[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 11:03 am

I'll give you two (and anyone interested) a link for compatibility, just wait a version a little more tested. :) Also, remember me to give that link, I could forget it...


Does this mean you'll be releasing a modder's resource package like the one that was available for the previous version? That would be great!

I would love to try your current beta though. Really, I'm just waiting on some of these resources to add to UL before I release it, so I have some spare time on my hands to test NoM.
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Silencio
 
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Post » Mon Dec 13, 2010 10:55 am

the color of the lower part of zanabi camp water source is too blue, that do not match the uper part one. suggest make them the same color. just water look, not sea water.

That water pool is a vanilla mesh. I see if I can change the texture a bit.

Bottle Replacer (Qarl, not Deathruler, but it serves the same purpose)
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3583

Morrowind Crafting, while I can't be too sure as to how compatible it is now, if Taddeus claims its compatible, it more than likely is.

I mean http://derex.clan.su/load/1-1-0-310. It replaces the sujamma, flin and other vanilla drinks. Qarl's replacer changes the empty bottles, but they will be replaced by the new NoM beer and wine bottles.
As for Morrowind Crafting, there are still some small inconsistencies, but the 2 mods will work well togheter with the compatibility patch.

Unfortunately I haven't had time to test this in game yet; life is unpredictable. However I have had a look at the main file in the construction set and enchanted editor, and I'm puzzled to see that you have added several of the vanilla ingredients to your mod. This should be unnecessary, as anyone playing MW already have them in the main game files. And more important it will conflict with any other mods that modify vanilla ingredients. I remember seeing mods that modify the weight, price or alchemical properties, and there are probably more. None of which should have any repercussion on Necessities of Morrowind. Since NoM should load late it the mod order it will overwrite the changes from mods loaded earlier.

Is there a particular rationale as to why you've included these ingredients? References to vanilla ingredients for no good reason is one of the things that annoys me the most about mods, so I had to ask. But maybe you have a perfectly good reason (I just can't think of any.)

Those ingredients are changed because I had to edit their weight, value and, in some cases, icon and 3d model. To avoid conflicts, I changed their effects, giving them the same ones of Srikandi's Alchemy. It's nothing new, however, these changes are in version 2 too.

Does this mean you'll be releasing a modder's resource package like the one that was available for the previous version? That would be great!

Yes, a modder's resource pack is scheduled after the beta is done.
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Vivien
 
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Post » Mon Dec 13, 2010 10:05 am

How well does Piratelord's Creatures play with NoM 3.0?
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Keeley Stevens
 
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Post » Mon Dec 13, 2010 5:57 am

Will this have any conflict with Korana's Better Liquor Drugs and Vials mod?
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Gwen
 
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Post » Mon Dec 13, 2010 4:16 am


Those ingredients are changed because I had to edit their weight, value and, in some cases, icon and 3d model. To avoid conflicts, I changed their effects, giving them the same ones of Srikandi's Alchemy. It's nothing new, however, these changes are in version 2 too.



Oh, ok. I never examined NOM v2 in an editor, and I never actually noticed a difference, Probably because Srikandi's Alchemy mod is one of the first mods I installed.

I had an idea (that might have been mentioned before, and maybe you've already done it yourself); it'd be great to have a spreadsheet with an overview of which ingredients are edible, which are just ingredients and which belong in both categories. Maybe not so much use to mod users, but to mod creators it could be useful to know which ingredients go in the ingredient container, and which with the prepared foods. I've been working on a few house mods lately that have sorters for NOM and MC ingredients and foods in the kitchen area. I'd be happy to put together such a spreadsheet; actually I might just do it for myself if you don't like the idea.


ETA: If you should happen to have such a list already, would you mind sharing it? I'm sure it would be appreciated by quite a few modders in the Must! Sort! Everything! category, which I am a proud member of.
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Scarlet Devil
 
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Post » Mon Dec 13, 2010 2:25 am

How well does Piratelord's Creatures play with NoM 3.0?

The kriin flesh of piratelord's mod is fully supported by NoM, and is usable as food and for cooking.
I asked this before, but had no replies: does someone know how to contact piratelord? I'd like to release a compatibility patch or edited version of Creatures X to convert the other ingredients it adds (racer meat, etc) to NoM ingredients, but I want to ask for his permission first.
Also, with piratelord's mod you can avoid using the NoM creature loot addon, since Creatures X already adds meat to the creatures when killed.

