[WIP] Necessities of Morrowind 3.0 - Thread 2

Post » Sun May 30, 2010 1:46 pm

I have no idea if the peoples of Nirn are susceptible to scurvy, but I *always* keep citrus in my inventory for the realism. If possible, you might want to make certain foods, specifically lemons (and of course seafood), more plentiful in port towns and along major trade routes. Further inland, in places like Ald Ruhn, only the wealthy would have access to the more expensive imported foods and they would probably keep their decadent cravings locked away and secret from the general public to avoid pilfering and being the object of Marie Antoinette-style social justice.

Along those lines, Dagon Fel would have the same citrus and seafood, but they might have a trade established with Solthsheim (probably through Khuul) to bring in bear and wolf meat and possibly other foods which are more like what was available to them in Skyrim.

I realize some of this might not even be possible or practical to implement and without explanation, it may seem odd to the average player, but a few lines in the book pertaining to the foods would be all the explanation needed. After all, sailors have always been a source of the new and interesting and they generally keep a supply of what they like, regardless of whether or not it's popular.

Um, I don't know if this has been addressed, but the restaurant, "Food of the Gods", although beautiful, doesn't really seem to serve any purpose to the mod or the game. Is there a way to separate it out into a standalone esp? The changes in the landscape really mess with my distant land and animated grass.
User avatar
Spencey!
 
Posts: 3221
Joined: Thu Aug 17, 2006 12:18 am

Post » Mon May 31, 2010 2:50 am

I can't give to the same item different prices based on different locations. However I can (and as I said I'm trying to do this with care) give more or less of a certain food to the merchants of certain areas. Coastal villages have fishermen selling fish, so you'll naturally find more seafood here than in the interior zones. Based on what I see in my "coc" travels through the game world, you get definitely a different feeling when trading with an imperial tradesman, rather than with a fisherman or with an ashlander.
Wolf and bear meat to Dagon Fel is something I could really consider.

As for the restaurant, it is and will remain the only way you have to get your hands on the secret recipe book, so it has a function in game. In NoM 3.0 it will be the only place where you can buy those rare foods which give you bonuses when you eat them (you could cook them yourself, but you need the secret book for their recipes, so you'll always end up there, there's no exit). I'll also try to add some customers to it to make it feel more alive.
And, more importantly, one of the NPC in there it's my cameo in the game so I fear it can't really be removed. :P
The easiest solution is a compatibility patch between grass/NoM.

And now a little request for help. :)
I'm starting to write the new recipe book and the new dialogues/messages. I need someone to correct the grammatical and spelling errors that I will surely put in there. It's nothing too big, a few pages in Word. PM me if you'd like to help and thanks in advance.
User avatar
Rob Davidson
 
Posts: 3422
Joined: Thu Aug 02, 2007 2:52 am

Post » Sun May 30, 2010 1:26 pm

Ah, perhaps since I have never run across anything referencing the secret recipe book, that might be why I didn't know the eatery had a purpose! :D Also, in my game, the waitress only tells me to wait and then I can order anything I want. Her greeting never changes; is it supposed to? Do you think it would be possible to have one seat in the place 'sit-downable'? Then the player could actually do as the waitress says and perhaps even order/barter from her or the waiter?

I would even propose a bookshelf in there containing various books about the foods in NOM, whether they actually add skills, or recipes, is completely up to you, but I think the owners would be proud of their collection of informational texts dealing with food.

Who needs to write the NOM/grass compatibility patch? Now that I know what the restaurant is there for, I would rather keep it, if only to visit you from time to time.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Mon May 31, 2010 1:08 am

You say that the delay can be deadly in the sense that you died from hunger while having food in inventory? This shouldn't happen, unless you have your weapon drawn or a spell readied. If your hands aren't free the eating scripts won't start and that could kill you.

That might just be me that's incredibly unlucky, but coming across an enemy while being near dying from hunger and either dying from hunger while fighting back or being so weakened by the pilled up penalties (it's usually unsafe to sleep when you have a heavy hunger, so the two tend to go hand in hand) that I get killed by the enemy while trying not to fight happened to me a few times. But I tend to camp away from civilisations, in the ashlands or molag amur for extended periods of time.

The problem here is that I added things like apples and oranges to the existing leveled lists to help people find food, but this has the drawback that they spawned everywhere.

