[REL] Necessities of Morrowind 3.0

Post » Mon Mar 14, 2011 6:23 pm

It is. :) Works just fine. ^^ Using it myself.


That is good to know, thanks Pwin. :)
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Jaki Birch
 
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Post » Mon Mar 14, 2011 1:56 pm

How long does it take for the food vendors to restock items? Which items do they restock?

And do you still recommend Nymeria's Monthly Respawn?

I'm just wondering because I want to shop from food vendors without worrying that I'll dry up the world's supply of stuff like fruit and salt
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Chica Cheve
 
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Post » Mon Mar 14, 2011 1:36 pm

Choosing to make 'lemon pie' makes 5 slices of 'berry pie'
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victoria johnstone
 
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Post » Tue Mar 15, 2011 1:13 am

The boxes, bags and jars are set to respawn like plants, so I would use Nymeria's Monthly respawn. I haven't checked the meat and cheese containers, but I'm thinking they're the same.

Berry pie? NO!!! I need my lemon pie! Say it ain't so! :D Undoubtedly an oversight to be fixed in 3.02. And we all beta tested, too. Sorry, Taddeus!
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~Sylvia~
 
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Post » Mon Mar 14, 2011 2:56 pm

Hmm. I found the patch for TR map 1, but it doesn't seem to do anything for map 2. Could someone give me a hint where to get one for map 2? Also, the patch I have adds some additional water wells (not the ones that were already there) to map 1 cities and towns only. Waterfalls all over the map will fill bottles and bags.

I'm sure I saw patches for map 1 and 2, but I can't find the map 2 patch anymore on PES. Weird, I'm pretty sure it was there. If anyone has any info it would be greatly appreciated.

How long does it take for the food vendors to restock items? Which items do they restock?
And do you still recommend Nymeria's Monthly Respawn?
I'm just wondering because I want to shop from food vendors without worrying that I'll dry up the world's supply of stuff like fruit and salt

Standard containers (sacks, barrels and crates) respawn as plants do, so yes, I would recommend using the Monthly Respawn mod. BTW, I'll include it in version 3.02. It seems that I forgot to include it in the main package.
Other containers (fruit boxes, meats, ...) have various recharge times, but they're generally between 15 an 25 days. Finally there are a few containers, like the salt and sugar sacks, that are filled back very quickly.

Choosing to make 'lemon pie' makes 5 slices of 'berry pie'

Thanks, I'll correct this too in 3.02.
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Darian Ennels
 
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Post » Mon Mar 14, 2011 11:53 pm

I'm having a bit of trouble with some items. Basically, some meats aren't being recognized as such:

