[Early WIPz] Possible NoM 3.0

Post » Fri May 27, 2011 5:42 pm

I'm just going to throw my two cents in here on cooking.

I agree that its pretty ridiculous to require a player to find a book before they can figure out how to throw a piece of rat meat on a grill, but on the other hand, I do see the point of it in some more complicated dishes. Now, I dont use MC much, but what little I've used shows me that you do have a chance of failure until you start getting good in various skills, such as cooking, and from what I've gathered in this thread, the failure rate for a basic dish appears fairly high. I like the idea of skills when it comes to cooking, but at the same time, given that your life is based on what food you have in your inventory, it seems like a bigger problem then the combat at low levels (you can avoid fights, but you will always be hungry at some point).

My idea is, why not include skills, but failure in cooking a dish properly will result in a "lower quality" version, that will just be less satisfying for the player. So take the example of throwing rat meat on the grill. If I'm not too used to cooking rat, I might not cook the meat properly (in the case of undercooked, maybe add the posibility for food poisoning?), and it may not be as satisfying. Same can be said with things like Ash Yams. Maybe overcooking it can burn away the nutrients :shrug:
User avatar
Luna Lovegood
 
Posts: 3325
Joined: Thu Sep 14, 2006 6:45 pm

Post » Fri May 27, 2011 9:25 pm

I'm just going to throw my two cents in here on cooking.

I agree that its pretty ridiculous to require a player to find a book before they can figure out how to throw a piece of rat meat on a grill, but on the other hand, I do see the point of it in some more complicated dishes. Now, I dont use MC much, but what little I've used shows me that you do have a chance of failure until you start getting good in various skills, such as cooking, and from what I've gathered in this thread, the failure rate for a basic dish appears fairly high. I like the idea of skills when it comes to cooking, but at the same time, given that your life is based on what food you have in your inventory, it seems like a bigger problem then the combat at low levels (you can avoid fights, but you will always be hungry at some point).

My idea is, why not include skills, but failure in cooking a dish properly will result in a "lower quality" version, that will just be less satisfying for the player. So take the example of throwing rat meat on the grill. If I'm not too used to cooking rat, I might not cook the meat properly (in the case of undercooked, maybe add the posibility for food poisoning?), and it may not be as satisfying. Same can be said with things like Ash Yams. Maybe overcooking it can burn away the nutrients :shrug:

I mentioned this exact idea to Gluby previous, though my suggestion provided no real negative to failure other than grade/quality of food (less, standard, or more nourishment from the items). This would make cooking mimic alchemy in the idea that you have a chance to get something better than store bought by doing it yourself, but you could also get something a little worse too. Going to a store would always provide the standard levels of the food available.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Fri May 27, 2011 11:40 am

Yep, I remember. I still have to put a number of things we've talked about into the drawing board/OP. I know one thing that would mean would be making two or three variants of each dish depending on what range of quality we're talking.


I mentioned this exact idea to Gluby previous, though my suggestion provided no real negative to failure other than grade/quality of food (less, standard, or more nourishment from the items). This would make cooking mimic alchemy in the idea that you have a chance to get something better than store bought by doing it yourself, but you could also get something a little worse too. Going to a store would always provide the standard levels of the food available.

User avatar
Jonathan Montero
 
Posts: 3487
Joined: Tue Aug 14, 2007 3:22 am

Post » Sat May 28, 2011 12:11 am

Yep, I remember. I still have to put a number of things we've talked about into the drawing board/OP. I know one thing that would mean would be making two or three variants of each dish depending on what range of quality we're talking.

Indeed, I certainly do not deny that it increases leg work for the mod a good bit, but certainly something to consider as it does add a little flair to things. Anyhow, been looking into sleep deprivation symptoms a lot as well, and I think we could possibly do some interesting things with shaders in regards to this for the MGE version (hallucinations sound intriguing).
User avatar
Javaun Thompson
 
Posts: 3397
Joined: Fri Sep 21, 2007 10:28 am

Post » Fri May 27, 2011 6:29 pm

Actually, I was thinking more along the lines of inventory bloat (three stacks of this type of prepared meal, two stacks of that) than modwork. But it's definitely worth checking out and trying for size.

Yes, I was thinking about shaders for deprivation symptoms too. That sounds like a lot of fun, though I know, speaking for myself, I can't really seem to get away with using shaders without sub-10 frame rates, and I don't have a dinky box (I mean, it's nothing special, but neither is it low-end). I haven't looked too much into it, though, so I may be just doing something wrong.

Indeed, I certainly do not deny that it increases leg work for the mod a good bit, but certainly something to consider as it does add a little flair to things. Anyhow, been looking into sleep deprivation symptoms a lot as well, and I think we could possibly do some interesting things with shaders in regards to this for the MGE version (hallucinations sound intriguing).

User avatar
Sian Ennis
 
Posts: 3362
Joined: Wed Nov 08, 2006 11:46 am

Post » Fri May 27, 2011 11:07 am

Yep, I remember. I still have to put a number of things we've talked about into the drawing board/OP. I know one thing that would mean would be making two or three variants of each dish depending on what range of quality we're talking.


Not necessarily. You could make several "spoiled" recipes and have them apply in various situations. For example, you could have "charred steak" which could work for overcooked hound, rat, and durzog (as well as kagouti and guar, depending on what other mod-provided ingredients you end up including). Here are a few more suggestions:

Salty soup
Burned bread
Fallen souffle
Foul-tasting stew
Sour juice
Undercooked vegetable

Each one could serve as a partial failure for a number of different foods, which would remove the need for having multiple variants of each possible food. With a little imagination (and a little work on textures) it should be possible to cover most kitchen mistakes with a relatively small number of additional food items. I do think that in addition to having partial failures, there should also be TOTAL failures. There are some mistakes one can make while cooking that can make an item so inedible that even the hungriest person wouldn't eat or drink it (imagine making lemonade and accidentally using salt instead of sugar. Not only would the result be disgusting, but quite unhealthy)

On the flip-side, I don't see any real reason to make recipes that are superior. After all, when you boil an egg, you do it right or you mess it up. You can cook an egg that is only partially edible or char a steak to the point where it's not very nourishing, but the opposite is quite difficult to do. How does one cook a steak so that it's more filling or more nourishing than a properly prepared one? Obviously, it's possible to cook it so that it's more tasty, but the flavor is kind of hard to quantify and doesn't really have much to do with a mod whose purpose is to make sure people don't die from hunger, thirst, etc. If the hunger-abating properties of the food can't reasonably be increased, is there actually a reason to have a separate item to identify it?
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 27, 2011 6:41 pm

-clip-

These are good:
Salty soup
Burned bread
Fallen souffle
Sour juice

I'd suggest these instead:
Bland stew
Overcooked vegetable

Most vegetables are more nutritious when eaten raw or lightly cooked (blanched, steamed) and usually more tasty IMO. Of course, some would need to be cooked to even be edible (e.g. potato-like roots, fibrous plants like asparagus, most legumes), but for sake of simplicity overcooked veggies are less palatable in general.

Regarding the discussion about remove curse - any chance either of you were testing with atronach birthsign? It definitely would interfere will spells taking effect and skew the test results.


[edit] Some more to add to the suggestion list:
Lumpy porridge
Runny dessert
Hard cookie or Crumby cookie
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Fri May 27, 2011 8:50 am

Regarding the discussion about remove curse - any chance either of you were testing with atronach birthsign? It definitely would interfere will spells taking effect and skew the test results.


The curse I was using was a modified copy of the atronach birthsign, but I removed spell absorption and stunted magicka to ensure it wouldn't interfere with a spell taking effect. Since the game engine does treat magic linked with birthsigns and racial bonuses somewhat differently, I copied it to a different ID so that it wouldn't be associated with either of them and changed it from an ability to a curse.

