Questions About NOM

Post » Mon Aug 01, 2011 4:35 pm

So I started playing Morrowind again and I'm trying NOM for the fist time. Pretty fun, but I have a couple of questions, if anyone could help.

First, I set the days to double time. Does this mean the boat and silt strider travel times are double length also?

And my second question: I got hungry once and I automatically ate some comberry that was in my inventory which is bad because I save it for magicka potions. Is there any way I can set it to not be automatically eaten? I'm assuming I'd have to do it in the construction set. If anyone would be able to walk me through it, I'd appreciate it.

Also, is there anyway I could turn off automatic eating and just eat on my own when I'm hungry?

Thanks.
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RUby DIaz
 
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Joined: Wed Nov 29, 2006 8:18 am

Post » Mon Aug 01, 2011 4:34 pm

So I started playing Morrowind again and I'm trying NOM for the fist time. Pretty fun, but I have a couple of questions, if anyone could help.

First, I set the days to double time. Does this mean the boat and silt strider travel times are double length also?

And my second question: I got hungry once and I automatically ate some comberry that was in my inventory which is bad because I save it for magicka potions. Is there any way I can set it to not be automatically eaten? I'm assuming I'd have to do it in the construction set. If anyone would be able to walk me through it, I'd appreciate it.

Also, is there anyway I could turn off automatic eating and just eat on my own when I'm hungry?

Thanks.

Hi, glad you like my mod. I'll answer to your questions:
1. Travel times should not change. A travel of 2 in game hours with normal day lenght, should remain of 2 in game hours even with double or triple day lenght. Note that I'm guessing here, I never tried it myself.
2. In the configuration script you can set NoM to not eat raw ingredients. This will preserve many base ingredients that you may use for your potions, like raw meat or vegetables. However, a few foods (berries mainly) are not considered raw, since you actually don't need to cook berries to eat them. To preserve them, you can select manual eating only in the configuration script. To run again the configuration script, simply equip a bedroll or a campfire kit.
3. As above, select manual eating only in the configuration script. Note that you will need a food satchel for manual eating.
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Janette Segura
 
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Post » Mon Aug 01, 2011 11:08 am

Thanks for the help!

So, I ran the NOM config and I didn't notice and option to toggle manual eating, but I did notice that one of the options for food to conserve is "all." Is this it?

Also, where may I find a food satchel?

By the way I am running version 2.13.
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Baby K(:
 
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Post » Mon Aug 01, 2011 8:39 am

That explains a few things...

You won't be able to find a food satchel... because you're using an oudated version of NOM!
You need the new NOMv3, which can be found here: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8707

Download all four available packages, then install them each, in order, to patch NOMv3 to the latest version.
("NoM_v300.rar", then "NoM_patch_301.rar", then "NoM_patch_302.rar", then lastly "NoM_patch_303a.rar".)

You will also want Taddeus's "Water Level Fix", which can be found above those files.
Setting this all up may seem daunting at first, but it's really not hard at all...

Just be sure to remove the old 2.13 version first, as it's files aren't compatible with the new ones.
The new version of NOM is a major improvement over the old one... You're in for a treat! :D

While you're at it, why not try an NOM compatible house mod?
You'll be able to have a working kitchen in-game to cook with, and a place in the game to "live" using NOM's other features.

If you don't mind the shameless plug, you could try one of mine. ;)
All of my mods can be found here: http://planetelderscrolls.gamespy.com/View.php?view=User.EntriesListing&id=445710

Several of my mods are house mods, and all of those fully support NOM.
For an example of a good, simple home that features a full NOM kitchen try "Agent's Solitude".

Enjoy the new mods! :)
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Bloomer
 
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Post » Mon Aug 01, 2011 4:55 am

Yes, as Gaius said, you should remove the 2.13 version and install the new one. The new version is much better in every aspect.
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Lynette Wilson
 
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Post » Mon Aug 01, 2011 7:29 am

-clip-
You will also want Taddeus's "Water Level Fix", which can be found above those files.
-clip-

FYI: if you're running the Morrowind Code Patch v2.0 and have selected the 'Detect water level fix' patch under - Bug fixes - section (marked by default) then you no longer need the Water Level Fix esp.

The patch is superior to the esp method because it will detect all cases for all existing and future plugins - the esp method is limited to the cell edits made at the time of it's creation.
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Emma-Jane Merrin
 
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Post » Mon Aug 01, 2011 8:44 am

Lol, so I did the impatient thing and just unchecked 2.13 instead of removing the files. Followed the upgrade instructions though and everything runs smoothly except there's two of every NPC in Food of the Goods and I'm getting errors on first loading that say the game can't find doors.

Gonna go in and remove files by hand then reinstall 3. Any suggestions in the meantime?

The referenced files that can't be found seem to be room doors for the inns that the mod adds to the game. I'm assuming that, if I come across these cells, I'll encounter some big yellow question marks and/or a CTD. Haven't been able to confirm it, though.

Was also getting errors for bottles that went away after I adjusted the load order.

EDIT: so, I totally killed my install of Morrowind by trying to fix this myself. Luckily I had a backup install to copy over because my bloodmoon and tribunal discs are all the way at my parents atm. So, I'm going to start over with a new game and forget my current character.

RIP, Fyll the Dark Elf, inducted into the corrupted save graveyard at level 1 and four tenths. Our youngest victim to date.

Anyway, awesome mod. I appreciate all the work that went into it. The manual eating feature makes it perfect... so far.
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Bones47
 
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Post » Mon Aug 01, 2011 5:18 am

Glad you got it up and running. Remember to apply all patches up to the latest (3.03a).
FYI: if you're running the Morrowind Code Patch v2.0 and have selected the 'Detect water level fix' patch under - Bug fixes - section (marked by default) then you no longer need the Water Level Fix esp.

The patch is superior to the esp method because it will detect all cases for all existing and future plugins - the esp method is limited to the cell edits made at the time of it's creation.

That's right. I have to update somewhat the description of NoM and of the Water Level Fix to put this clear.
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Prisca Lacour
 
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