WIP)Morrowind Crafting Addons 3.0

Post » Sat Aug 25, 2012 2:09 pm

I've almost released my Solstheim mod and i'm already planning what to work on whilst taking a brake from it.

I've been playing with Morrowind Crafting for a wee while, and i really like it. But it's one of those mods that only really works with vanilla morrowind, it doesn't intergrate well with other mods. So i want to fix that! make it all sparkly and brand new. I also want to throw in a few more features.


Graphics:
I'm currently update the graphics to make the older assets fit in well with all these replacer-gizmo's we have. There's quite a few new models that I'm jazzing up, and there's a bunch of items that use new meshes and textures that are just renamed vanilla assets that need their model directories changing so that they work well with replacers.

Addons:
I won't to make these armor types (my favorite vanilla based armors) craftable within the game:
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8847
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5905
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5936
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5963

Allow all the new armor/weapons/ingreds/furniture from TR to be crafted.

Allow the player to craft Scrolls and Soulgems (maybe) that can be enchanted via http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6175 mod.

Incorporate tents beyond the current "tent" mesh in MC 2.01. Maybe allow the player to make something like:
http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=1512
or
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8546

Allow the player to craft furniture from http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=2826 mod and integrating the two mods together to remove any duplicates.


That's all I've got so far. Should be a fun mod at the end of it. Sooo..... any suggestions?
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Nicole Coucopoulos
 
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Post » Sat Aug 25, 2012 11:03 am

So will it be similar to the Skyrim crafting system with making ores and stuff into stuff?
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Phillip Brunyee
 
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Post » Sat Aug 25, 2012 9:29 am

First of all contact with Toccatta (if you haven’t already) if he is ok with this, as he has been working on v3.0 back in 2007, and maybe he is still interested in further development (or have updated plugins with some of the planned improvements). Unfortunately WIP topic was in PES forums and hasn't been archived after transition to IGN TES subforum.

So will it be similar to the Skyrim crafting system with making ores and stuff into stuff?
I'm working on gameplay mod for Morrowind that (among other things) adds several features introduced in Skyrim/Oblivion (crafting system included), although it's still months away due to my involvement in Acoustic Overhaul, which still needs a lot of work - and this one has priority.
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Rachie Stout
 
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Post » Sat Aug 25, 2012 6:12 pm

First of all contact with Toccatta (if you haven’t already) if he is ok with this, as he has been working on v3.0 back in 2007, and maybe he is still interested in further development (or have some updated plugins with some of the planned improvements). Unfortunately WIP topic was in PES forums and haven't been archived after transition to IGN TES subforum.
2007? whoo, that's quite some time ago. And it doesn't have to be called 3.0 if he still wants to make a 3.0. I'm just making an expansion for 2.01.
The read me says:
All models, textures, and scripts were created in-house. In order to maintain the uniqueness of Morrowind Crafting, I request that they not be used in unrelated mods. However, mods which are made to enhance or co-exist with Morrowind Crafting may do so freely and without special permission.

although that's pretty vague. I think it says i - and everyone else - has permission to expand upon MC. Just not use assets in a completely separate mod from MC. I'll try contacting him anyway. If he says no I'll just not release it. :P
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claire ley
 
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Post » Sat Aug 25, 2012 8:48 am

That would be really awesome!
I love Crafting in RPGs, but MC just created too much conflict in my game. =/
Good luck!
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Glu Glu
 
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Post » Sat Aug 25, 2012 7:42 am

Seriously ! I hope Toccatta says YES ! This will be a great expansion for a great mod .I love the idea of TR compatibility . There are some MC addons already in existence , Guide to Crafting book by Cabuis which provides a recipe resource in the form of a book downstairs in Balmoras Mage Guild . Joharis Crafting - which is a group of 6 little tweaks ( including crafting rings ) to make MC a little bit easier . MC for TR v1 - the first attempt to incorporate MC into the TR lands . Surgo's More Crafting - adds soul gems and amulets to list of craftable items as well as allowing ores to regenerate after a set period of time has passed . If these are gone from PES , let me know and I'll post em to MMH . Cheers and good luck with this - I'll be keen to see what you do .
LINKS : http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6937
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7113
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6850
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Darian Ennels
 
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Post » Sat Aug 25, 2012 4:53 pm

Seriously ! I hope Toccatta says YES ! This will be a great expansion for a great mod .I love the idea of TR compatibility . There are some MC addons already in existence , Guide to Crafting book by Cabuis which provides a recipe resource in the form of a book downstairs in Balmoras Mage Guild . Joharis Crafting - which is a group of 6 little tweaks ( including crafting rings ) to make MC a little bit easier . MC for TR v1 - the first attempt to incorporate MC into the TR lands . Surgo's More Crafting - adds soul gems and amulets to list of craftable items as well as allowing ores to regenerate after a set period of time has passed . If these are gone from PES , let me know and I'll post em to MMH . Cheers and good luck with this - I'll be keen to see what you do .
LINKS : http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6937
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7113
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=6850

ooh! awesome, thanks. I wasn't aware of these.
I've almost finished the graphics, and I'm preparing to emailing Tocatta now.
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mimi_lys
 
