[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 8:01 am

I also noticed that Estella the healer in the Northern food outpost uses the default outpost dialog that mentions a healer upstairs.

Estella now has an exclusive dialogue entry with that part removed.
I have a question regarding MC Compatability, when sugar is created from the mc cooking scripts it generates the sugar with the MC graphics and adds the following script to each one: "NOM_mc_conv_sugar" which as far as I can tell just seems to delete the sugar if it is placed anywhere apart from a container. The sugar works in MC but is not recognised by NOM.

It seems that the find text function of the editor is a bit bugged. There where several MC sugar and a couple onions not replaced by NoM ones. I updated the compatibility patch, and hopefully replaced all of them now.

I actually found the volume of all NOM sounds I've heard so far to be unusually low compared to standard MW sounds. I barely heard the drinking and eating sounds. About the well, I just found it screechy and uncomfortable enough that I won't be using the wells. But it could be that I'm playing on a mediocre laptop or that I'm too sensitive to such sounds. If nobody else says anything, there's probably nothing wrong.

Yes, the sound is a bit screechy and maybe you're sensitive to it. Keep in mind that there are many different water sources and each one has a different sound effect. You just have to avoid those wells. :P
About the sound volume, I tried to tune them to be heard with ease but not annoying. Several people complained about the old sounds being too loud. Is there anyone else that found these sounds too low? Maybe lowering a bit the music volume can help you, as music is the one that will most likely cover other sounds.
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Conor Byrne
 
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Post » Mon Dec 13, 2010 4:56 pm

I am now getting the following error in the Molag Amur Region (9,-1)
Meshes\NOM\Tad.source_ma.nif tex not found water00.dds
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Enie van Bied
 
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Post » Mon Dec 13, 2010 7:56 pm

About the temple spuots (you mean Vvardenfell temples or Mournhold temple?) can you be more precise? You get a message? They're working for me.


Specfically the temple spout in Balmora.

Also, I haven't been able to reproduce that error with the magica, so I'm thinking it was a random fluke, and not NOM-related. :shrug:
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Rhiannon Jones
 
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Post » Mon Dec 13, 2010 2:27 pm

I think I prefer the sounds being low myself. They seem just right to me. The well sound is a bit annoying though, and it seems to take a lot longer than any other water source. I know that's more realistic, but the sequence could do with having a few seconds shaved off.

I also think the new kegs are a great idea. There definitely needs to be a keg of mead in Thirsk. :)

I have one question. Are you planning on making the containers like sugar bags, cookie jars, silver covered platters, able to be picked up and relocated? Something along the lines of the basic carry scripting for the satchel. You couldn't carry ingredients in them, but you could relocate the containers. I think this would be a great feature, being able to buy and add such containers to your own kitchen in game.
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Joey Avelar
 
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Post » Mon Dec 13, 2010 6:11 am

I have one question. Are you planning on making the containers like sugar bags, cookie jars, silver covered platters, able to be picked up and relocated? Something along the lines of the basic carry scripting for the satchel. You couldn't carry ingredients in them, but you could relocate the containers. I think this would be a great feature, being able to buy and add such containers to your own kitchen in game.


Yes! Yes! An awesome idea!
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Jesus Lopez
 
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Post » Mon Dec 13, 2010 9:14 am

I am now getting the following error in the Molag Amur Region (9,-1)
Meshes\NOM\Tad.source_ma.nif tex not found water00.dds

Seems I have to check again the water sources for that water texture.

Specfically the temple spout in Balmora.

It's exactly the one I'm making my tests on and works perfectly. Anyone else has this problem?

The well sound is a bit annoying though, and it seems to take a lot longer than any other water source. I know that's more realistic, but the sequence could do with having a few seconds shaved off.

The water gathering sounds have all the same lenght (10 seconds). Maybe that one just seems longer, having a bit more variety. I could crop 1-2 seconds from them, but I need to have them all first and I still need one to be completed.

I have one question. Are you planning on making the containers like sugar bags, cookie jars, silver covered platters, able to be picked up and relocated? Something along the lines of the basic carry scripting for the satchel. You couldn't carry ingredients in them, but you could relocate the containers. I think this would be a great feature, being able to buy and add such containers to your own kitchen in game.

I could make an addon for that. I should add new merchants (wholesale traders) to sell them, as they would be misc items.

Speaking of containers, I made a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/BearFlank.jpg?t=1281627940 (contains bear meat) and a http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/KagoutiShank.jpg?t=1281627942 (contains kagouti meat) and added them to a few merchants.
I've modified the http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/WolfMeat.jpg?t=1281627943 model too, adding a new texture and those little bone thingies.