My test character is immune to cold, but has no other resistances, nor any magic that would reflect or absorb incoming effects. Since neither the fortify maximum magicka nor the remove curse effect are cold based, I don't think the cold immunity could be a factor.

To be honest, I don't much care for the atronach sign, so I don't ever use it. Does it even HAVE an effect on potions?
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Fri May 27, 2011 3:12 pm

The curse I was using was a modified copy of the atronach birthsign, but I removed spell absorption and stunted magicka to ensure it wouldn't interfere with a spell taking effect. Since the game engine does treat magic linked with birthsigns and racial bonuses somewhat differently, I copied it to a different ID so that it wouldn't be associated with either of them and changed it from an ability to a curse.

My test character is immune to cold, but has no other resistances, nor any magic that would reflect or absorb incoming effects. Since neither the fortify maximum magicka nor the remove curse effect are cold based, I don't think the cold immunity could be a factor.

To be honest, I don't much care for the atronach sign, so I don't ever use it. Does it even HAVE an effect on potions?


The two curses I used were a curse that damages fatigue and endurance and one that is a paralysis thing like a flesh to stone effect.

the Atronach fortifies magicka, causes stunted magicka and has a spell absorption element, though I don't remember what magnitude. That last might effect things, but I doubt it. I will test it out though... I never use it either, magicka is too hard to come by, and nobody ever wants to attack me on cue it seems... :)
User avatar
Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Fri May 27, 2011 2:19 pm

OK I didn't mean to start an argument, so I did some tests myself. This is actually in MWSFD already, only it's not really clear what is meant. I'll see about rewriting that section. What I've found could account for the differences of opinion here too... Anyway, to the point:

The tricky bit is that if you use a 100-magnitude remove curse effect, ANY remove curse effect used after that (even with magnitude 0) will work like a 100% remove curse.

Here's the results from my test, copy-pased from the MWSE log (where it says "d2, m0" or whatever it means "duration 2, magnitude 0"):
ROUND 1:Curse added:GetSpell1: 1GetEffect: 1GetBlindness: 100Remove Curse potion d2, m0:GetSpell1: 1GetEffect: 1GetBlindness: 100GetEffect sEffectRemoveCurse: 1Curse re-added:GetSpell1: 1GetEffect: 1GetBlindness: 100Remove Curse potion d2, m1:GetSpell1: 1GetEffect: 1GetBlindness: 100GetEffect sEffectRemoveCurse: 1Curse re-added:GetSpell1: 1GetEffect: 1GetBlindness: 100Remove Curse potion d2, m5:GetSpell1: 1GetEffect: 1GetBlindness: 100GetEffect sEffectRemoveCurse: 1Curse re-added:GetSpell1: 1GetEffect: 1GetBlindness: 100Remove Curse potion d2, m10:GetSpell1: 1GetEffect: 1GetBlindness: 100GetEffect sEffectRemoveCurse: 1Curse re-added:GetSpell1: 1GetEffect: 1GetBlindness: 100Remove Curse potion d2, m100:GetSpell1: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1ROUND 2:Both curses added:GetSpell1: 1GetSpell2: 1GetEffect: 1GetBlindness: 200Remove Curse potion d2, m0:GetSpell1: 0GetSpell2: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1Both curses re-added:GetSpell1: 1GetSpell2: 1GetEffect: 1GetBlindness: 200Remove Curse potion d2, m1:GetSpell1: 0GetSpell2: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1Both curses re-added:GetSpell1: 1GetSpell2: 1GetEffect: 1GetBlindness: 200Remove Curse potion d2, m5:GetSpell1: 0GetSpell2: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1Both curses re-added:GetSpell1: 1GetSpell2: 1GetEffect: 1GetBlindness: 200Remove Curse potion d2, m10:GetSpell1: 0GetSpell2: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1Both curses re-added:GetSpell1: 1GetSpell2: 1GetEffect: 1GetBlindness: 200Remove Curse potion d2, m100:GetSpell1: 0GetSpell2: 0GetEffect: 0GetBlindness: 0GetEffect sEffectRemoveCurse: 1

And the scripts I used (they're a bit messy, sorry):
begin mel_testscrshort stateshort finalshort s1spellshort s1effectshort s1blindnessshort s3spellshort s3effectshort s3blindnessshort s3rcurseshort s5spellshort s5effectshort s5blindnessshort s7spellshort s7effectshort s7blindnessshort s7rcurseshort s9spellshort s9effectshort s9blindnessshort s11spellshort s11effectshort s11blindnessshort s11rcurseshort s13spellshort s13effectshort s13blindnessshort s15spellshort s15effectshort s15blindnessshort s15rcurseshort s17spellshort s17effectshort s17blindnessshort s34short s19spellshort s19effectshort s19blindnessshort s19rcursefloat timerlong s1if ( CharGenState != -1 )	returnelseif ( state == 0 )	if ( MenuMode )		return	elseif ( timer < 2 )		set timer to ( timer + GetSecondsPassed )		return	endif	set timer to 0	player->AddSpell "mel_curse"	set state to 1	returnelseif ( state == 1 )	if ( timer < 0.5 )		set timer to ( timer + GetSecondsPassed )		return	endif	set s1spell to ( player->GetSpell "mel_curse" )	set s1effect to ( player->GetEffect sEffectBlind )	set s1blindness to ( player->GetBlindness )	set timer to 0	set state to 2elseif ( state == 2 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_0" 1	MessageBox "take potion"	set state to 3	returnelseif ( state == 3 )	if ( player->GetItemCount "mel_potion_2_0" > 0 )		return	endif	if ( timer > 2.5 )		set state to 4		set timer to 0		return	elseif ( timer < 1.5 )		set s3spell to ( player->GetSpell "mel_curse" )		set s3effect to ( player->GetEffect sEffectBlind )		set s3blindness to ( player->GetBlindness )		set s3rcurse to ( player->GetEffect sEffectRemoveCurse )	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endifelseif ( state == 4 )	if ( MenuMode )		return	endif	player->AddSpell "mel_curse"	set state to 5elseif ( state == 5 )	set s5spell to ( player->GetSpell "mel_curse" )	set s5effect to ( player->GetEffect sEffectBlind )	set s5blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 6		return	endifelseif ( state == 6 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_1" 1	MessageBox "take potion"	set state to 7	returnelseif ( state == 7 )	if ( player->GetItemCount "mel_potion_2_1" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s7spell to ( player->GetSpell "mel_curse" )		set s7effect to ( player->GetEffect sEffectBlind )		set s7blindness to ( player->GetBlindness )		set s7rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 8		set timer to 0		return	endifendifif ( state == 8 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	set state to 9elseif ( state == 9 )	set s9spell to ( player->GetSpell "mel_curse" )	set s9effect to ( player->GetEffect sEffectBlind )	set s9blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 10		return	endifelseif ( state == 10 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_5" 1	MessageBox "take potion"	set state to 11	returnelseif ( state == 11 )	if ( player->GetItemCount "mel_potion_2_5" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s11spell to ( player->GetSpell "mel_curse" )		set s11effect to ( player->GetEffect sEffectBlind )		set s11blindness to ( player->GetBlindness )		set s11rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 12		set timer to 0		return	endifelseif ( state == 12 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	set state to 13elseif ( state == 13 )	set s13spell to ( player->GetSpell "mel_curse" )	set s13effect to ( player->GetEffect sEffectBlind )	set s13blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 14		return	endifelseif ( state == 14 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_10" 1	MessageBox "take potion"	set state to 15	returnelseif ( state == 15 )	if ( player->GetItemCount "mel_potion_2_10" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s15spell to ( player->GetSpell "mel_curse" )		set s15effect to ( player->GetEffect sEffectBlind )		set s15blindness to ( player->GetBlindness )		set s15rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 16		set timer to 0		return	endifelseif ( state == 16 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	set state to 17elseif ( state == 17 )	set s17spell to ( player->GetSpell "mel_curse" )	set s17effect to ( player->GetEffect sEffectBlind )	set s17blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 18		return	endifelseif ( state == 18 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_100" 1	MessageBox "take potion"	set state to 19	returnelseif ( state == 19 )	if ( player->GetItemCount "mel_potion_2_100" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s19spell to ( player->GetSpell "mel_curse" )		set s19effect to ( player->GetEffect sEffectBlind )		set s19blindness to ( player->GetBlindness )		set s19rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 20		set timer to 0		return	endifelseif ( state == 20 )	set final to 1	set state to 21endififx ( final )	set final to 0		xLogMessage "ROUND 1:"	xLogMessage "Curse added:"	xLogMessage "GetSpell1: %d" s1spell	xLogMessage "GetEffect: %d" s1effect	xLogMessage "GetBlindness: %d" s1blindness	xLogMessage "Remove Curse potion d2, m0:"	xLogMessage "GetSpell1: %d" s3spell	xLogMessage "GetEffect: %d" s3effect	xLogMessage "GetBlindness: %d" s3blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s3rcurse		xLogMessage "Curse re-added:"	xLogMessage "GetSpell1: %d" s5spell	xLogMessage "GetEffect: %d" s5effect	xLogMessage "GetBlindness: %d" s5blindness	xLogMessage "Remove Curse potion d2, m1:"	xLogMessage "GetSpell1: %d" s7spell	xLogMessage "GetEffect: %d" s7effect	xLogMessage "GetBlindness: %d" s7blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s7rcurse		xLogMessage "Curse re-added:"	xLogMessage "GetSpell1: %d" s9spell	xLogMessage "GetEffect: %d" s9effect	xLogMessage "GetBlindness: %d" s9blindness	xLogMessage "Remove Curse potion d2, m5:"	xLogMessage "GetSpell1: %d" s11spell	xLogMessage "GetEffect: %d" s11effect	xLogMessage "GetBlindness: %d" s11blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s11rcurse		xLogMessage "Curse re-added:"	xLogMessage "GetSpell1: %d" s13spell	xLogMessage "GetEffect: %d" s13effect	xLogMessage "GetBlindness: %d" s13blindness	xLogMessage "Remove Curse potion d2, m10:"	xLogMessage "GetSpell1: %d" s15spell	xLogMessage "GetEffect: %d" s15effect	xLogMessage "GetBlindness: %d" s15blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s15rcurse		xLogMessage "Curse re-added:"	xLogMessage "GetSpell1: %d" s17spell	xLogMessage "GetEffect: %d" s17effect	xLogMessage "GetBlindness: %d" s17blindness	xLogMessage "Remove Curse potion d2, m100:"	xLogMessage "GetSpell1: %d" s19spell	xLogMessage "GetEffect: %d" s19effect	xLogMessage "GetBlindness: %d" s19blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s19rcurse		StartScript mel_testsc2	StopScript mel_testscrendifend

