[WIP] Necessities of Morrowind 3.0 - Thread 2

Post » Sun May 30, 2010 10:50 pm

As for sea food we have: crab meat, crab meat and scuttle, roasted fish (new), grilled fish, fish in salt crust, lemon fish, cyrodiil fish, crab omelette, seaweed soup (new - with crab meat), turtle soup (new).


I just meant it would be nice to make more of out of the cabmeat dishes. There's literally hundreds of possible crab and seafood based dishes that could be implemented, including a type of sushi made with saltrice and the various fishes, rich hearty chowders using yams and spices, gumbo, seafood stew more complex and difficult bisques, seafood stock etc etc. But I see you've definately got a few more crab based dishes so I'll be quiet - mostly. I'll just pop up every now and again talking about sandwiches then :)

My understanding of Kwama eggs is that they are egshells filled with maggots. If you see the ones in the mines, that's what they look like.


Eggs in the mine are fresh out of the Queen and I always imagined either covered with her natal slime, or stuck to the spot by the Kwama workers with a special secretion as those 'maggots' always seemed to be on top :shrug:
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Kellymarie Heppell
 
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Post » Mon May 31, 2010 2:44 am

i was figuring on starting any how but my luck with updates to mods has been when i start and get a ways in it comes out! i have only seen 2.13 not 2.14.
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chinadoll
 
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Post » Sun May 30, 2010 11:57 pm

Eggs in the mine are fresh out of the Queen and I always imagined either covered with her natal slime, or stuck to the spot by the Kwama workers with a special secretion as those 'maggots' always seemed to be on top :shrug:


Yeah, I agree. The "maggots" thing looks to be covering the eggs, not inside of them. And the eggs for sell look "cleaned".
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brandon frier
 
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Post » Sun May 30, 2010 4:03 pm

I'm pretty sure that those tendrils on the eggs are some sort of maturation organs that detach when they are removed from the nests. That said, I do assume that they have some sort of grub inside, because they should hatch into Kwama Foragers or Scribs.
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Miranda Taylor
 
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Post » Mon May 31, 2010 5:38 am

{snip)


Thanks, I'll keep that in mind should I need to PlaceAtPC something. :)


The reason that came up is, if you're running NOM and you drop the fire kit in 3rd person, that thing you smell burning is... you. Which really doesn't matter, unless you've configured it for "fire hurts" and you're low on hit points. Then it might be something of a problem. :)

However, it's a decent trade off for being able to place the fire exactly where you want it in first person, which is very good. Until now things that use PlaceAtPC were also dropped at 0,0,0,0, no matter what the script called for, and the new MCP patch fixes that so the script will be followed. It doesn't do anything about placeItem though.

For my tents, this is a great improvement because if I had used placeItem, you couldn't set the tent far enough away to keep from being trapped inside the mesh in either 1st or 3rd person view. So placeItem or PlaceAtMe was not a good option. Now, if you run MCP, you won't be trapped inside just because you're in 3rd person.
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Dalton Greynolds
 
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Post » Sun May 30, 2010 4:12 pm

I just meant it would be nice to make more of out of the cabmeat dishes. There's literally hundreds of possible crab and seafood based dishes that could be implemented, including a type of sushi made with saltrice and the various fishes, rich hearty chowders using yams and spices, gumbo, seafood stew more complex and difficult bisques, seafood stock etc etc. But I see you've definately got a few more crab based dishes so I'll be quiet - mostly. I'll just pop up every now and again talking about sandwiches then :)

Hehe, the problem is that now I keep thinking to those sandwiches... :P

i was figuring on starting any how but my luck with updates to mods has been when i start and get a ways in it comes out! i have only seen 2.13 not 2.14.

I wrote 2.14? Sorry, it's a typo. :)

The reason that came up is, if you're running NOM and you drop the fire kit in 3rd person, that thing you smell burning is... you. Which really doesn't matter, unless you've configured it for "fire hurts" and you're low on hit points. Then it might be something of a problem. :)

However, it's a decent trade off for being able to place the fire exactly where you want it in first person, which is very good. Until now things that use PlaceAtPC were also dropped at 0,0,0,0, no matter what the script called for, and the new MCP patch fixes that so the script will be followed. It doesn't do anything about placeItem though.

For my tents, this is a great improvement because if I had used placeItem, you couldn't set the tent far enough away to keep from being trapped inside the mesh in either 1st or 3rd person view. So placeItem or PlaceAtMe was not a good option. Now, if you run MCP, you won't be trapped inside just because you're in 3rd person.

As you said, I prefer PlaceItem because this way you can place the campfire exactly where you want in 1st person mode.
Do you have tents, eh? I just had an idea about tents...
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maddison
 
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Post » Sun May 30, 2010 7:03 pm

Hehe, the problem is that now I keep thinking to those sandwiches... :P


I wrote 2.14? Sorry, it's a typo. :)


As you said, I prefer PlaceItem because this way you can place the campfire exactly where you want in 1st person mode.
Do you have tents, eh? I just had an idea about tents...

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.
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Arnold Wet
 
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Post » Sun May 30, 2010 11:01 pm

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.

Plus, of course, the selfish wanting of new foods to supplement the taverns! I love the lard bowl, and the sugar and salt sacks... :)
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Sammygirl500
 
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Post » Sun May 30, 2010 9:22 pm

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... :P
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)

Fatigue
When 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... :)
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Hazel Sian ogden
 
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Post » Sun May 30, 2010 3:40 pm

Yay! TR support. Before, I'd rigged up my own NOM plugin for TR, because without it, TR feels like a desert barren and devoid of edibles. Having proper support for TR ingredients will be nice.
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James Hate
 
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Post » Sun May 30, 2010 3:46 pm

Well, that was one heck of an update, there - and all I can say about it is this, fantastic!

