[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 11:29 am

Sooooo....I switched from Automatic eating to manual eating to see if everything was still working, and I am now having a major problem. I just started the game, and I just got hungry the first time. I dropped the food satchel and ate 2 loaves of bread. I then clicked the close button, and I CTD'ed. I saved just before eating, and have gone back to try again several times. Each time I try to close the satchel, I crash.

After thinking about it, I'm wondering if maybe it has something to do with the game trying to apply the buffs after closing the food satchel inventory. I suppose only Taddeus could say whether or not that's the case.

I have been using the food satchel all the time and have not had any problems.
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NEGRO
 
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Post » Mon Dec 13, 2010 7:00 pm

Hunger scripts tested under all 3 options to starvation and no problems encountered, they all behaved as expected including the changes to the order food menu in the Food of the Gods. So far thirst scripts are working as expexted and no other problems encountered so far.
Is there a limit to how far you can go without sleep, as so far I have a sleep value of 120 and apart from the blackouts and intermitent silence spells I have not found any other ill effects to staying awake.

The maximum level for sleep is 912, so you're still very low. Sleep has various effects: random blackouts, random silence, stamina drain, burden. These effects grow with your sleep value. Blackouts and silence, in particular, will be up more than 50% of the time if you reach the maximum sleep level. Sleep won't kill you, but it can be very annoying and make your game unplayable if you don't keep it under control.

I've been testing a bit Beta 4. I solved my problem with mazte / greef / sujamma icons merging objects with testool.
But I still have the problem with Madach in Gnisis, this time the topic "bed" does not appear in the dialog options.
I play in a hard modded game, this could be the cause if anyone else have this issue, but I have all "nomified" and nom relative mods unchecked for the testing.

I play with a Lgnpc mods, they add a lot of dialogue, and perhaps one of them is interfering, but I have only that innkeeper without the dialog and I haven't a "Gnisis only" mod.

All other things seems to be running smoothly, I tried to stress the hunger scripts and changed to carnivorous / onmivorous / vegetarian without problems. Carnivorous took a little time before eating (hunger 84), I need to test this again, I hope tomorrow or today in late afternoon.

You should talk to the argonian servant of Madach about Beds for rent. He'll say you to speak with Madach about beds, which should unlock the "bed" topic.

Sooooo....I switched from Automatic eating to manual eating to see if everything was still working, and I am now having a major problem. I just started the game, and I just got hungry the first time. I dropped the food satchel and ate 2 loaves of bread. I then clicked the close button, and I CTD'ed. I saved just before eating, and have gone back to try again several times. Each time I try to close the satchel, I crash.

After thinking about it, I'm wondering if maybe it has something to do with the game trying to apply the buffs after closing the food satchel inventory. I suppose only Taddeus could say whether or not that's the case.

I discovered this CTD problem while testing beta3 and it should be solved in the version you have. Have you started a new game with beta4? Maybe, if you're using a savegame, the scripts didn't update for some reason...

While testing the mod, I realized that cooking in Balmora is very difficult, as the town seems to have no fires (or, if it has them, they're very well hidden). Moreover, Hlaalu were the last great house to not have its own oven. So I did a Hlaalu oven model and placed 2 of them in town.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BalmoraOven1.jpg?t=1282639573
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BalmoraOven2.jpg?t=1282639575

I'm also adding details to food meshes that I feel need some improvement. This http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BSB.jpg?t=1282639576, for example.
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The Time Car
 
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Post » Mon Dec 13, 2010 3:27 pm

I started a completely new game. Something I did this time that I didn't do in the previous version was start using PHW, gluby's creature loot, and their associated patches.
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SUck MYdIck
 
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Post » Mon Dec 13, 2010 2:50 pm

Then, Madach problem is solved :3

Nice Hlaalu oven, and yummy guar rib. True, it's difficult to cook in Balmora.
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Lori Joe
 
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Post » Mon Dec 13, 2010 10:56 pm

I started a completely new game. Something I did this time that I didn't do in the previous version was start using PHW, gluby's creature loot, and their associated patches.

Well, after making some more tests with the satchel, I must confirm that this CTD problem exists. It's a bit weird, because it doesn't happen everytime I use the satchel.
However I think (read "hope") I've found the cause, since with the corrected script I have now I opened and closed the satchel many times without a single CTD.

