[WIP] Tea Mod 2.0 (almost finished)

Post » Wed Sep 24, 2014 3:40 pm

So, I was going to hold off making a thread until I released it, but the closer I get to finished, the more I want a bit of player feedback before it launches.

The Tea Mod 2.0 adds a whole new tea shop to Tel Mora. No new teas have been added, but there's a bunch of new ingredients like http://i.imgur.com/dfERwYV.jpg, http://i.imgur.com/SU4OtfB.jpg, and http://i.imgur.com/Ld6aetl.jpg. All the chocolate is mage food, that has restore magicka as their first alchemical property. You can also order tea. This time there's a service fee, because this shopkeeper runs her place a bit differently, but I suggest people try it at least once because her tea service is downright magical (literally).

There are also http://i.imgur.com/OVdLPzC.jpg such as tins, trays, small portable chests and display case, candles, cutlery (12 new sets), trivets, and dishware, including a whole set of http://i.imgur.com/rb0FAnZ.jpg. Most of this stuff is only for sale in the new shop, as I wanted to differentiate them (and also there's no room for it all in the original shop). You can special order almost anything (I didn't do textiles because there's just so many of them, but they restock every week). There's also a couple special items you can order, which I won't mention here because spoilers.

I made new meshes for almost all the new stuff, and I also improved a few meshes from the original tea mod.

The new shop has a few patrons from Tel Mora who come and go, as well as some original NPCs. Any NPC that replicates a standard Morrowind NPC or an NPC from one of my other mods are synced so the other disables if dead. I added a couple global variables so I can track that between my mods without making them dependent on each other. Even though mostly Telvanni frequent the place, the shopkeepers are not Telvanni, so they won't be rude if you're in another Great House or the Mages Guild. I also added a new quest, but it's only for people in the Thieves Guild. I might add another, more general quest, if I get any fresh ideas before I release.

http://imgur.com/a/oYCtq#0

http://download.fliggerty.com/download--816

As for the feedback I wanted before releasing it, there's a few things I want to ask people:

- I'm going to add an option to gift chocolate boxes to any NPC in the game. I'm debating on whether I should add it to the tea-giving add-on or stick it in the base mod. Sticking it in the base mod would mean people who can't run the add-on because of its cumbersome dialogue have something. The chocolate giving dialogue should not slow things down because there's not a billion choices like with the tea. I'm sticking to two boxes: large and small, all assorted, rather than coming up with a ton of different box sets.

- Scripting: do people want positioning scripts on more items or less? I added them to plates, a few serving dishes, decorative bowls, and some other stuff because I know people might want to stick those on hutch shelves or whatever. All the portable containers have to be scripted. I just wanted to know if people had any requests for stuff in the original tea mod to have scripts added, like the trays. They're currently unscripted because they're easy enough to just position by dropping, but I'll add the script to them if people want it. The only reason to not add the script is because its makes the item not stack.

- I'm thinking of making an additional add-on that sticks a bit of Tea Mod stuff in people's homes across Vvardenfell, but I haven't decided for sure if I want to do it yet.

- http://i.imgur.com/x9PuhuS.jpg, as well as making it available for sale in the original tea shop. Should I include the mesh as a straight up replacer? http://i.imgur.com/NmL89nC.jpg, but it has a unique ID. Same question: include the replacer?

User avatar
Ana
 
Posts: 3445
Joined: Sat Jul 01, 2006 4:29 am

Post » Wed Sep 24, 2014 7:12 am

Wow, you did very good job! I especially like the chocolates, as they look very realistic and delicious and as I said in other thread, the honey :)

To your questions:

1) I'm not sure on how you want to approach the tea-giving. Will it add option to gift all NPCs with different teas? Anyway, this is a tough one. On one hand, I would understand people who do not want to have their dialogue cluttered with all the tea options, but would want the chocolate. On the other hand, some people might want to avoid both. Hmmm.. I suppose the chocolate boxes will be real objects that you will buy, right? You could add the dialogue topic "give chocolate" (or how it will be called), but for each possible answer have conditions set so that player will not see the topic unless he has one in inventory (i.e. all should be either responses to question, or have condition like this: Item "chocolate box" <0). And the teas could be separate addon.

2) I would go for less scripts. Personally, I would clutter as few items with these scripts as possible, i.e. no script for any bottles, vases, bowls, plates etc. Only for things like containers, pieces of furniture and other large objects. If you would feel uncomfy not adding any positioning possibility via scripting, you could use simplier versions, i.e. something like Book rotate.

3) This kind of things can cause a lot of incompatibilities (in the sense of floaters if user has mod that moves around some furniture in affected cells etc.), so my favourite solution for this is to stick items to chosen leveled lists :)

Looking forward to seeing this completed :)

User avatar
Nadia Nad
 
Posts: 3391
Joined: Thu Aug 31, 2006 3:17 pm

Post » Wed Sep 24, 2014 4:14 pm

1. That's a good point. The chocolate boxes are misc items separate from the actual chocolate that I could designate for giving exactly like that, so if someone doesn't want the dialogue to show up, they just don't buy one. The original tea giving options were made into a separate add-on because loading that much dialogue, even without the tea in your inventory, made it take forever to talk to NPCs on a slower machine. The chocolate won't cause that problem, so yeah. I guess adding the option to the main mod with proper inventory filters should be fine.

2. I'll want more people to weigh in on this, but another option is to make script/no-script versions of the mod (or an add-on that adds the scripts), to satisfy everyone's preferences.

3. It would be nice to see people using the stuff though. It's something I wouldn't do in the base mod though. Still debating on doing it at all.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Wed Sep 24, 2014 2:12 pm

Scripting or none scripting . I think that what you've done is enough with plates etc . Adding a positioning script to every placeable would be unnecessary IMHO . Decoratives , yes . Utensils and things that require use or temporary positioning , no . Trays ? Maybe both . Simply because they could be nice as ornamentation and are more likely to remain in situ ( great for arranging Ingredients on too ! ) Love the look of the bug set and that blue patterned lamp . This along with Korana's Regional Bathe Shoppe will certainly lead the charging making Morrowind a Jane Austin friendly place . Oh , I'd forgotten Elynda and Pekka's Morrowash laundry accessories ....where can I find a Mrs Davenport companion ?

User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am


Return to III - Morrowind