[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 2:12 pm

Well...now that the problem is fixed, I can tell you with reasonable certainty that everything is working as intended in my game, and I am having no more glitches. :celebration:
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Aliish Sheldonn
 
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Post » Mon Dec 13, 2010 1:02 pm

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.

Adding a food to NoM is not that easy. You're using both the full and the half coconut?

Well...now that the problem is fixed, I can tell you with reasonable certainty that everything is working as intended in my game, and I am having no more glitches. :celebration:

Great news! I'll wait for feedback from other testers, too. If everything seems to work, we'll try updating from a savegame containing the old version to ensure everything works correctly.

I've uploaded a new version of the compatibility patches. It contains the needed fix to the CM patch; other than that the only changes are a couple renamed esps for consistency. Download it from http://www.megaupload.com/?d=HIYC58W4.
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Stacy Hope
 
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Post » Mon Dec 13, 2010 7:00 pm

I finally got to the point I could actually test this and I must say I was blown away! Great job on this Taddeus!

There haven't been any errors so far, but I have a question. Are all the Matze bottles now used as containers ( like the kegs )? The reason I ask is that the bottles of Matze in the census office can't be picked up, only filled from. Then, when I check the bottles I filled, they are all containers. If I put one down and try to pick it up again, it acts like a container, rather than a bottle from my inventory. The Matze bottles are not stacking in inventory either (due to having the container script attached). Is this intended?

Thanks again for the incredible update!


KF
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Nick Swan
 
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Post » Mon Dec 13, 2010 9:09 pm

I finally got to the point I could actually test this and I must say I was blown away! Great job on this Taddeus!

There haven't been any errors so far, but I have a question. Are all the Matze bottles now used as containers ( like the kegs )? The reason I ask is that the bottles of Matze in the census office can't be picked up, only filled from. Then, when I check the bottles I filled, they are all containers. If I put one down and try to pick it up again, it acts like a container, rather than a bottle from my inventory. The Matze bottles are not stacking in inventory either (due to having the container script attached). Is this intended?

Thanks again for the incredible update!


KF

It seems that somewhat the mazte and greef bottles have the mazte kegstand script attached to them. Don't ask me how that script arrived there, but I guess that editing at 3am can cause things like that. :P
Fixed it, nice catch!
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Alan Cutler
 
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Post » Mon Dec 13, 2010 4:54 pm

One more thing, though I'm not sure if it's been brought up before. I'm running Lothavar's Legacy and upon leaving the census office the NoM config script runs properly, but is interrupted after the second question when LL's cofig script pops up. It doesn't return until you try to do anything involving NoM (filling a bottle, getting a NoM cookbook, anything) the config script comes back and finishes normally. It's not so much a bug as an annoyance. If it's already been addressed, ignore this. :)


KF
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Miranda Taylor
 
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Post » Mon Dec 13, 2010 11:57 am

So i'm trying to find the link to the new NoM. Am I supposed to get in touch with _Taddeus_ to get a link? Or did I miss it in this thread?
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Bones47
 
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Post » Mon Dec 13, 2010 8:23 pm

So i'm trying to find the link to the new NoM. Am I supposed to get in touch with _Taddeus_ to get a link? Or did I miss it in this thread?

Yes, PM Taddeus.
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Heather M
 
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Post » Mon Dec 13, 2010 2:32 pm

One more thing, though I'm not sure if it's been brought up before. I'm running Lothavar's Legacy and upon leaving the census office the NoM config script runs properly, but is interrupted after the second question when LL's cofig script pops up. It doesn't return until you try to do anything involving NoM (filling a bottle, getting a NoM cookbook, anything) the config script comes back and finishes normally. It's not so much a bug as an annoyance. If it's already been addressed, ignore this. :)

This is a problem with automatic config scripts. If you've more than one mod with a config script, they'll all try to start more or less togheter. In NoM 3, my config script is configured to wait before starting if there are menu windows open (ie if the player is already prompted questions by another script). I did a very small compatibility patch for Lothavar's Legacy that will make its script behave in the same way, so it shouldn't pop up a question while NoM config is running. I did a couple of tests and it seems to work. I'll include it in the compatibility pack.

