[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 4:20 pm

Hi Taddeus, dropped in to say that I can once again play Morrowind and I've been testing around a little. So far, nothing has gone wrong on my end! :) I have seen one thing, and that is a http://img838.imageshack.us/img838/5281/anomalousmaterials055.jpg http://img841.imageshack.us/img841/6740/anomalousmaterials056.jpg with the INDYBANK mod. Other than that, no problems.
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Jani Eayon
 
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Post » Tue Dec 14, 2010 4:48 am

That svcks. A lot of people use IndyBank Mod, including me. But that looks like an easy fix, though.
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Invasion's
 
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Post » Tue Dec 14, 2010 12:56 am

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:


:) Don't worry, Taddeus mentioned that he would make the grumble optional if he added it in. So the onscreen messages would still be there for those who prefer them.
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louise hamilton
 
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Post » Mon Dec 13, 2010 6:51 pm

Ooooo...that would cause the villagers to rise up with torches and pitchforks! :bolt:

Yes, yes, I've already stopped eating for half a day(what dedication init :touched: ) won't be too long now.
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Francesca
 
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Post » Mon Dec 13, 2010 4:13 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.

As Pwin pointed out, you'll be able to choice between sound, message or both. :)

Hi Taddeus, dropped in to say that I can once again play Morrowind and I've been testing around a little. So far, nothing has gone wrong on my end! :) I have seen one thing, and that is a http://img838.imageshack.us/img838/5281/anomalousmaterials055.jpg http://img841.imageshack.us/img841/6740/anomalousmaterials056.jpg with the INDYBANK mod. Other than that, no problems.

Thanks. Moved the oven south, between the 2 rows of houses, halfway between the South Wall and the bank. I hope there's nothing to conflict with there.

Yes, yes, I've already stopped eating for half a day(what dedication init :touched: ) won't be too long now.

Eheh, file received. :)
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Margarita Diaz
 
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Post » Mon Dec 13, 2010 2:27 pm

So quick noobish question...how will the final release fit over the beta? Will it kill my savegame? If so, is there a way to rescue my Spellsword from a life of graphical errors and ctds?
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Marquis T
 
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Post » Mon Dec 13, 2010 7:16 pm

I've inserted a new question in the configuration script. It asks in which way you want to be warned that lunch and dinner hours are coming: text and sound, text only, sound only, no warning.
I tested it and it seems to work fine.

So quick noobish question...how will the final release fit over the beta? Will it kill my savegame? If so, is there a way to rescue my Spellsword from a life of graphical errors and ctds?

To use the new version you'll need to start a new game or to make a clean savegame. It's not adviceable to put the final version directly over the beta, even if the changes between the 2 are minimal.
The last step in beta will be that: check if the installation over an old version (creating a clean savegame) is safe. I don't think it will give any problems...
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Robyn Howlett
 
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Post » Tue Dec 14, 2010 4:06 am

I think this has been asked, though I have not seen an answer. Will NOM addons from other mods be invalidated by this new version?

I am completing the finishing touches on a new load to start a new game once this is released. I have about 7 NOM addons (GDR, Suran Extended, Havish, etc) that I am keeping in a file to include if they are still valid.

Thank you for all the hard work and testing on this. The community is abuzz about this eminent release. :drool:

Beryl
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Vickytoria Vasquez
 
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Post » Tue Dec 14, 2010 6:00 am

Hi, I think I've come across a conflict, although I can't be sure. I am using Abot's water life plus NOM 3 (obviously!). Abot's mod allows for collection of water in rain and in fresh water automatically, however with this option picked I was not able to manually eat using the food satchel, nothing happened. I have the option set in NOM for automatic and manual eating at the time. When I changed the option in Water Life to not allow automatic collection, the functionality of the food satchel returned.

Anyone else with this problem? I know a couple of people mentioned Abot's mod earlier in the thread.
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Kortknee Bell
 
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Post » Mon Dec 13, 2010 10:21 pm

Hi, I think I've come across a conflict, although I can't be sure. I am using Abot's water life plus NOM 3 (obviously!). Abot's mod allows for collection of water in rain and in fresh water automatically, however with this option picked I was not able to manually eat using the food satchel, nothing happened. I have the option set in NOM for automatic and manual eating at the time. When I changed the option in Water Life to not allow automatic collection, the functionality of the food satchel returned.

