[REL] Necessities of Morrowind 3.0

Post » Tue Mar 15, 2011 1:52 am

Thanks. There are more than just those four items, just to let you know.

Yes, I'll have to be extra-careful with those TR resources this time.

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?

The idea of the "nocturnal" schedule is to let the player act during the night without hunger and thirst bothering him. Putting lunch and dinner at 6an and 6pm leaves the dark hours free of problems.
Moreover, the schedule you came up with (1pm and 11pm) is very similar to the "normal" one (1pm and 9 pm).

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.

Ah, thanks for this, I'll have to fix them.

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.

This is really weird. Why should a door trigger fruit salad cooking? I'll look into it, thanks for the report.
User avatar
krystal sowten
 
Posts: 3367
Joined: Fri Mar 09, 2007 6:25 pm

Post » Tue Mar 15, 2011 2:58 am

I'd like to suggest an alteration to the config script so that selecting manual eating adds a food satchel to the players inventory. If the player starts somewhere other than standard it can be hard to track one down. I couldn't find any in the major Telvanni / east coast cities. I could have just overlooked one but still it's a bit annoying starving your way around the continent to find a bag to eat out of. Other than that everything seems to be running smoothly so far. Great job on the update.
User avatar
Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

Post » Tue Mar 15, 2011 5:36 am

I found it much easier to set the first configuration to "automatic" when starting up NOM. That way, I didn't need the satchel until I found one. And, I believe the settings are easily changed later by starting the fire kit or bedroll or using the startscript in the console.

On another note, I had considerable trouble at first with the animated grass. As a new user to MGE, I followed their readme directions to the letter, and those instructions don't use Vurt's grass, describing instead Vality's, so I installed that one. It worked fine until I installed NOM and the grass tufts began to float rather badly, especially around Food of the Gods. I will admit to being a bit dense and apologize for the hours of frustration until I read the information on the topic much closer and finally realized I needed to replace all that Vality grass with Vurt's first, and then add the modifications provided by NOM. On the good side, I feel much more experienced with regenerating MGE now. :)
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Mon Mar 14, 2011 4:35 pm

Taddeus, if I want to put a well in Pelagiad so that when people use NOM and PE at the same time it'll function correctly, do I need to add a global variable to PE? Or do I just need to import the object into PE and your NOM mod will do the rest?
User avatar
!beef
 
Posts: 3497
Joined: Wed Aug 16, 2006 4:41 pm

Post » Tue Mar 15, 2011 5:03 am

I found it much easier to set the first configuration to "automatic" when starting up NOM. That way, I didn't need the satchel until I found one. And, I believe the settings are easily changed later by starting the fire kit or bedroll or using the startscript in the console.

On another note, I had considerable trouble at first with the animated grass. As a new user to MGE, I followed their readme directions to the letter, and those instructions don't use Vurt's grass, describing instead Vality's, so I installed that one. It worked fine until I installed NOM and the grass tufts began to float rather badly, especially around Food of the Gods. I will admit to being a bit dense and apologize for the hours of frustration until I read the information on the topic much closer and finally realized I needed to replace all that Vality grass with Vurt's first, and then add the modifications provided by NOM. On the good side, I feel much more experienced with regenerating MGE now. :)

That's exactly the same thing I'd do. Start with automatic eating to be safe and, as soon as you find a satchel, you can switch to manual. Moreover, if you want to switch from manual to automatic eating or viceversa, there's no need to run the whole configuration script: equipping the food satchel will do it!
Maybe I should specify better that NoM grass patches are based on vurt's and muspila's plugins.

Taddeus, if I want to put a well in Pelagiad so that when people use NOM and PE at the same time it'll function correctly, do I need to add a global variable to PE? Or do I just need to import the object into PE and your NOM mod will do the rest?