begin mel_testsc2short stateshort finalshort s1spellshort s1spel2short s1effectshort s1blindnessshort s3spellshort s3spel2short s3effectshort s3blindnessshort s3rcurseshort s5spellshort s5spel2short s5effectshort s5blindnessshort s7spellshort s7spel2short s7effectshort s7blindnessshort s7rcurseshort s9spellshort s9spel2short s9effectshort s9blindnessshort s11spellshort s11spel2short s11effectshort s11blindnessshort s11rcurseshort s13spellshort s13spel2short s13effectshort s13blindnessshort s34short s15spellshort s15spel2short s15effectshort s15blindnessshort s15rcurseshort s17spellshort s17spel2short s17effectshort s17blindnessshort s19spellshort s19spel2short s19effectshort s19blindnessshort s19rcursefloat timerlong s1if ( CharGenState != -1 )	returnelseif ( state == 0 )	if ( MenuMode )		return	endif	player->AddSpell "mel_curse"	player->AddSpell "mel_curse2"	set state to 1	returnelseif ( state == 1 )	set s1spell to ( player->GetSpell "mel_curse" )	set s1spel2 to ( player->GetSpell "mel_curse2" )	set s1effect to ( player->GetEffect sEffectBlind )	set s1blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 2		return	endifelseif ( state == 2 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_0" 1	MessageBox "take potion"	set state to 3	returnelseif ( state == 3 )	if ( player->GetItemCount "mel_potion_2_0" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s3spell to ( player->GetSpell "mel_curse" )		set s3spel2 to ( player->GetSpell "mel_curse2" )		set s3effect to ( player->GetEffect sEffectBlind )		set s3blindness to ( player->GetBlindness )		set s3rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 4		set timer to 0		return	endifelseif ( state == 4 )	if ( MenuMode )		return	endif	player->AddSpell "mel_curse"	player->AddSpell "mel_curse2"	set state to 5elseif ( state == 5 )	set s5spell to ( player->GetSpell "mel_curse" )	set s5spel2 to ( player->GetSpell "mel_curse2" )	set s5effect to ( player->GetEffect sEffectBlind )	set s5blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 6		return	endifelseif ( state == 6 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_1" 1	MessageBox "take potion"	set state to 7	returnelseif ( state == 7 )	if ( player->GetItemCount "mel_potion_2_1" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s7spell to ( player->GetSpell "mel_curse" )		set s7spel2 to ( player->GetSpell "mel_curse2" )		set s7effect to ( player->GetEffect sEffectBlind )		set s7blindness to ( player->GetBlindness )		set s7rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 8		set timer to 0		return	endifendifif ( state == 8 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	player->AddSpell "mel_curse2"	set state to 9elseif ( state == 9 )	set s9spell to ( player->GetSpell "mel_curse" )	set s9spel2 to ( player->GetSpell "mel_curse2" )	set s9effect to ( player->GetEffect sEffectBlind )	set s9blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 10		return	endifelseif ( state == 10 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_5" 1	MessageBox "take potion"	set state to 11	returnelseif ( state == 11 )	if ( player->GetItemCount "mel_potion_2_5" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s11spell to ( player->GetSpell "mel_curse" )		set s11spel2 to ( player->GetSpell "mel_curse2" )		set s11effect to ( player->GetEffect sEffectBlind )		set s11blindness to ( player->GetBlindness )		set s11rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 12		set timer to 0		return	endifelseif ( state == 12 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	player->AddSpell "mel_curse2"	set state to 13elseif ( state == 13 )	set s13spell to ( player->GetSpell "mel_curse" )	set s13spel2 to ( player->GetSpell "mel_curse2" )	set s13effect to ( player->GetEffect sEffectBlind )	set s13blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 14		return	endifelseif ( state == 14 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_10" 1	MessageBox "take potion"	set state to 15	returnelseif ( state == 15 )	if ( player->GetItemCount "mel_potion_2_10" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s15spell to ( player->GetSpell "mel_curse" )		set s15spel2 to ( player->GetSpell "mel_curse2" )		set s15effect to ( player->GetEffect sEffectBlind )		set s15blindness to ( player->GetBlindness )		set s15rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 16		set timer to 0		return	endifelseif ( state == 16 )	if ( MenuMode )		return	endif	player->AddSPell "mel_curse"	player->AddSpell "mel_curse2"	set state to 17elseif ( state == 17 )	set s17spell to ( player->GetSpell "mel_curse" )	set s17spel2 to ( player->GetSpell "mel_curse2" )	set s17effect to ( player->GetEffect sEffectBlind )	set s17blindness to ( player->GetBlindness )	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer > 0.5 )		set timer to 0		set state to 18		return	endifelseif ( state == 18 )	if ( MenuMode )		return	endif	player->AddItem "mel_potion_2_100" 1	MessageBox "take potion"	set state to 19	returnelseif ( state == 19 )	if ( player->GetItemCount "mel_potion_2_100" > 0 )		return	endif	if ( MenuMode == 0 )		set timer to ( timer + GetSecondsPassed )	endif	if ( timer < 1.5 )		set s19spell to ( player->GetSpell "mel_curse" )		set s19spel2 to ( player->GetSpell "mel_curse2" )		set s19effect to ( player->GetEffect sEffectBlind )		set s19blindness to ( player->GetBlindness )		set s19rcurse to ( player->GetEffect sEffectRemoveCurse )	elseif ( timer > 2 )		set state to 20		set timer to 0		return	endifelseif ( state == 20 )	set final to 1endififx ( final )	set final to 0	xLogMessage "ROUND 2:"	xLogMessage "Both curses added:"	xLogMessage "GetSpell1: %d" s1spell	xLogMessage "GetSpell2: %d" s1spel2	xLogMessage "GetEffect: %d" s1effect	xLogMessage "GetBlindness: %d" s1blindness	xLogMessage "Remove Curse potion d2, m0:"	xLogMessage "GetSpell1: %d" s3spell	xLogMessage "GetSpell2: %d" s3spel2	xLogMessage "GetEffect: %d" s3effect	xLogMessage "GetBlindness: %d" s3blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s3rcurse		xLogMessage "Both curses re-added:"	xLogMessage "GetSpell1: %d" s5spell	xLogMessage "GetSpell2: %d" s5spel2	xLogMessage "GetEffect: %d" s5effect	xLogMessage "GetBlindness: %d" s5blindness	xLogMessage "Remove Curse potion d2, m1:"	xLogMessage "GetSpell1: %d" s7spell	xLogMessage "GetSpell2: %d" s7spel2	xLogMessage "GetEffect: %d" s7effect	xLogMessage "GetBlindness: %d" s7blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s7rcurse		xLogMessage "Both curses re-added:"	xLogMessage "GetSpell1: %d" s9spell	xLogMessage "GetSpell2: %d" s9spel2	xLogMessage "GetEffect: %d" s9effect	xLogMessage "GetBlindness: %d" s9blindness	xLogMessage "Remove Curse potion d2, m5:"	xLogMessage "GetSpell1: %d" s11spell	xLogMessage "GetSpell2: %d" s11spel2	xLogMessage "GetEffect: %d" s11effect	xLogMessage "GetBlindness: %d" s11blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s11rcurse		xLogMessage "Both curses re-added:"	xLogMessage "GetSpell1: %d" s13spell	xLogMessage "GetSpell2: %d" s13spel2	xLogMessage "GetEffect: %d" s13effect	xLogMessage "GetBlindness: %d" s13blindness	xLogMessage "Remove Curse potion d2, m10:"	xLogMessage "GetSpell1: %d" s15spell	xLogMessage "GetSpell2: %d" s15spel2	xLogMessage "GetEffect: %d" s15effect	xLogMessage "GetBlindness: %d" s15blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s15rcurse		xLogMessage "Both curses re-added:"	xLogMessage "GetSpell1: %d" s17spell	xLogMessage "GetSpell2: %d" s17spel2	xLogMessage "GetEffect: %d" s17effect	xLogMessage "GetBlindness: %d" s17blindness	xLogMessage "Remove Curse potion d2, m100:"	xLogMessage "GetSpell1: %d" s19spell	xLogMessage "GetSpell2: %d" s19spel2	xLogMessage "GetEffect: %d" s19effect	xLogMessage "GetBlindness: %d" s19blindness	xLogMessage "GetEffect sEffectRemoveCurse: %d" s19rcurse		StopScript mel_testsc2endifend

