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This mod adds to the game
the need to eat, drink and sleep for your character. Your character will also
be able to cook various dishes and prepare drinks using various tools and
activators, and to rent rooms in the inns for more than a day.
You need to eat twice a
day. Normally you need to eat at 13:00 for lunch and at 21:00 for dinner, but
these hours can be configured (see here).
You can eat automatically or manually any food you've in your inventory. A
complete list of the foods in alphabetical order follows. CAUTION! Don't read
it if you're hungry!!
▪ Cooked foods:
Apple Pie, Ash Yam Bread, Berry Pie, Bittersweet Beef, Boiled Corn, Bread,
Breaded Chicken Leg, Corn and Cheese Pie, Corn Bread, Crab Meat and Scuttle,
Crab Omelette, Cyrodiil
Fillet, Deep-Fried Ash Yam, Dibella's Cookie, Fruit
Salad, Good Luck Biscuits, Grilled Beef, Grilled Chicken Leg, Grilled Fish,
Grilled Guar Rib, Grilled Meat, Hardboiled Egg, Hound and Rat Pie, Kagouti Skewers, Lemon Fish, Moonsugar
Pudding, Omelette, Onion Soup, Orange Pie, Pear Pie,
Racer Morsel, Rat Soup, Roasted Ash Yam, Roasted Corkbulb
Root, Roasted Corn, Roasted Fish, Roasted Meat, Salt Crusted Fish, Saltrice Delight, Saltrice
Porridge, Saltrice with Mushrooms, Seaweed Soup,
Shepherd's Pie, Stewed Bittergreen, Stewed Hackle-Lo,
Stewed Marshmerrow, Stewed Scrib
Cabbage, Succulent Guar Rib, Sweetroll, Torall Biscuit, Turtle Soup
▪ Raw foods:
Abbot Fish, Apple, Bark Fish, Bear Meat, Beef, Camlorn
Cheese, Chicken Egg, Chicken Leg, Corinth Cheese, Cyrodiil
Cheese, Grapes, Green Alga, Guar Jerky, Guar Meat, Guar Rib, Guar Sausage, Ham,
Kagouti Meat, Lard, Lemon, Onion, Orange, Pear, Pearl
Fish, Pit Cheese, Racer Meat, Sentinel Salami, Spicy Sausage, Tomato, Turtle
Meat, Wolf Meat, Zaasmorc Cheese
▪ Original ingredients
now edible: Ash Yam, Comberry, Corkbulb Root, Crab Meat, Durzog
Meat, Hackle-Lo Leaf, Holly Berries, Hound Meat, Hypha
facia, Large Kwama Egg, Marshmerrow, Rat Meat, Scrib
Cabbage, Scrib Jelly, Scrib
Jerky, Scuttle, Small Kwama Egg
▪ Not edible ingredients
used in recipes: Bittergreen, Corn, Moonsugar, Salt, Saltrice, Sugar,
Wickwheat, Yeast
Note: NoM
scripts can use to eat and cook all foods from TR, Water Life, Where Are All
Birds Going, Creatures X, Morrowind Advanced and a
couple modders’ resources.
If you can't eat, you get
several penalties: burden, weakness to common and blight diseases, reduced
health recovery, increased sleep gain and more.
After too much days without
eating, you will die of starvation. You receive a warning message when you have
only 1-2 days left.
▪ Jail: When you're in jail
your hunger doesn’t raise (the guards will feed you) nor lowers (they give you
only what you need to survive, nothing more).
▪ Vampires: Hunger doesn't
affect vampires.
▪ Werewolves: Every time
you kill an NPC in werewolf mode, your hunger lowers. Moreover, while you’re in
werewolf form, your hunger grows normally, but the penalties are applied only
when you return to human form.
Automatic
eating
When lunch or
dinner hour comes, or whenever you’ve hunger penalties, the automatic scripts
will try to eat for you. You'll eat different kinds of food according to your
hunger level: if you need only a snack, you'll eat a tomato or an apple, if
you're really hungry you'll eat ham, pies and soups. Also, for every hunger
level, cooked foods will be eaten first, while original Morrowind
ingredients will be likely used last.
