[REL] Updating some of my old mods

Post » Sun Aug 08, 2010 9:44 pm

So I've been meaning to update some of my old mods for a while, some I've already done the work on, and just to need to check over and post, others are are a bit further off, but I might as well start posting some stuff. I also gave my little mod site a much-needed facelift.

Anyway, I don't want to start a new thread for every single update (and I see original threads are long gone), so until I have something especially exciting, I'll just use this one thread.

Starting off: http://manauser.info/morrowind#mannequins (Requires Bloodmoon)

This adds a mannequin shop to Caldera. I'm not sure what the state of the art is in terms of mannequins these days, but as of when I originally made this, very few could handle weapons well. This supports weapons and allows you to choose from a variety of poses.

I've updated the dialog a bit, but the main new feature is a selection of wigs for the mannequins. There's actually a short "quest" involved with the wigs, chat with the mannequin seller a bit to get started.
____________

Next up: http://webpages.charter.net/manauser/morrowind/#toolkit

This is technically a mod (.esp file) but it's really more of a modding tool. Basically it's a collection of scripts (and some spells) which you can use via the console. Of course it can also be used as a cheat or to work around bugs encountered while playing (much like the console itself). One feature, new in this version, which might be of interest to non-modders is tkAdjust, a script to move any object. Huge cheat if you use it to rearrange dungeon, obviously, but not so much if you use it to rearrange furniture in your house. Another one is tkArmorCheck which will temporarily change you armor skills to match an NPC's. Again, it could be a cheat, but the intended is just to see armor ratings as your companion would, while shopping for them.

Probably the scripts I use the most are tkMovePCTo, and its variants. Basically it's kind of a short-range teleport. COC can send you across the world, but if you only want to get across town, this offers much more precision. The new script tkWarp provides even more.
____________

More to come...
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noa zarfati
 
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Post » Sun Aug 08, 2010 9:59 am

Ah, an old familiar name! Love Graphic Herbalism, and Chalk. ;)
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Betsy Humpledink
 
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Post » Sun Aug 08, 2010 8:58 pm

Thanks. An update (or updates) for Chalk can be expected too.
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Jerry Jr. Ortiz
 
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Post » Sun Aug 08, 2010 10:27 am

The readme link for Graphic Herbalism is broken. This certainly looks interesting - is it in line to be updated too?
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Carolyne Bolt
 
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Post » Sun Aug 08, 2010 9:08 am

Thanks for catching that broken link, fixed.

I don't have any updates planned for Graphic Herbalism, it basically does everything it's supposed to.
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Mashystar
 
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Post » Sun Aug 08, 2010 10:12 pm

I have been using Graphic Herbalism since I started playing the game with mods added several years ago. Other than one fern plant (spore ampule? mentioned in readme as not working right), it has always worked as stated with no problems. And now, I can't imagine playing without it.
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Amanda Leis
 
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Post » Sun Aug 08, 2010 3:24 pm

So I've been meaning to update some of my old mods for a while, some I've already done the work on, and just to need to check over and post, others are are a bit further off, but I might as well start posting some stuff. I also gave my little mod site a much-needed facelift...

This adds a mannequin shop to Caldera. I'm not sure what the state of the art is in terms of mannequins these days, but as of when I originally made this, very few could handle weapons well. This supports weapons and allows you to choose from a variety of poses...


Wow, I'm definitely going to have a good look through your site later and get me some of those mods! Some of them look very interesting :)

Out of interest, how did you get your mannequins to hold weapons? I was just pondering this the other day and wondered if anyone had managed it yet.

Also, regarding your Graphic Herbalism mod - I've just started using Herbalism for Purists and I'm considering switching over. However, HFP includes Flora Glow and Bloated Morrowind, and I just wanted to check whether I'd need to install these mods separately if I used your Graphic Herbalism? I see that it includes a "Bloated Caves" plugin but I'm guessing that's a little different?

Thanks, and I look forward to trying these out!
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Lyd
 
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Post » Sun Aug 08, 2010 9:26 am

I have been using Graphic Herbalism since I started playing the game with mods added several years ago. Other than one fern plant (spore ampule? mentioned in readme as not working right), it has always worked as stated with no problems. And now, I can't imagine playing without it.

Umm, remind me what problem that is. :huh: The only thing I remember is that the Slough Fern picked model doesn't look too great, due to my near-nonexistent 3D modeling ability. (If anybody wants to contribute a better one...) But is there some plant that actually doesn't work properly?