http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot203.jpg
http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot204.jpg
http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot205.jpg
Here's my modlist (the load order isn't accurate):
Spoiler
[Game Files]
GameFile0=Assassins Armory.esm
GameFile1=Bloodmoon.esm
GameFile2=Book Rotate.esm
GameFile3=GDR_MasterFile.esm
GameFile4=Morrowind Patch v1.6.4.esm
GameFile5=Morrowind.esm
GameFile6=THE Facepack Compilation.esm
GameFile7=THE Morrowind NPC Makeover.esm
GameFile8=Tribunal.esm
GameFile9=AEA-Compatability.esp
GameFile10=AV_fem_armor_Trib.esp
GameFile11=Adj_Magicka Regen (0.50%).esp
GameFile12=Animated Morrowind 1.0.esp
GameFile13=AreaEffectArrows.esp
GameFile14=Assassins Armory - Arrows.esp
GameFile15=Assassins Armory - No Scripts.esp
GameFile16=Assassins Armory - Unofficial Patch 7.7.esp
GameFile17=Balance - Character.esp
GameFile18=Balance - Magic Effects.esp
GameFile19=Balance - NPC Spellcasting.esp
GameFile20=Balance - game settings.esp
GameFile21=Balance - items.esp
GameFile22=Balance - spells.esp
GameFile23=Beds4Rent.esp
GameFile24=Better Bodies.esp
GameFile25=Better Clothes_v1.1.esp
GameFile26=Better Telekinesis.esp
GameFile27=BetterClothesForTB.esp
GameFile28=BetterClothes_Patch.esp
GameFile29=Bloated Caves.esp
GameFile30=Book Jackets - Bloodmoon - BookRotate.esp
GameFile31=Book Jackets - Morrowind - BookRotate.esp
GameFile32=Book Jackets - Tribunal - BookRotate.esp
GameFile33=Book Rotate - Bloodmoon v5.3.esp
GameFile34=Book Rotate - Tribunal v5.3.esp
GameFile35=Books of Vvardenfell.esp
GameFile36=CM_Cutthroat_Armory.esp
GameFile37=Clean Gondor Ranger Armor.esp
GameFile38=Clean The Apartment.esp
GameFile39=Clean Ultimate Morrowind Anti-Mod.esp
GameFile40=Clear Glass.esp
GameFile41=Cloak Collection.esp
GameFile42=Creatures.esp
GameFile43=DM_DB Armor Replacer-ExpRanksDDBA.esp
GameFile44=DN-GDRv1.esp
GameFile45=DN_1st_Person_Armor.esp
GameFile46=DN_1st_Person_bodies.esp
GameFile47=Disturb_the_dead.esp
GameFile48=EBQ_Artifact.esp
GameFile49=EcoAdj Ingredients.esp
GameFile50=EcoAdjCrime.esp
GameFile51=EcoAdjDaedricDrops.esp
GameFile52=Flora Glow 1.0.esp
GameFile53=Galsiahs Character Development.esp
GameFile54=Gameplay - Dialogue.esp
GameFile55=Gameplay - Faction.esp
GameFile56=Gondoliers.esp
GameFile57=Graphic Herbalism Extra.esp
GameFile58=Graphic Herbalism.esp
GameFile59=HG Armour Balance.esp
GameFile60=Healers.esp
GameFile61=Hold it - SF npc addon.esp
GameFile62=Hold it - replacer.esp
GameFile63=House of Earthly Delights, Harem Style.esp
GameFile64=House_spear.esp
GameFile65=IceNioLivRobeReplacerPLUS.esp
GameFile66=Improved Bartering.esp
GameFile67=Improved Cursed Items.esp
GameFile68=Improved Skilled Magicka.esp
GameFile69=LadyD_Reduced_Commentary.esp
GameFile70=LeFemmArmor.esp
GameFile71=MDP Compilation.ESP
GameFile72=MWInhabitants Freeform (Vol 1).esp
GameFile73=MWInhabitants Freeform PATCH.01.esp
GameFile74=Marksman Enhanced v1.2.esp
GameFile75=Mashed Lists.esp
GameFile76=Morrowind Crafting 2-1.esp
GameFile77=Morrowind Crafting Equipment.esp
GameFile78=NX9_Guards_Complete.ESP
GameFile79=Neo's Unique Creatures.esp
GameFile80=New Argonian Bodies - Clean.esp
GameFile81=New Khajiit Bodies - Clean.esp
GameFile82=NighttimeDoorLocks-LD 1.1a.esp
GameFile83=No-Glo_Revisited.esp
GameFile84=NoM 3.0.esp
GameFile85=NoM_Creatures Loot Standard.esp
GameFile86=NoM_MC Compatibility Patch.esp
GameFile87=Nymeria's Faster Walk.esp
GameFile88=Nymeria's Monthly Respawn.esp
GameFile89=Oriental weapons pack.esp
GameFile90=Particle Arrows.esp
GameFile91=Quieter_UI_Sounds.esp
GameFile92=Siege at Firemoth.esp
GameFile93=SimpleSeasons_v1.0.esp
GameFile94=SirLuthor-Tools.esp
GameFile95=Stalker Armor Redone.esp
GameFile96=Starfires NPC Additions ver-1.11.esp
GameFile97=Syc_MorrowindsStupidestCriminals.esp
GameFile98=TKAutoDualWield.esp
GameFile99=TLM - AdjMod - Siege At Firemoth.esp
GameFile100=TLM - Adjust - Ald-Ruhn, The Rat In The Pot.esp
GameFile101=TLM - Adjust - Arena (New Lighting).esp
GameFile102=TLM - Ambient Light + Fog Update.esp
GameFile103=TLM - External Lights Ownership.esp
GameFile104=TLM - Light Sources (Clearer Lighting).esp
GameFile105=TLM - Light Sources (Lanterns).esp
GameFile106=TLM - Light Sources (Natural Water).esp
GameFile107=TLM - NPC Light Sources.esp
GameFile108=TLM - Sneak Modifiers (Code).esp
GameFile109=TLM - Sneak Modifiers (Locations).esp
GameFile110=VGreetings-Attack.esp
GameFile111=VGreetings-Flee.esp
GameFile112=VGreetings-Hit.esp
GameFile113=VGreetings-Idle.esp
GameFile114=VGreetings-Thief.esp
GameFile115=VGreetings.esp
GameFile116=Vurt's AI Trees Replacer.ESP
GameFile117=Vurt's Ashlands Overhaul.esp
GameFile118=Vurt's Leafy West Gash.ESP
GameFile119=Water Level Fix - Full.esp
GameFile120=Westly Presents_Creed of the Assassin.esp
GameFile121=Westly's Master Headpack X.esp
GameFile122=Windows Glow - Bloodmoon Eng.esp
GameFile123=Windows Glow - Tribunal Eng.esp
GameFile124=Windows Glow.esp
GameFile125=adamantiumarmor.esp
GameFile126=farrp_WeaponCompilationMod_V2.esp
GameFile127=k_sneakattack.esp
GameFile128=k_sneakrest.esp
GameFile129=k_weather (louder sounds).esp
GameFile130=master_index.esp