Automatic
scripts can be disabled in the initial configuration procedure if you prefer to
take care of hunger manually. However, if your hunger level becomes too high,
automatic script will start eating even if you disabled them in the
configuration.
Manual
eating
To eat manually
you have to buy a food satchel (or a covered silver plate) from one of the
merchant in game. Drop the satchel on a table, activate it and drag from your
inventory the food you want to eat.
You can
manually eat whenever you’ve hunger penalties. If you don’t have penalties, you
can start eating 2 hours before lunch or dinner (when the text message about
eating time approaching appears on screen).
Warning! Keep in mind that you can't eat with
a weapon drawn or a spell readied. You must exit combat mode to fill your
belly.
You need to drink twice a
day. Normally you need to drink at 13:00 for lunch and at 21:00 for dinner, but
these hours can be configured (see here).You
can drink from wells, water pumps, waterfalls, spouts and other water sources
through the game world. Here's a list of all the water sources added to the
game:
▪ Wells: they're
located in towns, villages and forts and are of saveral
different types.
▪ Water pumps:
these are found in imperial forts, dunmer fortresses
and dwemer ruins.
▪ Fountains:
monumental fountains have been added to various Tribunal temples and to the
city of Vivec. Also the fountain in Plaza Brindisi Dorom (in Mournhold) is a water source: just interact with the base
of a spout to drink from it.
▪ Water sources and
pools: they've been added in small villages and in the Ashlander camps. However, ALL the spouts and pools already
in the game can be used as water sources.
▪ Waterfalls:
located mainly in Vivec and Molag
Mar. As for spouts and pools, ALL the waterfalls in game can be used as water
sources.
▪ Water barrels:
they're spread all over the game world.
You can fill empty bottles,
jugs and skins at water sources to bring water with you in the wilds. When you
become thirsty, you'll drink automatically from any full jug, bottle or skin
you've in inventory.
You can also drink wine,
beer and, fruit juices and saltrice milk to satisfy
your thirst. The order in which these drinks in your inventory are consumed can
be easily set by the configuration script (see here).
By the same script you can choose to never drink juices, milk or alcoholics;
this is useful if you want to use them for their alchemic properties. Note that
the saltrice milk is considered like a fruit juice by
the configuration script.
A brief list of these brews
follows:
▪ Fruit juices:
4 types (apple, pear, orange, berry)
▪ Saltrice
milk: 2 types (basic and lemon scented)
▪ Beer: 5 types,
among which the local brew mazte
▪ Wine: 5 types,
among which the local brew shein
Finally, there are several
wine, beer, shein and mazte
kegs in the game world now. You can drink from them to slightly lower your
thirst, but don't go too far in drinking or you'll get drunk! Use bottles and
jugs on them to obtain wine and beer bottles.
There are also nord mead kegs
The level of satisfaction
you get from different sources are:
▪ Water source:
satisfies your current thirst completely
▪ Bottle of water:
prevents thirst for 1 day
▪ Jug of water:
prevents thirst for 2 days
▪ Skin: prevents
thirst for 3 days
▪ Wine, beer, fruit
juice: prevents thirst for ½ day
▪ Tisane:
prevents thirst for ½ day
▪ Drinking from a wine
or beer keg: very little satisfaction
▪ Some foods: soups,
oranges and a few other foods can quench your thirst a little
If you can't drink, you get
several penalties: burden, weakness to fire, reduced magicka
recovery, inability to jump and more.
After too much days without
water, you will die of thirst. You receive a warning message when you have only
1-2 days left.
▪ Jail: You won't have
penalties for thirst during the time you spend in jail (the guards will give
you water).
▪ Vampires: Thirst doesn't
affect vampires.
▪ Werewolves: Every time
you kill an NPC in werewolf mode, your thirst lowers a bit. Moreover, while
you’re in werewolf form, your thirst grows normally, but the penalties are
applied only when you return to human form.
You can use every bottle
and jug you find in the game world to gather water, wine and beer. You can buy
bottles and jugs from many pawnbrokers and merchants.