Anyone else with this problem? I know a couple of people mentioned Abot's mod earlier in the thread.


I'm not having any problems on my end running both. At least, definitely nothing to do with the function of the food satchel or covered plate.
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Mistress trades Melissa
 
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Post » Tue Dec 14, 2010 3:34 am

I think this has been asked, though I have not seen an answer. Will NOM addons from other mods be invalidated by this new version?

I am completing the finishing touches on a new load to start a new game once this is released. I have about 7 NOM addons (GDR, Suran Extended, Havish, etc) that I am keeping in a file to include if they are still valid.

Thank you for all the hard work and testing on this. The community is abuzz about this eminent release. :drool:

Beryl

While updating to this new version, I kept the IDs from the previous one, so all objects added by your compatibility patch should continue to work.
The only risks I can think about are:
- I've replaced the mixing bowl with cutting boards, so if one of your addons contains a mixing bowl you'll get an error on first load. It should be harmless.
- Many models have been updated, so now some of them could clip or float in the air. This should happen for a very reduced selection of objects and can be easily fixed.


Hi, I think I've come across a conflict, although I can't be sure. I am using Abot's water life plus NOM 3 (obviously!). Abot's mod allows for collection of water in rain and in fresh water automatically, however with this option picked I was not able to manually eat using the food satchel, nothing happened. I have the option set in NOM for automatic and manual eating at the time. When I changed the option in Water Life to not allow automatic collection, the functionality of the food satchel returned.

Anyone else with this problem? I know a couple of people mentioned Abot's mod earlier in the thread.

I checked abot's scripts, but I can't find any connection between them and the food satchel script.
When you say that nothing happened, do you mean that you put food in the satchel and it wasn't touched? Note that if you don't have hunger penalties, you can manually eat only if lunch or dinner hour is close enough, even if your hunger is above 0. If lunch or dinner are strill far you'll get a "You're not hungry now" message. Could this be the case?
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Shae Munro
 
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Post » Tue Dec 14, 2010 2:22 am

I feel like an idiot now, yep that would be it, I think it's because I wasn't actually hungry! Sorry!
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Emily abigail Villarreal
 
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Post » Tue Dec 14, 2010 12:29 am

I played a game with it for a few hours and its still working great. Abots waterlife doesn't seem to filling my bottles though, but I'd say thats a problem with needing to patch abot's rather than NoM.

I can't seem to find the compat files you sent me. So I don't know if there was one for abot's waterlife. ^^"
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Taylor Tifany
 
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Post » Mon Dec 13, 2010 7:19 pm

I feel like an idiot now, yep that would be it, I think it's because I wasn't actually hungry! Sorry!

Well, it's better this way. At least we don't have a bug. :wink_smile:

I played a game with it for a few hours and its still working great. Abots waterlife doesn't seem to filling my bottles though, but I'd say thats a problem with needing to patch abot's rather than NoM.

I can't seem to find the compat files you sent me. So I don't know if there was one for abot's waterlife. ^^"

Water Life has no compatibility patch as it and NoM should work peacefully with each other. The filling bottle problem was on my side, fixed now. :)


The readme is nearly done.
We can proceed for the final test... has anybody a savegame with version 2.13? We'll try updating it to the new version to see if everything works well (I'll post a step by step guide).
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Rusty Billiot
 
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Post » Mon Dec 13, 2010 4:35 pm

-snip- ...Note that if you don't have hunger penalties, you can manually eat only if lunch or dinner hour is close enough, even if your hunger is above 0. If lunch or dinner are strill far you'll get a "You're not hungry now" message. Could this be the case?

In regards to manual eating, why not allow players to over eat and apply appropriate penalties? i.e. sluggishness, sooner need for sleep, etc. It could be similar to the player getting drunk, whether as a side effect or they choose to actively (would expand the roleplaying of neurotic behaviors :cheat: ).
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Casey
 
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Post » Tue Dec 14, 2010 6:22 am

In regards to manual eating, why not allow players to over eat and apply appropriate penalties? i.e. sluggishness, sooner need for sleep, etc. It could be similar to the player getting drunk, whether as a side effect or they choose to actively (would expand the roleplaying of neurotic behaviors :cheat: ).

This idea was discussed previously but in the end I decided to not include it for now. It could be included in an update, but honestly it doesn't appeals me too much for now.

The readme is complete! :celebrate:
I'm now working on the modders resource esp...

