Yep, in the next couple of days I should be releasing my tent mod. It has three open tents designed to work with MCP so the rain and snow doesn't pass through ('course you don't have to have MCP, but it's nice) and two yurt style tents with some unusual textures and properties.
There's even a fairly decent (at least I think so) quest with it, and of course those bedrolls we worked on are part of the mod.
Great! I was asking because I want to add some more bedroll choices to the mod. Currently there's only one bedroll and adding a little variety is always good.
Someone requested somewhere in the NoM threads an interesting feature that could fit very well in the plugin: make it impossible to camp if there's bad weather. So for example one can't sleep in a bedroll or light a fire in the rain or in an ashstorm, but must find a safe place first (a cave or similar). With that in mind, your tents could fit in very well, because using them the character could camp outside also with bad weather conditions. A little of scripting and voilà...
Is there going to be an updated NOM compatibility pack like before? I'm doing a largish landmass mod that will definitely isolate the player from the rest of the world for a fairly long time. (game weeks) I'm using the current compatibility mod to add wells, food at taverns, etc. but this new release looks awesome, and I would definitely like to add support for it.
The compatibility pack will be updated when the rest is ready for shipping. And if you have already used something from the old compatibility pack there should be no problems, as I didn't changed the IDs of the items. Only thing, a few of the items could be slightly moved, because their model was changed or fixed. I tried to keep all of the items in their respective positions, but for some models this wasn't possible. However, nothing big and should be restricted to a small number of objects.
As for the salty pies, the old rat and hound pie will retain its model which is still pretty good.
The http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheesePie.jpg?t=1274717107 is getting the model I showed you some posts ago.
And this is the retextured version, the new http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ShapherdPie.jpg?t=1274717108.
Keep in mind that the two pies you'll find commonly in the game are the rat one and the sherpherd's one (so they'll have different models). The corn and cheese pie is sold only in Food of the Gods, unless the player learn to cook it finding a certain hidden recipe book.
Ok, speaking of something else...
You may have noticed a slow down in updates these days. This is due to the fact that I reopened my old scripts and I'm currently playing with them to add new features to the mod. They can be quite confusing in certain places...
What I've already done is:
- Added 4 new ingredients from abot's
Water Life and
Where are all birds going. The scripts can eat them, but still not cook them.
- Added 25 new ingredients (and cooked foods) from Tamriel Rebuilt. The scripts can eat them, but still not cook them. On that purpose the plan is to allow the player to cook into simple dishes (grilled meat, omelette) the raw foods added by TR. However you'll not be able to cook the cooked foods added by TR, like the breads or the cookies.
- Hunger is now increased hourly (and not twice a day like before). Also hunger will increase in different ways if you are exploring, fast traveling or sleeping.
- Thirst is now increased hourly (and not twice a day like before). Also thirst will increase in different ways if you are exploring, fast traveling or sleeping.
- Sleep is now increased hourly (and not once a day like before). Also sleep will increase in different ways if you are exploring or fast traveling.
- Hunger and thirst are checked 2 times a day, at 13.00 and 21.00. I must still add the option to change the time at which those checks happens.
- Sleep is checked continuously and not only at midnight as it was before. Whenever you reach a certain level, you'll start to suffer penalties.
- Sleep can have negative values, so if you sleep during the day, you'll be able to stay up all night without problems.
- Changed the effects of hunger, thirst, sleep and fatigue to remove from them the buggy attribute penalties.
And here are the penalties I've implemented. All in all, I think it will be more difficult to play with an hungry/thirsty/sleepy character so watch out!
Hunger- Burden. [5-50]
- Weakness to common disease. [5%-50%] (I'm thinking to add weakness to blight, what do you think?)
- Jump disabled from a certain hunger level.
- A continuous scripted fatigue drain. [from 0.2/sec to 2/sec]
- A scripted life drain that will make you lose 1 HP every few seconds. The HP loss becomes faster and will bring you to lower health levels as your hunger increases. This however starts to happen only after 5 days without food.
- A penalty to healing, so that you'll recover from 20% to 90% less health using potions, spells, sleep and anything else. Ouch!
- Hungry characters can gain from 50% to 100% more sleep.
Thirst- Burden. [5-50]
- Weakness to fire. [5%-50%]
- Jump disabled from a certain thirst level.
- A continuous scripted fatigue drain. [from 0.2/sec to 2/sec]
- A scripted life drain that will make you lose 1 HP every few seconds. The HP loss becomes faster and will bring you to lower health levels as your thirst increases. This however starts to happen only after 2.5 days without water.
- A penalty to magicka recovery, so that you'll recover from 20% to 90% less magicka using potions, spells, sleep and anything else. Casters, watch out!
Sleep- Burden. [5-50]
- Jump disabled from a certain sleep level.
- A continuous scripted fatigue drain, heavier than the hunger and thirst one. [from 0.4/sec to 4/sec]
- Silence curse applied randomly, but more often as your sleep level increases.
(I've still to implement a couple ideas here)
FatigueWhen your fatigue reaches 0, you'll soffer these penalties until you stop and make it return to a safe level.
- Jump disabled.
- Your hunger, thirst and sleep are increased.
- If your fatigue will remain to 0 for a few seconds (so if you continue to run), you'll fall to the ground.
That's all for now...