WIPz: NOM v3 Mod Upgrades

Post » Tue Mar 15, 2011 1:09 am

I have been taking a few days off to play other games, but I'll be starting work on my next project tomorrow.
As you may of heard, I will be upgrading various mods for Necessities of Morrowind v3.
(I may also tackle various other minor projects as well... Stay tuned, as it were.) ^_^

Currently my project list is as follows...

1.) Adjust my mod "Agent's Solitude" for NOM v3. (Minor fix, really.) Completed! :celebration:
2.) Check my mod "Lite Beer!" to ensure that it is still compatible with NOM v3, upgrading it if necessary. Also completed! ^_^
3.) Make an upgrade for Korana's "Ascadian Rose Cottage". (Major project on the same scale as my "Ashlander Tent DX" mod.)
4.) An upgrade for the East Empire Company Factor's Estate at Raven Rock. (Full NOM v3 compatibility, alchemy sorter, etc...)
....(This will be made as an update for Princess Stomper's Factor's Estate mod.) :)

The upgrade for the Ascadian Rose Cottage will include tweaks and bugfixes, mannequins, display cases, an alchemy sorter,
and full compatibility for NOM v3. After that, my next planned project is uncertain, but I have some ideas.

A.) A minor addon for Stuporstar's "Uvirith's Legacy", adding mannequins, and a little extra storage. (A small addition, for packrats.) ;)
B.) My long-awaited third "Houses of the Great House Houses Trilogy" house mod "Soldier's Peace".
.....(For Redoran players... or people who really like living in Ald-ruhn.) :D

Note: The wooden mannequins will be the same as those used in my Ashlander Tent DX mod. (Better Bodies compatible, and portable.)
They were made by Calislahn, and her original resource can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6612


Lastly, Nowena has asked me to make NOM v3 upgrades for various "Tamriel Rebuilt" house mods, and perhaps a new NOM patch for TR itself.
I am seriously considering Nowena's request that I make the TR NOM patch... It would be an honor to do so. ^_^
I've been wanting to make a mod for TR, and this would be a fun and challenging project. (I enjoy taking requests, as well.) :)

The TR project will have to wait awhile though, since as you can see, I have alot of work on my list to finish first.
If you have any questions, answers, requests, demands, bribes, etc. to give me... You know what to do. ;)
So, what do you think?

Edit: Added the Factor's Estate project to the main "official must-do" list. Thanks, Princess Stomper! :D
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Erich Lendermon
 
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Post » Tue Mar 15, 2011 5:35 am

For the Factor's Estate upgrade, perhaps I could base it on Princess Stomper's mod.
It can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4258

Perhaps a few minor tweaks/bugfixes, and full compatibility for my "Bathing Mod v2". (And NOM v3, of course!) ;)
I'll need to finish a few other things first though, obviously! :D
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Kortniie Dumont
 
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Post » Mon Mar 14, 2011 8:03 pm

I'm already getting excited - about the Rose Cottage first, and the hope for TR houses in the future.

One thought on those mannequins: I tried exchanging the male mannequins for female ones in the Ashlander tent but it was rather difficult. They end up standing with their backs to me (difficult therefore to sit properly since the stands are against the wall) and slightly off, so I don't know how to put them. Is there any possibility for someone to create a script that pops up with a menu from the unplaced mannequins asking you if you want it to replace one already out there, or something similar? Or, perhaps a rotate script like those on the books could be added?
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Rodney C
 
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Post » Mon Mar 14, 2011 2:47 pm

I've found that the easiest way to place Calislahn's mannequins is to stand directly on the spot where you want to place them,
then face in the direction you want them to face in. Then you look strait down, and drop them "at your feet".

This always works for me.
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Jaylene Brower
 
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Post » Mon Mar 14, 2011 11:41 pm

If you need help with any of these, just ask. :)
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Ron
 
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Post » Mon Mar 14, 2011 2:57 pm

Thanks, Taddeus. I'll keep it in mind. ^_^

And without further ado... An update!
The new compatibility plugin for Agent's Solitude is done.
It can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8311

It is an alternative plugin, to be used instead of the original "Agent's Solitude.esp".
I kept the original Redoran style oven though, as it fits in better with the setup of my kitchen.

The way I had the original plugin set caused a glitch that made the water barrels not function correctly with NOM v3.
This has been fixed, and the kegstands in the kitchen are free for the player's use, as I originally intended.