Choose the well you want to use from the modders' pack and import it into your mod. NoM will do everything, you don't need to add variables. :)
User avatar
Sarah MacLeod
 
Posts: 3422
Joined: Tue Nov 07, 2006 1:39 am

Post » Mon Mar 14, 2011 4:29 pm

This is really weird. Why should a door trigger fruit salad cooking? I'll look into it, thanks for the report.


Found the culprit, it was a mixing bowl from the previous version of NOM. Some of my mods (Annastia, White Wolf of Lokken NOM addon) added It to the Merged Objects esp, therefore my troubles. Every cell containing this bowl forced its script in neverending loop. I wonder if there is more civilized way to fix it than deleting Merged Object. Would really appreciate your help.
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Mon Mar 14, 2011 8:01 pm

Found the culprit, it was a mixing bowl from the previous version of NOM. Some of my mods (Annastia, White Wolf of Lokken NOM addon) added It to the Merged Objects esp, therefore my troubles. Every cell containing this bowl forced its script in neverending loop. I wonder if there is more civilized way to fix it than deleting Merged Object. Would really appreciate your help.

I checked Annastia and the mixing bowl is here, but it has no script attached. Since the new NoM doesn't have that bowl and Annastia doesn't attach a script to it, I think the problem is in your Merged Objects esp. Open it in the CS and, if the mixing bowl has a script attached, remove the script. This should fix it.

EDIT: I'm working on a mini update to fix the little problems reported till now.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Mon Mar 14, 2011 10:30 pm

I checked Annastia and the mixing bowl is here, but it has no script attached. Since the new NoM doesn't have that bowl and Annastia doesn't attach a script to it, I think the problem is in your Merged Objects esp. Open it in the CS and, if the mixing bowl has a script attached, remove the script. This should fix it.


Alas, it has no script in Merged Objects. Now I'm really confused. My mods list.
Spoiler

