[WIPz] World of Wortcraft

Post » Thu May 19, 2011 12:50 am

[WIPz] World of Wortcraft
a.k.a Immersive Food and Drink



I'm torn on what to call this mod. I originally started making this mod because I wanted a simpler and more immersive way practice my alchemy skill through wortcraft (ingesting ingredients for their alchemical properties), but then I realized this would make a really cool way to interact with food, drinks, and potions in the game world too! The original name for the mod is World of Wortcraft, but now I'm thinking Immersive Food and Drink might be more appropriate... (how boring is that name)


Description

Welcome to the World of Wortcraft where you can eat and drink to your heart's content without ever breaking immersion! World of Wortcraft now makes it possible to eat fruit, vegetables, flowers, etc. directly off the vine so you can practice wortcraft (and increase your alchemy skill) in real time. Better yet, every piece of food, drink, or potion lying around can be eaten or drank in real time too. You'll never have to open your inventory again the next time you're hungry or thirsty!

This mod complements and is completely compatible with http://tesnexus.com/downloads/file.php?id=2037 and http://tesnexus.com/downloads/file.php?id=5478.



Known Incompatibilities

None.


FAQ

  • How do I "eat" and "drink"?
    Instead of activating the flora/food/drink/potion like you normally would, just hover over the item and press your configured key. There is also the option to use the normal Activate key, while in sneak mode, or while holding down some other configurable modifier key (i.e. Press the Activate key while holding down Left Shift).

  • Can I eat and drink items from other mods (i.e. http://wryemusings.com/Cobl.html)?
    Yes! This mod is fully compatible with other mods that add edible items to the game. The only exception are scripted objects which may be quest related so I've disabled functionality for scripted objects.

  • Is this mod compatible with Hunger and Thirst mods?
    Yes! In fact it is designed to and should make life a lot easier for you.

  • What happens to the plants and flora I eat from?
    Eating from them will be the same thing as harvesting them. You may not always find an ingredient but the plant/flora will be used up and respawn normally. If you have http://tesnexus.com/downloads/file.php?id=2037 installed eating from the plant/flora will also play it's appropriate animation.

  • Will plants/flora I've harvested respawn if I uninstall this mod?
    Yes, they will respawn and act normally.

  • Can I drink poison?
    Why? Why would you do that to yourself??

  • What version of OBSE do I need?
    This mod requires OBSE v0020 or later. Get it http://obse.silverlock.org/.

  • Will this mod slow down or bloat my game?
    Not in the least.

  • I want to play it! When will it be released?
    Shooting for next week.

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Hella Beast
 
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Post » Thu May 19, 2011 1:09 am

Looks great! Can't wait for the release! I quite like the name World of Wortcraft myself.
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FoReVeR_Me_N
 
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Post » Thu May 19, 2011 9:07 am

Agreed - World of Wortcraft.

Also, can I throw in a question, an perhaps an obnoxious suggestion?

Does your alchemy skill go up for every ingredient consumed, or just the first one of any given type? If the latter, is there a way to either track what you have eaten, either in a book (called World of Wortcraft, of course), or maybe by adding a tag at the end of the name when you mouse over it , e.g. "Bergemot Seeds (not tried)". Or both.

The book would have the extra benefit of showing what potions could be made, based on your alchemy skill.

But personally, I'd love to see a limit as to effectiveness until you ingest it again at the next alchemical level, rather than just instantly knowing everything. Actually, I'd apply that from the very beginning. You don't know what anything does until you ingest it. And as a fun option, there could be alchemy books or scrolls that could contain such info without needing to ingest the item which would add to the main World of Wortcraft book.