So i'm trying to find the link to the new NoM. Am I supposed to get in touch with _Taddeus_ to get a link? Or did I miss it in this thread?

PMed you. :)
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D IV
 
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Post » Tue Dec 14, 2010 1:13 am

Still waiting for more feedback before closing the beta.
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Jade Barnes-Mackey
 
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Post » Tue Dec 14, 2010 12:46 am

I'm getting a graphical glitch on the hill just behind the South Wall Cornerclub in Balmora. One of the terrain pieces is moved up, making a hole to the nothingness beneath.
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Matt Fletcher
 
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Post » Tue Dec 14, 2010 3:17 am

Thanks for adding the delay to the config script. Runs just fine now for me. ^^

Everything seems to be working smoothly. Though I have noticed that I seem to drink water when in the rain? It may be that I had a comberry in my inventory, but I'm fairly certain the message said I drank water. I had no bottles and although I had drank from a well moments ago, I wasn't near it any longer.
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Darrell Fawcett
 
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Post » Mon Dec 13, 2010 9:50 pm

I'm getting a graphical glitch on the hill just behind the South Wall Cornerclub in Balmora. One of the terrain pieces is moved up, making a hole to the nothingness beneath.

For terrain piece you mean a rock? I made a tour of the hill in game and in the CS and couldn't find anything unusual. Moreover, I haven't edited terrain in that spot, could the problem be caused by another mod?

Thanks for adding the delay to the config script. Runs just fine now for me. ^^

Everything seems to be working smoothly. Though I have noticed that I seem to drink water when in the rain? It may be that I had a comberry in my inventory, but I'm fairly certain the message said I drank water. I had no bottles and although I had drank from a well moments ago, I wasn't near it any longer.

I think you have abot's Water Life activated? Automatically drinking and filling bottles in the rain is a Water Life feature.
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anna ley
 
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Post » Mon Dec 13, 2010 10:27 pm

not just a rock, pretty much the whole hill is shifted somewhat. I might just try to fix it myself, though, now that I know NOM isn't doing it.
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Kelly Upshall
 
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Post » Mon Dec 13, 2010 6:14 pm

Just checking, but I recall with the last version of NOM that a Children of Morrowind NPC was stuck in a well outside Thirsk
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Devin Sluis
 
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Post » Mon Dec 13, 2010 11:14 pm

Just checking, but I recall with the last version of NOM that a Children of Morrowind NPC was stuck in a well outside Thirsk.

Thanks for the info. Moved him and his little friend away from the well in the CoM compatibility patch.
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P PoLlo
 
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Post » Tue Dec 14, 2010 2:30 am

Just found the broken water pump in Arkngthunch-Sturdumz. Nice touch :)
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Phillip Hamilton
 
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Post » Tue Dec 14, 2010 1:25 am


I think you have abot's Water Life activated? Automatically drinking and filling bottles in the rain is a Water Life feature.


Oops. ^^" Yeah, your right. I do have abot's Water Life. I completely forgot about that.

Edit:
No problems to report then. :) Everything seemed to be working correctly.

Seeing the food being cooked..amazing. :D I never really wanted to cook with NoM till now. :D

Edit2:
Does there need to be a reminder message for lunch and dinner when using manual eating? I'd rather the lunch and dinner messages turned off during manual eating.
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naomi
 
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Post » Tue Dec 14, 2010 1:46 am

Just found the broken water pump in Arkngthunch-Sturdumz. Nice touch :)

Thanks, the majority of the pumps are working, but I added some broken ones too...

Does there need to be a reminder message for lunch and dinner when using manual eating? I'd rather the lunch and dinner messages turned off during manual eating.

That message appears 2 hours before lunch (and dinner) and shows the moment when you can start to manually eat. When you see the message, you can manually eat before lunch hour, eliminating your hunger before being hit by the penalties.
If you have hunger penalties, you can obviously eat at any time. But if you don't have penalties, you can only eat starting from that message.