GameFile0=Morrowind.esm
GameFile1=Tribunal.esm
GameFile2=Bloodmoon.esm
GameFile3=TheGloryRoad.esm
GameFile4=abotWaterLife.esm
GameFile5=Morrowind Patch v1.6.4.esm
GameFile6=BT_Whitewolf_2_0.esm
GameFile7=Better Heads.esm
GameFile8=MW_Children_1_0.esm
GameFile9=Better Heads Tribunal addon.esm
GameFile10=Better Heads Bloodmoon addon.esm
GameFile11=master_index.esp
GameFile12=Potions.esp
GameFile13=Animal Behaviour.esp
GameFile14=Clean Children V2.0.esp
GameFile15=Hold it replacer.esp
GameFile16=LGNPC_NoLore_v0_83.esp
GameFile17=AOF Potions Recolored T+B.esp
GameFile18=Stanegau Isle.esp
GameFile19=Of Love and Ignorance.esp
GameFile20=Dwemer Clock v12.esp
GameFile21=Morrowind Toy Shoppe.esp
GameFile22=BM-Fixes.esp
GameFile23=Daggerfall Collection Ver 1.1.esp
GameFile24=Lilarcor_v4-1.esp
GameFile25=Better Bodies.esp
GameFile26=Nymeria's Monthly Respawn.esp
GameFile27=SirLuthor-Tools.esp
GameFile28=moons_soulgems.esp
GameFile29=Nymeria's Faster Walk.esp
GameFile30=Unique Banners and Signs.esp
GameFile31=Key Replacer Trib & BM.esp
GameFile32=Slof's Better Beasts a.esp
GameFile33=Barabus' fireplaces 2.esp
GameFile34=Changing Faces Replacer.esp
GameFile35=Hold it-COM addon.ESP
GameFile36=Korobal v1.2.esp
GameFile37=Annastia V3.3.esp
GameFile38=House of Earthly Delights, Harem Style.esp
GameFile39=abotWhereAreAllBirdsGoing.esp
GameFile40=Bouking Manor V2.0.esp
GameFile41=AtmosphericSoundEffects-3.0-Tribunal.esp
GameFile42=DXM_masterindex_journalfix.esp
GameFile43=Lothavor's Legacy.esp
GameFile44=True Gems V1.1.esp
GameFile45=Lothavor's Legacy BB addon.esp
GameFile46=Clean Zelda Estate Renovation Version Two.esp
GameFile47=A_flock_of_seagulls.esp
GameFile48=Lgnpc_SN.esp
GameFile49=IceNioLivRobeReplacerALL.esp
GameFile50=Morrowind Crafting 2-1.esp
GameFile51=Morrowind Crafting Equipment.esp
GameFile52=Lantern replacer By Leeloo.esp
GameFile53=Slof's BB neck fix.esp
GameFile54=LGNPC_GnaarMok_v1_10.esp
GameFile55=Better Clothes_v1.1.esp
GameFile56=LGNPC_AldVelothi_v1_20.esp
GameFile57=Librarian with Jackets BM Trib.esp
GameFile58=BT_Lokken_child1.esp
GameFile59=LGNPC_MaarGan_v1_20.esp
GameFile60=LGNPC_HlaOad_v1_32.esp
GameFile61=New Argonian Bodies - Mature.esp
GameFile62=BT_Whitewolf_2_0NOMaddon.esp
GameFile63=Clean Boe_faces_Seyda_neen.esp
GameFile64=New Khajiit Bodies - Mature.esp
GameFile65=Chalk30-Base.esp
GameFile66=L&L Addon.esp
GameFile67=ValityAIMod_VurtTrees.esp
GameFile68=LGNPC_Aldruhn_v1_20.esp
GameFile69=WA_Signy_Signposts(!).ESP
GameFile70=Stinkers.esp
GameFile71=ASE Bloodmoon Expansion.esp
GameFile72=ASE Tribunal Expansion.esp
GameFile73=Drug Realism.esp
GameFile74=Clean Pegasus House BETA.ESP
GameFile75=BetterClothes_Patch.esp
GameFile76=LGNPC_Aldruhn_v1_20_suppl.esp
GameFile77=Animated Morrowind 1.0.esp
GameFile78=LGNPC_Pelagiad_v1_22.esp
GameFile79=BetterClothesForTB.esp
GameFile80=LGNPC_Khuul_v2_10.esp
GameFile81=Vurt's Leafy West Gash.ESP
GameFile82=LGNPC_VivecFQ_v2_10.esp
GameFile83=SmokablePipes.esp
GameFile84=LGNPC_TelUvirith_v1_20.esp
GameFile85=Vurt's Solstheim Trees & Bushes Replacer.ESP
GameFile86=LGNPC_SecretMasters_v1_30.esp
GameFile87=Grass_AC&S.esp
GameFile88=Better Looking Liquors.esp
GameFile89=LGNPC_IndarysManor_v1_51.esp
GameFile90=IW Vality Combined.esp
GameFile91=LGNPC_VivecRedoran_v1_50.esp
GameFile92=Smoke Hut.ESP
GameFile93=Westly's Master Headpack X.esp
GameFile94=The Sable Dragon 1.5.esp
GameFile95=LGNPC_PaxRedoran_v1_20.esp
GameFile96=Vurt's Ashlands Overhaul.esp
GameFile97=LGNPC_SoulSicknessPatch_v1_00.esp
GameFile98=Abu's Retreat v.2.esp
GameFile99=Abu Manor v.2.esp
GameFile100=Creeper Cheater.esp
GameFile101=Divine Domina Pack.esp
GameFile102=Ice Divine Domina.esp
GameFile103=Emma Unique Heads.esp
GameFile104=Area Particle Arrows.esp
GameFile105=Hold it - NOM addon.esp
GameFile106=Morrowind Playable lutes.esp
GameFile107=NOM 3.0.esp
GameFile108=NoM_MC Compatibility Patch.esp
GameFile109=NoM_CoM Compatibility Patch.esp
GameFile110=Merged_Objects.esp