Then, Madach problem is solved :3
Nice Hlaalu oven, and yummy guar rib. True, it's difficult to cook in Balmora.

Another problem solved. :)
I'm glad you like the new oven. I wanted to add it before, but I couldn't think to a good model. I think this 4 mouths oven is interesting enough and different from the others I already added to the game.

We're really close now: beta5 will hopefully be the last one, then there will be the official release.
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Danial Zachery
 
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Post » Mon Dec 13, 2010 8:26 pm

We're really close now: beta5 will hopefully be the last one, then there will be the official release.


Huzzah!! I'll try not to have any more problems so you can rush it to final release :D
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Sian Ennis
 
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Post » Mon Dec 13, 2010 1:06 pm

Huzzah!! I'll try not to have any more problems so you can rush it to final release :D


Hooray ^ ^

Two words to say the meat shows nicely on the grill when cooking, this feature is absolutely amazing.
I discovered the roasting ash yam has this feature too. I love the effect, it adds even more roleplaying feeling to cooking in Nom.
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Vahpie
 
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Post » Mon Dec 13, 2010 2:59 pm

Huzzah!! I'll try not to have any more problems so you can rush it to final release :D

No, no, find them all! :P

Two words to say the meat shows nicely on the grill when cooking, this feature is absolutely amazing.
I discovered the roasting ash yam has this feature too. I love the effect, it adds even more roleplaying feeling to cooking in Nom.

Thanks, I had the idea for this feature some days ago and couldn't stop working on it. The version you have in beta4 is a partial one, in the next one you'll be able to see a greater variety of cooking foods.

Grill: all foods for all grills in the game
Frying pan: all foods
Cutting board: all foods for both the cutting board models
Cooking pot: all foods for the new clay cooking pot and for the static pot hanging from a tripod that you can find in Zainab Camp for example. The old metal cooking pot is closed on the top so you can't see what happens in there, but there will be smoke coming out while you cook. The static big cauldron has no visual effect.
Campfire: meat and fishes will show up on the campfire skewer. Fires without the skewer have no effect.
Rolling pin: unfortunately, no visual effect for the rolling pin. I should place objects around the rolling pin and they could clip or float in the air, which would be ugly.

Other news...
- Added the last missing sound effects.
- Added the dragon meat and the mouse meat from Morrowind Advanced into NoM: now they can be roasted, grilled or eaten raw.
- Lowered the time (and the sound effects) for filling bottles with water from 10 to 8 seconds.

Bye :D
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marina
 
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Post » Mon Dec 13, 2010 3:11 pm

So totally random, but I was curious as to what your thoughts were on Vampire/Werewolf interaction with NOM (if it's even possible from scripting standpoints). I ask because I had some thoughts on it while reading "Dracula". And yes, I'm that weird guy who reads Dracula for fun. :facepalm:
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Greg Cavaliere
 
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Post » Mon Dec 13, 2010 11:04 am

So totally random, but I was curious as to what your thoughts were on Vampire/Werewolf interaction with NOM (if it's even possible from scripting standpoints). I ask because I had some thoughts on it while reading "Dracula". And yes, I'm that weird guy who reads Dracula for fun. :facepalm:


For vampires: becoming a vampire completely removes the need for food, water and sleep until vampirism is cured.
For werewolves: while the PC is in werewolf form, penalties for hunger, thirst and sleep are calculated but not applied; they're applied as soon as the PC returns to his/her human form. Moreover, killing NPCs while in werewolf form reduces hunger and (to a minor extent) thirst.