Ah. Umm... I think I'm asking too much. Well, at least these are things you can think about for later versions.
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des lynam
 
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Post » Thu May 19, 2011 5:27 am

I prefer 'World of Wortcraft' for it's originality, something 'Immersive Food and Drink' lacks, however using 'immersive' in the name may result in more people finding it when searching with keywords.
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Jonathan Windmon
 
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Post » Wed May 18, 2011 7:55 pm

I also had to vote for 'World of Wortcraft' -- against my better judgement :) , as I don't play ... that similarly-named game -- just because it's such a good joke (on multiple levels) that it shouldn't go to waste. Anyone who manages to get a legitimate use, and a joke, out of the word 'wortcraft' ought to run with it, imo.

But I admit I am confused, even though this sounds great, fabulous even, in general.

I am a big user of 'realism' mods, and naturally the biggest stumbling block with them over the years has been the wortcraft issue. Either people had to add a new alchemical effect to every food object in the Vanilla game (often then leaving out mod-added food) to account for hunger while leaving wortcraft (mostly) intact (since some ingredients could not have an additional effect added, so one had to be removed), or an intermediate step had to be introduced (as in COBL), to distinguish between 'eating to satisfy your hunger' and 'ingesting an ingredient to discover its effects'.

I do know that Basic Primary Needs uses OBSE to allow you to 'just eat', but I don't know what it's relationship is with wortcraft if you do so.

So my questions are---

1. Are you saying that if I eat, oh an apple, using WoW :wink: , that doing so will satisfy my hunger, and also provide the effects of wortcraft at the same time?

2. How on earth is that going to work with pre-existing hunger mods that use the other methods (I currently use Real Hunger/Thirst/Sleep, which are all COBL-based)? Not to mention that COBL, for example, has other functions that discourage me from removing it completely; would simply not using the Dinner Plate (or Pub Plate, or Home Plate) when WoW was active be sufficient to prevent issues if I continued to use Real Hunger (I assume that FF Real Thirst and Real Sleep would not be in conflict with WoW one way or the other).

As I say, it sounds great, even though I'm not completely sold on 'eating on the fly'. I'm coming to RH from a long time using Vim and Vigor Advanced, which has the gigantic (imo) advantages of 1) externalized eating, and 2) ration packs.

The whole idea of externalized eating is that you sit down to eat, with a plate of food in front of you, and even though there's unfortunately no animation to show you eating like there is for NPCs, it's still very immersive in an RP sense to sit at a table with a plate in front of you, say on the balcony of your house, and enjoy a hearty (or healthy) breakfast before starting your day. If you're in a dungeon, it feels a bit more 'sensible' to crack open a ration pack (in which you know what you had packed), then to chomp down on a loose Shepard's Pie in your inventory.

That might be just me, but even the COBL dinner plate offers (to a lesser degree) this sense of 'stopping to eat' by forcing you to 'open the fridge' as it were and focus on what you have to eat and choosing what you will eat as a distinct operation. I found that 'just eating' during my brief usage of a early version of Basic Primary Needs was quite unsatisfying. I did not go to all the trouble of choosing and installing a needs mod (or several of them), not to mention additional types of food and usually a cooking mod, just to treat eating as a 'throwaway click' action.

Not to disrespect BPN; for one thing, it's updated many many times since I tried it, and for another, 'I want to have to eat but don't want to have to think about it much' is a perfectly legitimate playstyle for a lot of realism mod users. At the same time, there are likely a fair number of realism mod users at the other end of the spectrum, like myself, who find that having to eat without having to think about it at all is a bit contrary to the point of the exercise.

So I guess what I'm asking is how is WoW going to influence this issue, or if it indeed is. And how are you going to work in Oblivion XP support (which does give XP for wortcraft) :) ?

I look forward to hearing the answers to these questions; this mod sounds very exciting in theory.
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Wane Peters
 
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Post » Thu May 19, 2011 11:12 am

World of Worthcraft is a good name, but i prefer Immersive food and drink, no problem knowing whats it about then. I will sure test this mod when its released.
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ruCkii
 
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Post » Thu May 19, 2011 7:03 am

Does your alchemy skill go up for every ingredient consumed, or just the first one of any given type? If the latter, is there a way to either track what you have eaten, either in a book (called World of Wortcraft, of course), or maybe by adding a tag at the end of the name when you mouse over it , e.g. "Bergemot Seeds (not tried)". Or both.