Warning! Keep in mind that you can't
drink with a weapon drawn or a spell readied. You must exit combat mode to calm
down the thirst.
Whenever you
activate a bed, hammock or bedroll, you have the option to change your eating
and drinking schedule, setting the hours for lunch and dinner that best suit
your gamestyle. There are three different schedules:
▪ Normal (lunch at 1pm
and dinner at 9pm): this is the default schedule when you begin using NoM and the one that most players will likely use.
▪ Explorer (lunch at 8am
and dinner at 10pm): useful when you plan to explore a dungeons or a new
region during the day and want to avoid penalties striking you in the middle of
a fight.
▪ Nocturnal (lunch at
6am and dinner at 6pm): for rogues, assassins and other nocturnal
characters.
Note that you
can change your schedule only once a day, so think carefully before doing it.
You need to sleep in a bed,
hammock or bedroll at least 6 hours a day. You may need to sleep more if you
are hungry or your fatigue drops to 0 often.
If you don’t sleep, the
scripts apply the penalties in real time, as soon as your sleep value raises
above a certain level. These penalties include: burden, fatigue drain, random
black-outs, random silence and more. Note that you can sleep during the day and
stay up at night, so stealth characters will not be disadvantaged: they'll just
have different habits.
Resting in the wilds still
heals you, but it doesn't remove your sleep. If you sleep in a bed, hammock or
bedroll you'll also recover more health than you do with normal resting.
You can buy a portable
bedroll from many merchants and pawnbrokers in the game world. It will allow
you to bring a comfortable bed with you when adventuring. You can't use the
portable bedroll in towns or in some interior cells, as it's illegal to rest in
these places.
▪ Jail: You won't have
penalties for lack of sleep during the time you spend in jail (the guards will
let you sleep).
▪ Vampires: Sleep doesn't
affect vampires.
▪ Werewolves: While you’re
in werewolf form, your sleep grows normally, but the penalties are applied only
when you return to human form.
You can disable sleep if
you don't like it or you think it makes the game too difficult. You can do that
by the configuration script that runs when you first use the mod (see here).
Your fatigue is constantly
under control. When it falls down to 0, you receive the following penalties:
▪ You can't jump
▪ Your hunger, thirst and
sleep increase
Moreover, if
you continue running, jumping or doing similar things while your fatigue is 0,
you’ll fall to the ground exhausted for a few seconds.
To remove these penalties,
you need to catch your breath for a while. When your fatigue returns to an acceptable
level, you'll recover the ability to jump.
You can disable the fatigue
control if you don't like it or you think it makes the game too difficult. You
can do that by the configuration script that runs when you first use the mod
(see here).
Tired of all those empty
bottles in the game? Now many of them contain different kinds of wine and beer.
You can fill empty bottles with wine, beer, mazte, shein and nord mead at kegstands located mainly in inns and storage rooms. You can
also drink directly from those kegs.
There's also a new
alcoholic brew: the “swamp oil”. It comes directly from Black Marsh and it's
especially suited for Argonians. Search for it in the
St. Delyn Plaza in Vivec.
If you drink too much,
you'll get drunk; you can get drunk drinking both the new alcoholics (wine,
beer, Swamp oil) and the original ones already in game (sujamma,
flin, ...). When you're drunk you receive penalties
increasing with your level of drunkenness.
How much you can hold
before getting drunk depends mainly on your race. Different races have
different resistance to alcohol:
▪ High resistance:
Argonian, Nord, Orc
▪ Medium resistance:
Breton, Imperial, Redguard
▪ Low resistance:
elves (all the 3 races), Khajiit
Remember that long list of
cooked foods you saw above here? Well, you'll be able to cook them all!
To cook foods you need to
learn the recipes first. You can learn recipes collecting the recipe books the
mod adds to the game. You'll find some of them at booksellers, while others are
more rare and can be acquired only solving a little quest. To learn the recipes
described in a book, you need to add it to your inventory.
