[2] My solution was to attach scripts to food items that allow you to put a piece of meat, some spinach or other veggie and a loaf of bread on a plate if you want to. You then activate each item on your menu according to your desire, and your hunger level is reduced appropriately... If you drink milk (which you can buy or get by milking a goat or cow) you get both food and drink credit.
[ . . . ]
[3] I have three scripts for three varieties of food; one for friuts and snacks which give limited benefit, a more substantial food, and a full meal. Hunger, thirst, and sleepiness accrue at 1 point each per hour, so after 8 hours of wakefulness, a full meal will basically set hunger back to 0.
One 8oz drink of water sets your thirst to 0 regardless of where it was.
[4] My time scale is set to 22, the idea is to prevent the PC from having to spend all of their time eating and drinking and no time playing.
[1] The Undesirability of Random Ingredient Munching. Yep. Totally agreed. With on-demand eating, we should have that problem licked. Extremely hungry players will still run afoul of it, but, hey, you let yourself get that hungry, you're not quite picky or conscientious about it -- you eat the first edible thing you find rummaging through your invisi-pack.
[2] Accomplishing NoM's Goal by Scripting Food Items. It's good, as far as it goes, but on a large scale that idea has been out of favor because it makes large numbers of inventory items non-stackable, and potentially makes for a fair bit of extra script drag. If you make only some items so scripted, you avoid some problems, but then you make for inconsistency. It would be nice, but it's really out of the question for those reasons.
[3] Hunger Points Accumulated per Hour. That's along the lines of what I was thinking of, though I haven't been set on precisely how many points accumulate per hour.
[4] Time Scales: Yeah, NoM becomes too demanding at standard time scales. I use the its 3x setting.
I've been messing with some MWSE functions for awhile. ;P I think I may have to mess around with an MWSE herbalism idea now. One that just checks the contents of the plant rather than assuming.
[2] Re: visual and textual feedback
I'd really love to see, in an MGE version, an option for hunger and thirst bars. [ . . . ] The textual feedback is great and all, but if we were to go with a point based system for hunger, thirst, and sleep I think it'd go great with some HUD bars, with textual feedback at certain points.
[3] Re: Config Menu
This hasn't been talked about too much in the thread. But I was thinking on it for awhile. I know already that the startup menu in NoM asks if you want to customize or go with defaults. But perhaps you should have a standard setup menu and an advanced setup menu option as well.
[1] MWSE Herbalism Mods that Check Actual Plant Contents: Actually, while I can't for sure speak for all of them from memory, I can say that I am pretty sure that none of them just assume anything. The most puristic ones use the same percentage chance that the game has for the leveled list, while Advanced Herbalism, for example, uses a combination of base plant difficulty and player Herbalism skill, resulting in not only the chance for nothing, but the chance for bonus harvest and seeds.
So, I don't know if I really see any benefit to adding two more moving parts (the leveled list and MWSE) where it works about as smoothly as one could hope. The way it is, you have everything self-contained and integrated into the script. The other way, now you've a lot of extra complexity for not a lot of difference or gameplay value. I'm by no means an expert, though, so I could be missing the point. (Although we should probably keep this part short, to avoid too much digression from the already-lengthy discussion of ideas for NoM, since we're pretty decisive on its technical inappropriateness for inclusion in NoM.)
[2] Visual Hunger/Thirst Bars: Yep, sounds like a good idea to me. And I imagine an MWSE hunger bar would work with it whether we go the MWSE route in NoM or not.
[3] Basic and Advanced Config Menus: That sounds like a good idea to me, for whatever degree of config complexity we choose to go with.
Hunger Bars. The bars would, I think, be done with MGE, I believe (I'm not sure if that's limited to MGE, or if MWSE is what grants it and thus can do it without MGE), and I imagine they could be togglable. Definitely better than creating yet another UI utility item in player inventory.
Deactivating Hunger/Thirst While Traveling: [Also responding to neildarkstar's and Toccatta's similar sentiment expressed.] Actually, I found this very annoying myself. Whether or not we assume nutrition provided by erstwhile siltstrider pilots and shipmasters, or just hand-wave the subject away, it is just too irritating to arrive and be hit by the penalties and so forth. We'll implement this.
[ . . . ]Maybe a patch can be done later to combine it with NOM. But I agree some necessitates are ugly. (And please choose Nords as Tellaks. I don't want Fargoth to do a full body massage to me. )
[2]"..., I died" [ . . . ] And I know, I saw the various text messages but I died just like that. [ . . . ] I want to collapse and use my last Almsivi Intervention scroll to teleport to the nearest Temple. There, a healer will see me and rush to my help.(I think it can be scripted. Morrowind folks should show some mercy on us maybe the first time but they can do it. I have faith in them.)
[3]And a bug report with NOM. I loaded an earlier save game just to find I am over-encumbered.
[1] Bathing/Lavatory Integration: Yep, I think it won't be too difficult to patch it, though the functions are quite distinct and separate, and may not even need patches. But be careful... you're just inviting someone to script in a nightmare encounter where you start out with a gorgeous female Nord, pass out... and wake up with Fargoth leering over you. :shocking: [Cue repetitive, staccato, high-pitched screeching violin horror music.] FARGOTH STRIKES BACK: THE MASSAGE.
But yes, not for NoM, but I like the hamams idea. Very appropriate and atmospheric, if done right.
That's actually along the lines of what I was thinking. We'll implement this sort of thing.
That's a really good idea. Perhaps half of the travel time or so could be counted as sleep.
Wow... I've got a lot of processing to do on all this to condense it down to the drawing board.