[REL] Necessities of Morrowind 3.0

Post » Tue Mar 15, 2011 3:15 am

I agree with merunnin. It also depends on the age of the beef, which in Mowworind, is all assumed to have been imported from the mainland and thus aged. The appearance is also determined by whether or not it has ever been frozen and what the cattle is fed. The most likely scenario is that "fresh" beef in Morrowind is cut from whole cows which are killed and gutted before transport, whole sides, or whole flanks, depending on how far it is going. The outsides of the meat would likely be quite rotten (at least to our modern sensitivities). Only the interior would be used. After careful trimming, and if the cattle were raised organically (as one would expect in a pre-industrial culture) it would be very lean and very red. Sorry, sphinx, whether or not Taddeus had any of this in mind when he created it, the color of the beef is reasonable and appropriate. The pic you showed is very fatty, and from the way the piece on top is holding it's shape, undoubtedly frozen solid.


I don't see what you're talking about with the oven in Balmora. Are you saying it's actually clipping or overlapping the buildings?
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Charleigh Anderson
 
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Post » Tue Mar 15, 2011 5:10 am

Haha, having to wait to fill a bottle from the well - brilliant!
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kennedy
 
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Post » Mon Mar 14, 2011 8:38 pm

Quick question, in the readme, section NoM that Mod!

First you need to set the feature up:
? Copy or the file "NoM MiniRes.esp" from Mash's Mopy\Extras folder to your Data Files folder.
? Go to Mash and select any mod in the Mods tab, right click on it, and select Import: Edit Replacers.
? In the resulting dialog, click "Add" and add the "NoM Refs.etxt" file from the Mash's Mopy\Data folder.
? Close the dialog. You'll now have a "NoM Refs" option under the Import menu.

Usage:
? Select the mod that you want to NoMify, right click on it and select "Import: NoM Refs".
? That's it! Mash will replace ovens, kegs, miner's grills, bottles, etc. with their NoM equivalents. Note that this can be safely done even if the mod is already being used by a savegame.


I've copied the minires.esp over, do I need to activate it?
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Loane
 
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Post » Tue Mar 15, 2011 2:08 am

Hm. I'm having trouble making any porridge or stewed recipes. They are made using the cooking pot right? I couldn't find any options under Soups or anything like that. =x
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Karen anwyn Green
 
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Post » Tue Mar 15, 2011 4:29 am

Another question/issue as well, after installing NoM any nearby body of water (lake, stream, ocean) has Morrowinds ugly default texture to a set distance away from my point of view. Beyond this is MGE's nice pretty water. How can I fix this?

Fixed by re-running distant land generation!

Loving the mod so far!

another edit... What's the point of the food satchel? Confused. Am I supposed to open it, drag food into it, then back over and onto my character icon?Or do I Pick up the satchel containing the food (warns me that everything'll be destroyed, so I didnt' pick it up)?
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KIng James
 
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Post » Mon Mar 14, 2011 6:48 pm

Again, thanks everyone! I'm glad you like the mod.

3
new food mesh and textures
nice, they looks sweat. the bread looks real.
I think the texture of beef mesh is not very suit beef. that texture looks allmost fully red which means less detail and unreal look. here is a picture of real beef , look, a real beef is a mix of red and white.
http://gb.cri.cn/mmsource/images/2010/07/19/cafd7f0821054797b1a96c3bdbd5674b.jpg
hope you may remake the texture of beef.

6
when I came to balmora to see cc, I see an oven in the center of southclub and cc house, I think an oven shouldn't appear in the center of citizen's houses, because it's not a statue or floweryard, suggest remove it.

Eh, I like both the beef texture and the oven in Balmora (otherwise they wouldn't be there). However, I've noted your suggestions for a possible update. :)


Quick question, in the readme, section NoM that Mod!
I've copied the minires.esp over, do I need to activate it?

I'm not an expert of that part, eheh. It was added by Wrye in the readme of the old version and I kept it in the new one (there's a warning note about this following the instructions). However, I'd say that you don't need to activate it.