Bye :)
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Farrah Barry
 
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Post » Mon Dec 13, 2010 12:40 pm

Awesome, can't wait to start a new game with this
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Imy Davies
 
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Post » Mon Dec 13, 2010 1:51 pm

I am now getting the following error in the Molag Amur Region (9,-1)
Meshes\NOM\Tad.source_ma.nif tex not found water00.dds

Ok, I think I've finally assigned correctly that texture to all models needing it. This problem is hopefully solved.

Specfically the temple spout in Balmora.

I checked again the activator and its script but all seems to be ok. Maybe you've a mod that modifies that same activator (furn_moldcave_spout00) loading after NoM?

I added the nord mead kegstands, so the tankards now have their usefulness in game. These kegstands are in Thirsk, Raven Rock (bar) and in the Moldy Horker. I've still to put in the mazte and shein ones.

I added a check to prevent the PC dying of hunger/thirst in certain situations with food/drinks in inventory. However, if you wait several days in a row without eating or drinking and have no food/drinks in inventory, the death will be instant as it is now. What I can do is removing from the eating scripts the weapon/spell check if you're at an extreme level of hunger or thirst. This should prevent accidental deaths.
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trisha punch
 
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Post » Mon Dec 13, 2010 6:31 pm

I checked again the activator and its script but all seems to be ok. Maybe you've a mod that modifies that same activator (furn_moldcave_spout00) loading after NoM?


I'm thinking I have a bad ref, because NOM loads last on my list (with the exception of my merged lists). I'll repair my save, or just start another one, and maybe that will work.
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Amy Siebenhaar
 
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Post » Mon Dec 13, 2010 7:22 am

I've added the Telvanni oven to UL, and I thought, I would love to see more of these in NoM. I like the idea of an outdoor oven in one of the smaller Telvanni towns like Tel Mora. Something like http://img256.imageshack.us/img256/6563/telvoven.jpg. These type of clay brick ovens were traditionally found outdoors. :)
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Kieren Thomson
 
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Post » Mon Dec 13, 2010 7:29 pm

Tested Beta 3, here are my first comments:

NOM 3 BETA - COMMENTS
---------------------------------------------------------------------------------------------

"unable to find script 'NOM_mixLS' on object 'NOM_mix_bowl'

Error found during Morrowind loading.

-New game and new character generated correctly.

-Filling wine bottles ok, sound reproducing nicely.

-Filled bottles clearly distinguishing from empty ones.

-Filled waterskin nicely, well sound displayed correctly.

-Contiuous hunger/thirst/sleep stats message in screen is annoying. An option to show / hide the display should be nice,
or is the display only active during beta test?

-The message of having read the basic cooking book appears by acquisition, not by reading the book.

-Shein and mazte filled bottles still have the old squared icon.

-I couldn't eat manually. How to do it?

-Menu configuration via firekits and bedrolls working ok.

-Waterskin filled itself the second before raining. It only occured the first time.

-Icons for common beer and beer jug displaying correctly as well as new fruit juices icons.

-What is the exact use for Food Satchel? Only works on the ground?

-Patch for Bottle Rotate would be nice (only works on normal bottles, not in NOM special brews).

-Vurt's grass patches work nice on almost all exteriors, but adds few grass in Solstheim.

-No new book from Marianne in Food of the Gods?

-Great fps hit in first floor of Food of the Gods, special effects can be lowered a bit.

-It seems some foods don't satisfy hunger with manual eating option activated, character can die of starvation, I reached the
270 hunger and had some fades to black due to hunger. I tried eating manually but couldn't.

-It recognized TR ingredient Colovian Loaf as food, eated it automatically.

-Vivec's bakery book, Flavours of Tamriel found in Codus Callonus bookshop in Ald-Ruhn.

-Buyable cookie jars and food containers as usable for house decor are possible?

-Visited food shops in Ald-Ruhn,Balmora, Vivec and Mournhold. All shops look gorgeous, new containers displaying properly.

-Camped outside of Vos satisfactorily with bedroll, tent and firekit. Cooked some bottled saltrice milk with cooking pot.

-Old Laszlo Manor lab with old Nom ingredient sorter working, no ctd / Old TR nom patch working properly, no ctd.

-Old basins and water barrels in nomified houses are working.

-Mixing bowl not working.

-Water spout new texture finally transparent!

-----------------------------------------------------------------------------------------------

More to come :) My overall impression has been very good, but I have to test more places, as the Imperial food route.
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Cash n Class
 
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Post » Mon Dec 13, 2010 6:56 pm

I'm very excited for this mod. If I'm using an older version of NoM, will I need to start a new game to use this one?
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April
 
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Post » Mon Dec 13, 2010 11:26 am

HEY Taddeus, nice to see this mod going well, today I have time and want to be a tester if you may PM me the download link today.
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Laura Richards
 
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Post » Mon Dec 13, 2010 11:05 am

I'm thinking I have a bad ref, because NOM loads last on my list (with the exception of my merged lists). I'll repair my save, or just start another one, and maybe that will work.