And a link to the http://rapidshare.com/files/303023958/__remcursetest.esp, if anyone wants to check (the esp requires MWSE, but if you remove the last state block with the xLogMessage stuff you can run it without MWSE and check the results some other way).
User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Fri May 27, 2011 8:51 pm

-clip-
To be honest, I don't much care for the atronach sign, so I don't ever use it. Does it even HAVE an effect on potions?

Did some quick tests with a few stock potions - from what I can tell the atronach birthsign does NOT effect alchemy use:
* Mazte and Flinn correctly altered Ability stats
* Cheap Potion of Fortify Health added the health bonus (d15, m8)
* Bargain Rising Force Potion applied levitate effect (d30, m5)

So Remove Curse used as an alchemy effect should work fine - absorb / reflect only appears to impact spellmaking effects. Haven't tried any specific tests for enchanting yet...
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Fri May 27, 2011 3:36 pm

Okay... to take my testing a step further, I created three new curses to replace the one which was a modified Wombburn - since there was some concern that it might have affected the results.

1) 100% blindness
2) 30 points of sound
3) 5% weakness to disease.

I also cooked up 50 rat steaks and over 200 boiled kwama eggs. (all with a "reduce hunger" magnitude of 1 - remove curse is renamed by Morrowind Crafting )

After eating 10 rat steaks individually, not one of the curses had been removed.
I then at 20 rat steaks at once. No change.
Then I ate 50 boiled eggs (Now I know how Cool Hand Luke felt!) still no change.
Then I ate 101 boiled eggs - None of the curses were removed.

Of the 181 remove curse potions I consumed, not a single one of them had any effect on the curses, not even the puny 5% weakness to disease.

If there's something wrong with the way remove curse is implemented so that it breaks if someone ever casts it at a magnitude of 100, perhaps we could ask Hrnchamd if he'd consider looking into a possible fix in the Morrowind Code Patch.
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Fri May 27, 2011 12:32 pm

I also cooked up 50 rat steaks and over 200 boiled kwama eggs. (all with a "reduce hunger" magnitude of 1 - remove curse is renamed by Morrowind Crafting )

After eating 10 rat steaks individually, not one of the curses had been removed.
I then at 20 rat steaks at once. No change.
Then I ate 50 boiled eggs (Now I know how Cool Hand Luke felt!) still no change.
Then I ate 101 boiled eggs - None of the curses were removed.

Of the 181 remove curse potions I consumed, not a single one of them had any effect on the curses, not even the puny 5% weakness to disease.

Yep, that's consistent with my tests. It's also consistent with the quote from ManaUser in SfD.

If there's something wrong with the way remove curse is implemented so that it breaks if someone ever casts it at a magnitude of 100

That seems to be the case, more or less... It doesn't work at all at lower magnitudes, which suggests to me that it's broken already. Presumably this is why Bethesda didn't use it.

perhaps we could ask Hrnchamd if he'd consider looking into a possible fix in the Morrowind Code Patch.

Could be a good idea. :)

As things stand though, I see no problem with using remove curse as "reduce hunger" since it won't break anything by itself, and if someone adds the ability to get and use a 100% remove curse effect that's going to break a lot of stuff regardless of whether remove curse is used for foods, so hopefully nobody will do that.
User avatar
Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Fri May 27, 2011 12:47 pm

Yep, that's consistent with my tests. It's also consistent with the quote from ManaUser in SfD.


That seems to be the case, more or less... It doesn't work at all at lower magnitudes, which suggests to me that it's broken already. Presumably this is why Bethesda didn't use it.


Could be a good idea. :)

As things stand though, I see no problem with using remove curse as "reduce hunger" since it won't break anything by itself, and if someone adds the ability to get and use a 100% remove curse effect that's going to break a lot of stuff regardless of whether remove curse is used for foods, so hopefully nobody will do that.


Oops... Well, since I've already done that in several mods, I guess I will have some fixin to do..
User avatar
Kirsty Wood
 
Posts: 3461
Joined: Tue Aug 15, 2006 10:41 am

Post » Fri May 27, 2011 6:41 pm

I've done a little bit of testing, and here's what I did and what I discovered.

