[BETA] Necessities of Morrowind 3.0

Post » Mon Dec 13, 2010 1:29 am

It is nearly done! It still needs a couple of sounds and some graphics here and there, but I think it's ready for beta testing. Now I only need 2 things:
1) Beta testers! ;) If someone's interested, please send me a PM.
2) A free website to upload the archive (it should be 60Mb or so). I don't want to put this on PES, since it's not yet complete.

WIP threads: http://www.gamesas.com/index.php?/topic/1083981-wip-necessities-of-morrowind-22/ - http://www.gamesas.com/index.php?/topic/1091555-wip-necessities-of-morrowind-30-thread-2/ - http://www.gamesas.com/index.php?/topic/1098931-wip-necessities-of-morrowind-30/

This is the situation. Please note that I did more changes than the one listed here. Hopefully I'll remember them all while updating the readme.
I'll try to keep this as updated as I can.

Graphical update
- [Done] Rhymer is creating illustrations for the books of NoM. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/FoxTail.jpg?t=1280821973 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Whiterunbeer.jpg?t=1280821974
- [Done] Stuporstar did a fantastic job by creating the covers for the books. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Fotg.jpg?t=1280822058
- [Done] All the original foods are being updated with either new models and/or textures. I have most of the foods complete by now. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieDibella2.jpg?t=1280822161 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GoodLuckBiscuit.jpg?t=1280822216 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/03.jpg?t=1280822514 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieBerry-1.jpg?t=1280822199 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/PieOrange.jpg?t=1280822200 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/09.jpg?t=1280822532
- [Done] Wine, beer, water and empty bottles have been redone. Now you can recognize different brews from far away. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CyrodiilicWine.jpg?t=1280822869 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DwemerBeer.jpg?t=1280822871
- [Done] The misc items are being updated, too. There are two new grills (http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill1.jpg?t=1280822963 and http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Grill4.jpg?t=1280822966), a new clay cooking pot along with the metal one, the tisane pots and the frying pans are getting some attention.
- [Done] Most of the existing water sources have got a model update and a retexture. I added transparent and/or animated water where it looked appropriate.
- [Done] The water barrels have now trasparent water that is animated in bad weather.
- [Done] New shop signs.
- [Done] All the textures and icons are being converted to dds format.
- [Done] New icons for many objects.

Sound update
- [Done] Kukaahinui is working on a complete overhaul of the original sounds and is doing a superb work. The first sounds have already been added to the mod.
- [Done] Different sounds for different water sources.
- [Done] More sound effects for cooking.

New foods
- [Done] Many new foods are being added to the mod. They're mostly local, to address the unbalance in favor of the imported ones. Now the local foods are more than the imported ones and every merchant has a wider variety to offer. New foods include http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Spicysausage.jpg?t=1280822204, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GuarJerky.jpg?t=1280822241 and http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Sweetroll.jpg?t=1280822164!
- [Done] A new book with all new recipes.
- [Done] Muffins! :P

New items
- [Done] New ovens have been added to the game, some with their own chimney for the exterior of the building they're in. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth3.jpg?t=1280822562 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MournholdBaker02.jpg?t=1280822573
- [Done] Many water sources have been modeled from scratch. The new sources include wells, pumps and streams of water flowing form the rocks. Samples: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Moonmoth2.jpg?t=1280823224 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DunmerPump.jpg?t=1280823222 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWell1.jpg?t=1280823256 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well3.jpg?t=1280823218 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabSource.jpg?t=1280823273
- [Done] Containers variety. Bored of the usual crate, sack, basket triad? Here we come with http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieJars.jpg?t=1280853364, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SmallSacks.jpg?t=1280853100, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ExhibitorWolf.jpg?t=1280853098, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CyrodiilCheesewheel.jpg?t=1280853176, http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/HamFull.jpg?t=1280853149 and much more!
- [Done] More statics and misc items are being added, for a more immersive experience.

World editing
- [Done] The new foods and objects are being added to the merchants all over the world, making them much more detailed.
- [Done] The look of the imperial Food Route outposts is being greatly improved.
- [Done] The Food of the gods restaurant is getting new and unique features!