Hm. I'm having trouble making any porridge or stewed recipes. They are made using the cooking pot right? I couldn't find any options under Soups or anything like that. =x

They're cooked with the frying pan.


another edit... What's the point of the food satchel? Confused. Am I supposed to open it, drag food into it, then back over and onto my character icon?Or do I Pick up the satchel containing the food (warns me that everything'll be destroyed, so I didnt' pick it up)?

The food satchel is for manual eating. Drop it, open it and drag food into it. If you're hungry the food will be eaten, otherwise you should get a "you're not hungry now..." messagebox.
Be sure to remove items from the satchel when you've finished eating. If you pick it up, all the items left in will be lost.

Bye :foodndrink:
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Wayland Neace
 
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Post » Tue Mar 15, 2011 5:56 am

Eh, I like both the beef texture and the oven in Balmora (otherwise they wouldn't be there).

Aha, what a legend!
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xemmybx
 
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Post » Mon Mar 14, 2011 7:41 pm

The food satchel is for manual eating. Drop it, open it and drag food into it. If you're hungry the food will be eaten, otherwise you should get a "you're not hungry now..." messagebox.
Be sure to remove items from the satchel when you've finished eating. If you pick it up, all the items left in will be lost.


Ah, I see now, I wasn't hungry when I was messing with it apparently. Thanks!

One minor suggestion if you're still working on the mod: different food consumption rates for various size characters. A big hulking orc would need to eat more at one time than a little bosmer... maybe add to the setup script a question "how large is your character?" and give options for small, medium, and large. Medium would eat at the current rate, small would need half as much food to cure hunger, and large would need twice as much (unless that's already in the config script and I don't remember.. in which case never mind!).

This mod really rocks, I didn't get to play older versions, so this is all new to me. Love watching my fish grill!
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Kate Norris
 
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Post » Mon Mar 14, 2011 8:51 pm

I'm all for immersion, but I'd like to ask how detrimental is this during normal gameplay? Some of my characters go on extended romps through the wasteland (Yes, still talking about Morrowind) and I don't want to be starving while fighting golden saints.
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Scared humanity
 
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Post » Tue Mar 15, 2011 12:36 am

I've been playing the new version, and I find it all in all a vast improvement over the old version, which was also great. Good job.

I have to wonder though if there is really an ideal drinking or stomach growl sound... The old ones were a little lame, and the new ones are just a touch over the top. Not the stomach growl so much, but the drinking gulps seem to go on for a longish bit of time. It's not an important issue, though.

To AVanguard : I think there is no place you can really go where there are not food sources, whether in the form of meat from cave rats or various plants. Starving shouldn't really be an issue.
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Chenae Butler
 
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Post » Mon Mar 14, 2011 1:43 pm

Just remember to bring some scrib jerky with you and maybe some Kwama Eggs and your good to go so long as you bring a food satchel.
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Yvonne
 
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Post » Tue Mar 15, 2011 5:22 am

Sorry for double posting. :(

The ingame recipes say Saltrice porridge is made using a cooking pot (in the basic cooking book and the recipe sheet for basic cooking).

I finally have something to do with all my saltrice and scuttle now. Saltrice porridge is going to end up being Le-Anne's diet. xP
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Andrew Lang
 
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Post » Mon Mar 14, 2011 9:02 pm

One minor suggestion if you're still working on the mod: different food consumption rates for various size characters. A big hulking orc would need to eat more at one time than a little bosmer... maybe add to the setup script a question "how large is your character?" and give options for small, medium, and large. Medium would eat at the current rate, small would need half as much food to cure hunger, and large would need twice as much (unless that's already in the config script and I don't remember.. in which case never mind!).

I'm not working on the mod now, I'm taking a little holyday. :) However, I'll note your suggestion for a future update.

I'm all for immersion, but I'd like to ask how detrimental is this during normal gameplay? Some of my characters go on extended romps through the wasteland (Yes, still talking about Morrowind) and I don't want to be starving while fighting golden saints.

