Problems with Necessities of M.

Post » Mon May 07, 2012 5:35 pm

Hello,

I have 2 issues with NoM 3.03a.

First: My hunger % isn′t rising as it should. My hunger was at 10% and I had to sleep 7*24 hours = 168 hours to raise it to 20%. Automatic eating is disabled. Text message says "You are very hungry. Your stomach is rumbling etc" but it always says this when the % is raised.
Second: No matter how much I eat, my hunger lvl is always 5% so I always get penalties.

Does anyone have an idea what could cause this? Thanks!
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Carlos Rojas
 
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Post » Tue May 08, 2012 7:29 am

I know use NoM 2.13 and it works perfectly so far. Hope I′m not missing much content this way ^^
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City Swagga
 
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Post » Tue May 08, 2012 6:26 am

Hey, I wouldn't use NoM 2.13, because you would miss a ton of content, improvements and new features. I asked to remove the page of NoM 2.13 from PES because it's an obsolete version and can create confusion, but they denied me this.

However, if I understand correctly, you waited for 7 days in a row and this led to an error in hunger penalties?
If so, you can try this simple solution.
Open the console in game and type set NoM_active_hts to 0, then hit enter and close the console. This should remove all of your penalties and reset the scripts. Then open the console again, type set NoM_active_hts to 1 and hit enter to reactivate the scripts.
Let me know if this works.

Again, I strongly advise against using the old version of the mod.
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louise hamilton
 
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Post » Mon May 07, 2012 8:24 pm

They don′t let you remove your own content? You probably signed over your soul in the ToS :devil:

If you don′t want to waste your time don′t even read this, cause I will continue using your 2.x version, which I really like by the way:

You dind′t really understand I′m afraid. Yes, waiting for several days kills the script too, but only when I try to eat after that. My point was that it takes so incredibly long for the hunger lvl to rise, it shouldn′t take SEVEN days for it to rise from 10 to 20%, should it? And the 5% thing was unrelated, sometimes my hunger would reach 5% and it was impossible to lower it.
Anyway, the 3.x version of this mod just HATES me. I thought "oh well, let′s try again", deactivated the 2. version, made a clean save in some commoners house, activated the 3.x version again. Now everytime when I finish the configuration, which doesn′t even show up automatically so I have to use console, I keep having the mouse cursor used to select the options but can′t move... it just remains in config mode :stare:
Some other mod or I don′t know what just seems to mess MASSIVELY with this. I got a good game going with the 2.x version and I′m tired of config stuff, I wanna play :) Thanks for the mod, the 2.x version is awesome and I bet the 3.x version would be even better, but what can ye do
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Roisan Sweeney
 
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Post » Tue May 08, 2012 5:05 am

Sensenschmied,

You might not realize this, but the 3.0x version *is* the fix for the bugs you are reporting. I don't think there is much to troubleshoot on an older version since Taddeus is the only member of the original team who is still around and he has already released an update. Perhaps you might be better off focusing on why NoM 3.0x doesn't work?




Taddeus! It's good to see you again! I don't mean to hijack this thread, I just wanted to point you to the new creatures XI and ask if the packaged creatures.esp in NoM will work anymore. I kind of doubt it.
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Dan Wright
 
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Post » Tue May 08, 2012 5:57 am

Well, should you get interested in trying the 3.03 version send me a PM and I'm sure we can work it out. I know that the 3.03 version has so many new things, improvements and fixes that it's really a huge step forward from the 2.13 one.
As for the PES problems, the mod is mine but it was uploaded on PES by Wrye years ago. So the administrators don't want to remove the page without asking him first.

Elaura, I keep reading the forums, but I have very little time to post or work on mods. :)
I'm afraid that you're right, the compatibility esp for creatures X won't work with creatures XI... I'll have to put it in the to do list for the next NoM patch.
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Tamika Jett
 
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Post » Mon May 07, 2012 6:21 pm

Thanks Taddeus! I hope life is keeping you busy in a good way. Take care of yourself!
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Pat RiMsey
 
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Post » Mon May 07, 2012 6:47 pm

Sorry for the off-topic question, but I'm wondering if it possible to directly modify the scripts related to the settings and removing the configuration pop-ups and messages appearing after installing NoM, mainly for a better 'immersion' in-game (i.e. with pre-made settings)?
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sarah simon-rogaume
 
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Post » Tue May 08, 2012 7:00 am

Sorry for the off-topic question, but I'm wondering if it possible to directly modify the scripts related to the settings and removing the configuration pop-ups and messages appearing after installing NoM, mainly for a better 'immersion' in-game (i.e. with pre-made settings)?
It is indeed possible to modify the scripts the way you ask, but I think it's better letting everyone choose his or her playstyle. Premade settings don't allow the same customisation level of the configuration script and, after all, you must go through it only once.
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Nicholas C
 
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Post » Tue May 08, 2012 12:19 am

And, sorry about being off topic but....

NOM_Morrowind_Rebirth_Compat.esp

Needed

Thanks
Shadowscales
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kyle pinchen
 
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Post » Tue May 08, 2012 2:28 am

And, sorry about being off topic but....