I wrote a quick little script with no bells and whistles to see how it would work. Here's the script:
Begin PotionFoodScript;' A script to detect ingestion of a potion for the purpose of satisfying hunger.;' The potion in this instance will be based on the effect "Restore Skill" with;' a duration set to 1 for a snack, 2 for an entree, and 4 for a meal.short eatingshort eating2short eatingNowshort eatwhatfloat foodtimer;'globals: hungryIf ( MenuMode == 1 )		ReturnendIf;'check for spell effectset eatingnow to ( "player"->GetEffect, seffectremovecurse )If ( EatingNow == 1 )		set eating to 1		set eating2 to 1		endIfIf ( eating2 == 1 )		set foodTimer to ( foodTimer + Getsecondspassed )endIf;'check spell effect durationIf ( Eating ==1 )	If ( foodtimer >= 1 )			Set Eatwhat to (eatwhat + 1 )			set foodtimer to 0	endIf	If ( eatingNow == 0 )			set foodTimer to 0			set eating to 2	endIfendIf;'calculate new hunger result and reset the scriptIf ( Eating == 2 )		set hungry to (hungry - (eatwhat * 2 ))		set eatwhat to 0		set eating to 3		set eating2 to 0		returnendIf;'check for hungry less than 0, and reset it if it isIf ( Eating == 3 )	If ( hungry <= -1 )			set hungry to 0			set eating to 0	endIfendIf		End PotionFoodScript


I'm not real good with commenting, but it should be fairly straightforward, if anyone wants to test it. The mod I used to test it increments the global variable "hungry" at one point per hour.

I created 3 potions, an apple, a chicken leg, and a bowl of stew. the notion was three types of food comprising a snack, an entree, and a meal.

These were created as follows:
Food_apple Remove Curse Duration 1 magnitude 0
Food_chknLeg Remove Curse Duration 2 magnitude 0
Food_stewbowl Remove Curse Duration 4 magnitude 0

As I expected, the apple removed 2 from hungry, the chicken leg 4, and the stew 8. So far so good.

For the rest you should know that hunger and thirst in this mod are curses effecting various abilities, and these penalties are implemented and rectified by a seperate script using addspell and removespell to adjust the abilities accordingly.

Okay, I used rest for 20 hours which adds slight penalties due to hunger, and thirst adn shows up as two separate curses in the indicators on the lower right. Drinking the 3 items had no effects on other scripts that I could tell.

Then I tried casting a remove curse spell which has a magnitude of 100 (which I set so strong because it is only to be cast by an altar, so it should be Godlike, eh?)... The results were asounding. The Remove curse spell removed the curses and broke the other two scripts as well. I had to reset all of the variables manually in the console to get them going again.

After getting them going, and resting long enough to accrue some new penalties, I "ate" one of the potions, and again all curses were removed and all relevant scripts that had a curse effect in place were broken.

I created more remove curse spells with magnitudes of 60 and 80 respectively. Neither one of them broke all scripts like the 100 magnitude did, but after casting them, drinking any of the 3 food potions removed all curses.

Anyone who wants can use the script, and test to your hearts content, but I don't expect your results will be much different.

I had a thought which might get me yelled at, but here it is. The script could be altered to filter by two effects... perhaps something like restore skill and cure paralyzation that are not likely to be used together. If those two effects are on the "potion" the script can either have a nested if looking for both effects ( I worry about that one because I tried it with one effect and had endless infix to postfix errors ) or two variables set by geteffect. It's late, and I'm not thinking too well, and there is probably a better solution, but that's all I have for now.
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Fri May 27, 2011 10:05 pm

Not necessarily. You could make several "spoiled" recipes and have them apply in various situations. For example, you could have "charred steak" which could work for overcooked hound, rat, and durzog (as well as kagouti and guar, depending on what other mod-provided ingredients you end up including). Here are a few more suggestions:

Salty soup
Burned bread
Fallen souffle
Foul-tasting stew
Sour juice
Undercooked vegetable


These are good:
Salty soup
Burned bread
Fallen souffle
Sour juice

I'd suggest these instead:
Bland stew
Overcooked vegetable

Most vegetables are more nutritious when eaten raw or lightly cooked (blanched, steamed) and usually more tasty IMO. Of course, some would need to be cooked to even be edible (e.g. potato-like roots, fibrous plants like asparagus, most legumes), but for sake of simplicity overcooked veggies are less palatable in general.

Regarding the discussion about remove curse - any chance either of you were testing with atronach birthsign? It definitely would interfere will spells taking effect and skew the test results.


[edit] Some more to add to the suggestion list:
Lumpy porridge
Runny dessert
Hard cookie or Crumby cookie

Those all seem like good suggestions to me, and I do also agree about the Veggies and the Stew as well there tetchy

Each one could serve as a partial failure for a number of different foods, which would remove the need for having multiple variants of each possible food. With a little imagination (and a little work on textures) it should be possible to cover most kitchen mistakes with a relatively small number of additional food items. I do think that in addition to having partial failures, there should also be TOTAL failures. There are some mistakes one can make while cooking that can make an item so inedible that even the hungriest person wouldn't eat or drink it (imagine making lemonade and accidentally using salt instead of sugar. Not only would the result be disgusting, but quite unhealthy)

On the flip-side, I don't see any real reason to make recipes that are superior. After all, when you boil an egg, you do it right or you mess it up. You can cook an egg that is only partially edible or char a steak to the point where it's not very nourishing, but the opposite is quite difficult to do. How does one cook a steak so that it's more filling or more nourishing than a properly prepared one? Obviously, it's possible to cook it so that it's more tasty, but the flavor is kind of hard to quantify and doesn't really have much to do with a mod whose purpose is to make sure people don't die from hunger, thirst, etc. If the hunger-abating properties of the food can't reasonably be increased, is there actually a reason to have a separate item to identify it?

I am pretty well open on the ideas of total failure on cooking - when I initially suggested it I didn't mention total failure as a small departure from realism to provide player leniency. If people are in favor of it though, I am all for it being in

As for better foods, my only sentiment here is, again, a departure from realism to some degree for player benefit. Again, though, I am 100% open on this as well, and bend to community will on it.
User avatar
jodie
 
Posts: 3494
Joined: Wed Jun 14, 2006 8:42 pm

Post » Fri May 27, 2011 11:30 pm

I'm not entirely against the suggestion of superior foods myself, and I agree that it's quite reasonable to suspend reality if it increases enjoyment of the game. My concern is more along the lines of what Gluby was referring to with inventory bloat. While one could use a limited number of food items to represent failed attempts, the opposite really isn't true.

I mean, if you burn a steak, it's gonna look black and charred and taste like a charcoal brickette, and you probably won't even be able to tell if it started off as rat, hound, or durzog. So they can all be represented by a single "Charred steak" icon. With some imagination, you can organize all your meals into various categories and have a single failed item for each category. Less categories means less new low-quality meals and less work, but less flexibility as well (and at some point, less believability) as more foods get lumped into a single failed item. So someone is going to have to make a judgment call on how much grouping is enough and how much it too much.

On the other hand, if you somehow cook each of those steaks to some extreme perfection that causes them to be more nutritious than normal, you can't really lump them all together under a single icon. Each one is going to need a new name (and possibly a new icon and mesh), and that creates exactly the kind of inventory bloat that Gluby was talking about. Does the extra flexibility offered to the player justify the extra work on the part of the modder or modding team? Also, presuming the effort required by the modding team is approximately equal, is it likely that a person would prefer to have twelve different food items, six with two quality levels (poor and normal) or four with three quality levels (poor, normal, and superior)? Which one is more conducive to role-play (considering that's the entire point of the mod)?

As I said, I agree that suspending realism to improve the enjoyment of the mod is fine. I'm just not sure that a superior class of foods would actually do that. Perhaps a poll would help resolve the problem.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Fri May 27, 2011 1:19 pm

I'm not entirely against the suggestion of superior foods myself, and I agree that it's quite reasonable to suspend reality if it increases enjoyment of the game. My concern is more along the lines of what Gluby was referring to with inventory bloat. While one could use a limited number of food items to represent failed attempts, the opposite really isn't true.