EDIT: the modders resource esp is done! :celebrate:
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SexyPimpAss
 
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Post » Mon Dec 13, 2010 4:22 pm

Are you going to PM links or are you going to post on PES or another host? Just so I know where to look.
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Gavin boyce
 
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Post » Mon Dec 13, 2010 10:02 pm

In regards to manual eating, why not allow players to over eat and apply appropriate penalties? i.e. sluggishness, sooner need for sleep, etc. It could be similar to the player getting drunk, whether as a side effect or they choose to actively (would expand the roleplaying of neurotic behaviors :cheat: ).



This idea was discussed previously but in the end I decided to not include it for now. It could be included in an update, but honestly it doesn't appeals me too much for now.

Yeah it doesn't seem worth it for the amount of work required since there's really no point in doing it(overeating). To make it worthwhile you need some sort of incentive to make it useful/interesting. Since this isn't The Sims saying "it increases your happiness" probably isn't very beneficial :laugh: Maybe give a bonus to your strength multiplier the next time you level up or somink
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Joie Perez
 
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Post » Mon Dec 13, 2010 7:41 pm

This looks very nice, Taddeus! I've used previous versions of NOM and I remember missing some of those points you have worked into the new version. I'll be sure to give this a go when it comes out.

Yeah it doesn't seem worth it for the amount of work required since there's really no point in doing it(overeating). To make it worthwhile you need some sort of incentive to make it useful/interesting. Since this isn't The Sims saying "it increases your happiness" probably isn't very beneficial :laugh: Maybe give a bonus to your strength multiplier the next time you level up or somink

It gives your fat, lazy bosmer character RP points! ;)
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мistrєss
 
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Post » Mon Dec 13, 2010 11:30 pm

Yeah it doesn't seem worth it for the amount of work required since there's really no point in doing it(overeating). To make it worthwhile you need some sort of incentive to make it useful/interesting. Since this isn't The Sims saying "it increases your happiness" probably isn't very beneficial :laugh: Maybe give a bonus to your strength multiplier the next time you level up or somink

But it is worth it to avoid getting hungry for a longer period of time. There's also really no point in getting drunk off your duff considering the negative side effects introduced with NoM, but it's allowed and handled by NoM's scripts. The benefits of eating are already in place so you wouldn't lose out on them by overeating, just incur additional side effects. Given Taddeus' decision that this won't be making it into the coming release, I'd still love to see it offered in a future update.

The whole point of modding MW in new ways is to increase the user's happiness with playing the game - I find that very beneficial. B)
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kennedy
 
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Post » Mon Dec 13, 2010 10:24 pm

Haha sure if that floats your boat. I'm thinking getting drunk could increase your "personality" if you're normally a shy person.
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le GraiN
 
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Post » Tue Dec 14, 2010 6:34 am

Are you going to PM links or are you going to post on PES or another host? Just so I know where to look.

The final release will be on PES.

So, there's nobody wanting to update an old savegame to the new version? This is the last test...
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Nana Samboy
 
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Post » Mon Dec 13, 2010 8:20 pm

Give people one more day (or two). It's a holiday today, after all. Wait, is "after all" one word or two words? People aren't probably playing video games; they're probably out partying and everything that goes with it.
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Zualett
 
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Post » Mon Dec 13, 2010 10:26 pm

I'm willing Taddeus. I have a heavily modded savegame with 2.13 and will be able to test several of the compatibility mods, too.

I always try to load updates on top of old versions, and then clean them (just in case there is a way to make it tolerable), but I'll also make a clean save as well. I'll try to post as much of my results as possible so others can determine if certain issues are worth keeping their current stuff in place. I need a little practice cleaning saves, anyway. Send me the link and I'll dedicate my day to it.

EDIT: two words, tes96. You got it right the first time.
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CYCO JO-NATE
 
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Post » Tue Dec 14, 2010 1:56 am

I've PMed to all the beta testers the final beta. No more additions, no more changes, this is NoM 3.0.
Very few things have been changed since beta5, you should just control that the incompatibilities like the Water Life one have been fixed and that the new stomach sound works (the config script has a new question regarding that sound).

The major thing is checking if upgrading a savegame from the old version works. I've included in your PMs a step by step procedure that should be safe. Anyone that has such a savegame, please test if the procedure works and, if not, tell me where you encountered problems. This is the last effort, we've nearly done it! :D
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Joey Bel
 
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