User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Mon Mar 14, 2011 3:02 pm

Try deactivating (one at a time) the Merjed Objects esp, the NoM addon for White Wolf and the NoM addon for Hold It. Let's see if doing that solves the problem, at least we'll know who's causing trouble.
User avatar
saharen beauty
 
Posts: 3456
Joined: Wed Nov 22, 2006 12:54 am

Post » Mon Mar 14, 2011 1:48 pm

Somehow I've been missing a lot of good releases lately. :D

Hurray for the mod with the most appropriate and funny acronym!
User avatar
Elena Alina
 
Posts: 3415
Joined: Sun Apr 01, 2007 7:24 am

Post » Tue Mar 15, 2011 2:36 am

I know this isn't helpful, but I also still have the mixing bowl in my saved games. It has no script and doesn't do anything . . . except that it is now glued to the counter. I cannot pick it up or move it. This is not a problem for me as I happened to put it down where I wanted it and I *like* it. Personally, I wouldn't mind if you allowed it back into the mod, or wrote a simple patch script to make updating simpler. It doesn't have to do anything, as long as it retains compatibility. Maybe it can be used for "sifting" dry ingredients that can then be used in bread recipes?
User avatar
Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Mon Mar 14, 2011 7:22 pm

Does 3.0 make any changes that would make the NoM 2.13 compatibility patches from Rise of House Telvanni and Uvirith's Legacy outdated, or can I just use those?

Edit: On the Uvirith's Legacy site it says the compatibility patch is not needed at all with 3.0. Do you know about RoHT?
User avatar
Nicholas
 
Posts: 3454
Joined: Wed Jul 04, 2007 12:05 am

Post » Mon Mar 14, 2011 5:11 pm

GameFile62=BT_Whitewolf_2_0NOMaddon.esp


This mod has the mixing bowl script attached to the bowl.
User avatar
Damned_Queen
 
Posts: 3425
Joined: Fri Apr 20, 2007 5:18 pm

Post » Mon Mar 14, 2011 6:56 pm

Thank you. For now I excluded Lokken Nom addon from Merged Object, and everything seems to be ok.
User avatar
i grind hard
 
Posts: 3463
Joined: Sat Aug 18, 2007 2:58 am

Post » Mon Mar 14, 2011 3:58 pm

Version 3.01 uploaded on PES. :D
It is a patch to be applied over the 3.0 package, so you won't have to download 60Mb again.
- Replaced some sounds with cleaner equivalents
- Fixed a few scripts to remove bugs or potential instability
- Syntax corrections in many scripts
- Corrected a couple books saying that saltrice porridge and saltrice with mushrooms are cooked with the cooking pot. They’re cooked with the frying pan.
- Corrected a greeting where a female guard was addressed as “he”.
- Added back the mixing bowl. It is now a misc item named “Onyx Bowl” with no script attached.
- Tweaked a couple NoM interiors to make their AMBI values even closer to the TLM ones.
- The kagouti meat now has the right mesh and icon in the two creature loot addons.
- Added models, textures and icons for the TR foods.
- Added models for Solstheim grass.
- Cleaned the NoM esp with tes3cmd
- Updated the readme

Does 3.0 make any changes that would make the NoM 2.13 compatibility patches from Rise of House Telvanni and Uvirith's Legacy outdated, or can I just use those?

Edit: On the Uvirith's Legacy site it says the compatibility patch is not needed at all with 3.0. Do you know about RoHT?

