[WIP] Necessities of Morrowind 3.0 - Thread 2

Post » Sun May 30, 2010 9:42 pm

I take it since Kukaa is redoing sounds, that we're not gonna be hearing that same yawning sound you hear when you're getting sleepy? Like, it'll be a new yawning sound?

And when you were talking about adding a hidden activator in a custom cell to Thissguy Mannperson, can you please include that in your readme? Because it sounds like something important that I'd like to know, though I don't know what you were talking about. Maybe I should read back a few pages. But if I want Pelagiad Expanded to be NoM compatible as well, will I need to add these "activators" to all the custom interior and exterior cells?
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Jack Bryan
 
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Post » Sun May 30, 2010 7:22 pm

There's a faction called Ashlanders. I've to understand if the player is able to access this faction during the main quest. If so, the easiest thing would be enabling camping in the ashlanders' camps when the character has reached a certain grade in that faction.

I take it since Kukaa is redoing sounds, that we're not gonna be hearing that same yawning sound you hear when you're getting sleepy? Like, it'll be a new yawning sound?

And when you were talking about adding a hidden activator in a custom cell to Thissguy Mannperson, can you please include that in your readme? Because it sounds like something important that I'd like to know, though I don't know what you were talking about. Maybe I should read back a few pages. But if I want Pelagiad Expanded to be NoM compatible as well, will I need to add these "activators" to all the custom interior and exterior cells?

Yes, all the sounds are being updated. The sleep ones are already done. They're still yawns, but much better ones.
I'll include a small guide on how to use these activators in the compatibility pack readme. :wink_smile:
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Laura
 
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Post » Sun May 30, 2010 7:14 pm

That's good to hear. Since I always make my mods NoM compatible, the documentation and new features will be much appreciated.
When this is released, I think I'll make a new house mod specifically to use it. (and to celebrate!) :celebration:

...I will probably want to look into making small updates to my pre-existing house mods as well, to take advantage of new features...
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Joe Bonney
 
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Post » Mon May 31, 2010 7:10 am

If it's possible to get permission to stay in the camp, "enabling" an activator would be perfect.



Certainly in the main quest, once one gets accepted into one of the ashlander tribes, there should be no restrictions on either fires or bedrolls within that camp. (sheesh, it's been so long since I've actually bothered to solve the main quest that I don't even remember which ashlander camp the Nerevarine gets adopted into. Maybe it's time to play that part again!)


Ok, I proceeded this way. At the start of the game it is prohibited to camp and light fires in the ashlanders' camps (both interior and exterior). After you complete the quest for the Urshilaku and get named Clanfriend of the Ashlanders, you'll be able to put out bedroll and campfire in the exterior and the bedroll (but not the fire) inside the tents.
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Heather M
 
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Post » Sun May 30, 2010 11:23 pm

Cool, I really like that idea. That is trully immersive. Tad, I've just thought about it, will you be needing an ambient sound for trickling water from natural springs?
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Katy Hogben
 
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Post » Sun May 30, 2010 10:30 pm

Cool, I really like that idea. That is trully immersive. Tad, I've just thought about it, will you be needing an ambient sound for trickling water from natural springs?

Well, I assigned them the vanilla water spout sound, but if we can have a dedicated sound it's better. :)

A little update: now all of the NoM books have the book rotate script in addition to their original code.
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barbara belmonte
 
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Post » Mon May 31, 2010 6:02 am

I'm progressing with some tweaking on models and world editing here and there. Small things alone, but taken togheter they're quite time consuming... :P

I finally found enough textures for all the glass bottle, so now every different wine and beer has an unique feel. Here are some samples:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheapWine.jpg?t=1276380541
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CommonBeer.jpg?t=1276380543
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CyrodiilicWine.jpg?t=1276380556
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/MoonsTear.jpg?t=1276380554
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/DwemerBeer.jpg?t=1276380547
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/LuckyStar.jpg?t=1276380553
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/GroupShot.jpg?t=1276380549

As you can see I redid the icons too and they have no more the coloured square on their back as now wine and beer are clearly identifiable. I also renamed the bottles for better sorting purposes. I changed "Common Beer" to "Bottle of Common Beer", "Cyrodiilic Wine" to "Bottle of Cyrodiilic Wone", "Apple Juice" to "Juice of Apples". This way alcoholics and fruit juices are all grouped in merchants' inventories and you can find them easily while bartering.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Inventory01.jpg?t=1276380551

Oh, and I incorporated the MPP fix for the floating bottles script, so that NoM doesn't conflict with it no more. :)
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Chris Johnston
 
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Post » Sun May 30, 2010 10:35 pm

That is a pretty nice lineup of changes you got done there, and I am personally digging the new look of the bottles.

I am assuming that the stock drinks will have the colored boxes removed too (since they still have them in the screenshot there), what with the rest of them losing it.

Really looking forward to this update - kudos, indeed!
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des lynam
 
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Post » Mon May 31, 2010 10:59 am

Another NoM user chiming in to say thanks for all these updates/modifications.