Out of interest, how did you get your mannequins to hold weapons? I was just pondering this the other day and wondered if anyone had managed it yet.

Alot of mannequin mods use dead NPCs, which does have some advantages, but this mod uses living NPCs, albeit thoroughly paralyzed. In order to make them draw weapons or get into a more interesting pose it briefly unparalyzes them when you enter the cell. This is all taken care of automatically, and I don't think it's too bad, though I can understand why some might find it annoying.

Also, regarding your Graphic Herbalism mod - I've just started using Herbalism for Purists and I'm considering switching over. However, HFP includes Flora Glow and Bloated Morrowind, and I just wanted to check whether I'd need to install these mods separately if I used your Graphic Herbalism? I see that it includes a "Bloated Caves" plugin but I'm guessing that's a little different?

That's a good question... I'm not really sure on the flora glow, definitely not included, but I'm not sure how hard it would be to get these two playing nice together. I'd consider making a patch, if there's enough interest. Otherwise you would either need to use an object merger, or edit them manually (it's only 12 separate objects, so it wouldn't be too bad).

On the bloated caves, the only difference is this mod puts them... in caves. :) Based on their appearance and the ID (cavern_spore00), I always thought they should grow underground. You can use either (or both) of the bloat mods with Graphic Herbalism.

Thanks, and I look forward to trying these out!

That's what I love to hear.:)
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DeeD
 
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Post » Sun Aug 08, 2010 6:55 pm

That's a good question... I'm not really sure on the flora glow, definitely not included, but I'm not sure how hard it would be to get these two playing nice together. I'd consider making a patch, if there's enough interest. Otherwise you would either need to use an object merger, or edit them manually (it's only 12 separate objects, so it wouldn't be too bad).

On the bloated caves, the only difference is this mod puts them... in caves. :) Based on their appearance and the ID (cavern_spore00), I always thought they should grow underground. You can use either (or both) of the bloat mods with Graphic Herbalism.


Awesome, thanks for the info! I'd certainly be interested in a patch, but for now I might try and merge them myself.

Although I have Bloated Morrowind, I haven't yet SEEN any bloat spores, but your logic about them belonging in caves sounds pretty good ;)
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ashleigh bryden
 
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Post » Sun Aug 08, 2010 4:17 pm

Yep. That was the one - slough fern. Perhaps I just didn't get the latest update (I've had this in my mod list since I first started adding mods a long time ago) but I read in the readme that the model for this fern didn't work and, sure enough, I still need to open it to get the pickings. Since that was the only plant, I never worried about it much. The rest of the mod was just too perfect.

Also, having the bloatpods in caves fits it ideally with Uvirith's Legacy, which I am also using. The NPC's from that mod go to great effort to explain how the bloatpods grow (in deep, dark caves) and add more (in cave) to that mod. Since I also have bloated caves loaded, this fits together perfectly!
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saxon
 
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Post » Sun Aug 08, 2010 3:33 pm

Hey Manauser!

I just want to point anyone using Graphic Herbalism and Piratelord's Expanded Sounds to a patch for both mods I made that can be found here:

http://mw.modhistory.com/download-13-5544

This is my one and only contribution to the Morrowind modding community. Really, the only issue that I patched is that Expanded Sounds added ambient noises to certain flora, and my patch preserves these sounds with Manauser's changes.

Feel free Manauser, BTW, to package Graphic Herbalism with my patches. Unless, of course, you already have. I've been away from the Morrowind scene for a while :tes:
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sara OMAR
 
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Post » Sun Aug 08, 2010 10:28 pm

Yep. That was the one - slough fern. Perhaps I just didn't get the latest update (I've had this in my mod list since I first started adding mods a long time ago) but I read in the readme that the model for this fern didn't work and, sure enough, I still need to open it to get the pickings. Since that was the only plant, I never worried about it much. The rest of the mod was just too perfect.

Funny, I don't remember that, it must have been a very early version. Anyway, if you feel like downloading again, the current version has that plant working too, although it's still slightly weird graphically.

Also, having the bloatpods in caves fits it ideally with Uvirith's Legacy, which I am also using. The NPC's from that mod go to great effort to explain how the bloatpods grow (in deep, dark caves) and add more (in cave) to that mod. Since I also have bloated caves loaded, this fits together perfectly!