There is one thing remaining to note:
The custom food containers from the "Containers!" resource by Danae were made using the old version of NOM's art assets.
Taddeus has greatly improved NOM's art assets for NOM v3, however, due to these being customized meshes, they are not effected.
Since this is a part of her resource, there is nothing I can do about it, as that isn't a part of my mod.
(I just noticed it myself a little bit ago, as I was testing the new plugin.)

I'll contact her about it whenever she next returns to the forum.

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Charles Mckinna
 
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Post » Mon Mar 14, 2011 3:12 pm

For the Factor's Estate upgrade, perhaps I could base it on Princess Stomper's mod.
It can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4258

Perhaps a few minor tweaks/bugfixes, and full compatibility for my "Bathing Mod v2". (And NOM v3, of course!) ;)
I'll need to finish a few other things first though, obviously! :D

That would be awesome! :)
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Queen
 
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Post » Tue Mar 15, 2011 1:56 am

Thanks, Princess Stomper! :)
Glad you like the idea.

I guess that settles it... I'll definitely be adding the Raven Rock project to my list. :D
(I'll start work on it right after I'm done with the Rose Cottage project.)

I'll be sure to put extra effort into it... all the fancy details!
I'll even add some nice things from Korana's Provincial Bath Shoppe resource.
It'll be awesome! ^_^

Edit: As promised, I've updated the project list on the main post. ;)
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Kelly Osbourne Kelly
 
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Post » Mon Mar 14, 2011 11:46 pm

Hello, I'm interested to see new patches for NoM 3.0 compatibility so I can write rules for them for mlox. I've documented some mods that had previous compatibility with NoM 2.13 http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/page__view__findpost__p__16488631. I'm planning on investigating each of them to see if they need updating for NoM 3.0, but if anyone already knows that may save me a little time. And I thought it might be of interest to those reading this topic to see the list to get an idea of mods that might need some patching.
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Taylah Illies
 
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Post » Tue Mar 15, 2011 2:54 am

Yeah, that's a good idea. :)

As for the mods themselves, I'm not yet sure how many will need patching...
Being a huge fan of NOM, (and housemods) I've decided to try and patch as many as I can, starting with my own, of course.
Soon I'll be starting work on upgrading various major house mods as well.

Since there are a large number of potential mods that may need such work, checking them all is... a little much for me.
I've decided to handle it in a peacemeal fashion; considering potential projects, then seeing what (if anything) needs work.

For example, since NOM v3 adds new features and required equipment, housemods made for old versions will need small upgrades for that.
Some housemods may be blatantly incompatible with the new version though, depending on how they are set up.
NOM's included "modder's resource" plugin can be used to give housemods full built-in NOM support, without requiring NOM itself.
(That way users of the housemod don't have to use NOM, if they don't want to.)

However, I've discovered that housemods made this way, using the older versions of the resource plugin, can be incompatible with NOM v3.
(Due likely to differences between the older version's resource plugin, and NOM v3 itself...)

For example, my mod "Agent's Solitude"...
Due to it having a built-in copy of the "water barrel" directly from the v2.13 resource, it had an odd problem when used with v3.
Not only would it cause literally every water barrel in the whole game to stop working, but they would all use the old mesh,
rather than the new one from v3.

When I made the new "alternative plugin" for v3, all I had to do to fix it was remove the old water barrel "object entry" from my mod.
Of course, doing that makes the new plugin strictly dependant on v3, but since that is the point of the new plugin, it's not an issue. ;)

To update older NOM housemods, but still keep the "supports NOM, without strictly needing it" functionality,
modders need to remove some of the old NOM object entries, and merge-in ones from the new resource plugin for v3.
(Or they could just make the housemod dependent on NOM v3, like I did with Agent's Solitude. It's their call...)
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Lily
 
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Post » Tue Mar 15, 2011 4:34 am

The upgrade for my mod "Lite Beer! Addon for NOM" has just been released! :celebration:
You can find it here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8383

It has been cleaned, slimmed and streamlined, and all of it's bugs have been fixed.
It has also been rebuilt for proper use with Necessities of Morrowind v3.0 and higher.
Come and get it while it's fresh and hot! ;)

Note:
For some reason PES is having difficulties, so the main download link is broken.
I tried re-uploading it, but that doesn't help, so I've decided to wait it out.
Hopefully, the problem will clear up on it's own with a bit of time.
(Like most problems with PES's download system...) :(

In the mean time, I've provided a link on Megaupload.
You can find it on the PES page given above. ^_^
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Charlotte X
 
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Post » Mon Mar 14, 2011 1:40 pm

B.) My long-awaited third "Houses of the Great House Houses Trilogy" house mod "Soldier's Peace".
.....(For Redoran players... or people who really like living in Ald-ruhn.) :D

Woo! Loved both of the previous houses, although I keep seeming not to find all the stuff that goes with them. Both are quite nicely done, well outfitted without being a huge mansion (not that anything's wrong with large house mods, just that there's a lot, and it's nice to see some smaller ones).
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Kelly Upshall
 
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Post » Tue Mar 15, 2011 1:25 am

Update: The main PES link for "Lite Beer!" is now fixed! :celebration:
I'll be leaving the Megaupload link up for another day or two though, just in case.