You shouldn't have problems finding food. You can buy it from shops and taverns before adventuring. In the wild you can gather vegetables, kill animals for their meat and get kwama eggs too.

I have to wonder though if there is really an ideal drinking or stomach growl sound... The old ones were a little lame, and the new ones are just a touch over the top. Not the stomach growl so much, but the drinking gulps seem to go on for a longish bit of time. It's not an important issue, though.

I could shorten a bit the drinking sound. I'll note this too for the update.

The ingame recipes say Saltrice porridge is made using a cooking pot (in the basic cooking book and the recipe sheet for basic cooking).

Thanks for the report. I'll correct it when a new update comes out.
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QuinDINGDONGcey
 
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Post » Tue Mar 15, 2011 5:52 am

It looks like all files for the alit ingreds are missing - I get the error markers for the icon and display in-game and I can't find the files anywhere in the archive

tr_ing_meat_alit

Not sure if any other ingreds are missing files yet

Everything else so far looks great, I really like the new models and sounds. Shopping for and preparing food is a much better experience this time around :)
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Erika Ellsworth
 
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Post » Mon Mar 14, 2011 9:59 pm

It looks like all files for the alit ingreds are missing - I get the error markers for the icon and display in-game and I can't find the files anywhere in the archive

tr_ing_meat_alit

Not sure if any other ingreds are missing files yet

Everything else so far looks great, I really like the new models and sounds. Shopping for and preparing food is a much better experience this time around :)

Ah yes, not using them directly in the mod, I've overlooked the fact that they're used in the creature loot addon. :)
People using TR will not notice this problem, since I used the TR model and icon for the alit meat. If you have a TR archive you can find them in it, as a fast solution.

I will do a little update to correct all the problems that are signaled in this thread. It will be a little archive containing only the updated esp and the missing nifs, textures and icons. I will, however, wait a few days in case there are some more problems.
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Penny Flame
 
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Post » Mon Mar 14, 2011 9:53 pm

A very minor thing I noticed, the female guard in the restaurant between ebonheart and vivec (food of the gods or something like that) is referred to as a he in her dialogue (Greeting 7). No big deal but I assume it would be easy to correct in the next update. :)
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Andrew Perry
 
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Post » Tue Mar 15, 2011 5:02 am

Thankyou for making this great update, Taddeus.

I used an earlier incarnation of NOM a year or two ago and though I enjoyed most of it, I had several problems that turned out to be game breakers, notably my bedroll wouldn't allow me to actually sleep on it. So, I watched this mod during final testing stages and just had to try it out. And, I say it is fantastic. I have had no problems with bedrolls, food for eating (love watching it cook!!!!), filling bottles and bags, or figuring out what I can and can't use. The mod is extremely intuitive.

One small question: I'm having a little trouble figuring out which books I need to purchase. No problem in Sayda Neen - Basic Recipes is easy to guess at. But, some of the others resemble books and brochures put out by other mods. Not a big problem so long as my money holds out - I just buy everything that mentions food and wait to see if I get the message popup that marks success - but, otherwise, is there some kind of code or color on the recipe books so I know for sure when I've found one in the barter menu?

Also, one request: I also use Sri's Alchemy mod which (I think it's the one) adds an herbal ingredient bag where I can stuff all the flowers, cork bulbs and stuff as I gather it. (I have always had a problem with carrying too much stuff.) And, while cooked foods won't accidently get loaded into the herbal bag, a lot of the ingredients do, which makes them unavailable for cooking in the wild where I don't dare empty the entire bag for rummaging. Would it be possible to include such a holding bag in the next version so that I can put stuff I know I'm going to want to cook with into that and keep it from getting loaded into the other one? Am I making any sense?
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BethanyRhain
 
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Post » Mon Mar 14, 2011 5:56 pm

The alchemy storage bag mods snag everything that has 'ingred' in the name. I think there is a mod which includes several bags for sorting different kinds of ingredients, but I like Nowena's idea. Perhaps in a future update, the NoM food satchel can be used to carry cooked foods and foods for cooking. I can see where it might be difficult to integrate both the eating scripts and the storage, but I could sacrifice the eating from the satchel and just use the covered plate, or even a more rustic mess-kit.