I mean, if you burn a steak, it's gonna look black and charred and taste like a charcoal brickette, and you probably won't even be able to tell if it started off as rat, hound, or durzog. So they can all be represented by a single "Charred steak" icon. With some imagination, you can organize all your meals into various categories and have a single failed item for each category. Less categories means less new low-quality meals and less work, but less flexibility as well (and at some point, less believability) as more foods get lumped into a single failed item. So someone is going to have to make a judgment call on how much grouping is enough and how much it too much.

On the other hand, if you somehow cook each of those steaks to some extreme perfection that causes them to be more nutritious than normal, you can't really lump them all together under a single icon. Each one is going to need a new name (and possibly a new icon and mesh), and that creates exactly the kind of inventory bloat that Gluby was talking about. Does the extra flexibility offered to the player justify the extra work on the part of the modder or modding team? Also, presuming the effort required by the modding team is approximately equal, is it likely that a person would prefer to have twelve different food items, six with two quality levels (poor and normal) or four with three quality levels (poor, normal, and superior)? Which one is more conducive to role-play (considering that's the entire point of the mod)?

As I said, I agree that suspending realism to improve the enjoyment of the mod is fine. I'm just not sure that a superior class of foods would actually do that. Perhaps a poll would help resolve the problem.

I can certainly see what you are saying about inventory bloat. One could work around this in some ways, but when thinking of them in more detail (I have been piddling over this for a few days now on and off), I don't know if it would come out right in the end (as the compromise would end up looking piece-meal at best, the more I debate on it with myself).

Essentially, one could take the approach seen in NoM where, for instance, almost all meat tossed on the grill provides a general "Grilled Meat" item (with an exception to fish, which provide "Grilled Fish"). This could possibly be done with Charred Steak, Grilled Steak, Juicy Steak to provide the three levels (changing meat to steak as well to provide a more fluid sound to each depiction). The problem here is, that would not work for all food types so much, and so if you excluded it where it would cause needless clutter it would look patchy (if that all makes sense - couldn't sleep last night so very loopy at the moment).

In the end, not so sure it merits a poll, as I don't know in all if there is enough in favor to pursue that avenue yet (was merely tossing it about, as it were, looking for potential pitfalls). As stated, though, the more I debated this in my own head (before it came back up in the thread), the less and less I liked the idea.

This, though, brings me to think on an area of NoM I never seem to personally use (so know little about it in any aspect) - tisanes. Should they be maintained or not in an update? From what I have seen they seem like some kind of magical drinks that can sate various needs for a time - this may be inaccurate though (due to my lack of playing with them).

I am also curious about how people felt about some of the game world additions NoM added in previous forms (Imperial Food Routes, Food Stores, Wells, etc). Now, it stands to reason that Wells almost HAVE to be included to ensure proper access to a water supply. Food Routes and Food Stores, on the other hand, I do not see as being 100% needed. Food stores can be handled via the existence of Tradehouses, Taverns, and Traders in the existing game world economy and cultural structure. Removing these additions could further reduce conflicts that could be encountered with other mods as well.

In another note, I think the Inn functions need to be kept in tact (rental period options and more inns available) so as to compensate the need to sleep (beyond the addition of the bedroll, which should still be prevented in towns I feel).

Another thing to think of, I know the Entertainers and Entertainers Expanded mods had some issues with NoM before, these should be included in initial patches for people who use these mods.
User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Fri May 27, 2011 9:03 pm

I decided to see what I could do with two different spell effects that would have minimal impact even if things did go wrong, and here are the results.

The script looks for seffectRestoreSkill and seffectDetectAnimal. Both hav to be running at the same time to trigger the script. I don't believe that is real likely, but in the event it should happen, the PC is just going to be less hungry.

Here's the new script:
Begin PotionFoodScript;' A script to detect ingestion of a potion for the purpose of satisfying hunger.;' The potion in this instance will be based on the effect "Restore Skill" with;' a duration set to 1 for a snack, 2 for an entree, and 4 for a meal.short eatingshort eating2short RSeatingNowshort DAeatingNowshort eatwhatfloat foodtimer;'globals: hungryIf ( MenuMode == 1 )		ReturnendIf;'check for spell effectset RSeatingnow to ( "player"->GetEffect, seffectrestoreskill )set DAeatingnow to ( "player"->GetEffect, sEffectDetectAnimal )If ( RSEatingNow == 1 )	If ( DAEatingNow == 1 )		set eating to 1		set eating2 to 1	endIf	endIfIf ( eating2 == 1 )		set foodTimer to ( foodTimer + Getsecondspassed )endIf;'check spell effect durationIf ( Eating ==1 )	If ( foodtimer >= 1 )			Set Eatwhat to (eatwhat + 1 )			set foodtimer to 0	endIf	If ( RSeatingNow == 0 )			set foodTimer to 0			set eating to 2	endIfendIf;'calculate new hunger result and reset the scriptIf ( Eating == 2 )		set hungry to (hungry - (eatwhat * 2 ))		set eatwhat to 0		set eating to 3		set eating2 to 0		returnendIf;'check for hungry less than 0, and reset it if it isIf ( Eating == 3 )	If ( hungry <= -1 )			set hungry to 0			set eating to 0	endIfendIf				End PotionFoodScript


I only lightly tested it, but it works. If the PC's mercantile skill happens to be damaged at the time, there is no restoration of skill.

I created the food items in alchemy with Duration above 1 set only on Restore skill, and gave it a magnitude of 0. Detect animal was set duration 1 Magnitude 1.

I really doubt that under any circumstance detect animal would be useful since it only lasts for a count of 1 ... and with a magnitude of 1 the animal would practically have to be sitting on your head anyway.

So, open question for any and all, what do you think?
User avatar
LuBiE LoU
 
Posts: 3391
Joined: Sun Jun 18, 2006 4:43 pm

Post » Fri May 27, 2011 2:12 pm

(Sorry for the rash of delayed, marathon responses lately. I had a big RL project going on.)


Re: Alternate Food Results for Failed or Superior Cooking Rolls

[ . . . ]You could make several "spoiled" recipes and have them apply in various situations. For example, you could have "charred steak" which could work for overcooked hound, rat, and durzog (as well as kagouti and guar, depending on what other mod-provided ingredients you end up including). [ . . . ]

I concur that this looks like a good way to handle it. We can work out the details later, though the suggestions made (yours and tetchy's) sound like a good start.

I am pretty well open on the ideas of total failure on cooking - when I initially suggested it I didn't mention total failure as a small departure from realism to provide player leniency. If people are in favor of it though, I am all for it being in

As for better foods, my only sentiment here is, again, a departure from realism to some degree for player benefit. Again, though, I am 100% open on this as well, and bend to community will on it.

I concur here as well. I personally, in play, despise total failures, and, though that's my taste, I definitely agree that it would be preferable to keep a a quite low rate of total failure.

As for better foods...

[ . . . ] With some imagination, you can organize all your meals into various categories and have a single failed item for each category. Less categories means less new low-quality meals and less work, but less flexibility as well (and at some point, less believability) as more foods get lumped into a single failed item. So someone is going to have to make a judgment call on how much grouping is enough and how much it too much.

[ . . . ] Does the extra flexibility offered to the player justify the extra work on the part of the modder or modding team? Also, presuming the effort required by the modding team is approximately equal, is it likely that a person would prefer to have twelve different food items, six with two quality levels (poor and normal) or four with three quality levels (poor, normal, and superior)? Which one is more conducive to role-play (considering that's the entire point of the mod)?

As I said, I agree that suspending realism to improve the enjoyment of the mod is fine. I'm just not sure that a superior class of foods would actually do that. Perhaps a poll would help resolve the problem.
[ . . . ] One could work around this in some ways, but when thinking of them in more detail (I have been piddling over this for a few days now on and off), I don't know if it would come out right in the end (as the compromise would end up looking piece-meal at best, the more I debate on it with myself).