Also, a note on Soldier's Peace:
I will eventually get around to making it... I just have a number of other projects to work on first. ;)

To recap: It's going to be just slightly larger than the other two houses. (Three rooms instead of two.)
It will have Better Bodies compatible wooden mannequins and scripted display cases.
It will also be more opulent and expensive.
(Perhaps with a fancy bedroom, working grandfather/longcase clock, and Bathing Mod compatible bathtub.)

However, it will have less storage overall compared to Agent's Solitude, and only basic alchemy sorting.
(meaning that it won't have a desorter like Wizard's Rest does.)

I'm also thinking about not giving it a teleportation item.
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Robert Garcia
 
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Post » Mon Mar 14, 2011 3:24 pm

I'm also thinking about not giving it a teleportation item.

Shock! :shocking:

And yes, I understand all about new mods going on hold until existing ones are finished. Though...any chance of convincing you to throw in a riding kagouti in lieu of a teleport object? :hehe:
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Chantel Hopkin
 
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Post » Tue Mar 15, 2011 2:50 am

And yes, I understand all about new mods going on hold until existing ones are finished. Though...any chance of convincing you to throw in a riding kagouti in lieu of a teleport object? :hehe:


Sadly, I have no experience with making riding animals...
However, I could provide a pet kagouti, with basic companion functions. :D

As for teleportation, how about a hired servant NPC?
They would offer basic fast-travel to one or two convenient destinations, sell a selection of NOM food, and repair your equipment.
(All for a price of course... That's how you pay them!)

As an alternative regarding pet/riding animals... how about abot's Guars mod?
I could provide a small fenced-in stable/corral for them.

Abot's Guars is awesome. It's the best riding mod there is. :)
If you haven't tried it yet, you can find it here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7636&id=6112

I do think a rideable kagouti would be awesome, though. (or maybe a durzog!) ;)
(I just couldn't make it myself... It's not exactly my specialty, after all...)
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Wayne W
 
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Post » Tue Mar 15, 2011 3:57 am

And now for a mod update:
I have just released a new update for my mod "Ashlander Tent DX".

I have upgraded it's NOM v3 Addon.
It now has built-in campfire roasting, and an advertising leaflet for Timsar's tentmaking business.
You can find it here:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8546

Enjoy! :celebration:
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carly mcdonough
 
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Post » Tue Mar 15, 2011 4:38 am

Up next for work is the Ascadian Rose Cottage, by Korana.

As you know, I'll be upgrading it for NOMv3, as well as adding some other nice things.
I'm also considering adding full Morrowind Crafting support, and a compatibility patch for Vality's Ascadian Isles Trees mod.

I intend to start work on this soon, so stay tuned. ;)
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Isabell Hoffmann
 
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Post » Mon Mar 14, 2011 1:48 pm

I haven't been feeling very well today, so I'm afraid I haven't gotten very much done.

I think I may take a few days off from modding, and just play some games.

Maybe I'll play Morrowind.
I've been meaning to play Uvirith's Legacy for a while...
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Guinevere Wood
 
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Post » Tue Mar 15, 2011 2:40 am

Yes, a relax period every now and then is needed.
Take care! :goodjob:
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Baby K(:
 
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Post » Mon Mar 14, 2011 6:47 pm

Well... some vacation I've had!
I wound up having to completely re-install and re-setup the game four times.
After I finally sat down to play, I had to quit, due to various mod issues.

For example, MGE provides various useful features, even if you can't use it's advanced functionality.
However, I wound up having to remove it for other technical reasons...

Also, I've noticed some issues with two of my mods:
1.) Lite Beer! still has some old models assigned to the wines, instead of NOMv3's new ones.
2.) The bathtubs in The Bathing Mod v2 aren't working.

I will start work on updating Lite Beer! tomorrow, it shouldn't take long.

As for The Bathing Mod, I believe that the problem is due to an issue with Uvirith's Legacy.
I think that setting my mod to load after UL in the load order should fix this, though.
I'll experiment with this after I'm done with Lite Beer!, though.
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Robert
 
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