To the other beta testers: do you have anything to report? Even if everything is working as intended, please tell me. :)
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Mrs shelly Sugarplum
 
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Post » Tue Dec 14, 2010 12:54 am

Thanks, the majority of the pumps are working, but I added some broken ones too...


That message appears 2 hours before lunch (and dinner) and shows the moment when you can start to manually eat. When you see the message, you can manually eat before lunch hour, eliminating your hunger before being hit by the penalties.
If you have hunger penalties, you can obviously eat at any time. But if you don't have penalties, you can only eat starting from that message.

To the other beta testers: do you have anything to report? Even if everything is working as intended, please tell me. :)

I have an idea to make that more immersive actually, how about playing a stomach grumbling noise when it's time to eat? I can record it for you if you need :D , though a tiny stomach doesn't make much noise
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joeK
 
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Post » Tue Dec 14, 2010 4:33 am

I have an idea to make that more immersive actually, how about playing a stomach grumbling noise when it's time to eat? I can record it for you if you need :D , though a tiny stomach doesn't make much noise.

I could add that as an option in the config script. I'll PM you my e-mail so that you can send me that stomach sound.
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matt oneil
 
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Post » Mon Dec 13, 2010 5:27 pm

I haven't found any other errors or issues. One thing I did find made me chuckle though. I was quite surprised to find a building http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=66&image_id=276 of the "Forgotten Cave" from my Alladin's Bottle mod. I guess the cave isn't so forgotten. :) It's a complete non-issue, But I thought it was rather funny. :D




KF
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Chenae Butler
 
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Post » Mon Dec 13, 2010 2:01 pm

I have an idea to make that more immersive actually, how about playing a stomach grumbling noise when it's time to eat? I can record it for you if you need :D , though a tiny stomach doesn't make much noise



I could add that as an option in the config script. I'll PM you my e-mail so that you can send me that stomach sound.


Yay. ^^ That would be really cool.
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Jynx Anthropic
 
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Post » Mon Dec 13, 2010 3:37 pm

I haven't found any other errors or issues. One thing I did find made me chuckle though. I was quite surprised to find a building http://www.fliggerty.com/phpBB3/gallery/image_page.php?album_id=66&image_id=276 of the "Forgotten Cave" from my Alladin's Bottle mod. I guess the cave isn't so forgotten. :) It's a complete non-issue, But I thought it was rather funny. :D

Haha, that made me laugh! :laugh:

Yay. ^^ That would be really cool.

Yes, it's a good idea.

Now, since there are no new reports about bugs and incompatibilities, I can say that beta is nearly done. I'll wait just another couple of days, just in case the other beta testers come up with something new.
In the meantime, I'll write the readme, starting from the one of the 2.13 version. :read:

So... merunnin try to be fast with that stomach sound, otherwise I'll have to tell everyone that you're blocking the release! :o
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Soraya Davy
 
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Post » Tue Dec 14, 2010 3:59 am

So... merunnin try to be fast with that stomach sound, otherwise I'll have to tell everyone that you're blocking the release! :o


Ooooo...that would cause the villagers to rise up with torches and pitchforks! :bolt:
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Manny(BAKE)
 
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Post » Mon Dec 13, 2010 3:12 pm

Sorry to stick my oar in having had no input whatsoever up until now (although an avid fan of previous versions of NOM!) but I've read the last few posts and have a concern - I have to say that a stomach grumbling sound is all very well, but it's of little use to those of us who are hard of hearing if it's the only indication that it's coming up to mealtime and we need to eat. I rely on subtitles and messages displayed onscreen (and Morrowind is great in this regard, there's nothing in the game at all to cause problems for a deaf gamer) to be able to play games because I can't hear the sounds clearly, and I can't be the only one. I know for some people having an onscreen message might "ruin" immersion, but I am sure they can get over that better than I can overcome not being able to hear! Please please keep onscreen messages.

I also want to say thank you for NOM because it's changed the game for the better, and I am really excited about the next update, I can't wait to take it for a spin! :celebration:
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megan gleeson
 
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