I don't consider it to be a necessity, but it would be a nice addition if you have the time. The fishermen and Ashlander food sellers are very well done in that regard. Personally, the fishermen are my favourite food sellers for their placement in coastal towns and the fact they exclusively sell raw fishes straight out of the water.
User avatar
Francesca
 
Posts: 3485
Joined: Thu Jun 22, 2006 5:26 pm

Post » Sun May 30, 2010 9:50 pm

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieJar.jpg?t=1273842456 - I spent ages to achieve the correct texture colors and alpha/reflection values.

These cookie jars are awesome!
User avatar
Leticia Hernandez
 
Posts: 3426
Joined: Tue Oct 23, 2007 9:46 am

Post » Sun May 30, 2010 9:45 pm

Who needs to write the NOM/grass compatibility patch? Now that I know what the restaurant is there for, I would rather keep it, if only to visit you from time to time.
Personally, I have nuked in that cell just the NOM landscape editing/water pool/azura statue part conflicting with Vality's grass & trees, keeping the restaurant.
I think this may be a satisfactory compromise.
User avatar
JeSsy ArEllano
 
Posts: 3369
Joined: Fri Oct 20, 2006 10:51 am

Post » Sun May 30, 2010 6:07 pm

I'm guessing that would be done in the original .esp *before* generating distant land, right?
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Mon May 31, 2010 5:10 am

Who needs to write the NOM/grass compatibility patch? Now that I know what the restaurant is there for, I would rather keep it, if only to visit you from time to time.

Well, I could do it (but I don't know how to use the mesh generator for the grass yet) or someone else could. For example I've already an offer to do a NoM/ascadian isles trees compatibility patch when Nom 3.0 comes out. I'm sure however that something will come out. The better way should be removing the grass from the restaurant cell and then run the mesh generator on that cell only with the NoM esp selected (again, if it can be done, I don't know the mesh generator limits).
As for distant land, if you select the NoM esp when you generate distant land it shouldn't give problems.

That might just be me that's incredibly unlucky, but coming across an enemy while being near dying from hunger and either dying from hunger while fighting back or being so weakened by the pilled up penalties (it's usually unsafe to sleep when you have a heavy hunger, so the two tend to go hand in hand) that I get killed by the enemy while trying not to fight happened to me a few times. But I tend to camp away from civilisations, in the ashlands or molag amur for extended periods of time.

Yes, it's the situation others described me before. You're deadly hungry but you must fight and so you can't eat. One solution (but I've to try if this can be done) could be removing the character ability to fight and cast spells at the latest hunger/thirst stage. After all, if I remove jumps first and then running, losing the ability to defend yourself should be a natural consequence. This way when you risk the death from hunger, you'll never have the hands busy with a weapon or spell.
User avatar
alyssa ALYSSA
 
Posts: 3382
Joined: Mon Sep 25, 2006 8:36 pm

Post » Sun May 30, 2010 2:48 pm

Who needs to write the NOM/grass compatibility patch? Now that I know what the restaurant is there for, I would rather keep it, if only to visit you from time to time.

Maybe putting the restaurant on an island with bridge leading to it would be the better idea for compatibility's sake? This way we won't need any patches at all. Just a thought..
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Mon May 31, 2010 2:33 am

I'm guessing that would be done in the original .esp *before* generating distant land, right?
I will describe the process for anybody interested (as always, make a backup of .esp involved before, and be sure to have Mash set to Lock times).
1) Start the TESCS, select Files\Datafiles, selct NOM 2.13.esp, click the Details button.
2) click the detail window header to sort by ID, look inside the LAND entries for the cell 2, -12, select it, press the delete key
3) answer Yes at the confirmation message
4) you should see a I to the left of the cell line, meaning that landscape changes to this cell will be ignored=loaded no more
5) click close to close the detail window, click OK to load the mod as usual
6) in TESCS choose World\Go to cell, and type 2, -12
7) after loading, you should see cell Ascadian Isles Region, 2, -12 selected in the Render Window. Click on the window header and zoom (mouse wheel) until you see the restaurant (a velothi tower) in the middle of the cell. click it to select it, and press the B key to enable cell borders
8) rotate the view centered on the restaurant, and click+delete things under terrain level to the south in the same cell(the statue, the small lake)
9) save the mod
10) not necessary, but suggested: clean it with TESTool
11) regenerate MGE distant land.
If all is well, you should have a full functional NOM restaurant and no more floating Vality's/Vurt's grass/trees :twirl:
User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Mon May 31, 2010 12:22 am

Maybe putting the restaurant on an island with bridge leading to it would be the better idea for compatibility's sake? This way we won't need any patches at all. Just a thought..