To cook foods you need to
be close to a fire or to an oven and to equip a tool (grill, rolling pin,
cooking pot, frying pan, cutting board). Alternatively, you can drop the tool
in the game world and activate it; this is the recommended method as it gives
access to the visual cooking feature (see below). You can buy these tools from
many pawnbrokers and general merchants. A little more detail:
▪ Campfire:
click on it to cook roasted vegetables, meat and fish
▪ Oven: click on
it to bake bread
▪ Grill, Frying pan,
Cooking pot: equip one of them while you're close to a fire to cook
several different recipes
▪ Rolling pin:
equip it while you're close to an oven to cook bakery recipes
▪ Cutting board:
equip it to cook 2 special recipes (one of which requires you to be close to an
oven)
▪ Miners’ grill and
cauldrons: Too big to carry around, but you'll find a few of these in
the world. Just activate them to use them.
Cooked foods are also sold
in inns and restaurants. Different inns sell different kinds of food, varying
in ingredients and complexity. Bakers sell bread, pies and cookies.
As you can see, several
original Morrowind ingredients are now edible and can
be cooked. Some of these ingredients had their cost and effects modified and
their weight raised for balancing purposes.
Visual
cooking
If you cook by
activating tools dropped or sitting in the game world, you’ll be able to
actually see the food being cooked. This feature only works for certain items,
for technical reasons.
Suggestion: Don't sell your recipe books!
They're always useful to remember the ingredients needed by a specific recipe.
Tisanes are herb teas which
will grant you different bonuses. Tisanes can’t be carried around, they must be
drunk immediately after preparation to be effective. There are 6 tisanes:
▪ Warm-blood tisane:
resistance to frost and common diseases
▪ Troll's vitality:
health regeneration
▪ Brilliance essence:
magicka regeneration
▪ Sentinel's eye:
a coffee-like tisane, reduces your sleep
▪ Thror's
brew: strengthen the racial resistance to alcohol, useful to avoid
getting drunk or to relief your hangover.
▪ Pilgrim support:
reduces by about 50% your need for food and water for 2 days
To prepare a tisane you need
to learn its recipe first. You can learn tisanes' recipes by solving a couple
simple quests. After that, you need to be close to an over or fire and equip a
tisane pot. You can buy tisane pots from many pawnbrokers and general
merchants.
Tisanes are also
sold in inns. Look for the “tisanes” topic when you talk to a barkeeper if you
want to buy one. Different inns sell different tisanes; some tisanes are
extremely rare, and you can't find Pilgrim Support for sale.
Several new things have
been added to the game world. Here's a brief list:
▪ Food vendors:
there are more than 50 food merchants through the world. They're of several
different kinds: general merchants, bakers, fishermen, hunters, publicans, …
Each class has different dialogues and sells different foods.
▪ Ovens: 5
different ovens types have been added to the game world. You can find them in
bakeries, imperial forts and a few towns.
▪ Water sources:
Wells, water pumps, waterfalls, fountains and barrels added to many locations.
Find them!
▪ Food Route: a
new imperial trade route going from Ebonheart to Gnisis, with 3 outposts in the wilds where tired caravaners can rest safely.
▪ Food of the Gods:
a beautiful restaurant in the Ascadian Isles region
with unique foods and features.
▪ Inns: added a
new inn, the Moldy Horker. And now you can rent a bed
to sleep in several towns where you couldn't before.
New merchants and inns have
original banners and signs realized by different artists.
Sleeping in a bed is very
important if you use this mod, so we decided to include in it the mod “Improved
Inns” by Taddeus, to allow you renting a bed for
quite some time, without having to speak again with the publican every day.
When you talk to a publican to rent a bed you'll have 4 choices: 1 day, 5 days,
15 days, 30 days. The more time you rent a bed, the more discount you get.
When you enter an inn where
you rented a room, a message tells you for how much time the room is still
yours or, if this is the case, that the renting period expired. Also, when you
load a game and you've rooms rented, a message tells you what is the last room
you rented and for how much time it will be yours.