This WIP just continues onward in awesomeness.
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George PUluse
 
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Post » Mon May 31, 2010 3:13 am

@ _Taddeus_
Just out of curiosity, is there a reason that you chose only brown glass for the new NoM bottles? It's a superior color for preventing sunlight from spoiling beer, however also having green glass specifically for wines, and the odd blue or yellow glass for specialties would add to the variety and identification at a glance. :lightbulb:
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vanuza
 
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Post » Mon May 31, 2010 10:06 am

But Taddeus, you still have two icons that have that colored square in the background. Are you going to get rid of those too?
And, just my opinion, but the pictures would look better outside in daylight on a clear day as they are hard to see indoors with all the darkness and shadowing.
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leigh stewart
 
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Post » Mon May 31, 2010 8:13 am

I think the point of indoor pictures is so that you can see them in the place you're likely to see them in game, TES. There aren't a whole lot of bottles just lying around on the ground outside. I believe _Taddeus_ has already said he plans to fix the icons. In my experience, icons are usually the very last thing a modder worries about.

_Taddeus_ I love the smoother bottles. The color is much richer now, too. They look so good, in fact, I think I'd like to see some green and blue as well.
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George PUluse
 
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Post » Sun May 30, 2010 11:10 pm

Thanks to everyone for your appreciation. :)

I am assuming that the stock drinks will have the colored boxes removed too (since they still have them in the screenshot there), what with the rest of them losing it.

Yes, I removed those last 2 boxex after posting the screenshots.

@ _Taddeus_
Just out of curiosity, is there a reason that you chose only brown glass for the new NoM bottles? It's a superior color for preventing sunlight from spoiling beer, however also having green glass specifically for wines, and the odd blue or yellow glass for specialties would add to the variety and identification at a glance. :lightbulb:

I used this color pattern: brown for beer, dark red for wine, green for empty bottles (but you can occasionally find also red or brown empty bottles), water blue/green for water bottles. I'm not changing the other beverages, only the unused vanilla bottles that NoM replaces with usable ones. BTW, I found http://translate.google.com/translate?js=y&prev=_t&hl=sv&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.fullrest.ru%2Fplugins%2Fbetters%2Fmorrowind%2F&sl=ru&tl=en (scroll down the page, the name is Better Bottle) for the stock brews, but the archive I get from there seems to be corrupted. Anyone can point me to an alternate download? :)

And, just my opinion, but the pictures would look better outside in daylight on a clear day as they are hard to see indoors with all the darkness and shadowing.

Pictures are taken in taverns and shops, who are the places where you'll likely find the bottles. However I can assure 2 things. First: they look clearer in game, my screenshots always turn out to be too dark. Second: they look even better if you take them outside.

_Taddeus_ I love the smoother bottles. The color is much richer now, too. They look so good, in fact, I think I'd like to see some green and blue as well.

Thanks. As I said above, empty bottles are green, and water bottles are blue/green.
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Amie Mccubbing
 
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Post » Mon May 31, 2010 9:28 am

The bottles look awesome. My favourites are the Cyrodiilic wine and Dwemer beer, by far. Love the decorative seal on the wine and the unusual mix of two types of glass for the beer. I'd buy some just for home decor.

I'd like to suggest "Bottled Juice - Apples" instead. "Juice of apples" sounds a little awkward, and that way, the alcohols and juices would still be grouped, but both groups would also be grouped together.
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jessica robson
 
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Post » Mon May 31, 2010 7:23 am


I used this color pattern: brown for beer, dark red for wine, green for empty bottles (but you can occasionally find also red or brown empty bottles), water blue/green for water bottles. I'm not changing the other beverages, only the unused vanilla bottles that NoM replaces with usable ones. BTW, I found http://translate.google.com/translate?js=y&prev=_t&hl=sv&ie=UTF-8&layout=1&eotf=1&u=http%3A%2F%2Fwww.fullrest.ru%2Fplugins%2Fbetters%2Fmorrowind%2F&sl=ru&tl=en (scroll down the page, the name is Better Bottle) for the stock brews, but the archive I get from there seems to be corrupted. Anyone can point me to an alternate download? :)


Is it http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3583? That's what I use and it looks great.
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sharon
 
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Post » Mon May 31, 2010 2:48 am

Nope not the same one.
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Kate Murrell
 
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Post » Sun May 30, 2010 9:16 pm

Try this one Taddeus, http://babelfish.yahoo.com/translate_url?trurl=http%3A%2F%2Fderex.clan.su%2Fnews%2F3-0-2&lp=ru_en&.intl=us&fr=moz2

I don't know if the esp is reading correctly, but the files seem to be intact. :P I was intrigued by the picture so I put my web crawling abilities to work. :) I'm pretty certain thats the same one. Its by the same author.
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Ally Chimienti
 
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Post » Mon May 31, 2010 12:43 am

You mean this link? http://derex.clan.su/load/1-1-0-310
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Pawel Platek
 
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Post » Sun May 30, 2010 9:59 pm

Yes, this seems to be it. Thanks everyone! :)

I'd like to suggest "Bottled Juice - Apples" instead. "Juice of apples" sounds a little awkward, and that way, the alcohols and juices would still be grouped, but both groups would also be grouped together.