NOM_Morrowind_Rebirth_Compat.esp

Needed
I think until Rebirth is somewhat stable (if this is ever possible, given the ever changing/0 compatibility nature of the mod), this is not going to happen.
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Captian Caveman
 
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Post » Tue May 08, 2012 3:42 am

I think until Rebirth is somewhat stable (if this is ever possible, given the ever changing/0 compatibility nature of the mod), this is not going to happen.
Yes, exactly. :)
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A Dardzz
 
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Post » Tue May 08, 2012 3:43 am

Yes, exactly. :smile:

I am working on a mod altering every Hlaalu Settlement, however the vanilla structure of Balmora, Hla Oad and Gnaar Mok will stay intact. Suran has been redone for 90% (only temple and manor survived), and another city Mathi Agea is added offshore from Hla Oad.

This mod will be about imcompatilble as it can be with any other mod that changes the landscape in Hlaalu territory.

This said I want it to have a NoM and Morrowind Crafting compatability patch. Firstly I do not know the mechanics of NoM, so I do not know what I basically need to have in my mod, what and where I should reserve a nice and good space for it. Statics, NPCs etc.

I still have the possibility to include about everything now, as no exterior has completely finalized, except there is not much room for new buildings (have empty buildings well I could redesignate), as I will not leave gaps for buildings to be inserted by another mod.

I can however create a new interior according the needs of Nom, even with a bar or even a spa.

So how can we solve making a compatability patch?
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gary lee
 
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Post » Tue May 08, 2012 6:49 am

NoM compatibility is easy as long as you don't change the ingredients, fires, ovens, or cooking implements. As long as NoM loads after everything else, those items are automatically included. Mod added items wouldn't be useable by NoM, but they wouldn't break it. However, if you make changes to the landscape where the Food of the Gods restaurant, the Moldy Horker Tavern, or the food route locations are, there will be conflicts. I would guess that those *could* be removed if absolutely necessary, but that's like butchering any other mod; it may have unintended consequences.
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Emilie M
 
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Post » Tue May 08, 2012 2:34 am

There are mainly 2 things to consider for NOM compatibility:
- due to how it works, NOM has to be loaded after mods using its scripting features.
- it introduces some new exterior buildings
So, you should at least become a little familiar on how it works, and what/where these exterior changes are.
Then you have to choose: being compatible with NOM exterior changes (food/drinks sellers), or override them. If you want to override NOM exterior changes (really not suggested), your changes must be loaded after NOM ( a separate .esp maybe?).
Assuming you don't want to change/conflict with NOM exterior changes, NOMifying a mod is very simple. You can choose what drink/food resources to include from modders resources provided with NOM and include/hand place them in your mod, build new food providers if you want, but I find easier/faster to place them replacing pre-existing standard resources using automatic http://wryemusings.com/Wrye%20Mash.html#ImportReplacer (this is what I usually do with big quest/landscape mods I play), e.g. my NOMify/unNOMify replacers below
nomify.txt Mash replacer source
Spoiler
# [Filetype: Wrye Mash Replacer]
@ srcmod
NoM Modders Res.esp

@ replace
# Statics
ex_nord_well_01: NOM_well_nord_01
furn_com_cauldron_01: NOM_cauldron_01
furn_com_cauldron_02: NOM_cauldron_02
furn_com_kegstand: NOM_kegstand_beer, NOM_kegstand_wine, NOM_kegstand_emp
furn_de_kegstand: NOM_kegstand_beer_de, NOM_kegstand_wine_de, NOM_kegstand_emp_de
furn_de_minercave_grill_01: NOM_grill_02
furn_dwrv_stove00: NOM_oven_dwrn
furn_redoran_hearth_01: NOM_oven_01
furn_redoran_hearth_02: NOM_oven_02
furn_well00:NOM_well_common_01
ex_nord_well_01: NOM_well_nord_01
barrel_01_empty: NOM_water_barrel
furn_de_minercave_grill_01: NOM_grill_02

# Lights
light_pitfire00: NoM_light_pitfire00
light_pitfire01: NoM_light_pitfire01
Furn_De_Firepit_F: NoM_furn_de_firepit_f_400
Furn_De_Firepit_F_01: NoM_furn_de_firepit_f_01
Furn_De_Firepit_F_01_400: NoM_furn_de_firepit_f_01_400
Furn_De_Firepit_F_200: NoM_furn_de_firepit_f_200
Furn_De_Firepit_F_323: NoM_furn_de_firepit_f_323
Furn_De_Firepit_F_400: NoM_furn_de_firepit_f_400

# Misc
misc_com_bottle_01: NOM_wine_09
misc_com_bottle_05: NOM_wine_08
misc_com_bottle_06: NOM_wine_02
misc_com_bottle_07: NOM_wine_03
misc_com_bottle_10: NOM_wine_04
misc_com_bottle_11: NOM_beer_02
misc_com_bottle_12: NOM_beer_03
misc_com_bottle_13: NOM_beer_09
misc_com_bottle_14: NOM_beer_08
misc_com_bottle_15: NOM_beer_04

unnomify.txt Mash replacer source
Spoiler
# [Filetype: Wrye Mash Replacer]
#@ srcmod
#Morrowind.esm