Gameplay improvements
- [Done] New effects for hunger, thirst, sleep and drunkenness in place of the drain attribute ones.
- [Done] Tweaked the fatigue effects.
- [Done] New dynamical method to assign hunger, thirst and sleep, with a mix between the fixed hours method used now and a completely free one to give the player more flexibility.
- [Done] Improvements of the legality check when placing bedrolls or fires.
- [Done] You now have to pay when using wine and beer kegstands in taverns. The kegstands out in the wild have a set number of charges, after which they'll be raplaced with an empty one.
- [Done] You can't set up a camp (bedroll and fire) in bad weather: rain, snow, ashstorm.
- [Done] An option for manual eating (cross fingers hoping for it to work).
- [Done] Given to several vanilla fires the ability to roast foods, which was previously a firekit exclusive.

Balance - consistency
- [Done] I'm removing most of the effects from the ingredients added by NoM to not unbalance alchemy. Most of the cooked foods now have only 1 or 2 effects, mainly Restore Fatigue. Some of them only have negative effects. There are foods that preserve some peculiar positive effect, it's up to you to find them.
- [Done] The new variety of foods allows a better distribution of the local/imported foods. For example, in the zones more hostile to the empire (Telvanni, ashlanders) it's very unlikely to find imported stuff.
- [Done] Removed the imported foods from the leveled lists. You should no more see apples and cyrodiilic wine spawning all around the world.
- [Done] Checked the old greetings and dialogue topics to match vendors' sentences with the goods they have for sale.

Compatibility
- [Done] The new ingredients from abot's mods and Tamriel Rebuilt will be recognised by the NoM scripts and used as food and for cooking.
- [Done] Ingredients from other mods will be included too, but for some of them I'll have to make a choice on what to put in and what not. Added: kriin flesh (Creatures X), dragon meat (Morrowind Advanced), mouse meat (Morrowind Advanced), coconut (LadyE's modder resource).
- [Done] Book Rotate script added to all the NoM books.
- [Done] Jac's Passing Time script added to all the NoM books.
- [Done] Illuminated Windows effect added to the windows added by NoM.
- [Done] Removed publican's greetings which could cause conflicts with other mods (among which the Entertainers official plugin).
- [Done] Compatibility with vurt's grass mods.
- [Done] Compatibility with Morrowind Crafting foods, bedroll and cooking fires. The compatibility is handled in an external patch to be loaded after MC and NoM.
- [Done] Changed the bedroll scripts so that other mods' bedrolls can be made NoM compatible with ease.

Bug fixing
- [Done] Assigned dialogue to a NoM minor NPC that was missing it.
- [Done] Fixed dialogue weirdness (for example an NPC ask if you want to buy fish but he doesn't sell fish).
- [Done] Fixed a bug with a food used in two eating scripts instead of one.
- [Done] Fixed old greetings and some dialogue topics to prevent a source of possible conflicts with other plugins.

Miscellaneous
- [Done] Scripts optimization, shortening them (where possible) and making them run only once every several frames.
- [Done] Added a NoM_version global float variable.

Future plans
These points will be considered only after the 3.0 release
- [Planned] Possibly, an MGE version with custom shaders.
- [Planned] New Food of the Gods and Moldy Horker patrons with new animations.
- [Planned] Compatibility with Windows Glow.
- [Planned] Extend NoM interation with the vampire and werewolf status, if this can be achieved without creating conflicts.
- [Done] Improvements of the water check when placing bedrolls or fires (see http://www.gamesas.com/index.php?/topic/1114091-rel-water-level-fix/).


Bye :)
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Ownie Zuliana
 
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Post » Mon Dec 13, 2010 1:43 pm

Regarding this, I have sent you a PM.

Congratulations on your beta release!
I can't wait to see this finished! :celebration:
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jason worrell
 
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Post » Mon Dec 13, 2010 3:25 pm

I am excited to try this! I was hesitant to try NOM before, but you've managed to fix everything that seemed to be wrong. Nice!
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tiffany Royal
 
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Post » Mon Dec 13, 2010 12:14 pm

I've added a few images and fixed the links of the opening post. There are other images to be added, but I'll do that later, it's a bit boring... :P

Regarding this, I have sent you a PM.

Congratulations on your beta release!
I can't wait to see this finished! :celebration:

Thanks, I'll send you the link as soon as it's online.

I am excited to try this! I was hesitant to try NOM before, but you've managed to fix everything that seemed to be wrong. Nice!