One thing that has me stumped. Before I upgraded, many of the MCA and Morrowind Crafting items had the bubbling potion sound. Now, not only to they have the standard *shup* sound that the rest of the inventory items do, but so does *every other* potion in my game. No more bubbling at all. The MC and MCA food items still sort with the potions, but the sound is wrong.

Taddeus, did I install something wrong?
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Gaelle Courant
 
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Post » Mon Mar 14, 2011 9:23 pm

I merged the modders' resource but the TR items aren't there. I'm assuming I need the food items from TR?




I'm getting errors like this:

Icon file "Icons\Tr\n\tr_ing_eggmolecrab.dds" not found.
Icon file "Icons\Tr\n\tr_ing_bread_02.dds" not found.
Icon file "Icons\Tr\n\tr_ing_meat_nix.dds" not found.
Icon file "Icons\Tr\n\tr_ing_scrib_pie.dds" not found.

Does anyone else get that with the modders resource?





And what is up with www.tamriel-rebuilt.org? Every single time I go to that particular website address, I get http://img825.imageshack.us/img825/8670/89969685.jpg. And my internet is running perfectly fine. And this is not the first time this has happened with that website. Does anybody else get that?
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El Khatiri
 
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Post » Mon Mar 14, 2011 1:52 pm

A very minor thing I noticed, the female guard in the restaurant between ebonheart and vivec (food of the gods or something like that) is referred to as a he in her dialogue (Greeting 7). No big deal but I assume it would be easy to correct in the next update. :)

I'll fix it in the update.

One small question: I'm having a little trouble figuring out which books I need to purchase. No problem in Sayda Neen - Basic Recipes is easy to guess at. But, some of the others resemble books and brochures put out by other mods. Not a big problem so long as my money holds out - I just buy everything that mentions food and wait to see if I get the message popup that marks success - but, otherwise, is there some kind of code or color on the recipe books so I know for sure when I've found one in the barter menu?

Also, one request: I also use Sri's Alchemy mod which (I think it's the one) adds an herbal ingredient bag where I can stuff all the flowers, cork bulbs and stuff as I gather it. (I have always had a problem with carrying too much stuff.) And, while cooked foods won't accidently get loaded into the herbal bag, a lot of the ingredients do, which makes them unavailable for cooking in the wild where I don't dare empty the entire bag for rummaging. Would it be possible to include such a holding bag in the next version so that I can put stuff I know I'm going to want to cook with into that and keep it from getting loaded into the other one? Am I making any sense?

The other cookbooks for sale are: Food of the Gods and Flavours of Vvardenfell. These two, along with Basic Cooking, contain the great majority of the available recipes. Then there are a couple other cookbooks with few recipes, but they're not sold in bookshops.
The alchemy storage bag uses MWSE I think, and I'm trying to keep NoM not dependant on it or any other third party utility so that everyone can use it. I could do a compatibility patch, maybe, but not integrate it in NoM.

The alchemy storage bag mods snag everything that has 'ingred' in the name. I think there is a mod which includes several bags for sorting different kinds of ingredients, but I like Nowena's idea. Perhaps in a future update, the NoM food satchel can be used to carry cooked foods and foods for cooking. I can see where it might be difficult to integrate both the eating scripts and the storage, but I could sacrifice the eating from the satchel and just use the covered plate, or even a more rustic mess-kit.

One thing that has me stumped. Before I upgraded, many of the MCA and Morrowind Crafting items had the bubbling potion sound. Now, not only to they have the standard *shup* sound that the rest of the inventory items do, but so does *every other* potion in my game. No more bubbling at all. The MC and MCA food items still sort with the potions, but the sound is wrong.

Taddeus, did I install something wrong?