Will this have any conflict with Korana's Better Liquor Drugs and Vials mod?

Somebody already asked this somewhere. No conflicts if you use Korana's mod as a model and texture replacer (without esp).

Oh, ok. I never examined NOM v2 in an editor, and I never actually noticed a difference, Probably because Srikandi's Alchemy mod is one of the first mods I installed.

I had an idea (that might have been mentioned before, and maybe you've already done it yourself); it'd be great to have a spreadsheet with an overview of which ingredients are edible, which are just ingredients and which belong in both categories. Maybe not so much use to mod users, but to mod creators it could be useful to know which ingredients go in the ingredient container, and which with the prepared foods. I've been working on a few house mods lately that have sorters for NOM and MC ingredients and foods in the kitchen area. I'd be happy to put together such a spreadsheet; actually I might just do it for myself if you don't like the idea.

ETA: If you should happen to have such a list already, would you mind sharing it? I'm sure it would be appreciated by quite a few modders in the Must! Sort! Everything! category, which I am a proud member of.

I have a spreadsheet with all the edible ingredients, the ones from the vanilla game, from NoM and from other mods that are supported by NoM. I'll have to polish it a bit before sharing it.
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Natalie Harvey
 
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Post » Mon Dec 13, 2010 6:08 am

Yesterday I went to buy something to eat and I noticed to my disbelief that fruit is not kept in barrels! :o
So I did these http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FruitBoxes.jpg?t=1281115413. They work as every other NoM container: they're replaced by an empty version when you buy/steal all the fruits, and they appear full again after a couple of weeks. Hope you like them. I'm thinking to do these for corn and tomatoes, too.

To the testers. Have you visited the shops, outposts and other places added by NoM? What do you think of the new models and the new general look?

Bye :)
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Tiff Clark
 
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Post » Mon Dec 13, 2010 12:49 pm

Yesterday I went to buy something to eat and I noticed to my disbelief that fruit is not kept in barrels! :o



I'm not going to lie, that comment about the fruit in the barrels made me laugh!

The models are great, in my opinion.

So, I have been getting two different error messages on startup:

Script Error: EXPRESSION in NOM_config

Right eval


I got them first after I configured NOM in my new game, and each time after when I loaded the save. It doesn't seem to do anything, however, and the mod appears to be working normally.

Any thoughts?



I'm probably proclaiming the obvious, but I figured I'd post it anyways. Someone was talking about qarl's bottle replacer earlier in the thread. It does not play nice with this NOM. You will lose all the new NOM bottles.
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Makenna Nomad
 
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Post » Mon Dec 13, 2010 11:31 am

Yesterday I went to buy something to eat and I noticed to my disbelief that fruit is not kept in barrels! :o


That made me lol irl. I always thought it strange how the Vvardenfell inhabitants kept completely unrelated ingredients in urns and crates, unless of course these are secretly multi-compartment :ph34r:

Your fruit boxes look good.
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R.I.P
 
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Post » Mon Dec 13, 2010 4:19 pm

it's working fine for me so far, minus the bottle re placer issue, but other than that it looks great! i love all the new models for the food and stuff and it just looks so great. as far as all the new features go, i am loving them.
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мistrєss
 
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Post » Mon Dec 13, 2010 4:16 pm

So, I have been getting two different error messages on startup:

Script Error: EXPRESSION in NOM_config

Right eval


Any thoughts?

Yes, this was a typo in a variable name. Thanks.

I'm probably proclaiming the obvious, but I figured I'd post it anyways. Someone was talking about qarl's bottle replacer earlier in the thread. It does not play nice with this NOM. You will lose all the new NOM bottles.

it's working fine for me so far, minus the bottle re placer issue, but other than that it looks great! i love all the new models for the food and stuff and it just looks so great. as far as all the new features go, i am loving them.

Vanilla Morrowind bottles are just empty bottles and so Qarl's replacer is perfect for them since it's made of, well, empty bottles. But NoM replaces the vanilla bottles with wine and beer ones and so those empty bottles just didn't look right. That's why I decided to make my own models. I made them visually different, too, so that they can be distinguished from far away.

