Blighted/Diseased Meats Um, I don't know, I hadn't really thought that far. It's just that I'd rather not eat diseased crabs or blighted rats.
IIRC, Srikandi's alchemy mod made corprusmeat quite useful (cure blight I think?) - it's been a while since I used that mod though, I might be wrong about that. I don't really remember what's said in dialogue about that, if anything, though I think the dialogue does give the general impression that blighted creatures are less useful to a hunter as well as being more dangerous.
Ah, that's right. I had forgotten about that change in SA. So that is a possible use of diseased/blighted meats -- simply for disease/blight curing potions. Also, Creatures X's implementation gives some of them useful properties (in particular, blighted Kagouti can be used with regular Kagouti meat to produce Fortify Fatigue/Reflect/Detect Enchantment potions with no other ingreds; both blighted and diseased Hound Meat offer the Reflect effect, though if used together they Damage Fatigue; diseased crabmeat offers Lightning Shield; diseased and blighted alit meats both Detect Animal/Sound/Damage Fatigue/Weakness to Common Disease.)
But I wonder if two extra variants of each type of meat makes, essentially, for an explosion in the availability of ingredients for this or that. For the examples given, we now have three new, commonly-gained ingredients that grant Reflect. If that is combined with leveled list changes that increase the output of meats (something we've discussed but not concluded on), we're talking some serious impact on Alchemy balance.
Now, we can adjust alchemical properties as we integrate them to better balance together, but it still seems, to me, to create the quandary: either make most of these new ingredients of little to no alchemical value, thereby begging the quest of why the character would take them, or give them alchemical value, which presents us with a whole bunch of new ingredients that will offer useful alchemical effects, including becoming a nice little potion factory by themselves if they have useful duplications.
What does everyone think? I can see three general scenarios:
1)
Every meat having a blighted and diseased variant. Advantage: Variety, easy availability of reagents for X alchemical effects or offensive potion reagents. Disadvantage:
Too easy availability -- very likely will cheapen the affects attached. Plus, this makes for a fair bit more inventory bloat with items that each weigh 1 or 2 weight units (I'm seriously thinking about increasing the weight of all average meats to 2 -- around a 1/2 lb or 1/4 kg -- but that may run afoul of game enjoyment, and is probably not a good idea), and adds alchemical properties that one can argue are really either quite available elsewhere, or can be better made so through other ingredients added.
2)
Adding generic "Diseased Meat" and "Blightmeat" items. Advantage: Avoids inventory bloat. Adds a bit of variety (though not as much as (1), for obvious reasons). Allows for easy of availability of one of the reagents for whatever effects we attach (resist disease, for example), but much more easily manageable from the perspective of balance. Disadvantage: Again, a lot more heavy items for players to pick up thinking they'll be useful. Alchemical properties may be better added in other ways.
3)
Not adding them: Advantage: Simplest, and avoids all inventory bloat with items that are either useless or offer unnecessary profusion of effects. Disadvantage: Avoids adding variety where we could. If cure/resist potions (or offensive potions for those mods) are in short supply, this could alleviate that (though I'm not thinking this is the case). Would mean excluding items that some mods do add (the aforementioned, Creatures, for example, as well as some from TR). In this case, we would simply leave it to those mods to add the ingredients, but they are so commonly-used that, if it is found that those ingredients are imbalancing in combination with NoM, we may want to seek some sort of reconciliation.
Personally, I'm in favor of (2) or (3). Having played with (1), it's just too much, in my opinion.
[3] Just kind of throwing this out there as a humorous (but possibly relevant) comment: When I first started playing Morrowind, I refused to even collect the meat from diseased creatures because I was afraid it might actually infect me somehow or spread to my "healthy" meats and cause them to go bad. Actually, there IS a chance of getting infected when you open the inventory of a diseased/blighted creature or NPC. But the idea of infected meat actually contaminating non-infected meat never seemed to make it into the game.
That seems to be the most intuitive way to think about it. Should you be butchering clearly diseased animals, or burning the carcasses? When I did my Creature Loot Mod, I decided to compromise by seriously reducing the meat yield of diseased creatures, and increasing the yield for blighted ones (the latter of which was probably not the best way to go about it, in retrospect).