As I said, an ingredient bag requires MWSE. I tried doing something like that while I was scripting the food satchel, but the basic script engine of Morrowind can't hold it correctly.
However I could do more specific containers to hold groups of ingredients. For example a grain sack (to hold saltrice, wickwheat and corn) a fruit basket (apples, pears, berries, etc) a fish satchel and so on.

NoM doesn't change the bubbling sound for the potions. I think Morrowind Crafting is the one removing it.

I merged the modders' resource but the TR items aren't there. I'm assuming I need the food items from TR?
I'm getting errors like this:

Icon file "Icons\Tr\n\tr_ing_eggmolecrab.dds" not found.
Icon file "Icons\Tr\n\tr_ing_bread_02.dds" not found.
Icon file "Icons\Tr\n\tr_ing_meat_nix.dds" not found.
Icon file "Icons\Tr\n\tr_ing_scrib_pie.dds" not found.

Does anyone else get that with the modders resource?

Mmm, yes, as stated above, I overlooked the TR ingredients that I'm not using directly in NoM. I'll have to add these in the update pack.
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Conor Byrne
 
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Post » Tue Mar 15, 2011 4:11 am

Thanks. There are more than just those four items, just to let you know.
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marina
 
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Post » Mon Mar 14, 2011 10:10 pm

You're fielding these great, Taddeus! :D I may have found one weird thing, I have, in my game, two Tamiriel ingredients: 25 TR_Ingred_Meat_Guar and 29 TR_Ingred_Meat_Kagouti. I don't run TR and for some reason the ICON for the kagouti meat is showing up as a smileyface and when I drop it, I get the big yellow exclamation point. Funny thing is, when I open NoM in the CS, the files are there. I tried to check the nif in Nifskope and just reassign the same texture to the nif, but every time I try to choose a texture, Nifskope crashes. Has anyone else reported this?
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JUan Martinez
 
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Post » Tue Mar 15, 2011 4:36 am

I have another question... or food for thought, perhaps. If you change your eating schedule to nocturnal it sets lunch for 6am and dinner for 6pm.

I myself tend to be nocturnal in reality so... for me, breakfast is about 1 pm and lunch is at 5 to 6 pm and dinner is about 11pm, and I sleep from 4 or 5 am until 11am or noon...

Thus for a two meal day, I would probably eat at 1 and 11 pm or midnight.. I was just wondering what you think about that in relation to the mod?
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Ells
 
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Post » Mon Mar 14, 2011 10:00 pm

. . . every time I try to choose a texture, Nifskope crashes.



This part I fixed. It was a problem with the folder settings. Don't know if this applies to any other machine, but I'm running Win 7 64 bit and apparently optimizing the textures folder for pictures caused the crash when Nifskope tried to search for a file in the textures folder. I managed to reapply the texture to the kagouti meat, I'll try again. BTW, I'm not having any problems with the TR guar meat or with the Creatures kagouti meat, just the TR kagouti meat.

EDIT: okay. I figured it out by actually reading the error message. It's looking for the wrong kagouti meat mesh and icon. It's looking for \TR\n|tr_ing_meat_kagouti.nif and the only two files in that directory are the cliffracer and the guar meat nifs. I double checked the archive and the kagouti meat is missing from there, too.

How can the CS show that the .esp is looking for the Tad_Meat_Kagouti.nif in the Meshes\NoM directory, but the game is looking for the other one in the TR directory?

EDIT2: I found it! It's the NoM Creatures loot patches, both of them. They redirect the kagouti meat mesh and icon to the TR folder. YAY! I can fix it easily enough, Taddeus, but this might be something else to fix for the next update.
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Shelby Huffman
 
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Post » Mon Mar 14, 2011 6:29 pm

There is a problem with Annastia 3.3 (I think this mod was compatible with the previous version of NOM). If you try to enter outlander's house, a massage box for preparing fruit salads shows up and goes on infinitely. Clicking on "nothing" option has no effect, so you can only kill morrowind.exe to get rid of this loop.
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mishionary
 
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