Do you want to try the beta or the final version? :confused:

Ok, this is a beta thread, but if someone has still ideas and suggestions left, post them nonetheless. There's still room for something more.
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Je suis
 
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Post » Mon Dec 13, 2010 1:35 am

I'll be glad to Beta test! this might pull me away from FO3 and back to Morrowind for a while lol.
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lexy
 
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Post » Mon Dec 13, 2010 5:53 am

I uploaded the beta and sent the links by PM.
The beta is cleaned with TESAME and Enchanted Editor (unless I have uploaded the wrong file :whistling: ).

There are 2 files: one is the NoM archive, the other contains the compatibility patches for: vurt and muspila's grass mods, Morrowind Crafting, Illuminated Order, gluby's creature loot mod and Passive Healty Wildlife. The compatibility with TR, Book Rotate, Hurting Fires and Jac's Passing time while reading is built in, so you don't need external patches for these.

Since I had no time to update the readme with all the instructions, I'll write them here briefly.

Grass
Use the 4 esps that you find in the Grass folder to create your animated grass with MGE. They contain the grass of the latest versions by vurt and muspila made compatible with NoM.

Morrowind Crafting
When merging your leveled lists with Wrye Mash, select the NoM esp, NoM_MC Compatibility Patch.esp and NoM_MC Lists for Merging.esp. Don't select the Morrowind Crafting esp.
Then, when choosing the esps to load, select the NoM esp, the MC esp and NoM_MC Compatibility Patch.esp. Don't put NoM_MC Lists for Merging.esp in the load order.
The load order must be: MC, then NoM, then the compatibility patch.

Illuminated Order
The load order here must be: Illuminated Order, then NoM, then the compatibility patch.

Creature loot
There are 2 versions of this. Use only one of them.
- The standard one, which adds NoM ingredients to the creatures. I highly advice using the gluby's creature loot mod along with this, since it's based on it and only modifies creatures not touched (or partially touched) by gluby's plugin.
- The PHW one, which modifies those creatures along the lines of Passive Healthy Wildlife (or any other peaceful creatures mod). I highly advice using the gluby's creature loot mod and Passive Healthy Wildlife (or any other peaceful creatures mod) along with this, since it's based on them and only modifies creatures not touched (or partially touched) by them.
I highly advice using the gluby's creature loot mod along with these, since they're based on it and only modify creatures not touched (or partially touched) by gluby's plugin.

We need more testers, so don't be shy! :hubbahubba:
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Nicholas
 
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Post » Mon Dec 13, 2010 5:52 am

I'm getting ready to redo my game (partially due to NoM's new version) and would love to beta test for you! :) Beats waiting for the release. :D


KF
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Syaza Ramali
 
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Post » Mon Dec 13, 2010 7:14 am

I'll be downloading this right away to make UL even more compatible. I'm amazed it's already out for beta! Great work!
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Isaiah Burdeau
 
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Post » Mon Dec 13, 2010 7:24 am

It is nearly done! It still needs a couple of sounds and some graphics here and there, but I think it's ready for beta testing. Now I only need 2 things:
1) Beta testers! ;) If someone's interested, please send me a PM.
2) A free website to upload the archive (it should be 60Mb or so). I don't want to put this on PES, since it's not yet complete.

1. While I'm not likely to be able to test it too much, I wouldn't mind having a copy of the beta (mostly to deal with SME - NoM compatibility)
2. http://www.mediafire.com/? I don't recall having any problems with it.
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Kayleigh Williams
 
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Post » Mon Dec 13, 2010 12:06 pm

Three things:
1) w00t!
2) I beta this when I get home in a week or two.
3) Mediafire is a good site, as far as I know.
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Roberto Gaeta
 
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Post » Mon Dec 13, 2010 2:03 am

I am amazed at how fast development has been on this one. I'll help beta test if you need more people.
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roxxii lenaghan
 
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Post » Mon Dec 13, 2010 4:18 pm

I've been very excited to hear about the revisions of this mod, and wouldn't mind beta testing, so just send me a pm. I'm about to start a new character on a new install (with some newly installed mods... ok, ok a huge collection of mods). I might not get back to you immediately as I have some final tweaking to do before I'm ready to set foot out of that prison ship.
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renee Duhamel
 
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Post » Mon Dec 13, 2010 2:16 am

Some errors:

Model Load Error: Meshes\NoM\a_orange.nif cannot load file in Meshes\NoM\a_orange.nif.
Will use the default object Marker_Error.NIF.