Juice of [random fruit] sounds so bad? If so I'll have to find something else... Your suggestion is good but I'd avoid the "-" and everything that isn't a letter in item names, if possible.
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Megan Stabler
 
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Post » Sun May 30, 2010 11:00 pm

Yes, this seems to be it. Thanks everyone! :)


Juice of [random fruit] sounds so bad? If so I'll have to find something else... Your suggestion is good but I'd avoid the "-" and everything that isn't a letter in item names, if possible.


How about "Bottled Apple Juice"? They'll still sort into a seperate category from the "Bottle of" items, without sounding like a librarian or a military supply clerk provided the "technically correct" names.
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Nikki Lawrence
 
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Post » Mon May 31, 2010 5:21 am

How about "Bottled Apple Juice"? They'll still sort into a seperate category from the "Bottle of" items, without sounding like a librarian or a military supply clerk provided the "technically correct" names.

Yes, Bottled Apple Juice seems the best option. Thanks Brenas and Kovacius. :)

There are no new screenies because I'm working on some fixes to the old NoM dialogue.
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Kerri Lee
 
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Post » Mon May 31, 2010 10:15 am

I updated a bit the opening post to better show the progress of the mod. As you can see, the majority of the points are still in a WIP status, but many of them are very close to their conclusion. For example, I need just a couple more sounds and the sound part will be completed.


And now I have a little request/offering to everyone that's interested. It may seem like a try to make you do my job (and maybe it is, who knows :P), but in the end I think that it can be fun. So...
As someone pointed out, I should add a little more life to the Food of the Gods restaurant and to the Moldy Horker, the tavern outside Fort Frostmoth. I'm going to do that by creating customers that spawn at different times, to simulate a MCA effect for these two cells only. Now, I can create some basic dialogue for these NPCs and throw them in, but... wouldn't you like to have a cameo in Morrowind as a NoM customer? Since I already make an appearance in Food of the Gods, I thought that someone else could like the idea. :)
If you want to make an appearance, send me a PM with the following informations:

- Name: You should use a lore friendly name here, something that fits the race! Latin (or similar) names for imperials, french-like names for bretons and so on.
- Race
- six
- Level
- Class: You may choose any of the vanilla classes.
- Head: You can use a vanilla or a custom head. If you want to use a custom head you'll have to send it to me by mail (I'll give you the address by PM) and have the permission of the author to include it in NoM. Use something that fits in Morrowind lore.
- Hairs: You can use vanilla or custom hairs. If you want to use custom hairs you'll have to send them to me by mail (I'll give you the address by PM) and have the permission of the author to include it in NoM. Use something that fits in Morrowind lore.
- Equipement: Use only MW/TB/BM clothes, weapons and armors. Possibly nothing enchanted.
- Place: Food of the Gods or the Moldy Horker. The restaurant is for rich people, nobles, mages and scholars. The Solstheim tavern will fit better hunters, barbarians and the like.
- Dialogue: You should provide some dialogue for your character. He/she must have at least a greeting. You can include more greetings with the conditions indicating which one should be used every time (random is a good contition, too). He/she can have a custom "my trade" answer or use the vanilla one. He/she can have other conversation topics, but they must be linked somewhere. For example, if you want an hunter to talk about "bear hunt" you should add the "bear hunt" words somewhere in his greeting or in his other topics, so that the player can reach it by clicking in the dialogue window. The more dialogue the better, but try to not write a novel... :P
- Preferences: If you want your character to appear only at a certain time of the day, or only in certain days, specify it here. The less restrictions you put here, the better.

A couple of things.
First, if you feel inspired you can create even more than one character.
Second, dialogue must be in correct english.
Third, all the characters will be No Lore.

Bye :D
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cheryl wright
 
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Post » Sun May 30, 2010 10:33 pm

I suggested it in the advanced alchemy thread, but it could fit well in NoM too. What do you think about time flowing while cooking? Something like ten minutes for each dish cooked.
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Averielle Garcia
 
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Post » Sun May 30, 2010 8:50 pm

I love that idea. But that guy was saying that there was no way for the computer to check when a potion was made so that it could pass the time. So how would you go about having the computer check to see when you cooked something? I'm sure there must be a way to do it for both the alchemy and cooking, though.
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Alyna
 
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Post » Mon May 31, 2010 6:43 am

I love that idea. But that guy was saying that there was no way for the computer to check when a potion was made so that it could pass the time. So how would you go about having the computer check to see when you cooked something? I'm sure there must be a way to do it for both the alchemy and cooking, though.

It's two different things unfortunately. Making a potion is an action encoded in the program files, so it isn't detectable directly by a script. Cooking, on the other hand, is an entirely new addition made completely by scripts, so I can check for it easily. :)
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Rachel Briere
 
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