I like the idea of a waterside restaurant. I wonder if it could be put up on pylons so the island wouldn't even be necessary? Like a mini-canton.


I will describe the process for anybody interested . . .


Thank you so much! You are my hero for the day!
User avatar
Averielle Garcia
 
Posts: 3491
Joined: Fri Aug 24, 2007 3:41 pm

Post » Mon May 31, 2010 2:25 am

Thanks abot for posting an easy and fast temporary solution.

Maybe putting the restaurant on an island with bridge leading to it would be the better idea for compatibility's sake? This way we won't need any patches at all. Just a thought..

There's at least one mod, an extended Ebonheart project, that relies on the NoM restaurant being where it is now. Others of which I don't know may exist too. So while the island idea is pretty good, I'm not inclined to move Food of the Gods. It would be a lack of respect towards the few people that actually liked my work there.

I still think the best solution is a compatibility patch between the two mods, so one can see the work of both modders togheter.

Speaking of something else, Stuporstar completed the work on the NoM books and I added them to the game. Here are a couple of screenshots to show you her fantastic work ingame:
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Afff.jpg?t=1274046538
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Fotg.jpg?t=1274046536
:thumbsup:
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Mon May 31, 2010 1:59 am

_Taddeus_, I went into Vurt's Grass and Vibrant Trees 2.0 and deleted all the added grass and trees from the cell Food of the Gods is in. This, in effect, has created two new esps which are compatible with NoM. I need to test them, but I see no reason they wouldn't work. I could easily do the same with Vality7's grass mod and any other mod which adds landscape elements to that particular cell.

BTW, I never said I didn't *like* Food of the Gods; I just didn't understand its purpose and location. (it took me several days to find it after I read the advert). I thought it was just a showcase for the mod, frankly. Now that I understand how to make other mods more compatible, I can fix it, but the one thing I've never really figured out is when two mods conflict, how is it determined which modder makes the patch? Who moves their structures? Players only seem to have two choices: wait until the modders have duked it out, or figure out how to fix it themselves. I have to admit, if I hadn't asked about it here and discovered the purpose of Food of the Gods, I probably would have just disabled/deleted it rather than go to all the trouble of recreating distant land . . . yet again.

Anyway, after I've tested, I'll make the two .esps available by PM to anyone who wants/needs them.
User avatar
An Lor
 
Posts: 3439
Joined: Sun Feb 18, 2007 8:46 pm

Post » Mon May 31, 2010 12:37 am

BTW, I never said I didn't *like* Food of the Gods; I just didn't understand its purpose and location. (it took me several days to find it after I read the advert). I thought it was just a showcase for the mod, frankly.

I found it randomly and couldn't work out what it was for. I tend not to bother with it, I like the smaller food traders more.
User avatar
Quick draw II
 
Posts: 3301
Joined: Thu Nov 08, 2007 4:11 pm

Post » Sun May 30, 2010 3:30 pm

I'm now in the process of updating the shops, adding the new foods to them for sell and for display. This is very time consuming because I'm a bit a perfectionist and because I keep creating new meshes to make the shops more detailed. One of the things I'm most proud of are these containers which I modeled to give a little variety to the game besides the usual crate/basket/sack triad.

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CookieJar.jpg?t=1273842456 - I spent ages to achieve the correct texture colors and alpha/reflection values.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/LardJar.jpg?t=1273842455 - A jar for storing lard, like the ones I remember from my childhood.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/SaltSugar.jpg?t=1273842453 - Small salt and sugar sacks, ideal for kitchens.

Unfortunately the screenshots look a bit strange because they were so dark that I had to add some brightness with Paint.net. In game the whole ambient looks more natural. :)

Nice! :D
User avatar
Kathryn Medows
 
Posts: 3547
Joined: Sun Nov 19, 2006 12:10 pm

Post » Sun May 30, 2010 4:56 pm

Now that I understand how to make other mods more compatible, I can fix it, but the one thing I've never really figured out is when two mods conflict, how is it determined which modder makes the patch? Who moves their structures? Players only seem to have two choices: wait until the modders have duked it out, or figure out how to fix it themselves.