[ . . . ] In the end, not so sure it merits a poll, as I don't know in all if there is enough in favor to pursue that avenue yet (was merely tossing it about, as it were, looking for potential pitfalls). As stated, though, the more I debated this in my own head (before it came back up in the thread), the less and less I liked the idea.

For general foods, I'm in agreement that it would not likely be worth it to do high-quality versions of most foods, from either the player end or the modder end. But I don't think we have to choose between abandoning the idea or being haphazardly piecemeal about it: have most foods with generic low-quality versions, and the place for the fun special stuff is the advanced dishes (i.e. higher cooking skill req. and conqequently higher chance of total failure) that carry the special modest bonuses. These would be the ones that, in some or all cases, have specific failed versions. If we're fairly methodical about it, I think it'll retain its believability.


Re: Tisanes


This, though, brings me to think on an area of NoM I never seem to personally use (so know little about it in any aspect) - tisanes. Should they be maintained or not in an update? From what I have seen they seem like some kind of magical drinks that can sate various needs for a time - this may be inaccurate though (due to my lack of playing with them).

Herbal teas! Actually, I really like them. Plus, it's the only way, as far as I know of, to magically reduce sleep deprivation (the Sentinel's Eye tisane). I think it might be worthwhile to adjust it a bit, but I like them. Any other thoughts on it?


Re: NoM Roadside Food Traders and Other Similar Additions

I am also curious about how people felt about some of the game world additions NoM added in previous forms (Imperial Food Routes, Food Stores, Wells, etc). [ . . . ] Food Routes and Food Stores, [ . . . ] I do not see as being 100% needed. Food stores can be handled via the existence of Tradehouses, Taverns, and Traders in the existing game world economy and cultural structure. Removing these additions could further reduce conflicts that could be encountered with other mods as well.

I kinda have to agree here. With all due respect to Taddeus and other who worked on them, some seem outright sore-thumb inappropriate.

I think we should have them here and there, but much toned down, and much more in tune with the game's base atmosphere. One thing that really bothers me are things like an Imperial soldier (guard) whose duty station is what? The lady selling fruits in the Fields of Kummi. I mean, I understand the technical point of having them, but it could be better accomplished in other ways, like having a special commoner non-merchant "guard" own non-sellable items to keep the player from absconding with them.

So, for example, instead of her stand, with its barrels and imperial guard and all, have a dunmer merchant with pack guar to the side and a blanket, on which are placed baskets of fruit and other foods. Merchant containers could be worked a variety of ways to keep them inobtrusive or hidden.


Re: Inns, and Problems with Entertainers mods

In another note, I think the Inn functions need to be kept in tact (rental period options and more inns available) so as to compensate the need to sleep (beyond the addition of the bedroll, which should still be prevented in towns I feel).

Another thing to think of, I know the Entertainers and Entertainers Expanded mods had some issues with NoM before, these should be included in initial patches for people who use these mods.

Agreed on the former, and don't know much about the latter. But if there are incompatibilities, yes, we should be obliged to patch them.


Re: Remove Curse Eating Methodology

I've done a little bit of testing, and here's what I did and what I discovered.
[ . . . ]
I created more remove curse spells with magnitudes of 60 and 80 respectively. Neither one of them broke all scripts like the 100 magnitude did, but after casting them, drinking any of the 3 food potions removed all curses.

Just to be sure, are you saying that, in a fresh game in which you have not yet cast RC at magnitude 100, casting RC at magnitude 60 still caused all subsequent RC castings at magnitude 0 to fully remove curses?

I had a thought which might get me yelled at, but here it is. The script could be altered to filter by two effects... perhaps something like restore skill and cure paralyzation that are not likely to be used together. [ . . . ]
[ . . . ] So, open question for any and all, what do you think?

That definitely seems like a good option if RC turns out to be unusable in the long term for the purpose.

Hmm... I was wondering about another potential pitfall that your comment about the 60- and 80-point castings brought up. If the answer to my question above is yes -- that lesser-than-100 magnitude castings cause the switch even if a 100-magnitude casting has not been done...

Could it be possible that there is some cumulative tracking of Remove Curse effect duration or magnitude? For example, in your test, Toccatta, you used all those 200-some food-potions, but, if I read your post correctly, most were done in a few inventory sessions. Do we know for sure that the 0-magnitude food potions, eaten one-or-two-at-a-time as they would be in normal play, would not eventually trigger some cumulative effect counter that would make them now remove all curses? (Say, at the 100th separate usage of one, if it counted even 0-magnitude castings as magnitude 1, or the 200th, or whatever.)

(Example scenarios of what I'm thinking about and hoping is not the case: Game tracks cumulative effect, so that 100 1-point castings, or 5 20-point castings, add up to the requisite amount. If this were true, 0-magnitude castings would either not increment the counter at all, or would be counted as some amount larger than 0, making it so, at some point, the same would change in the effect of all RC castings would occur.)
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Fri May 27, 2011 7:28 pm

(Sorry for the rash of delayed, marathon responses lately. I had a big RL project going on.)

(snip)


Re: Remove Curse Eating Methodology


Just to be sure, are you saying that, in a fresh game in which you have not yet cast RC at magnitude 100, casting RC at magnitude 60 still caused all subsequent RC castings at magnitude 0 to fully remove curses?


The answer is yes, and I had intended to try a lower amount but had a CTD due to lack of sleep (the PC's) in the process of testing. i figured though that even the results of the 60 were enough to cause serious concern, so I just wrote it all up and posted the results.

That definitely seems like a good option if RC turns out to be unusable in the long term for the purpose.

Hmm... I was wondering about another potential pitfall that your comment about the 60- and 80-point castings brought up. If the answer to my question above is yes -- that lesser-than-100 magnitude castings cause the switch even if a 100-magnitude casting has not been done...

Could it be possible that there is some cumulative tracking of Remove Curse effect duration or magnitude? For example, in your test, Toccatta, you used all those 200-some food-potions, but, if I read your post correctly, most were done in a few inventory sessions. Do we know for sure that the 0-magnitude food potions, eaten one-or-two-at-a-time as they would be in normal play, would not eventually trigger some cumulative effect counter that would make them now remove all curses? (Say, at the 100th separate usage of one, if it counted even 0-magnitude castings as magnitude 1, or the 200th, or whatever.)

(Example scenarios of what I'm thinking about and hoping is not the case: Game tracks cumulative effect, so that 100 1-point castings, or 5 20-point castings, add up to the requisite amount. If this were true, 0-magnitude castings would either not increment the counter at all, or would be counted as some amount larger than 0, making it so, at some point, the same would change in the effect of all RC castings would occur.)



I have no idea really how to even test that theory with certainty. though I don't think it is the case. Frankly, I am thinking that any significant magnitude of RC may remove the curses based on some internal random chance associated with the game engine... I think perhaps the question would be whether or not there is an algorithm that determines the chance of successful curse removal based on the relative strength of both the potion and the curse.

Once successful, it appears that the algorithm is broken in some sense, and doesn't reset to original parameters which results in automatic success based on previous results that are still resident.

That of course is only a guess, but I've noticed that cleanup of variables in Morrowind is occasionally less than totally successful.
User avatar
Nathan Maughan
 
Posts: 3405
Joined: Sun Jun 10, 2007 11:24 pm

Post » Fri May 27, 2011 2:20 pm

Just to be thorough I went and tested further. I used the remove curse with a duration of 1 and magnitude of 20.It removed the curses I had incurred, but after incurring more, the potion food did not remove the curse. I ingested the food about 15 times with no removal of the curse.

I repeated the experiment with the remove curse at 60 magnitude, and after using it the food removed the curse 100% of the time. I guess that shoots down my theory of no cleanup, at least for spells with lower magnitude.