TES3Stream Warning: Model "Meshes\NoM\Tad_Fence_WaterTrough.nif" tex not found "water00.dds"!


...In fact, alot of files seem to be missing.
I just tried the "Food Satchel". It works properly, but it's mesh is missing.

Edit: The mod seems to be working just fine, but it seems that some of the meshes and textures are missing.
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FLYBOYLEAK
 
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Post » Mon Dec 13, 2010 3:43 pm

Do you want to try the beta or the final version? :confused:

Ok, this is a beta thread, but if someone has still ideas and suggestions left, post them nonetheless. There's still room for something more.

Sure, I'll try the beta. :) I could help with working on the MGE scripting, if you would like.

I also recommend Mediafire. It's what I use. I like seeing how many people have downloaded my files.
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bonita mathews
 
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Post » Mon Dec 13, 2010 3:58 am

Will the release version conflict with Rational Wildlife (it just changes the fight and flee rates of vanilla creatures)?
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Naughty not Nice
 
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Post » Mon Dec 13, 2010 6:07 am

Dude, my most loved mod still alive. Unbelievable :). I will relaunch Morrowind someday with this and Westly's headpack. What other mods do you suggest with this? Please only HIGH QUALITY suggestions. Had some annoying experiences modding MW...
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Mari martnez Martinez
 
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Post » Mon Dec 13, 2010 2:54 am

Ok, I put it on megaupload. It was the first site signaled to me (by PM).

I'll be downloading this right away to make UL even more compatible. I'm amazed it's already out for beta! Great work!


1. While I'm not likely to be able to test it too much, I wouldn't mind having a copy of the beta (mostly to deal with SME - NoM compatibility)

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...

2) I beta this when I get home in a week or two.

Thanks! Send me a PM when you're back home and I'll send you a link to the latest version.

Some errors:

...In fact, alot of files seem to be missing.
I just tried the "Food Satchel". It works properly, but it's mesh is missing.

Edit: The mod seems to be working just fine, but it seems that some of the meshes and textures are missing.

Yes, it seems that while making the final wrapping I left out the latest models (food satchel is among them).
That a_orange.nif is a residue of the old version that I didn't change. Thanks for finding it.
The water texture is not missing (it's a vanilla texture) but there was an error in the mesh.
Please, continue sending reports as you find anything new...

Sure, I'll try the beta. :) I could help with working on the MGE scripting, if you would like.

Thanks for your offer! We will talk about this after the release.

Will the release version conflict with Rational Wildlife (it just changes the fight and flee rates of vanilla creatures)?

The mod itself doesn't touch creatures, so there are no conflicts.
If you use the addon to have creatures drop NoM meat, you'll have conflicts only for the creatures it changes (wolf, bear, alit, kagouti, cliffracer and some kwama). However, there's a version of the creatures loot addon which includes the changes from Passive Healthy Wildlife for them, which are hopefully similar to the ones of Rational Wildlife.
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Elle H
 
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Post » Mon Dec 13, 2010 4:43 pm

Ok, uploaded a second version which should hopefully contain everything and sent the link to all testers.

Beta Testing - Part 1: Graphics and Sound
In this first phase, while you play around with NoM, please take a look at graphics and sound in particular.
  • Go around, visit the merchants, the food route outposts, the ashlander camps.
  • Talk to the merchants, see if they say something strange, check their dialogue.
  • Look at the ovens, the water sources, the shop signs, the food models, the icons.
  • Check if the containers (pies, jars, ham, meat exhibitors, sugar and salt sacks, etc.) get disabled/replaced when you buy all the items in them, and if they come back after a few days/weeks.


To avoid dying, open the console and write "set NoM_active_hts to 0". This will disable hunger, thirst and sleep and you'll be free to wait how many days you need.

A couple of sounds are missing, one for cooking on the cutting board and another for water barrels. Kukaahinui is completing them.


Dude, my most loved mod still alive. Unbelievable :). I will relaunch Morrowind someday with this and Westly's headpack. What other mods do you suggest with this? Please only HIGH QUALITY suggestions. Had some annoying experiences modding MW...