That made me lol irl. I always thought it strange how the Vvardenfell inhabitants kept completely unrelated ingredients in urns and crates, unless of course these are secretly multi-compartment :ph34r:

Your fruit boxes look good.

Thanks. :)
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Jessica Lloyd
 
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Post » Mon Dec 13, 2010 8:46 am

I like the idea of new models for bottles better, because with Qarl's some of the bottles look odd with NOM. Cyrodillic Wine is a completely empty, uncorked, transparent bottle for example. So thumbs up there.

If I'm reading correctly food sources will be replenished after a few weeks?
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Nancy RIP
 
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Post » Mon Dec 13, 2010 4:11 pm

Yes, this was a typo in a variable name. Thanks.



Vanilla Morrowind bottles are just empty bottles and so Qarl's replacer is perfect for them since it's made of, well, empty bottles. But NoM replaces the vanilla bottles with wine and beer ones and so those empty bottles just didn't look right. That's why I decided to make my own models. I made them visually different, too, so that they can be distinguished from far away.


Thanks. :)



Understandable. Your bottles stuck out for me at first, but I have to admit they are growing on me.

Getting 3 new error messages. The first occurs when they Well Fed Buff tries to kick in:

"Scale parameters for Magic Effect Restore Fatigue are bad"

The next two came after drinking beer from a keg:

"Scale parameters for Magic Effect Fortify Attribute are bad"
"Scale parameters for Magic Effect Dispel are bad"

That's it so far, everything else is working great.
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Nick Jase Mason
 
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Post » Mon Dec 13, 2010 7:19 pm

I like the idea of new models for bottles better, because with Qarl's some of the bottles look odd with NOM. Cyrodillic Wine is a completely empty, uncorked, transparent bottle for example. So thumbs up there.

If I'm reading correctly food sources will be replenished after a few weeks?

Yes, that's exactly why I did these new bottles. For that and for eye-candy.
Some food containers are replenished each month. Others are replenished after a few days or weeks but only when you empty them (you buy or steal all of their content).

Understandable. Your bottles stuck out for me at first, but I have to admit they are growing on me.

Getting 3 new error messages. The first occurs when they Well Fed Buff tries to kick in:

"Scale parameters for Magic Effect Restore Fatigue are bad"

The next two came after drinking beer from a keg:

"Scale parameters for Magic Effect Fortify Attribute are bad"
"Scale parameters for Magic Effect Dispel are bad"

That's it so far, everything else is working great.

Thanks for reporting these. It seems that these messages are due to a certain mesh. I've to try replacing that mesh, but I'm nearly certain it's that. I'll give a more detailed report tomorrow, as it's a very peculiar error.
Funny thing is that I never noticed it because I put in that mesh in beta2. In beta1, the first one I uploaded, the error was not present. Oh well... :)
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!beef
 
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Post » Mon Dec 13, 2010 7:11 am

Thanks for reporting these. It seems that these messages are due to a certain mesh. I've to try replacing that mesh, but I'm nearly certain it's that. I'll give a more detailed report tomorrow, as it's a very peculiar error.
Funny thing is that I never noticed it because I put in that mesh in beta2. In beta1, the first one I uploaded, the error was not present. Oh well... :)

I've had that error before - I *think* it was when I tried to cast a spell from an editor marker (it might possibly have been just a disabled object, but I'm pretty sure it was an editor marker). A normal mesh worked fine for me.
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Anna Beattie
 
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Post » Mon Dec 13, 2010 10:30 am

A few more errors, because I had nothing to do today except test NOM for a few hours. These both happened when I tried to go into Food of the Gods:

"Model load error: Meshes/AM/AM_Eater.NIF.
Cannot load file in Meshes/AM/AM_Eater.NIF.
Will use the default object Marker_Error.NIF"

"Actor Animation problem with 'NOM_res_patron_0100000000"
This actor has no animation class!"
(This one was a game-breaker)

I also noticed that when filling bottles and jugs from a well, there was no option to cancel. I don't know if it is there or not, I just figured I'd bring it up.
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Dalia
 
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Post » Mon Dec 13, 2010 6:20 pm

I've had that error before - I *think* it was when I tried to cast a spell from an editor marker (it might possibly have been just a disabled object, but I'm pretty sure it was an editor marker). A normal mesh worked fine for me.