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Post » Sat Aug 25, 2012 3:18 am

I can't find a way to contact Toccatta. Unless i'm having a blonde moment, i can't find any contact details anywhere. Any help? *pouts lip*
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Alister Scott
 
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Post » Sat Aug 25, 2012 3:10 am

He is a member of this forum. Last active - yesterday.
http://www.gamesas.com/user/38025-toccatta/
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alicia hillier
 
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Post » Sat Aug 25, 2012 3:20 pm

I don't really have a problem with people making small patches to the mod or adding things in here and there. But there is something I would like to point out:

For a long time, I was a big fan of Complete Morrowind. In fact, if you look through the readme files for CM, you'll even find my name in some of them. But while I really liked the ideas, I had some issues with the way certain things were implemented. At first, I patched it and tweaked a few things, and then made more major modifications... but only on the one I personally used. I would never have considered redistributing Max's work with my changes. So when I decided that I wanted to release a crafting mod implemented the way I thought it should be done, I started over are rewrote everything from scratch. Not a single script or material from CM was used in Morrowind Crafting.

I personally feel it shows respect that if you want to create a mod which replaces someone else's work, you need to do your OWN work... The blanket permissions I give in the readme file for Morrowind are very clear about the fact that any use of MC scripts or materials be associated with an add-on or plug-in. A mod whose purpose is to replace MC is not intended to "enhance or coexist", and those permissions don't apply to that.

So if you're planning a mod that works with MC and adds new features, feel free. Otherwise, you're welcome to do the same thing I did, and build your mod from the ground up.
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Kellymarie Heppell
 
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Post » Sat Aug 25, 2012 6:34 am

I don't really have a problem with people making small patches to the mod or adding things in here and there. But there is something I would like to point out:

For a long time, I was a big fan of Complete Morrowind. In fact, if you look through the readme files for CM, you'll even find my name in some of them. But while I really liked the ideas, I had some issues with the way certain things were implemented. At first, I patched it and tweaked a few things, and then made more major modifications... but only on the one I personally used. I would never have considered redistributing Max's work with my changes. So when I decided that I wanted to release a crafting mod implemented the way I thought it should be done, I started over are rewrote everything from scratch. Not a single script or material from CM was used in Morrowind Crafting.

I personally feel it shows respect that if you want to create a mod which replaces someone else's work, you need to do your OWN work... The blanket permissions I give in the readme file for Morrowind are very clear about the fact that any use of MC scripts or materials be associated with an add-on or plug-in. A mod whose purpose is to replace MC is not intended to "enhance or coexist", and those permissions don't apply to that.

So if you're planning a mod that works with MC and adds new features, feel free. Otherwise, you're welcome to do the same thing I did, and build your mod from the ground up.

Would you consider what i'm doing as a big bunch of patches? Or as something that should be done from scratch?
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asako
 
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Post » Sat Aug 25, 2012 4:11 pm

It could probably be handled as a group of patches that add content to the existing mod . The thought of starting from scratch is admittedly daunting . If you do take that course , I'll point out that the " other " crafting mod Complete Morrowind has either a single .esp that covers all its content or a group of separate .esp's that break the larger mod down into component pieces ( Woodworking , smithing , pottery etc ) . I guess the question is : do you feel that Morrowind Crafting needs re-writing or increased content ? Personally , I like the balance that Toccatta and Drac have developed in MC but that's my point of view . So added content would be my favourite option . Unless you have some completely kickass ideas for turning crafting on its head , that is !
OH ! And I meant to point out Danae's Containers ! modders resource - whenever I set up a player house for myself in the CS , I use models from this wonderful set to add more detail to my crafting areas .http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8262
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Sarah Evason
 
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Post » Sat Aug 25, 2012 6:59 pm

It could probably be handled as a group of patches that add content to the existing mod . The thought of starting from scratch is admittedly daunting . If you do take that course , I'll point out that the " other " crafting mod Complete Morrowind has either a single .esp that covers all its content or a group of separate .esp's that break the larger mod down into component pieces ( Woodworking , smithing , pottery etc ) . I guess the question is : do you feel that Morrowind Crafting needs re-writing or increased content ? Personally , I like the balance that Toccatta and Drac have developed in MC but that's my point of view . So added content would be my favourite option . Unless you have some completely kickass ideas for turning crafting on its head , that is !
OH ! And I meant to point out Danae's Containers ! modders resource - whenever I set up a player house for myself in the CS , I use models from this wonderful set to add more detail to my crafting areas .http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8262
yup, i think that's how I'm going to do it. Just little addons; graphics, TR, Lore-Armor, Dave Humphrey.
I'll check out those containers for you. I used them in my house mod: http://www.wollibeebee.com/hunters-cabin.html
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Jennie Skeletons
 
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