Moreover, the renting
scripts really work now. With the vanilla scripts you can stay in a room rented
"for 1 day" endlessly. The room update only after you leave and enter
the cell again. Now the renting situation is updated in real time. If you're in
your room when the renting time ends, the publican will kick you out!
A room is yours until the
20 o'clock of the last day of the renting period. After that time you'll have
to rent it again.
Since sleeping in a bed is
so important, we included also 2 mods to add more
rentable beds to the game world:
▪ Beds for Rent:
adds new rentable beds in Dagon Fel, Gnisis, Suran and Molag Mar
▪ The Moldy Horker: adds a new tavern near Fort Frostmoth
Additionally, you can rent
a bed in 3 more town where you couldn't before: Tel Branora,
Tel Mora and Vos.
To cook foods when you're
in the wilds you can buy a portable campfire kit. Just drop it and you'll have
your fire ready for cooking. Each fire lasts up to 12 hours; you can manually
put out a fire by activating it with a weapon drawn. Fires set up in exterior
locations will go out if the weather turns bad (rain, storm, etc.). You can use
a campfire kit up to 12 times, then it's removed from your inventory and you
have to buy a new one. You can buy fire kits from many pawnbrokers and general
merchants.
You can't set
up a campfire while you are in the vicinity of cities or in many farms; you
can't set up a campfire in water.
To proper rest while you're
in the wilds you can bring with you a portable bedroll. Drop it and you'll have
a comfortable place to sleep. You can buy a bedroll from many pawnbrokers and
general merchants.
You can’t sleep outside in
bad weather. If you’re already sleeping and the weather turns bad (rain, storm,
etc.), you’ll wake up and you’ll have to find shelter to continue sleeping.
You can't use a bedroll in
the vicinity of cities or in many farms; you can't use a bedroll in water.
Fires now hurt you and all
the NPCs and creatures standing on them. You can choose to disable or limit
this feature in the configuration script (see here).
Several sounds and messages
will warn you when something important happens (you get hungry, you cook
something, you gather some water, …).
Some sounds are different
for males and females characters.
The first time you use NoM, a configuration script will start. It will make you a
few simple questions to configure NoM to best fit
your game style.
If you want to run the
script again, you have several options:
▪ Equip a campfire kit or a
portable bedroll
▪ Open the console and write “StartScript NOM_config”
Necessities of Morrowind 3.0 requires both Tribunal and Bloodmoon, as it uses models and script functions from both
the expansions. It was made with version 1.6 of the game.
Additionally, my Water Level Fix plugin is
required for bedrolls and firekits to work correctly.
The Water Level Fix must be loaded after NoM.
Copy (unzip)
the Data Files directory from the archive to your Morrowind
directory.
Activate NOM
3.0 esp. Be sure that NOM 3.0 esp load last or near
last.
Note: the
NoM esp has been cleaned
with Tesame, Enchanted Editor and tes3cmd. Everything
in it is needed. Further cleaning may break one or more functions of the mod!
Note: the
Water Level Fix must be loaded after NoM.
Version 3.0 changes a huge
amount of references, scripts, models and whatever you can imagine. Absolutely
don’t put it directly over a savegame from a previous
version, or you’ll experience every kind of bugs and crashes.
To avoid problems you must
create a clean savegame following this procedure:
▪ Make a backup copy of
the savegame you want to update to the new version.
▪ Load the savegame
you want to update to the new version.
▪ Be sure you don’t have any
hunger, thirst, sleep or drunkenness penalty.
▪ Drop from your inventory
every NoM related object (grill, food, mixing bowl,
etc.).
▪ Open the console and insert
the following commands (hit enter after each command):
▫ StopScript
NoM_master_fatigue
▫ StopScript
NoM_master_alcol
▫ StopScript
NoM_master_hts
▪ Save with a new name, you
could call it NoMUpdate.
▪ Exit from Morrowind and open Wrye Mash.
▪ Go to mods
tab, right click on "NOM 3.0.esp”, select 'Updaters...', click 'Add' and
select the esp of your previous version of NoM, then click 'Open'.
▪ Go to the saves tab and edit
the masters of the NoMUpdate savegame.
