I've had NOM for a while and it worked great at first (I had it years ago on another computer as well and had no issues) but now I can't seem to collect any water. I'm not getting the message that says "you don't need any water right now," it's just not doing anything when I activate the wells/barrels/spouts.
These are the mods I'm running, in case the information would be helpful:
[...]
One of those two mods might be causing your trouble.
Acheron's Camping Gear NOM patch
MCA - NOM patch
Short explanation:I think I would check to see that load orders are correct. NoM usually works best when it is loaded nearly last and then patches that are to be applied to NoM.
EDIT:
Although some patches should be in the load order just before NoM...
Long explanation:After releasing NoM, Taddeus and Nymeria also released a NoM compatibility pack. That was a collection of icons, meshes, textures, and an .esp file. That .esp file was meant to be merged into a modder's own project so that NoM's resources would be available in that mod. So far, so good. Unfortunately, that compatibility pack wasn't identical to NoM itself as it didn't feature NoM's scripts. It only contained script stubs, the likes of
Begin NOM_well_beerend
Obviously, that script doesn't do anything. It is only a placeholder that's meant to be overwritten with a functional version (thus allowing NoM updates without having to alter all NoMified mods in the aftermath). This design led to the absurd situation that NoM's compatibility pack is incompatible with NoM itself. Consequently, all mods based on the compatibilty pack are incompatible with NoM, unless NoM loads after those mods. In that case, NoM will overwrite those script stubs with their functional versions, thus making them work again.
So any mod that contains NoM's compatibility pack *and* is dated later than NoM itself (loads after NoM) breaks NoM's functionality.
[Sidenote]
That's why I made all my NoM addons by loading my mod alongside NoM in the CS and simply used NoM's resources. As a consequence, my NoM addons only work when NoM is also present, but as far as I'm concerned that's the point of NoMifying. It also means that my mods don't install a ton of icons, meshes, and textures for NoM's ingredients.
[/Sidenote]
"Solution" to make NoM functional again:Make sure that NoM loads last by setting its date to something in the distant future. December 2050 should do nicely. (Honestly, I'd rather consider this a workaround than a solution; it is and remains clunky workmanship.) And if you're making a NoM Addon for your mod: don't just merge it with NoM's compatibility pack: you will inevitably create a "dirty" mod that way.