Reading Dracula for fun is weird? Aaagghh, I'm a weird person and I didn't knew! :ahhh:
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Alisia Lisha
 
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Post » Tue Dec 14, 2010 1:01 am

You could go with a Vampire Realism and Vampire Embrance view on that and make it stop requiring food/thirst at a certain 'vampire level' or after certain amount of time. But, that would be something for an addon for someone else to do as their own addon...>.> <.<

Anyway, I've been playing Morrowind again and if you would like another tester I'm more than happy to help. :)
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Tracey Duncan
 
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Post » Mon Dec 13, 2010 9:06 pm

Fantastic news, Taddeus :D I'll be enjoying that feature forever!
Today is a happy day ^ ^
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Matt Terry
 
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Post » Mon Dec 13, 2010 9:43 pm

I have been testing the hunger, thirst and sleep scripts for the last few days and can confirm that they all appear to be working as intended.
The only minor niggle that I have concerns the filling of water skins and the fact that you do not get a message when the skin is filled as you do with bottles.
Apart from that and the problem with the food satchel that has already been mentioned ( I did not notice this as I always had a positive hunger value and it only occurs randomly when the well fed buff is applied.) this is looking good and I also like the included cooking annimations.
Looking forward to the next beta release.
Keep up the good work.
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Chavala
 
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Post » Tue Dec 14, 2010 12:15 am

You could go with a Vampire Realism and Vampire Embrance view on that and make it stop requiring food/thirst at a certain 'vampire level' or after certain amount of time. But, that would be something for an addon for someone else to do as their own addon...>.> <.<

Anyway, I've been playing Morrowind again and if you would like another tester I'm more than happy to help. :)

I removed completely the needs from vampires because a vampire emitting a *sigh* for water or food doesn't look cool to me, eheh.
I always need a new beta tester. I'll send the links to you... :)

I have been testing the hunger, thirst and sleep scripts for the last few days and can confirm that they all appear to be working as intended.
The only minor niggle that I have concerns the filling of water skins and the fact that you do not get a message when the skin is filled as you do with bottles.
Apart from that and the problem with the food satchel that has already been mentioned ( I did not notice this as I always had a positive hunger value and it only occurs randomly when the well fed buff is applied.) this is looking good and I also like the included cooking annimations.
Looking forward to the next beta release.
Keep up the good work.

The waterskin not giving a message was a bug, now it's fixed.
The problem with the food satchel is (hopefully) solved, too.
But the best part of your report is the fact that the hunger, thirst and sleep scripts seem to work well. This is a huge step toward the final goal.
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Chrissie Pillinger
 
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Post » Mon Dec 13, 2010 5:44 pm

Just a little update. I added support for two new foods:
- Coconut: Based on the coconut modder's resource by LadyE (I used the half coconut mesh because I like it more than the full one). The coconut has been added to the lists and scripts of NoM, it's fully supported, but it's not added to the game.
- Graqes: This is a new original model by me. Graqes are considered a luxury food and so you won't find many of them in the game world. You can find them in places like Food of the Gods or Desele's House of Earthly Delights. The food merchant in Mournhold sells graqes too; he imports them directly from Cyrodiil.

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Graqes.jpg?t=1282903536 (a bit dark, sorry)
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GraqesBox.jpg?t=1282903536

Hope you like it! :)
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Stephanie Kemp
 
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Post » Mon Dec 13, 2010 4:15 pm

I dare say, it might never be done at this rate, people are still coming out with new foods after all!
Graqe model looks great
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Micah Judaeah
 
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Post » Tue Dec 14, 2010 1:32 am

Very nice graqes, Taddeus! Another reason to go to Food of the Gods :)
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Anna Beattie
 
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Post » Tue Dec 14, 2010 2:19 am

Gameplay improvements
- [Done] New effects for hunger, thirst, sleep and drunkenness in place of the drain attribute ones.

Hmm? Like what? I've always liked "Improved Alcohol Effects", as seen http://timeslip.users.sourceforge.net/mgemods.html. I would love for it to be compatible with NOM.

I would be happy to do some testing, but, at this point, I doubt there's much more I can add.
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Flesh Tunnel
 
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Post » Tue Dec 14, 2010 12:21 am

glad to see that the well fed/food satchel ctd seems to be fixed. i've been having this problem too. i just hadn't had alot of time to play lately so i didn't get chance to check it without other mods running to confirm it. deffinatly diggin the new models too.
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David Chambers
 
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Post » Mon Dec 13, 2010 5:00 pm

So far I've only had an issue with NoMs configuration at the beginning running into Pursuit Enhanced's configuration. Do you think you could add a small delay after the chargen before the config screen starts?
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noa zarfati
 
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Post » Tue Dec 14, 2010 2:39 am

I dare say, it might never be done at this rate, people are still coming out with new foods after all!
Graqe model looks great

Don't worry, it's nearly done. :)

Hmm? Like what? I've always liked "Improved Alcohol Effects", as seen http://timeslip.users.sourceforge.net/mgemods.html. I would love for it to be compatible with NOM.

