Thanks for the feedback.
So far, I'm quite pleased with most of the changes in 3.0.
The only things that caused me some annoyance were:
First, not being able to light a Morrowind Crafting fire anymore in the firepit inside the abruptly vacated house of the suddenly deceased Foryn Gilnith in Seyda Neen. Having a MC cookfire was at least half the reason for occupying the place.
Second, maybe I've got my load order scrambled or something, but it didn't allow me to eat some bread, but was fine with other loaves, and some of the MC raw ingredients (onions, for example) won't stack in inventory or in containers anymore. I'll have to do some more work to rearrange the load order, and see if it changes, but that probably won't happen for a while.
- Also: the mod will automatically select dishes like Stewed Bittergreen or Onion Soup, but it won't accept them if I drop them into the satchel for manual eating. On top of that, if I eat a couple of items (such as Grilled Meat and some crabmeat) manually after the prompt and "belly growl", I get a "Well Fed" icon, but an hour later it will still automatically select another item from inventory to eat. The above mentioned problem with the bread may be a case where it's not manually selectable, but can still be "auto-selected" by the program. Not being able to intentionally eat a loaf of bread seems a little odd.
Foryn Gilnith's hut has, like all other buildings in cities, an activator that prevents you from lighting a fire there. However, if you say that the player at a certain point can occupy the place, I can make a custom script that deactivates the activator at the right moment. If you send me more details by PM, I'll add this to the next patch. The best thing you can do right now is to open NoM esp in the CS and remove the NoM_illegal activator from the cell.
Second, the MC foods. The NoM_MC patch replaces some raw MC ingredients (the onions for example) with NoM ones. If you have some of these in your inventory or in a container, you should drop them to the ground and they'll disappear.
The bread you can't eat is the one from MC? Remember that the foods from MC are alchemy, while NoM foods are ingredients. That means that they're eaten in different ways: NoM foods are eaten by NoM scripts (auto or manual), MC foods are eaten dragging them on the player image, like potions. You can distinguish the foods in inventory: the ones appearing in the Magic tab are from MC, the ones in the Misc tab are from NoM. The two mods have a completely different point of view on food, so while they work well togheter, they can't be made perfectly similar on eating methods.
Lastly, I'll have to check about foods that are eaten automatically and not manually and for the other problem you pointed out.
First off, love the fountain. May I hope it uses a default texture? As some people from PES may know, I use http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8047 textures for Hlaalu. Seeing something with the old style texture would be jarring.
Secondly, I have an issue with the fires myself. When using NoM with MC, the NoM fire kit is twice as expensive. For this price, I don't need wood, however I also have limited uses, can't cook MC foods, don't improve craft skills, and the fire can't be put out (incidentally, removing the fire with the console caused a CTD). So, overall, there's really no reason I would ever want to use a NoM campfire over a MC one. Might I suggest the next MC patch replace both kits, and give us one that uses MC features, but can cook NoM foods? It would also be nice if NoM foods counted for cooking skill, but since that would mean adding failure chances (or only very minor improvement) I won't begrudge not getting that.
The fountain will use the default hlaalu textures. I always try to use standard textures where I can, so that my addition won't look out of place with the different texture packs.
As for the campfire, when I created the MC patch I made the MC fire usable with NoM, but not the opposite. In the next update I can tighten the things a little more, trying to give to the NoM firekit some of the MC features. I can't make them 100% similar, since the two fires give different results for the same actions (for example, activating the MC fire you cook MC foods, activating the NoM one you roast meat, fishes and vegetables). I'll see what I can do. In any case, NoM foods will not give MC skill points, because I like plain cooking without failure problems.