In general compatibility patches for the old version should work on the new one too. A few foods could move slightly from their location or clip with the sorroundings since I had to change their center and/or dimensions to update the meshes, but other than that you should have no problems.
User avatar
Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Tue Mar 15, 2011 12:26 am

Great job with the patch, Taddeus! I'm already installing it! :D
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Mon Mar 14, 2011 6:48 pm

I've just finished downloading it now.
Thanks for the update, Taddeus! :D

I'll be updating my Ashlander Tent DX mod in a few days to add the new functionality.
User avatar
TASTY TRACY
 
Posts: 3282
Joined: Thu Jun 22, 2006 7:11 pm

Post » Mon Mar 14, 2011 3:13 pm

Thank you for the update it is very appreciated. Love the mod.
User avatar
QuinDINGDONGcey
 
Posts: 3369
Joined: Mon Jul 23, 2007 4:11 pm

Post » Mon Mar 14, 2011 9:30 pm

Thank you, Taddeus. Downloaded and installing. Oh, and Gaius? When you get that update finished, please announce. I rather like your Ashlander tent, too.
User avatar
RUby DIaz
 
Posts: 3383
Joined: Wed Nov 29, 2006 8:18 am

Post » Mon Mar 14, 2011 8:27 pm

Thanks. :)

It's a minor update really, I just have to upgrade the tent's NOM equipment.
The main thing will be the replacement of the grill, to use one of Taddeus's lovely new grills.
(It uses a very old, primitive mesh with poor UV, which makes it stick out like a sore thumb.)

I intend to start work on it tomorrow, so it shouldn't take very long. I'll try not to keep you waiting. :D
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Mon Mar 14, 2011 7:54 pm

Playing with it now

Hats off to ya Taddeus
User avatar
James Rhead
 
Posts: 3474
Joined: Sat Jul 14, 2007 7:32 am

Post » Mon Mar 14, 2011 7:19 pm

Maybe someone can help me

Wrye Mash wants to merged lists from:
abotWaterLife.esm
Morrowind Patch v1.6.5-BETA.esm
NOM 3.0.esp

Do these even need to be merged? I thought NOM and waterlife used a script to handle lists, so they shouldn't conflict, at least I think. Specifically this is what I get when I run Wrye Mash

Merged Item Lists:
random_de_cheapfood_01_nc
abotWaterLife.esm
NOM 3.0.esp
random_de_cheapfood_01_ne
abotWaterLife.esm
NOM 3.0.esp
random_loot_special
Morrowind Patch v1.6.5-BETA.esm
abotWaterLife.esm

Any help would be appreciated!
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue Mar 15, 2011 2:30 am

Thanks everyone! :)

Maybe someone can help me

Wrye Mash wants to merged lists from:
abotWaterLife.esm
Morrowind Patch v1.6.5-BETA.esm
NOM 3.0.esp

Do these even need to be merged? I thought NOM and waterlife used a script to handle lists, so they shouldn't conflict, at least I think. Specifically this is what I get when I run Wrye Mash

Merged Item Lists:
random_de_cheapfood_01_nc
abotWaterLife.esm
NOM 3.0.esp
random_de_cheapfood_01_ne
abotWaterLife.esm
NOM 3.0.esp
random_loot_special
Morrowind Patch v1.6.5-BETA.esm
abotWaterLife.esm

Any help would be appreciated!

Yes, you should merge them. The script command used to handle leveled lists in the old versions wasn't safe, so it's been removed.

On the leveled lists topic, a little thing I forgot to add in the readme and that's coming to my mind only now. In the "NoM_MC lists for merging.esp" file, there are a couple of leveled lists that are equal to the vanilla ones. Don't remove them, they're not a dirty reference, they're meant to be here.
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Tue Mar 15, 2011 12:17 am

I entered the Census and Excise Office in Seyda Neen and looked at a bottle on the shelf. 'Common Beer' (NOM_beer_08) seems to be missing it's icon.I get that yellow smiley face instead.

So far I haven't found any other missing icons, most of them seem to be there.

I'm using v3.01.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Mon Mar 14, 2011 8:29 pm

Dont know if this is a error thats been around before but, I get a pop up randomly sometimes saying somthing like "you dont know how to use a rolling pin to make food" and then the game crashes. Sort of odd XD
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

PreviousNext

Return to III - Morrowind