▫ Click on masters list, and
click "Okay" to update.
▫ Find the old version of NoM in the masters list and rename it to "NOM
3.0.esp”. You can edit the label directly, or right click and select
"Change to...".
▫ Click "Save" to
complete the update.
▪ After updateing,
right-click on the NoMUpdate savegame
and select "Repair All".
▪ Close Wrye Mash, launch
Morrowind and load the NoMUpdate savegame. You should now be ready to play with NoM 3.0.
For more
help with Wrye Mash, see Wrye
Mash's readme.
NoM 3.0 contains built-in compatibility
for the following mods:
▪ Tamriel
Rebuilt: all foods from Tamriel Rebuilt are used for
eating and cooking by NoM scripts
▪ Water Life: all foods from Water Life
are used for eating and cooking by NoM scripts
▪ Where Are All Birds Going: all foods
from Where Are All Birds Going are used for eating and cooking by NoM scripts
▪ Creatures X: the kriin
flesh is used for eating and cooking by NoM scripts
▪ Morrowind
Advanced: the dragon meat and mouse meat are used for eating and cooking by NoM scripts
▪ Book Rotate: you can activate or
deactivate book rotation from the configuration script
▪ Illuminated Windows (or similar): you
can activate or deactivate the lights from the configuration script
▪ Passing Time While Reading: you can
activate or deactivate this feature from the configuration script
This is an extensive mod,
but 90% of things added to the game are new items and scripts created by me, so
they should not interfere with other mods. Anyway
this is a list of possible incompatibilities:
▪ Other
hunger/thirst/sleep/fatigue/drunkenness scripts, obviously.
▪ All mods
modifying cells where I added things can conflict with this. However I've tried
to place vendors, water sources and other objects in places where no other mod
known by me does. This should greatly reduce risks.
▪ Bottles and static kegstands were modified to add the wine and beer section.
▪ Fires were modified for the
cooking and hurting section.
▪ Other mods
adding foods and animals are compatible with NoM.
However their foods will not work with my scripts and their animals won’t give NoM ingredients when killed. Unless, of course, the maker
of these mods based their work on NoM.
Warning! Since it modifies several
aspects of the game and all the changes it makes are strictly connected, I
strongly suggest running NoM as one of the last mods in the load order. The only mod that you should
always load after NoM is the Water Level Fix. To
ensure that NoM continues to load near last, it is
suggested that you use Wrye Mash to fix the load
times (use Mash's "Lock Times" feature).
NoM contains the following plugins (if you're currently using them, uncheck them
before using NoM):
▪ Beds for Rent by Havokk
▪ The Moldy Horker by Grumpy
▪ Improved Inns by Taddeus
▪ Hurting Fires
The Compatibility Patches
folder in the NoM archive contains patches to allow a
better interaction between NoM and a series of widely
used plugins.
▪ Grass: this folder
contains three files. The’re based on vurt’s work, but the grass has been cleaned or regenerated
from scratch in places where it clipped with NoM
objects or was incompatible with NoM ground editing.
Use them instead of vurt’s BC,AI,WG,GL.esp
and Solstheim.esp while creating animated grass with MGE. Don’t load these esps for playing. You need the meshes from vurt’s grass mods for this to
work.
▪ Creatures Loot: This
folder contains 2 esps that will let creatures drop NoM ingredients (mainly meat) when killed. Use only one of
these esps, not both of them. The standard esp simply adds ingredients to the creatures, the PHW one
is compatible with Passive Healthy Wildlife (or similar plugin)
if you like peaceful animals.
▪ NoM_BF
compatibility patch: compatibility with Barabus’
Fireplaces 2. The load order for this to work must be: Barabus’
Fireplaces, then NoM, then the compatibility patch.
▪ NoM_CoM
compatibility patch: compatibility with Children of Morrowind.
▪ NoM_IO
compatibility patch: compatibility with Illuminated Order. The load
order for this to work must be: Illuminated Order, then NoM,
then the compatibility patch.
▪ NoM_LL
compatibility patch: compatibility with Lothavor’s
Legacy. Load it after Lothavor’s Legacy.