Yes, basically it seems that when a mesh doesn't have collision, Morrowind can't use it for GetDistance and similar function. So trying to cast a 'touch' spell from it gives this error, as the game can't determine if the target is within range of the spell.

A few more errors, because I had nothing to do today except test NOM for a few hours. These both happened when I tried to go into Food of the Gods:

"Model load error: Meshes/AM/AM_Eater.NIF.
Cannot load file in Meshes/AM/AM_Eater.NIF.
Will use the default object Marker_Error.NIF"

"Actor Animation problem with 'NOM_res_patron_0100000000"
This actor has no animation class!"
(This one was a game-breaker)

I also noticed that when filling bottles and jugs from a well, there was no option to cancel. I don't know if it is there or not, I just figured I'd bring it up.

Strange, I thought I removed that. It was a test for animation use. I'll remove that, otherwise the rerstaurant will be off-limits.
Filling bottles has no cancel option, this is intended.

As always, thanks for your reports. :)
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Steven Nicholson
 
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Post » Mon Dec 13, 2010 11:24 am

When start a new game and go into the opening config, I get a right eval error message on one of the scripts. This happens after selecting "No" for the Passing the Time While Reading compatibility configuration.

Also, the first thing I tried to do was get drunk, just because I thought it would be fun to test out. I get an error Sound file not found: datafiles\sound\FX\NoM\fv_drunk.wav

Some little things. I tried waiting to let the alcohol effects wear off a bit after getting it all the way up to 90% blind. I get down to about 70% blind after a couple hours, and then auto-eat...perhaps a little too often...every two hours?. Because I only have alcohol in my inventory, I keep auto-drinking Mazte and it bumps me all the way back up to 90% blind. Mazte is a pretty weak alcoholic beverage. Should it really be that high of a penalty, 20 full points? Without some water in my inventory it seems it's going to be impossible to shake off this drunkeness.

I went and grabbed some water to stop the alcohol consumption. Then when and found a place to rest. After a full eight hours sleep, I'm still about 30% drunk. Perhaps I should have slept in a bit. ;) So I tried to sleep in another two hours, and a bloody Dark Brotherhood assassin woke me. I only got another hour sleep, and no change in my drunken status. I had to sleep another two hours further to get rid of it. I can't be sure if all of this is working as intended, because I never tried the drunkeness stuff in NoM before. I'm just posting my observations of how it's working for me.
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biiibi
 
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Post » Mon Dec 13, 2010 12:08 pm

Will this be compatible with any mods that change default textures? (Mine literally re-designs all landscape and structure textures ><)
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Marion Geneste
 
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Post » Mon Dec 13, 2010 5:54 pm

When start a new game and go into the opening config, I get a right eval error message on one of the scripts. This happens after selecting "No" for the Passing the Time While Reading compatibility configuration.


I got that one after hitting yes as well.

I was experimenting with some of the new items in game, and found that when I put down the cooking pot and picked it back up, it went from your new version and reverted back to the vanilla cooking pot. Also, all the items were not recognizing proximity to fire. At first I thought it was because the cooking fire was setting up too low into the ground, but they were doing it with all fires. The rolling pin recognized proximity to the oven, but when I tried to cook a sweet pie, the screen went out of the menus for a passage of time, but never came back, which left me without any controls.
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leni
 
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Post » Mon Dec 13, 2010 5:46 pm

When start a new game and go into the opening config, I get a right eval error message on one of the scripts. This happens after selecting "No" for the Passing the Time While Reading compatibility configuration.

Also, the first thing I tried to do was get drunk, just because I thought it would be fun to test out. I get an error Sound file not found: datafiles\sound\FX\NoM\fv_drunk.wav

Some little things. I tried waiting to let the alcohol effects wear off a bit after getting it all the way up to 90% blind. I get down to about 70% blind after a couple hours, and then auto-eat...perhaps a little too often...every two hours?. Because I only have alcohol in my inventory, I keep auto-drinking Mazte and it bumps me all the way back up to 90% blind. Mazte is a pretty weak alcoholic beverage. Should it really be that high of a penalty, 20 full points? Without some water in my inventory it seems it's going to be impossible to shake off this drunkeness.

