities and conveniences there left much to be desired. One would think that any place designed to house a small army would at least be able to feed them. For my own use, I ended up putting rain barrels on the roof and a small fireplace sitting awkwardly in one room, although a water pump on the lower level of the interior and a proper bakery oven would probably have been far more appropriate.

And I want also build a couple of ruined wells to add them to the dunmer fortresses around Vvardenfell.

:)
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mishionary
 
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Post » Mon Nov 08, 2010 9:31 am

The new oven looks great. It fits the mournhold tileset perfectly. :)

Hmm, have you considered making a small chimney/smokepipe for it?
A small piece for exteriors, it could be placed on the outside of the building, relative to the oven.
Then you could place one of the game's chimney smoke objects in it.

What do you think?


Yes, I can do a chimney to fit the mournhold oven. Uhm, I'll have to do one for the telvanni oven as well...

While I'm thinking about it, would it be possible to add water supplies and/or cooking facilities to some of the old Dunmer Fortresses? Several of my characters have set up house in either Hlormaren or Marandus, and the facilities and conveniences there left much to be desired. One would think that any place designed to house a small army would at least be able to feed them. For my own use, I ended up putting rain barrels on the roof and a small fireplace sitting awkwardly in one room, although a water pump on the lower level of the interior and a proper bakery oven would probably have been far more appropriate.


As Zaarin showed I was already working on that. I read your suggestion in the "NoM 3.0" threads. I want to add ruined wells in the fortress' courtyard, but a water pump and some barrels on the roof or inside are good ideas too. However there's plenty of fortresses out there, so I'll be able to use a little bit of everything... :user:
I'm still thinking on how to add cooking fires.

Taddeus , this is getting me quite excited ! As a staunch NOM user , I'm seriously chuffed by your desire to graphically upgrade your mod and throw in you intent to integrate with TR , MC and Abot's mods and its hard to find me NOT singing and dancing your praises ! Really , REALLY looking forward to the resulting upgrade ! And the breads look wonderful , btw . Great new bakers oven too . Thanks in advance , Greg .


Thanks to you. :)
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Eliza Potter
 
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Post » Mon Nov 08, 2010 11:31 am

Some shots of the 4th and last oven I'm working on (it's pretty much done):
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenImp1.jpg?t=1270855916
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenImp2.jpg?t=1270855918
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/OvenImp3.jpg?t=1270855919

I tried to give it the look of imperial buildings, with a square look and made of bricks. This oven is built to be used outdoor, I'm thinking to add it to the courtyards of the imperial forts. What do you think?

I finished working on the Mournhold baker interior and I'm now updating the Vivec baker with the new velothi oven. While I'm there, I'm also fixing the room shape to fit the corridor from which you enter.
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Scotties Hottie
 
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Post » Mon Nov 08, 2010 9:59 am

I'm really looking forward to this update of NOM. I've never used it because I never felt like dealing with installing another big mod and making sure it was compatible with everything, but with the updates you're doing I don't think I'll be able to keep myself from getting it :). I really love the new ovens you've made, they look like they'll fit perfectly, and the new food looks good too. Can't wait for this to be finished! :)
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Tom
 
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Post » Mon Nov 08, 2010 6:28 am

The new imperial ovens look great! :D
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Carys
 
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Post » Mon Nov 08, 2010 10:50 am

I'm really looking forward to an update! This is my #1 realism mod!

Have you thought about fixing the glitch where several foods and drinks aren't consumed? My fruit juices and alcohol never get consumed when I need to drink and I believe there were some foods too.

I think many of us would love it if there was a mod to NoM so that anyone in follow mod had to eat, drink and sleep or suffer too. That would rock realism!

I would desperately love to see an option not to add all the wells and vendors to every possible city or settlement because I really like to play hardcoe survival and that is really hard when its handed to you at every turn.

Keep up the awesome work!
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Emily Jones
 
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Post » Mon Nov 08, 2010 8:04 am

I'm really looking forward to an update! This is my #1 realism mod!

Have you thought about fixing the glitch where several foods and drinks aren't consumed? My fruit juices and alcohol never get consumed when I need to drink and I believe there were some foods too.

I think many of us would love it if there was a mod to NoM so that anyone in follow mod had to eat, drink and sleep or suffer too. That would rock realism!

I would desperately love to see an option not to add all the wells and vendors to every possible city or settlement because I really like to play hardcoe survival and that is really hard when its handed to you at every turn.

Keep up the awesome work!


I never heard of a glitch that doesn't let you consume fruit juices or alcohol. However I'll look into it to see if there's some problem in the drinking scripts. If someone else has a similar problem, a description of the specific situation in which the scripts didn't work would be a great help to identify an ipothetic problem.
Also, remember always that the eating/drinking scripts don't run if you have a weapon out or a spell readied. I know I always repeat this, but in the past I found that the majority of "scripts not working" problems was solved by simply sheathing a weapon. :P

NoM for companions... I thought to that in the past. The problem here is that it should be done via scripts on the companion and so it should be part of the companion mod, not of NoM.

I'm sorry for your other request, but I don't think there will be a NoM without wells/vendors. A town is an organized community an as such I think it would be strange for it to have no food sellers or water sources. However, some of the vendors (like the ones in imperial forts and along the Food Route) COULD be modified to improve their visual appeal and consistency with the surrounding terrain.
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Pat RiMsey
 
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