▪ NoM_MC
compatibility patch: compatibility with Morrowind
Crafting 2.1. The load order for this to work must be: Morrowind
Crafting, then NoM, then the compatibility patch.
Note that this patch replaces some of the MC ingredients (sugar, onion and some
meats) with the corresponding NoM ones. However, if
such MC ingredients are in your inventory or in a container when you load this
patch, they’ll become useless: don’t panic, just drop them and they will
disappear.
▪ NoM_MC
lists for merging: use this file instead of the Morrowind Crafting esp while
merging leveled lists with Wrye Mash. Don’t load
this esp for playing.
▪ Creatures: Creatures X esp with modified meat IDs. This makes the new meat (alit, kagouti, etc) added by Creatures X compatible with NoM. Use this instead of the original Creatures X esp. NoM must load after this esp.
▪ Real_wildlife_2b Complete:
Real Wildlife 2 (complete version) esp with modified
meat IDs. This makes the new meat (alit, kagouti,
etc) added by Real Wildlife compatible with NoM. Use
this instead of the original Real Wildlife esp. NoM
must load after this esp.
For better enjoyment and
atmosphere play this mod with:
▪ Nymeria's
monthly respawn (included in NoM
rar)
▪ Unique Banners and Signs by
Bart Notelaers
▪ Authentic Signs by Nigedo
▪ Srikandi's
Alchemy for Bloodmoon
▪ Gluby’s
Creatures Loot Mod
▪ AnOldFriend
‘s Containers
▪ Better Bottles by Deathruler
After playing NOM for a
while, you may find it disconcerting to visit an area added by another mod and
find: ovens that don't cook, wells that don't provide water, kegs that can't be
tapped, and of course, scads of empty bottles.
Fortunately, Wrye Mash has a feature that allows you to "NoMify" such mods with just
a few clicks!
First you need
to set the feature up:
▪ Copy or the file "NoM MiniRes.esp" from Mash's Mopy\Extras
folder to your Data Files folder.
▪ Go to Mash and select any
mod in the Mods tab, right click on it, and select
Import: Edit Replacers.
▪ In the resulting dialog,
click "Add" and add the "NoM Refs.etxt" file from the Mash's Mopy\Data
folder.
▪ Close the dialog. You'll now
have a "NoM Refs" option under the Import
menu.
Usage:
▪ Select the mod that you want
to NoMify, right click on it and select "Import:
NoM Refs".
▪ That's it! Mash will replace
ovens, kegs, miner's grills, bottles, etc. with their NoM
equivalents. Note that this can be safely done even if the mod is already being
used by a savegame.
Note however that Mash's NoMify ability will only change existing objects. It will
not add new NoM food vendors, nor will it add new
wells, ovens, etc. Modders who would like add such
features to their mod are advised to use the NoM
compatibility pack. Note that this pack does not require the end user to have NoM. (Though without NoM, many of
the NoM features won't work – i.e. you'll have the
visual effects and variety of NoM, but not the
eating/sleeping/drinking substance of NoM.)
Warning! The above procedure to NoMify a mod is confirmed to work with the 2.13 version of
the mod. While it should in theory continue to work with NoM
3.0, it has not been directly tested. Be sure to make backup copies of your mods before attempting this.
This mod has long scripts,
but they are optimized and don't run constantly. Some of the added models have
a high poly-count (more than 2000 triangles), but they’re located mainly in
interior cells, so they shouldn’t affect your frame rate too much.
You can disable some
functions of the mod using the configuration scripts to free CPU resources; the
drunkenness section is the most script intensive among the ones you can
disable.
This is a list of known
problems (and possible solutions).
▪ Drunkenness:
TESCS has heavy limitations in detecting the use of potions. So we had to use a
workaround to detect if the PC is drinking alcoholics from his inventory. The
result is that if you open your inventory, drink some alcohol and drop some
others, then closes your inventory the game will think that you've drunk
everything (also the ones you dropped). To avoid this just be careful when you
use your inventory to either drink OR drop alcoholics, not the 2 things
together.