As a basic idea, I want everyone to be able to use NoM, even people who don't use MGE, MWSE and similar programs. But an MGE version with a drunkenness shader and some other exclusive new feature is possible.

So far I've only had an issue with NoMs configuration at the beginning running into Pursuit Enhanced's configuration. Do you think you could add a small delay after the chargen before the config screen starts?

I'll have to check this out. The config scripts already waits a few frames before starting.
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Alycia Leann grace
 
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Post » Mon Dec 13, 2010 5:24 pm

So far I've only had an issue with NoMs configuration at the beginning running into Pursuit Enhanced's configuration. Do you think you could add a small delay after the chargen before the config screen starts?

I added a bit more delay before the config script starts. This should hopefully solve (or at least alleviate) the problem.

- Beta5 is online -
Unless something big arises, this will be the final beta stage.
In this beta you should continue your usual testing, but take a closer look to:
- Visual cooking! Check if the new visual cooking effects works for grills, frying pans, etc.
- Check manual eating with both the food satchel and the covered silver plate. They've very similar scripts, but check them both just to be sure. You can buy the covered silver plate from the pawnbroker in Mournhold or from the one in Caldera.
- I've added ovens to Balmora, Caldera, Tel Mora and Tel Branora, see if you like them.

I'll send the link to the new beta right away. :)
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Kat Lehmann
 
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Post » Mon Dec 13, 2010 11:37 am

Soooo....It's working, and it's not.

Food satchel and silver plate are working without ctd. Ovens and what-not added in without problems.

Everything seemed to be working fine, and then I went into Sarand Ormandyl's shop. A texture was missing from the wall with the door, items like the chest behind Sarand were gone, and a lot of things were doubled, including all the NPCs. Same thing was happening at Food of the Gods. Soon after I encountered this, I saved and exited, and whenever I tried to load my savegame, I received this message:

"Expression Error Unable to find global variable "wr_utilsPCInWater" in script mc_conv_bedroll."

I tried to start a new savegame to rule out a bad load over a savegame, but I'm getting the same message, preventing me from starting.

I am running the corrected esp, but I'm not sure if this is NOM related, since it's an MC script. Just thought I'd put it out there.

Tried reinstalling the mod, but it didn't work.
Also forgot to post that the real-time cooking is AWESOME and works just as awesomely.
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Kate Murrell
 
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Post » Mon Dec 13, 2010 11:25 pm

Soooo....It's working, and it's not.

Food satchel and silver plate are working without ctd. Ovens and what-not added in without problems.

Everything seemed to be working fine, and then I went into Sarand Ormandyl's shop. A texture was missing from the wall with the door, items like the chest behind Sarand were gone, and a lot of things were doubled, including all the NPCs. Same thing was happening at Food of the Gods. Soon after I encountered this, I saved and exited, and whenever I tried to load my savegame, I received this message:

"Expression Error Unable to find global variable "wr_utilsPCInWater" in script mc_conv_bedroll."

I tried to start a new savegame to rule out a bad load over a savegame, but I'm getting the same message, preventing me from starting.

I am running the corrected esp, but I'm not sure if this is NOM related, since it's an MC script. Just thought I'd put it out there.

Tried reinstalling the mod, but it didn't work.
Also forgot to post that the real-time cooking is AWESOME and works just as awesomely.

The doubling of NPCs is probably a result of placing the new beta over an old savegame. Starting a new game should solve it.
The error you're getting is from one script in the MC compatibility Patch. I'm changing the "in water" check according to http://www.gamesas.com/index.php?/topic/1112981-water-level-fix/, but I forgot to change it in that patch. Disable the patch for now, I'll upload a new one soon.
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Jaki Birch
 
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Post » Tue Dec 14, 2010 1:09 am

Thank you for adding the graqes and the coconut by Lady Eternity! Although I'm sure I could go into the NOM.esp and add it to the full coconut as well. I use the coconuts in Pelagiad Expanded, too, except they have a different ID so it might now work with those ones.
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Red Sauce
 
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