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Avril Churchill
 
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Post » Mon Mar 14, 2011 6:13 pm

Thanks, I'll correct this too in 3.02.


Any idea when to expect a release? I'm impatient :P
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Sandeep Khatkar
 
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Post » Mon Mar 14, 2011 10:25 pm

I'm having a bit of trouble with some items. Basically, some meats aren't being recognized as such:

http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot203.jpg
http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot204.jpg
http://i863.photobucket.com/albums/ab197/nack210/Morrowind/MGEScreenshot205.jpg
Here's my modlist (the load order isn't accurate):
[


I think that's the Morrowind Crafting version of guar meat, that's probably your problem. Make sure to use the compatibility patch.

Quote the NOM readme:
The load order for this to work must be: Morrowind Crafting, then NoM, then the compatibility patch. Note that this patch replaces some of the MC ingredients (sugar, onion and some meats) with the corresponding NoM ones. However, if such MC ingredients are in your inventory or in a container when you load this patch, they’ll become useless: don’t panic, just drop them and they will disappear
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Lucy
 
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Post » Mon Mar 14, 2011 7:17 pm

I think that's the Morrowind Crafting version of guar meat, that's probably your problem. Make sure to use the compatibility patch.

Quote the NOM readme:
The load order for this to work must be: Morrowind Crafting, then NoM, then the compatibility patch. Note that this patch replaces some of the MC ingredients (sugar, onion and some meats) with the corresponding NoM ones. However, if such MC ingredients are in your inventory or in a container when you load this patch, they’ll become useless: don’t panic, just drop them and they will disappear


That's the thing. I activated the plugins, ordered them correctly, AND I got that meat from a newly spawned guar, so it wasn't in my inventory previously.
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Austin England
 
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Post » Mon Mar 14, 2011 4:39 pm

Strange, cause I'm not having any problems with guar meat but I'm not using the crafting mod.
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Jade Muggeridge
 
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Post » Mon Mar 14, 2011 1:59 pm

Any idea when to expect a release? I'm impatient :P

This week. :)

That's the thing. I activated the plugins, ordered them correctly, AND I got that meat from a newly spawned guar, so it wasn't in my inventory previously.

You must merge leveled lists using the esp "NoM_MC lists for merging" instead of the MC esp. If you don't, some animals will continue to drop MC meat instead of NoM one. Also, absolutely don't clean the "NoM_MC lists for merging" esp with tes3cmd or similar utilities or you'll break it!!
The full procedure on how to use MC compatibility esps is in the readme.
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Cody Banks
 
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Post » Mon Mar 14, 2011 7:05 pm

*instead of* ???????????????? ACK!!!! When will I ever learn? RTFM ! *going to re-merge lists now*
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Pixie
 
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Post » Mon Mar 14, 2011 2:47 pm

Can't wait to play MW again, this will be the first mod i install. Damn all this modding - no time for games :D

Awesome work!
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Wayne Cole
 
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Post » Tue Mar 15, 2011 1:33 am

Your new updated release won't affect the modders resource pack, will it? Because I've already merged it with Pelagiad Expanded.
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james kite
 
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Post » Mon Mar 14, 2011 5:33 pm

Has anyone had any problems with MC onions after properly merging the lists? I still have scripted MC onions that won't stack and don't disappear when dropped. BTW, wish me luck. I'm going to try my heavily modded game (incl NoM) with LCV.
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Steve Fallon
 
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Post » Mon Mar 14, 2011 3:14 pm

This week. :)


You must merge leveled lists using the esp "NoM_MC lists for merging" instead of the MC esp. If you don't, some animals will continue to drop MC meat instead of NoM one. Also, absolutely don't clean the "NoM_MC lists for merging" esp with tes3cmd or similar utilities or you'll break it!!
The full procedure on how to use MC compatibility esps is in the readme.