Thanks for your appreciation! :)
You make a difficult question. There are many mods that I can't play without. Most of them are well known graphical upgrades which you can find in any "suggested mods" list, other are gameplay or quest mods, but they're more a matter of personal tastes. I'll limit my suggestions to three mods that I feel play very well with NoM:
- Deathruler's Better Bottles
- AnOldFriend's Containers
- Gluby's Creature Loot Mod 1.11 (especially if you use the addon to have the creature drop NoM ingredients)

Also, remember that the new NoM has built-in compatibility for:
- Illuminated Windows (or similar plugin -- well, there's a small conflict with this, since it places a cart in the same spot where I put an oven)
- Book Rotate
- Jac's Passing time while reading

And there are compatibility patches for:
- Morrowind Crafting
- Illuminated Order

All these mods should play well along with NoM. I'll try to add other mods to the compatibility list.
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Leonie Connor
 
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Post » Mon Dec 13, 2010 11:36 am

Simply staggering, Taddeus. I'd offer a hand at testing, but I am failing pretty bad on that front recently - though I do look forward to the final release. Then again, who could complain when one of their favorite mods gets a nice polishing :)
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Claire Mclaughlin
 
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Post » Mon Dec 13, 2010 9:59 am



Graphical update
New items
- [Done] Many water sources have been modeled from scratch. The new sources include wells, pumps and streams of water flowing form the rocks. http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Mh_Well3.jpg?t=1280823218 - http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabSource.jpg?t=1280823273

Bye :)


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.
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Matt Terry
 
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Post » Mon Dec 13, 2010 9:14 am

PM'ed you just today :)
I'll have some time on weekends to test :)
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Clea Jamerson
 
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Post » Mon Dec 13, 2010 3:06 pm

Thanks for your appreciation! :)
You make a difficult question. There are many mods that I can't play without. Most of them are well known graphical upgrades which you can find in any "suggested mods" list, other are gameplay or quest mods, but they're more a matter of personal tastes. I'll limit my suggestions to three mods that I feel play very well with NoM:
- Deathruler's Better Bottles
- AnOldFriend's Containers
- Gluby's Creature Loot Mod 1.11 (especially if you use the addon to have the creature drop NoM ingredients)
Also, remember that the new NoM has built-in compatibility for:
- Illuminated Windows (or similar plugin -- well, there's a small conflict with this, since it places a cart in the same spot where I put an oven)
- Book Rotate
- Jac's Passing time while reading
And there are compatibility patches for:
- Morrowind Crafting
- Illuminated Order
All these mods should play well along with NoM. I'll try to add other mods to the compatibility list.


Hi Taddeus,
it was the first time I asked the silly "Which mod is best?" question. I know how annoying this sounds, BUT:
NOM has always been such a cool mod, that I have full confidence in your suggestions. So, I couldn't resist to ask :)...
- Deathruler's Better Bottles
Hmmm, where to get?
- Book Rotate
Another of my favs...
- Morrowind Crafting
Is this running stable with NOM? As I recall this had some difficulties.

I'm very busy in the moment, but will come back from time to time.
Good luck for your project...
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Amber Ably
 
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Post » Mon Dec 13, 2010 8:21 am

Hi Taddeus,
it was the first time I asked the silly "Which mod is best?" question. I know how annoying this sounds, BUT:
NOM has always been such a cool mod, that I have full confidence in your suggestions. So, I couldn't resist to ask :)...
- Deathruler's Better Bottles
Hmmm, where to get?
- Book Rotate
Another of my favs...
- Morrowind Crafting
Is this running stable with NOM? As I recall this had some difficulties.



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

And on that note, 90% of all texture replacers will work with NoM I'm guessing. Bottles, tables, chairs, misc items like that, all of them make the game that more realistic in the graphical sense.

Book Rotate
http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=1230

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.

Also: This will be my request to get in on that steamy beta of yours :)
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Stephanie I
 
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Post » Mon Dec 13, 2010 11:18 am

Book Rotate
http://planetelderscrolls.gamespy.com/View.php?view=mods.Detail&id=1230


I think I have this ten times on my HDD. But anyhow, thx...

Also: This will be my request to get in on that steamy beta of yours :)


Didn' get you there (german);)...
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Alisia Lisha
 
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Post » Mon Dec 13, 2010 4:46 am

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.)
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CArla HOlbert
 
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