Quick Digression: Herbalism Mods [ . . . ]So a mod that added things like seeds and more retrievable plant parts would not work with Graphic Herbalism simply because the contents are ignored and it just places in inventory what your supposed to get from the plant. If the mod checked the contents of the plant first though, and give you what is actually inside it would work just fine though.
Just an idea I was kicking around. I'm also a fan of herbalism skill and seeds. ^^"
Yeah, it'd definitely need to be merged into the scripting, rather than added to plant inventories. Definitely a worthy task, though. I'm definitely thinking Adv. Herbalism is in need of an update, and that it, plus Graphic Herbalism, expanded to cover TR ingredients, would be a fine thing indeed. Again, for another project, of course (in case anyone was thinking I meant in NoM -- no, that would definitely be serious mission-creep).
Wells, Shops, Inns, Traders [ . . . ]
[1] I never had any issues with the wells. They seemed to fit in fine in /most/ places.
[2] The shops and stores on the other hand. I also think it might be better handled through traders, taverns, and other merchants already present in-game. I guess that means I might actually have a reason to buy something from a tavern barkeep.
I had absolutely no problems with the inns. Well, I did not like the changes made to Seyda Neen much. It turned Arille's tradehouse into a huge FPS hit for me. ^^" Had to stare at the ground whenever I went into there. The extension to the upstairs I always felt was much unneeded.
[ . . . ] [3] Oh.. another point about the bartenders and tavern keepers. [ . . . ] it wasn't practical to have them selling food. Changing them to allow them to sell reagents meant altering existing NPCs which creates a large potential for incompatibility - a situation that was resolved by adding new merchants to sell food. However... now that food is going to be potions, and considering that virtually all bartenders and tavern keepers sell alcohol (which means they sell potions, and thus food as well) eliminates the need for dedicated food merchants. The main reason for having them at all doesn't apply any more, and (in my opinion) the service they're offering really would be better handled by the existing NPCs. Especially since adding inventory items doesn't technically require altering the NPCs like changing their AI settings would have.
[1]Yeah, wells seem fine to me too, though we can fine tune any places they don't quite fit in. I'll count your comment as another expression of sentiment in favor of toning down the food stores/merchants (in line with what Toccatta says below).
[2] And on Arrille's tradehouse... um, yeah. That seems to be one of the busiest inns around. I'd like to tone down NoM's part in that for sure.
[3] Very good to know. I hadn't known about that history behind it. Yes, moving the food-as-potions methodology does seem to mean we can get rid of tavern/inn
ingredient merchants and just let the tavern/innkeepers sell food potions, leaving ingredients to others. I like this idea a lot.
[ . . . ] one thing that always bothered me in NoM was that I'd go to some place like Eight Plates... it's a big tavern that sells food and rents a bed, but their inventory was tiny.
[ . . . ] I don't know if there is a reason the original NoM guys didn't give them infinite inventories, but I'd like to either see that implemented or a much larger inventory.
[ . . . Suggestions of methods . . . ]
Agreed. That doesn't make a lot of sense, and needs to be rationalized a bit. The hidden chest method is how I had been thinking about it as well.
By the way, I have a script set up for kegs that you might be interested in. In NoM you could fill bottles or drink from kegs without paying or crime penalty, and that's not very realistic. I have using a keg tied to a particular mug which you can buy from the innkeeper. and then fill it yourself at the keg. I don't have it entirely worked out as to how long it will be before the mug disappears and you have to buy a new one, or whether it's going to be a one-time use item.
Interesting. I hadn't really thought about this at any length, but it does seem like something of a windfall to be able to walk anywhere and fill up bottles of wine (though there is no shortage of alcohols in the game, so I never actually did it). The only twist I can see this causing is that this would require the removal of standard casks from inns, and the emplacement of tavern variants (we wouldn't want to make this affect
all kegs and casks, after all).
It does seem logical to me, though it also seems like a bit of complexity that might not be practically used. Other thoughts?