Nothing ventured nothing gained, though I guess...
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Fri May 27, 2011 11:47 am

Could it be possible that there is some cumulative tracking of Remove Curse effect duration or magnitude? For example, in your test, Toccatta, you used all those 200-some food-potions, but, if I read your post correctly, most were done in a few inventory sessions. Do we know for sure that the 0-magnitude food potions, eaten one-or-two-at-a-time as they would be in normal play, would not eventually trigger some cumulative effect counter that would make them now remove all curses? (Say, at the 100th separate usage of one, if it counted even 0-magnitude castings as magnitude 1, or the 200th, or whatever.)

(Example scenarios of what I'm thinking about and hoping is not the case: Game tracks cumulative effect, so that 100 1-point castings, or 5 20-point castings, add up to the requisite amount. If this were true, 0-magnitude castings would either not increment the counter at all, or would be counted as some amount larger than 0, making it so, at some point, the same would change in the effect of all RC castings would occur.)


This would presume that not only is there some cumulative counting, but also that the game takes the time to distinguish between separate inventory sessions as well. That is precisely the reason that in one experiment, I ate 101 eggs in the same session without closing the inventory. Based upon the way that potions normally work (the effects being cumulative during the potion time-span), it should have equated to a magnitude 101 remove curse. Yet it had absolutely no effect on any of the curses I was using.

Also, in order to be able to register a potion, the inventory must be closed. So all those previous tests I took in which 30+ potions were consumed WERE in separate inventory sessions. They couldn't have been consumed individually otherwise.

I find that I can tolerate the potential incompatibility with curses with great fortitude, and using some other method to enable eating-on-demand would break NoM's compatibility with Morrowind Crafting. If increased compatibility with Morrowind Crafting is a minor point that you're willing to abandon, then perhaps some other method would suffice.

I don't personally use Necessities of Morrowind, but I went to a great deal of effort to make MC compatible with NoM for the benefit of MC users that do. I would hate to see the authors of a new Necessities intentionally break that compatibility. It would be more than disappointing... it would be alienating. By instituting a method which intentionally breaks the compatibility of Morrowind Crafting, NoM would no longer fall into the category of mods which "Enhance or co-exist with Morrowind Crafting", and the permissions for using MC intellectual property granted in the mod's readme would no longer apply to this project.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Fri May 27, 2011 7:33 pm

Hey, don't panic ;)

Really the concern should be: what will *this* mod do to other mods using curses rather than abilities. And the answer is: by itself, nothing (unless I've misunderstood, but I'm assuming that foods will have a low magnitude effect). If some other mod adds a 100% remove curse effect, that's not really anything to do with this, and it will break other mods using curses all by itself without help from NoM. So really, I don't see why remove curse shouldn't be used - after all, this is probably the only safe way it *can* be used, and there's no point trying to babysit other modders and trying to stop them from using it in "unsafe" ways.

Is should probably add, though... I *do* use NoM and MW Crafting, so having them play nicely is something I'm very keen on. ;)
User avatar
Tammie Flint
 
Posts: 3336
Joined: Mon Aug 14, 2006 12:12 am

Post » Fri May 27, 2011 1:27 pm

Re: Alternate Food Results for Failed or Superior Cooking Rolls

I concur that this looks like a good way to handle it. We can work out the details later, though the suggestions made (yours and tetchy's) sound like a good start.

I concur here as well. I personally, in play, despise total failures, and, though that's my taste, I definitely agree that it would be preferable to keep a a quite low rate of total failure.

As for better foods...

For general foods, I'm in agreement that it would not likely be worth it to do high-quality versions of most foods, from either the player end or the modder end. But I don't think we have to choose between abandoning the idea or being haphazardly piecemeal about it: have most foods with generic low-quality versions, and the place for the fun special stuff is the advanced dishes (i.e. higher cooking skill req. and conqequently higher chance of total failure) that carry the special modest bonuses. These would be the ones that, in some or all cases, have specific failed versions. If we're fairly methodical about it, I think it'll retain its believability.

That all seems like a plan to me - and with those dishes that could provide special benefits, perhaps one of the ingredients releases some of its magical properties into the food due to the method in which it is cooked for that dish in particular.

Re: Tisanes

Herbal teas! Actually, I really like them. Plus, it's the only way, as far as I know of, to magically reduce sleep deprivation (the Sentinel's Eye tisane). I think it might be worthwhile to adjust it a bit, but I like them. Any other thoughts on it?

Ahhh, thanks much - as stated, never really looked into them too much. Yea, it sounds worth keeping them around - but as you stated, may be worth looking into each of them to see what types of effects we are dealing with on them and possibly make adjustments where viewed as needed.

Re: NoM Roadside Food Traders and Other Similar Additions

I kinda have to agree here. With all due respect to Taddeus and other who worked on them, some seem outright sore-thumb inappropriate.

I think we should have them here and there, but much toned down, and much more in tune with the game's base atmosphere. One thing that really bothers me are things like an Imperial soldier (guard) whose duty station is what? The lady selling fruits in the Fields of Kummi. I mean, I understand the technical point of having them, but it could be better accomplished in other ways, like having a special commoner non-merchant "guard" own non-sellable items to keep the player from absconding with them.

So, for example, instead of her stand, with its barrels and imperial guard and all, have a dunmer merchant with pack guar to the side and a blanket, on which are placed baskets of fruit and other foods. Merchant containers could be worked a variety of ways to keep them inobtrusive or hidden.

Indeed, I like the idea of the Guar and Blanket selling stands - this would especially blend in for users that have other mods with various random traders and the such (like Starfire's NPC Additions or Traveling Merchants). Further, it would take up much less space, and they could probably be literally placed right on the side of roads (where I tend to see the least adjustment to landscaping done by modders, so the odds of conflict would decrease I imagine).

Re: Inns, and Problems with Entertainers mods

Agreed on the former, and don't know much about the latter. But if there are incompatibilities, yes, we should be obliged to patch them.

I think Adul made a version of the Entertainers Expanded mod that did work nice with NoM, but I don't know if many people use it at all. Further, it did look strange in some areas, as the mod placed the dialogue on the person originally in charge of the location and sometimes NoM would change this (Arrille's Tradehouse is a great example - Elone is normally behind the counter, but not in NoM, she is moved to a table and is a patron, but has the dialogue for Entertain the Patrons while the lady at the counter does not). Again, I think we should be able to work around this fairly easily in most cases.

I find that I can tolerate the potential incompatibility with curses with great fortitude, and using some other method to enable eating-on-demand would break NoM's compatibility with Morrowind Crafting. If increased compatibility with Morrowind Crafting is a minor point that you're willing to abandon, then perhaps some other method would suffice.

I don't personally use Necessities of Morrowind, but I went to a great deal of effort to make MC compatible with NoM for the benefit of MC users that do. I would hate to see the authors of a new Necessities intentionally break that compatibility. It would be more than disappointing... it would be alienating. By instituting a method which intentionally breaks the compatibility of Morrowind Crafting, NoM would no longer fall into the category of mods which "Enhance or co-exist with Morrowind Crafting", and the permissions for using MC intellectual property granted in the mod's readme would no longer apply to this project.

I agree 100% with you on this. Further, if for some reason this project decides to move to a method for eating that would make it less compatible with MC, then it should be REQUIRED to patch them back together by the NOM project for making such a change to the mod. Further, this will need to be done in many cases, as I think anything already patched for NoM should be checked to ensure it remains compatible with this newer version.

And to make it clear, I come from the other camp who almost never uses MC (though I do throw it in from time to time) - this in my mind does not change the effort applied in MC development to make sure it played with NoM though, so I feel we are obligated to ensure the same in reverse.

Also, I agree with Melian (though not quoted), it is not our job to babysit other modders to ensure they don't break out stuff (or others), but should a modder choose to do this I tend to see it only hurting use of their mod by the public in most cases (as NoM is nearly a staple among a lot of players, and any other mods effected would simply add to the list of reasons not to use it or to modify it).

Just my thoughts...
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

PreviousNext

Return to III - Morrowind