Yeah, well, I believe I had merged the lists correctly (disabling MC and using that esp you just mentioned, and then switching back).
Either way, I ended up disabling MC since I barely used it anyway.
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Leonie Connor
 
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Post » Mon Mar 14, 2011 6:06 pm

Your new updated release won't affect the modders resource pack, will it? Because I've already merged it with Pelagiad Expanded.

The modders' pack is unaffected.

Has anyone had any problems with MC onions after properly merging the lists? I still have scripted MC onions that won't stack and don't disappear when dropped. BTW, wish me luck. I'm going to try my heavily modded game (incl NoM) with LCV.


Yeah, well, I believe I had merged the lists correctly (disabling MC and using that esp you just mentioned, and then switching back).
Either way, I ended up disabling MC since I barely used it anyway.

I'll check the scripts and see if I can find something out.

EDIT: Remember that MC is not the only mod adding guar and alit meat. There are several other mods that add those ingredients to animals and each mod adds a different version of the meat (ie they won't stack togheter and will not be recognized by NoM). I'm trying to alleviate the problem by patching the mods that add meat, so that they all stick to the same standard. I chose the TR meats as standard.
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Tanya Parra
 
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Post » Mon Mar 14, 2011 5:17 pm

Version 3.02 online! :)

- New model and icon for scuttle
- New model and icon for wickwheat
- Fixed the lemon pie cooking script
- Re-fixed the temple spouts: they were erroneously "cleaned" in 3.01 version
- Added versions of Creatures X and Real Wildlife 2b with NoM compatible meats. They must be used instead of the corresponding esps.
- Added a compatibility patch for Barabus Fireplaces 2. The fireplace with incorporated oven can be used to cook with NoM (click on the oven door to activate it) and the saucepan and kettles can be used to cook dishes and tisanes (no graphic cooking, sorry). The patch must load after Barabus' Fireplaces and NoM.
- Added the Nymeria's Monthly Respawn esp
- Updated the readme

:D
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meg knight
 
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Post » Tue Mar 15, 2011 4:56 am

YAY! Going to download now!
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Josee Leach
 
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Post » Tue Mar 15, 2011 3:32 am


- Added versions of Creatures X and Real Wildlife 2b with NoM compatible meats. They must be used instead of the corresponding esps. :D


Now that is handy, i just downloaded Real Wildlife 2b..ha thank you very much _Taddeus_. :clap:
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rae.x
 
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Post » Tue Mar 15, 2011 5:13 am

Congratulations on the new RELz, Taddeus! :celebration:
(I've already downloaded it!)

I just remembered something, though...
You're including Nymeria's Monthly Respawn, but what about the "Faster Walking" mod that came with the previous versions's package?
(v2.13 and earlier)

As I recall, it scales up the walking speed GMST slightly, making it easier for slow PCs to get around, but not so much as to be unbalanced.
I found it nearly essential for my low-stamina Breton "pure-mage", especially with NOM's stamina system and it's penalties.
(My mage's cripplingly slow walk speed could get rather annoying, and I would have to stop frequently if I ran.)
The walk-speed mod fixes that nicely. ;)

Lastly, in other NOM news, all of my house mods now fully support NOM v3! :D
From now on, users of the new version of NOM will have a selection of house-mods guaranteed to fully support it, and more are on the way! :)

I'm not the only modder with a finished v3 compatible mod either; Stuporstar's "Uvirith's Legacy" also fully supports it.
(Though it isn't just a house mod...)
If you haven't tried her mod yet, but want to check it out, look here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5997

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Louise Andrew
 
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Post » Tue Mar 15, 2011 1:09 am

I love the scuttle and wickwheat icons! Also, since this last patch, I have been able to get rid of all the extraneous scripted onions! Creatures X *and* Real Wildlife creatures are dropping the right meats. I'm happy as a clam!