The book would have the extra benefit of showing what potions could be made, based on your alchemy skill.

But personally, I'd love to see a limit as to effectiveness until you ingest it again at the next alchemical level, rather than just instantly knowing everything. Actually, I'd apply that from the very beginning. You don't know what anything does until you ingest it. And as a fun option, there could be alchemy books or scrolls that could contain such info without needing to ingest the item which would add to the main World of Wortcraft book.

Ah. Umm... I think I'm asking too much. Well, at least these are things you can think about for later versions.


:clap: That's a great idea saebel! I love it. I've never made a dynamic book before, but I've got some ideas on how to implement it. Should be fun to try out.

FYI I was originally planning to have the item ingested and it's effects printed to console so you could check what each item did. The book sounds like such a better way to implement this.

Also, the way the mod works now is that your alchemy skill will increase the normal amount it would as if you had normally picked up the item and ingested it. If you have a mod that alters the alchemy skill progress rate, it will use that instead.

1. Are you saying that if I eat, oh an apple, using WoW :wink: , that doing so will satisfy my hunger, and also provide the effects of wortcraft at the same time?


Yes. At least it should work that way... I'll have to do some more digging into the different hunger and thirst mods.

2. How on earth is that going to work with pre-existing hunger mods that use the other methods (I currently use Real Hunger/Thirst/Sleep, which are all COBL-based)? Not to mention that COBL, for example, has other functions that discourage me from removing it completely; would simply not using the Dinner Plate (or Pub Plate, or Home Plate) when WoW was active be sufficient to prevent issues if I continued to use Real Hunger (I assume that FF Real Thirst and Real Sleep would not be in conflict with WoW one way or the other).


I'm trying to make the mod function as naturally as possible, meaning that if the particular hunger/thirst mod you are using allows you to satisfy your regular hunger/thirst with non-scripted foods/drinks than WOW will be completely compatible with it. If the food is scripted, I have included an option to still allow WOW to work with it but I can't guarantee whether the food will work as the hunger/thirst mod intended. In the case that it doesn't you can turn the option back off so that WOW will leave scripted foods alone.

As I say, it sounds great, even though I'm not completely sold on 'eating on the fly'. I'm coming to RH from a long time using Vim and Vigor Advanced, which has the gigantic (imo) advantages of 1) externalized eating, and 2) ration packs.

The whole idea of externalized eating is that you sit down to eat, with a plate of food in front of you, and even though there's unfortunately no animation to show you eating like there is for NPCs, it's still very immersive in an RP sense to sit at a table with a plate in front of you, say on the balcony of your house, and enjoy a hearty (or healthy) breakfast before starting your day. If you're in a dungeon, it feels a bit more 'sensible' to crack open a ration pack (in which you know what you had packed), then to chomp down on a loose Shepard's Pie in your inventory.

That might be just me, but even the COBL dinner plate offers (to a lesser degree) this sense of 'stopping to eat' by forcing you to 'open the fridge' as it were and focus on what you have to eat and choosing what you will eat as a distinct operation. I found that 'just eating' during my brief usage of a early version of Basic Primary Needs was quite unsatisfying. I did not go to all the trouble of choosing and installing a needs mod (or several of them), not to mention additional types of food and usually a cooking mod, just to treat eating as a 'throwaway click' action.

Not to disrespect BPN; for one thing, it's updated many many times since I tried it, and for another, 'I want to have to eat but don't want to have to think about it much' is a perfectly legitimate playstyle for a lot of realism mod users. At the same time, there are likely a fair number of realism mod users at the other end of the spectrum, like myself, who find that having to eat without having to think about it at all is a bit contrary to the point of the exercise.

So I guess what I'm asking is how is WoW going to influence this issue, or if it indeed is. And how are you going to work in Oblivion XP support (which does give XP for wortcraft) :) ?