@ replace
# Statics
NOM_well_nord_01: ex_nord_well_01
NOM_cauldron_01: furn_com_cauldron_01
NOM_cauldron_02: furn_com_cauldron_02
NOM_kegstand_beer: furn_com_kegstand
NOM_kegstand_wine: furn_com_kegstand
NOM_kegstand_emp: furn_com_kegstand
NOM_kegstand_beer_de: furn_de_kegstand
NOM_kegstand_wine_de: furn_com_kegstand
NOM_kegstand_emp_de: furn_com_kegstand
NOM_grill_02: furn_de_minercave_grill_01
NOM_oven_dwrn: furn_dwrv_stove00
NOM_oven_01: furn_redoran_hearth_01
NOM_oven_02: furn_redoran_hearth_02
NOM_well_common_01: furn_well00
NOM_well_nord_01: ex_nord_well_01
NOM_water_barrel: barrel_01_empty
NOM_grill_02: furn_de_minercave_grill_01

# Lights
NoM_light_pitfire00: light_pitfire00
NoM_light_pitfire01: light_pitfire01

NoM_furn_de_firepit_f_400: Furn_De_Firepit_F
NoM_furn_de_firepit_f_01: Furn_De_Firepit_F_01
NoM_furn_de_firepit_f_01_400: Furn_De_Firepit_F_01_400
NoM_furn_de_firepit_f_200: Furn_De_Firepit_F_200
NoM_furn_de_firepit_f_323: Furn_De_Firepit_F_323
NoM_furn_de_firepit_f_400: Furn_De_Firepit_F_400

# Misc
NOM_wine_09: misc_com_bottle_01
NOM_wine_08: misc_com_bottle_05
NOM_wine_02: misc_com_bottle_06
NOM_wine_03: misc_com_bottle_07
NOM_wine_04: misc_com_bottle_10
NOM_beer_02: misc_com_bottle_11
NOM_beer_03: misc_com_bottle_12
NOM_beer_09: misc_com_bottle_13
NOM_beer_08: misc_com_bottle_14
NOM_beer_04: misc_com_bottle_15
For personal use or if NOM can be a prerequisite for your mod, you don't even need to include NOM resources objects in your NOMified mod, reference to NOM objects obtained using Mash NOMify reference replacer are enough, as NOM objects will be found in NOM itself when loaded last.
[EDIT]rephrasing
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Daniel Lozano
 
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Post » Tue May 08, 2012 2:31 am

Thank you for the info Abot, it helps :)

Though one thing bothers me, the vanilla kegstand has one model only, however NoM assigns three different forms. Are they randomized, or preset in NoM so you are sure on what comes where?

I mean to include lets say 5 in a row in a basemant (brewery) how can I assign one of the three to a specific kegstand?
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Kelly Upshall
 
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Post » Tue May 08, 2012 12:29 am

NoM compatibility is easy as long as you don't change the ingredients, fires, ovens, or cooking implements. As long as NoM loads after everything else, those items are automatically included. Mod added items wouldn't be useable by NoM, but they wouldn't break it. However, if you make changes to the landscape where the Food of the Gods restaurant, the Moldy Horker Tavern, or the food route locations are, there will be conflicts. I would guess that those *could* be removed if absolutely necessary, but that's like butchering any other mod; it may have unintended consequences.

TY Elaura, but I am afraid I have to make some changes in Balmora and Suran. I will need to check ingame as well to see what is possible and what not.
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Zoe Ratcliffe
 
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Post » Mon May 07, 2012 4:47 pm

I created a new thread for NoM discussion. I'll answer http://www.gamesas.com/topic/1332488-rel-necessities-of-morrowind/.
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Katie Pollard
 
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Post » Tue May 08, 2012 5:52 am


ex_nord_well_01: NOM_well_nord_01
barrel_01_empty: NOM_water_barrel
furn_de_minercave_grill_01: NOM_grill_02

# Lights
light_pitfire00: NoM_light_pitfire00
light_pitfire01: NoM_light_pitfire01
Furn_De_Firepit_F: NoM_furn_de_firepit_f_400
Furn_De_Firepit_F_01: NoM_furn_de_firepit_f_01
Furn_De_Firepit_F_01_400: NoM_furn_de_firepit_f_01_400
Furn_De_Firepit_F_200: NoM_furn_de_firepit_f_200
Furn_De_Firepit_F_323: NoM_furn_de_firepit_f_323
Furn_De_Firepit_F_400: NoM_furn_de_firepit_f_400
Ooo, new stuff :thumbsup:
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zoe
 
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Post » Mon May 07, 2012 11:50 pm

Ooo, new stuff :thumbsup:
Yep, replacer updated for NOM3... and I'm modding these lights scripts so they too show smoking meat/fish on a stick when cooking :twirl:
[OOPS]forgot answering in the http://www.gamesas.com/topic/1332488-rel-necessities-of-morrowind/
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Scott Clemmons
 
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