The only thing that has come up is that Real Wildlife has a nix hound nest and spawnpoint right outside the door of Food of the Gods. Of course I don't expect you, Taddeus, to change RW, but I was wondering if you could tell me how to do it? They're really driving customers away . . . including me. ;)
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Sxc-Mary
 
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Post » Mon Mar 14, 2011 2:48 pm

I have a question, i installed Glubys Creature Loot Mod v111...does it matter if it is loaded after NoM v3.02? Or should i load it before NoM.
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leni
 
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Post » Mon Mar 14, 2011 10:38 pm

Version 3.02 online! :)

- New model and icon for scuttle
- New model and icon for wickwheat
- Fixed the lemon pie cooking script
- Re-fixed the temple spouts: they were erroneously "cleaned" in 3.01 version
- Added versions of Creatures X and Real Wildlife 2b with NoM compatible meats. They must be used instead of the corresponding esps.
- Added a compatibility patch for Barabus Fireplaces 2. The fireplace with incorporated oven can be used to cook with NoM (click on the oven door to activate it) and the saucepan and kettles can be used to cook dishes and tisanes (no graphic cooking, sorry). The patch must load after Barabus' Fireplaces and NoM.
- Added the Nymeria's Monthly Respawn esp
- Updated the readme

:D

Doesn't look like there are any entries for scuttle or wickwheat in the modder's resource pack. Needs an update?


[edit] Readme version history is missing the version 3.02 info.

Suggestion: since your 'Water Level Fix' plugin is required for bedrolls and firekits to work correctly, might as well include it with the NoM download. That will save having to do a separate download and make sure users have the plugin installed along with installing NoM.

Thanks again for your continued efforts Taddeus! :thumbsup:
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Cartoon
 
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Post » Mon Mar 14, 2011 2:50 pm

Congratulations on the new RELz, Taddeus! :celebration:
(I've already downloaded it!)

I just remembered something, though...
You're including Nymeria's Monthly Respawn, but what about the "Faster Walking" mod that came with the previous versions's package?
(v2.13 and earlier)

As I recall, it scales up the walking speed GMST slightly, making it easier for slow PCs to get around, but not so much as to be unbalanced.
I found it nearly essential for my low-stamina Breton "pure-mage", especially with NOM's stamina system and it's penalties.
(My mage's cripplingly slow walk speed could get rather annoying, and I would have to stop frequently if I ran.)
The walk-speed mod fixes that nicely. ;)

Lastly, in other NOM news, all of my house mods now fully support NOM v3! :D
From now on, users of the new version of NOM will have a selection of house-mods guaranteed to fully support it, and more are on the way! :)

Yes, obviously I can include the faster walk esp back in. For now, you can use the one from the 2.13 version, since it's exactly the same file.
You're doing a really great job with your house mods!! :thumbsup:

The only thing that has come up is that Real Wildlife has a nix hound nest and spawnpoint right outside the door of Food of the Gods. Of course I don't expect you, Taddeus, to change RW, but I was wondering if you could tell me how to do it? They're really driving customers away . . . including me. ;)

You should open the real wildlife esp in the CS, locate the exterior cell where the nest is (Ascadian Isles [2;-12]), select it and delete it. Then save the modified plugin and play with it. Remember to select MW, TB and BM esms when you open the Real Wildlife esp or the modified file will have bad GMST.

I have a question, i installed Glubys Creature Loot Mod v111...does it matter if it is loaded after NoM v3.02? Or should i load it before NoM.

It's safer to load it before NoM. Also, remember to use one of the NoM creature loot addons, they'll add even more meats and are fully compatible with Gluby's mod.
So the load order should be: Gluby's mod, then NoM creature loot, then NoM.

Doesn't look like there are any entries for scuttle or wickwheat in the modder's resource pack. Needs an update?


[edit] Readme version history is missing the version 3.02 info.

Suggestion: since your 'Water Level Fix' plugin is required for bedrolls and firekits to work correctly, might as well include it with the NoM download. That will save having to do a separate download and make sure users have the plugin installed along with installing NoM.

Thanks again for your continued efforts Taddeus! :thumbsup:

The modders' pack doesn't need an update, since the scuttle and wickwheat replace the vanilla models.
I'll update the readme when I'll post a full 3.02 pack (unless something comes up requiring a 3.03, hehe).
I'm keeping the Water Level Fix separated since it can be updated (for example with a TR addon) and I don't want players to stick to the "old" version they found in the NoM package.

Thanks everyone for your appreciation. :)
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keri seymour
 
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