I look forward to hearing the answers to these questions; this mod sounds very exciting in theory.


The purpose of WOW is to make eating, drinking, and wortcraft more intuitive and streamlined, not less. So unfortunately, this mod may not be what you are looking for.

Regarding Oblivion XP, I would have to see how that mod works to determine whether it would still give you the XP for wortcraft. As I mentioned earlier, I'm trying to make this mod function as naturally as possible, so I don't see why Oblivion XP wouldn't assign XP when eating ingredients using WOW.
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Benito Martinez
 
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Post » Wed May 18, 2011 9:32 pm

Cool! Glad you like the book idea. And if that works out, maybe that will solve your naming issues. You can call the mod "Immersive Ingredients" or something like that, but the name of the book would be World of Wortcraft. So you get the best of both!
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Spaceman
 
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Post » Thu May 19, 2011 5:03 am

:celebration: Yay! I have a proof of concept for the dynamic alchemy/ingredients book! I still got to flesh it out, but I think it's gonna work.

Also, I need your opinions: When you eat an ingredient it seems to only apply the very first effect, regardless of your skill level. So, with the alchemy/ingredients book, should it record:
  • Only the effects that are applied to the Player, in other words, just the first effect
  • As many effects as your alchemy skill allows you to reveal
  • All effects regardless of alchemy skill


I'm thinking option #2 is probably the best. And when your alchemy skill increase, the book will automatically be updated. OR, you will need to re-ingest the ingredient at the higher skill level for the book to be updated. Let me know your thoughts!
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kyle pinchen
 
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Post » Thu May 19, 2011 10:19 am

Also, I need your opinions: When you eat an ingredient it seems to only apply the very first effect, regardless of your skill level. So, with the alchemy/ingredients book, should it record:
  • Only the effects that are applied to the Player, in other words, just the first effect
  • As many effects as your alchemy skill allows you to reveal
  • All effects regardless of alchemy skill


I'm thinking option #2 is probably the best. And when your alchemy skill increase, the book will automatically be updated. OR, you will need to re-ingest the ingredient at the higher skill level for the book to be updated. Let me know your thoughts!

I would say go with number 2, and when you reach the next mastery level, you would have to reingest to learn the other properties - assuming you want to go for realism within the fantasy world context.

Let's say I only ate a Harrada Root once when I first started out as a Novice. I would only be aware of the one property at that time, because that's all my alchemy skill would allow me to. When I reach the next mastery level, why would I suddenly know two properties about not only the Harrada Root, but all other ingredients? That could only be explained by the concept that your initial experiment/ingestion was good enough to provide all the information you needed, but you didn't have the skill to anolyze the results. That might make sense in a modern day lab where all of the test results and numbers are cataloged, saved, and can be referred to later. But that also assumes the student had the skills to set up an advanced enough experiment to capture all that data.

Having to go back and revisit ingredients makes more sense, and falls in line with other skills. When your mercantile goes up, do your negotiated percentages automatically go up? No, you have to go back to the vendor and haggle again to see how much further you can push the price negotiation point.

A high school student, a bachellors student, a masters student, a phd student and a fully fledged scientist would all approach the same experiment in different ways due to their knowledge and experience, thereby returning results with greater detail the more experienced the person has. It is very unlikely that a phd student would look at a high-school experiment and glean some advanced knowledge that the high-schooler missed. In order to learn more, he'd have to redo the experiment, with a better experiment plan and equipment.

Now one possible fun thing to kick in is critical failure/success. A critical failure means the experiment failed to reveal more information about the ingredient (perhaps it was a bad sample). A critical success means that not only do you learn the properties of the ingredient, but you learn an additional one that you would normally be able to. (although that may not be possible)

If it is possible to do the above, your alchemical gear can help your chances to learn about an ingredient. The idea being that yes you ate it, but not before processing it with the mortar/pestle, alembic, etc.

Anyway, that's my two cents. I'm sure whatever you decide on will be great.
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Travis
 
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