I went and grabbed some water to stop the alcohol consumption. Then when and found a place to rest. After a full eight hours sleep, I'm still about 30% drunk. Perhaps I should have slept in a bit. ;) So I tried to sleep in another two hours, and a bloody Dark Brotherhood assassin woke me. I only got another hour sleep, and no change in my drunken status. I had to sleep another two hours further to get rid of it. I can't be sure if all of this is working as intended, because I never tried the drunkeness stuff in NoM before. I'm just posting my observations of how it's working for me.

It seems to work as intended. The only thing I don't like is that you continued drinking alcohol even when drunk. I'll put a control in the scripts to prevent this, unless you're very thirsty.
However I feel I should answer in detail to your observations to explain a bit how drunkenness works. This way everybody will be able to understand it and make suggestions to improve it.
Drunkenness has 4 stages: light (30% blindness), medium (50%), high (70%) and extreme (90%). As you can see, drinking your matze you only made 1 step up, and the same is true for wine and beer bottles; this single step corresponds to a full 20% blindness to be visually noticeable. Drinking a bottle of brandy, sujamma or similar brew will bring you up of 1-2 steps. Drinking a jug of wine or beer is a 2 step up.
Once you're drunk, you descend 1 level of drunkenness every about 4 hours. So recovering from a complete smash will require something like 14-16 hours. A mild drunkenness is recovered in 6-8 hours. There's a tisane (Thror's Brew) that makes it harder to get drunk and fastens the recovery process.

PS. The assassin wasn't sent by NoM. :P
PPS. About the auto-eating. Since the game starts at 10am, if I'm not mistaken, you get your first meal after only 3 hours. However you've only 2 meals a day, so they're not so close to each other.

Will this be compatible with any mods that change default textures? (Mine literally re-designs all landscape and structure textures ><)

NoM is compatible with all texture replacers. ;)

I got that one after hitting yes as well.

I was experimenting with some of the new items in game, and found that when I put down the cooking pot and picked it back up, it went from your new version and reverted back to the vanilla cooking pot. Also, all the items were not recognizing proximity to fire. At first I thought it was because the cooking fire was setting up too low into the ground, but they were doing it with all fires. The rolling pin recognized proximity to the oven, but when I tried to cook a sweet pie, the screen went out of the menus for a passage of time, but never came back, which left me without any controls.

That cooking pot had the wrong script. Corrected.
I'm now checking the cooking scripts to understand where the problems are...

EDIT: Fires are now working fine. I've still to investigate (tomorrow morning) the rolling pin.
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Marcus Jordan
 
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Post » Mon Dec 13, 2010 9:10 am

i love the cloth over this well http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell1.jpg?t=1280823256
do you think you could so some more of this like some cloth draqed over some stacked creates and barrels, how about some cloth over tables for stalls, even cloth draqed over merchandise for closed stalls. hell cloth draqed over anything will do me. all your models are awesome full stop.
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NeverStopThe
 
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Post » Mon Dec 13, 2010 2:27 pm

PPS. About the auto-eating. Since the game starts at 10am, if I'm not mistaken, you get your first meal after only 3 hours. However you've only 2 meals a day, so they're not so close to each other.


Well I was auto-eating every 2 hours about four times in a row. I wonder if it was because I was drunk, or because I would wait for that time period instead of letting time pass naturally when the eating script kicked in. I'm going to load up a new game and test it some more.

Oh, and buying the book Basic Cooking from Arrille, as soon as I exited the menu it told me I had learned the new recipes before I actually read the book. Don't know if this is intended, so I thought I should mention it.
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Devin Sluis
 
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Post » Mon Dec 13, 2010 2:22 pm

Oh, and buying the book Basic Cooking from Arrille, as soon as I exited the menu it told me I had learned the new recipes before I actually read the book. Don't know if this is intended, so I thought I should mention it.


If I'm not mistaken, it has been doing that since NOM 2. But I have always wondered why that happens.
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Andy durkan
 
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Post » Mon Dec 13, 2010 2:37 pm

It's not a problem though. I suppose when you read it, the grocery list scripts initiate so you don't want a conflict there.

I haven't gotten any further in my tests, because I'm experiencing the cooking fire bug with the version I have.
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Brooks Hardison
 
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