Nice, I don't think I've played that one.
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Marcia Renton
 
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Post » Sun Aug 08, 2010 5:47 pm

It works absolutely right for me, no problem with the fern. Also I have nothing to complain about that specific model. It works like an activator like all the others for me...
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Avril Louise
 
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Post » Sun Aug 08, 2010 10:11 pm

Good to hear. If you look at it really close, the fern does kind of change shape in an unnatural way when picked, maybe no one else really notices. I'm probably my own harshest critic. :)
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Rhysa Hughes
 
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Post » Sun Aug 08, 2010 9:26 pm

Updated another mod (http://webpages.charter.net/manauser/morrowind/#toolkit).
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Cagla Cali
 
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Post » Sun Aug 08, 2010 4:15 pm

well, i'm not sure about your legal notice in your readme (or if we had contact - i translated so much...) but i translated graphical herbalism for the german community. maybe you want to provide the link in your pes-entry.

http://www.worldofelderscrolls.de/?go=dlfile&fileid=216
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kirsty williams
 
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Post » Sun Aug 08, 2010 10:22 pm

Good to see you around, ManaUser. Still using Graphic Herbalism and Less Lore. Might add the mannequin one, but I meant to ask: can it take any casting poses? As in casting onself, casting with left hand or right, etc. Just curious.
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Marie Maillos
 
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Post » Sun Aug 08, 2010 12:10 pm

Updated another mod (http://webpages.charter.net/manauser/morrowind/#toolkit).
Just a headsup, but the download URL is still:
http://webpages.charter.net/manauser/morrowind/files/Toolkit121.zip
And needs to be:
http://webpages.charter.net/manauser/morrowind/files/Toolkit20.zip

Thanks! :thumbsup:

[Edit: If you ever have the urge to update Wanderers of Solstheim here're the changes I made to it, for information really:
(*) Fixed a typo changing "Whichhunter" to "Witchhunter"
(*) Removed some bogus cell entries:
(-) Seyda Neen, Census and Excise Office
(-) MU_Wnd_NPC_Dump
(*) Removed levelled item list "random_belladonna_spriggan". Changes made in MPP
(*) Removed ingredients:
(-) ingred_snowbear_pelt_unique
(-) ingred_snowwolf_pelt_unique
(*) Solstheim, Isinfier Plains -21,20
(-) Spawn point in mid-air (MU_Wnd_Wanderer) Z: 2731.020 --> 908.410]
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Kim Bradley
 
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Post » Sun Aug 08, 2010 4:23 pm

No, no casting poses... interesting thought, but I fear it would be hard to add.
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Patrick Gordon
 
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Post » Sun Aug 08, 2010 10:09 pm

Just a headsup, but the download URL is still:
http://webpages.charter.net/manauser/morrowind/files/Toolkit121.zip
And needs to be:
http://webpages.charter.net/manauser/morrowind/files/Toolkit20.zip

Aww dangit. Thanks. If anyone downloaded already, you got the old version. Please DL again.

[Edit: If you ever have the urge to update Wanderers of Solstheim here're the changes I made to it, for information really:
(*) Fixed a typo changing "Whichhunter" to "Witchhunter"
(*) Removed some bogus cell entries:
(-) Seyda Neen, Census and Excise Office
(-) MU_Wnd_NPC_Dump
(*) Removed levelled item list "random_belladonna_spriggan". Changes made in MPP
(*) Removed ingredients:
(-) ingred_snowbear_pelt_unique
(-) ingred_snowwolf_pelt_unique
(*) Solstheim, Isinfier Plains -21,20
(-) Spawn point in mid-air (MU_Wnd_Wanderer) Z: 2731.020 --> 908.410]

Thanks. But some of those aren't mistakes. Taking out the NPC Dump will prevent wanderers from disappearing after their appointed stay, and as noted in the readme the ingredients and leveled item were changed on purpose. Unless I'm missing something, I'm not quite sure what "Changes made in MPP" means.

Good catch on the census office, typo, and spawn point in any case.

P.S. Which Hunter? :P
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Spencey!
 
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Post » Sun Aug 08, 2010 4:00 pm

MPP = Morrowind Patch Project. From the docs for 1.6.4: "* spriggans now correctly carry heartwood" I use the MPP so I removed that change.

I think I removed the changes to the ingredients as they'd been done by another mod I use.

And, yeah, I put "MU_Wnd_NPC_Dump" back in: forgot to update my own notes :facepalm:
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Jack Walker
 
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