I've always seen it as whoever is most willing. Most modders have their main files to focus on, but do not usually mind a patch as long as they are informed, and sometimes even help with it. On the off hand, major incompatibles tend to be regarded as a bug and fixed by the modder. Other than that, there doesn't seem to be an established rule on who does what when, and so willingness takes over at that point.
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Sun May 30, 2010 10:05 pm

As Maholix said there isn't a fixed rule on which modder must do a compatibility patch. And I can understand that from a player point of view the situation can be confusing sometimes. But I use myself the grass and trees mods, so I want NoM to be compatible with them, don't worry. What I'm saying is that in this particular case it is possible with a patch preserve the work of both modders (me and Vurt/Vality). The solution of abot (removing my landscape editing) and the one of Elaura (removing the grass) are both good temporary solutions. I want my landscape editing with the grass on it and I'll do it myself if necessary.

However, these posts have pointed out two things about the restaurant.
First, it's difficult to find. I'll try to solve this by adding a small map to the advertising leaflet.
Second, it's hard to understand its purpose. This strenghten my idea of adding more unique features to it, to make it feel unique and make your visits there more funny.

These threads are always a source of precious suggestions, thank you all. :)
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Sun May 30, 2010 3:53 pm

I'm nearly done with the food models. I know I keep saying that :P, but the fact is that there are new suggestions for food that I'm trying to include. Now I'm working on the models for the roasted fish and meat suggested by Elaura a few posts ago.
Here are some preview shots of new baker delicacies:

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/RacerMorsel.jpg?t=1274274933 - Cliff racer meat wrapped in bread pastry and cooked in an oven.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/Torall.jpg?t=1274274932 - A local salty biscuit based on wickwheat and lard.
http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheesePie.jpg?t=1274274932 - A salty pie based on imported cheese. If anyone can suggest a name for this one that doesn't contain the word "cheese" I would be grateful, because I've already the cheese and corn pie and I'd like to avoid repetitions.

Hope you like them.
Bye :)
User avatar
Meghan Terry
 
Posts: 3414
Joined: Sun Aug 12, 2007 11:53 am

Post » Mon May 31, 2010 12:52 am

http://i794.photobucket.com/albums/yy227/_Taddeus_/NOM/CheesePie.jpg?t=1274274932 - A salty pie based on imported cheese. If anyone can suggest a name for this one that doesn't contain the word "cheese" I would be grateful, because I've already the cheese and corn pie and I'd like to avoid repetitions.

Hope you like them.
Bye :)

How about "Sentinel Stilton Surprise"?
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun May 30, 2010 5:19 pm

If you threw some meat and potatoes in there, you could call it shepherd's pie.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Sun May 30, 2010 7:43 pm

It's probably a no-brainer, but you're updating the textures/meshes for the apples, oranges, pears, bananas, onions, watermellons, coconuts right? The apples and pears look rather octogonal as of right now.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Sun May 30, 2010 5:03 pm

I will have have a plate of kifla and ajvar please.
User avatar
FABIAN RUIZ
 
Posts: 3495
Joined: Mon Oct 15, 2007 11:13 am

Post » Sun May 30, 2010 7:08 pm

How about "Sentinel Stilton Surprise"?

Uh, what is Sentinel Stilton? :confused:

If you threw some meat and potatoes in there, you could call it shepherd's pie.

Unfortunately, there are no potatoes around. :)
Maybe I could use "Stringy Pie" or something similar.

It's probably a no-brainer, but you're updating the textures/meshes for the apples, oranges, pears, bananas, onions, watermellons, coconuts right? The apples and pears look rather octogonal as of right now.

Actually, those fruits were among the few models/texture i wasn't going to update. :P
Well, it seems I'll have to give a look at them too...
Coconut?

I will have have a plate of kifla and ajvar please.

Sorry Kukaahinui, MW people still don't know these delicacies. :cookie:
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Mon May 31, 2010 3:35 am

I really appreciate the alien names for the new foods. One thing that has always made Morrowind stand out for me is its otherness. I love wandering around this world and needing to discover what items are. Finding muffins and rye bread just isn't as cool as finding scrib jelly and other native dishes.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Sun May 30, 2010 6:57 pm

Hmmm, here are some names I suppose could work well for different foods:

Bonka
Clabber Cream
Conchiglioni
Cracklings
Rugulah
P’tcha
Siwa
Txakoli
Chuno

I dunno, snagged those from different sources, hope they might help.
User avatar
Dan Scott
 
Posts: 3373
Joined: Sun Nov 11, 2007 3:45 am

PreviousNext

Return to III - Morrowind