Ok, let me know if this solves the problem. Is anyone else having problems with the spouts?

I've added the Telvanni oven to UL, and I thought, I would love to see more of these in NoM. I like the idea of an outdoor oven in one of the smaller Telvanni towns like Tel Mora. Something like http://img256.imageshack.us/img256/6563/telvoven.jpg. These type of clay brick ovens were traditionally found outdoors. :)

I'll see if I can find one or two good spots for it. I'll have to modify a bit the mesh to show properly in exterior (the chimney part).

Tested Beta 3, here are my first comments:

Wow, a very long one. I'll answer only to the problems and/or doubts.

"unable to find script 'NOM_mixLS' on object 'NOM_mix_bowl'
-Mixing bowl not working.

The mixing bowl is no longer in NoM. I replaced it with cutting boards. Where did you get it? Or maybe you loaded a savegame with the previous NoM version?

Contiuous hunger/thirst/sleep stats message in screen is annoying. An option to show / hide the display should be nice,
or is the display only active during beta test?

Beta test only.

The message of having read the basic cooking book appears by acquisition, not by reading the book.

This is intended. Reading the book has a different function.

Shein and mazte filled bottles still have the old squared icon.

Weird, I reverted them back to the default icon and they're showing right for me. Anyone else having this problem?

-I couldn't eat manually. How to do it?
-What is the exact use for Food Satchel? Only works on the ground?
-It seems some foods don't satisfy hunger with manual eating option activated, character can die of starvation, I reached the
270 hunger and had some fades to black due to hunger. I tried eating manually but couldn't.

To eat manually:
1) put the food satchel on the ground
2) activate it and choose the "open the food satchel to eat something" option
3) put food in the satchel to eat it

--End of part 1 (due to quoting limitations)
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Matt Gammond
 
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Post » Mon Dec 13, 2010 6:56 am

--Part 2 of previous post

Waterskin filled itself the second before raining. It only occured the first time.

I think this is the effect of the auto-filling option from Water Life by abot.

Patch for Bottle Rotate would be nice (only works on normal bottles, not in NOM special brews).

Maybe in a separate addon. I don't want to attach a script on every bottle, at least not in the NoM main file.

Vurt's grass patches work nice on almost all exteriors, but adds few grass in Solstheim.

I removed part of the grass outside Fort Frostmoth to clear the ground of the food shop and the Moldy Horker.

No new book from Marianne in Food of the Gods?
-Vivec's bakery book, Flavours of Tamriel found in Codus Callonus bookshop in Ald-Ruhn.

The new recipe book is not from Marianne. It's written by the Vivec baker and you can found it in a couple bookshops.

Great fps hit in first floor of Food of the Gods, special effects can be lowered a bit.

I'll see what I can do.

Buyable cookie jars and food containers as usable for house decor are possible?

Maybe in a separate addon.

I'm very excited for this mod. If I'm using an older version of NoM, will I need to start a new game to use this one?

You shouldn't need to start a new game. However, if you're using a previous version of NoM, you'll have to create a "clean save" to update to the new version properly. I'll include instructions on how to create a clean save in the readme.
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Grace Francis
 
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Post » Mon Dec 13, 2010 1:01 pm

A request to the testers: try to set carnivore and vegetarian and see if the character eats the right foods. Note that if you set one of these, you shouldn't be able to eat certain foods neither in automatic nor in manual mode. Thanks. :)

I'm now refining the eating and drinking scripts to remove limitations if the PC becomes too much hungry or thirsty.
What I've decided so far is:
- If you're hungry enough, you'll eat raw foods (even if you selected to not do so in the configuration).
- If you're hungry enough, you'll eat automatically (even if you selected manual eating only in the configuration).
- If you're hungry enough, you'll eat both meat and vegetables (even if you selected carnivore/vegetarian in the configuration).
- If you're hungry enough, you'll drink beverages that give you a small nourishment to satisfy your hunger. You culd get some funny messages like "you drink an apple juice to satisfy your hunger".
- If you're thirsty enough, you'll drink every beverage (even if you selected to not drink alcohol or fruit juices in the configuration).
- If you're thirsty enough, you'll eat foods that give you a small refreshment to satisfy your thirst. You culd get some funny messages like "you eat a fruit salad to satisfy your thirst".
- If you're thirsty enough, you won't eat foods that increase your thirst (ham, sausages, jerky, etc) not even if you're dying of hunger. Your mouth will be simply too dry to chew on them.
- If you're dying of hunger or thirst, the scripts will ignore the check for weapon or spell readied.