This is really shaping up, which is very exciting to me since this seems to be touching on every little nit-pic I had previously with the mod (not meant as disrespect, it was still in every build I used) - can't wait to run this new version.
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Ben sutton
 
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Post » Sun May 30, 2010 11:14 pm

So far, it sounds like the script changes are everything that everyone asked for, and then some. I'm eagerly awaiting the release. Besides, I've got a sudden craving for Cliffracer.....
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saharen beauty
 
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Post » Mon May 31, 2010 7:19 am

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...



While the mod hasn't been beta tested as thoroughly as I would like, I could release it now... I've been holding out for a fix to the rain/snow collision to be workable with activators, or to find a solution to moving statics around at will. I've started a thread in the CS forum, maybe someone will have a good answer or alternative.

Otherwise, I'll release it as is to get it out before I lose my internet connection at home.

EDIT:
that issue is only a problem with the three open tents, of course. The yurts are modified so you can hear weather sounds like blight storm and blizzard inside, but it doesn't pass through.
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noa zarfati
 
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Post » Mon May 31, 2010 12:56 am

_Taddeus_, my friend, have you thought of adding spells of Conjure Water, etc? I know total rip of WoW, but those spells came in handy. Otherwise if you don't like the idea I could do that for personal use. Off the top of my head it would be a scripted spell to either placeatPC or add the water directly to inventory. I suppose the catch would be, the player still had to have an empty vessel.
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Nicholas
 
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Post » Mon May 31, 2010 6:36 am

This is really shaping up...

Yes, slowly but steadily I'm making several steps through the final goal. However there's still much to be done. When I'll complete at least one of the aspects involved (modeling, scripting, ...), then I'll start to think to a release date.

_Taddeus_, my friend, have you thought of adding spells of Conjure Water, etc? I know total rip of WoW, but those spells came in handy. Otherwise if you don't like the idea I could do that for personal use. Off the top of my head it would be a scripted spell to either placeatPC or add the water directly to inventory. I suppose the catch would be, the player still had to have an empty vessel.

Eh, sorry but I'm not adding conjure food spells for several reasons. One of which is that somewhere in a lore discussion I read that food/water conjured from Oblivion shouldn't be very healthy. :P

I've done a new model. A water source to replace the water circles in the ashlander camps. The water is animated and transparent.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/AhemmusaSuorce.jpg?t=1274785201
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ZainabSource.jpg?t=1274785200
For the other two camps I need to do different models...
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Nicole Elocin
 
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Post » Sun May 30, 2010 4:36 pm

I love that you're giving attention to the Ashlander camnps. I may have missed it asked before, but will the water textures update with any replacers we might be using?

Oh, and any plans on making working stills? Gotta have my Mazte.
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Karine laverre
 
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Post » Mon May 31, 2010 2:07 am

Kudos on expanding the range of NoM. I've always felt that NoM is one of those mods that should have been in the original release, as it adds so much 'flavor' to the landscape. I'm a huge fan of the original, and I'm eagerly awaiting the update. :)
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Dina Boudreau
 
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Post » Mon May 31, 2010 3:26 am

This is going to be an absolute masterpiece! You've taken one of the best mods around and improved it beyond measure. I can hardly wait for the release. Looks like Christmas comes early this year. :)
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christelle047
 
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Post » Mon May 31, 2010 6:23 am

Thanks everyone for your appreciation. :)

Here's another: http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ErabenimsunSource.jpg?t=1274808722
There's a stream of water flowing on the central rock, but it can be barely seen because the stone texture is very dark. The animated ingame thing is much better.

Oh, and any plans on making working stills? Gotta have my Mazte.

Well, I don't have plans on alcoholics... for now.
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Lawrence Armijo
 
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Post » Sun May 30, 2010 7:54 pm

That looks so much appropriate than the fountains, _Taddeus_. Keep up the good work!
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Céline Rémy
 
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Post » Sun May 30, 2010 10:32 pm

Everytime I open this thread there seems to be something else amazing done - kudos
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Tyrone Haywood
 
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Post » Sun May 30, 2010 11:11 pm


Eh, sorry but I'm not adding conjure food spells for several reasons. One of which is that somewhere in a lore discussion I read that food/water conjured from Oblivion shouldn't be very healthy. :P


Depends, some of the stuff from the outer realms has to be safe enough.
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Charlotte Henderson
 
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Post » Mon May 31, 2010 7:44 am

Love the Ashlander stuff! :D
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GabiiE Liiziiouz
 
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Post » Sun May 30, 2010 4:25 pm

I may have missed it asked before, but will the water textures update with any replacers we might be using?

Hehe, it seems i missed this question. All the water sources use the original textures for water and rock. So yes, you'll be able to change texture replacers at will.

I spent some time tweaking those sources and now they're done. I had to do 5 meshes and a couple of retextures to convert all the old sources with the new ones.
Well, it seems that the water section is almost done. I'll concentrate on that to start completing at least one part of the new NoM. :)

New screenshots:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/ACsource.jpg?t=1274956480 - This is the one in the Tel Fyr exterior.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MHsource.jpg?t=1274956481 - There are 2 of this one in the Temple Courtyard.
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Batricia Alele
 
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Post » Sun May 30, 2010 8:28 pm

Tweaking the water sources, I removed the water from one of the ruined wells I built.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/rUINEDwELL03.jpg?t=1275059015
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RuinedWellnowater.jpg?t=1275058997

Which one do you like more?
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Claire Jackson
 
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