Note that the word "enough" in the previous list refers to different levels for each point.
Note also that some of these changes are applied only to the automatic scripts, since they happen at a level which ignores the manual eating only selection.
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April D. F
 
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Post » Mon Dec 13, 2010 6:27 pm

You shouldn't need to start a new game. However, if you're using a previous version of NoM, you'll have to create a "clean save" to update to the new version properly. I'll include instructions on how to create a clean save in the readme.

If you mean load the game without NOM to save it, I don't think I can do that, I tried to uninstall it once (wyre bash etc) and it crashed so I've been stuck with it ever since
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Irmacuba
 
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Post » Mon Dec 13, 2010 8:35 pm

If you mean load the game without NOM to save it, I don't think I can do that, I tried to uninstall it once (wyre bash etc) and it crashed so I've been stuck with it ever since

Have you tried stopping all NoM scripts, going in a cell with no NoM objects and removing all NoM effects before saving?
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Danger Mouse
 
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Post » Mon Dec 13, 2010 8:32 am

Have you tried stopping all NoM scripts, going in a cell with no NoM objects and removing all NoM effects before saving?

Good idea, I'll try stopscript
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Pixie
 
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Post » Mon Dec 13, 2010 12:57 pm

Good idea, I'll try stopscript

You should stop the following scripts:
NoM_master_hts
NoM_master_fatigue
NoM_master_alcol
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matt
 
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Post » Mon Dec 13, 2010 10:57 pm

I do not appear to be getting raw meat from Cliff Racers, Guar or Kagouti. I have killed over 50 of each and am only getting racer plumes and hides. The meat is showing up in the vendors and Guar meat has occasionally showed up in Barrells and crates in towns.
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Haley Cooper
 
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Post » Mon Dec 13, 2010 7:14 pm

I do not appear to be getting raw meat from Cliff Racers, Guar or Kagouti. I have killed over 50 of each and am only getting racer plumes and hides. The meat is showing up in the vendors and Guar meat has occasionally showed up in Barrells and crates in towns.

Ok, so this seems to work as intended. The MC compatibility patch only removes the MC ingredients from creatures, since they would be incompatible with NoM.
If you want the creatures to drop NoM ingredients you should use one of the NoM Creature Loot addons.
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Emerald Dreams
 
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Post » Mon Dec 13, 2010 7:35 am

Odd question. I was doing some testing earlier, and on a whim I tried to eat an MC meal NOM-style. It wouldn't let me, which I expected, but it got me thinking. Would using the "MC_food_wNoM" patch allow eating of 3.0 foods, or would that require a new comp. patch?

P.S.: It turns out I'm having problems with ALL Temple fountains. I started a new save (twice), I've removed mods that I thought might conflict, I've used Wrye Mash, I've re-installed NOM. Nothing is working.
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Kira! :)))
 
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Post » Mon Dec 13, 2010 6:39 pm

Odd question. I was doing some testing earlier, and on a whim I tried to eat an MC meal NOM-style. It wouldn't let me, which I expected, but it got me thinking. Would using the "MC_food_wNoM" patch allow eating of 3.0 foods, or would that require a new comp. patch?

P.S.: It turns out I'm having problems with ALL Temple fountains. I started a new save (twice), I've removed mods that I thought might conflict, I've used Wrye Mash, I've re-installed NOM. Nothing is working.

MC foods and NoM foods are eaten in different ways, since they're basically different items (alchemy for MC and ingredients for NoM). MC foods can be dragged on the paperdoll like potions and they'll satisfy your hunger (if you use the compatibility patch). NoM foods, on the other hand, are eaten by scripts, either automatically or manually by dragging them in the food satchel. Adding MC foods to the scripts is possible, but the scripts would become veeeeeery long and, since these foods are already working, I prefer to reserve script space for foods from other mods or new NoM ones.

On temple fountains: try getting water from the waterfalls in Vivec or the source in Zainab Camp. They use the same script of the temple fountain. If neither of them is working, then we'll know you have a problem with that script. If they work, then the problem is with the spout.
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saharen beauty
 
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Post » Mon Dec 13, 2010 8:15 am

On temple fountains: try getting water from the waterfalls in Vivec or the source in Zainab Camp. They use the same script of the temple fountain. If neither of them is working, then we'll know you have a problem with that script. If they work, then the problem is with the spout.



The waterfalls work fine. The temple fountains don't work. The Zainab Camp water source works.
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W E I R D
 
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