▪ Drunkenness (minor):
due to the same limitations above there is a light chance that the game detects
as drunk a bottle you instead dropped. This is an extremely unlikely event: you
can probably play for months or years without encountering this.
Here's a brief list of the
known conflicts. Please note that these are major conflicts: we tried to solve
the little ones in every way.
▪ Complete Morrowind: The conflict is only with part 1 of the
Complete Morrowind mod, the cooking one. According to
the reports I received, it seems that some objects (casks, rolling pin, …) are
modified by both mods; also, the food cooked with
Complete Morrowind is not eaten by NoM scripts. To solve the problem, you can use the modular
version of Complete Morrowind without the cooking
section.
▪ Carnithus
armamentarium: The food shops in Mournhold
collide with the shop added by this mod. To solve the problem, you can move one
of the buildings to another spot. Don't simply remove the food shops: they're
the only place where you can buy raw foods in Mournhold.
There's a mod moving Carnithus' shop to Balmora, making it compatible with NoM.
I've not tried it, but it should solve the conflict.
▪ Mods
modifying fires (Lights 300, …): All the fires in game have a script
attached to allow you to cook. If you use another mod modifying fires you'll
lose the ability to cook near them (if you load NoM
before it) or the changes made by the other mod (if you load NoM after it).
In the “Modders
Resource” directory you can find the "NoM Modders Res.esp" file. This esp
contains all the foods, activators, potions and item added by NoM 3.0 to allow you to add them to your mod.
People using NoM and loading it after your mod, will be able to use
them. People using only your mod will still have the eye-candy of NoM items and won’t be bothered by them.
Adding NoM objects to your mod is really simple if you follow this
step by step procedure:
▪ Merge the file "NoM Modders Res.esp" into
your mod. You can do this 2 ways:
▫ Using TESCS: load both “NoM Modders Res.esp” and your own
mod, and then choose "Combine Loaded Plugins"
from the File menu.
▫ Using Enchanted Editor: Copy
all resources from NoM Modders
Res and paste them into your own mod.
▪ Add NoM
items to cells in your mod.
When releasing
your mod:
▪ Be sure to include all
resources (icons, meshes, sounds, textures) from NoM
distribution with your mod archive.
▪ In your readme be sure
to warn users to load the NoM esp
after your mod! If NoM is loaded before your
mod, many NoM features won’t work anymore.
Done. From now on, people
playing your mod AND NoM (loading NoM
after your mod, mind you) will be able to use the new foods and objects you
added to the world.
The modders’ pack contains the following global variables that
you can use in your scripts:
▪ NoM_food_citrus:
becomes positive for 4 hours after eating oranges, lemons or similar foods. NoM will reset it to 0 after 4 hours.
▪ NoM_food_fishes:
becomes positive for 4 hours after eating fish (both raw or cooked). NoM will reset it to 0 after 4 hours.
▪ NoM_food_lactose:
becomes positive for 4 hours after eating cheese or other milk derived foods. NoM will reset it to 0 after 4 hours.
▪ NoM_food_meats:
becomes positive for 4 hours after eating meat (both raw or cooked). NoM will reset it to 0 after 4 hours.
▪ NoM_food_raw:
becomes positive for 4 hours after eating raw meat or fish. NoM
will reset it to 0 after 4 hours.
▪ NoM_shelter:
attach a script that sets continuously this variable to 20 on tents or other
devices that can protect the player from bad weather (use a distance check). NoM will reset the variable to 0 if you stop to set it to
20 (ie if the player goes out of range of your
distance check).
Many Morrowind
pitfires are lights (one is a static), but in NoM I replaced them with activators. So, if you want to
have full NoM functionality, in your mods you have to replace the following fires with the
corresponding activator you find in the modders’
pack.
▪ Replace “furn_de_firepit_f”
(light) with “NoM_furn_de_firepit_f”
▪ Replace
“furn_de_firepit_f_01” (light) with “NoM_furn_de_firepit_f_01”
▪ Replace
“furn_de_firepit_f_01_400” (light) with “NoM_furn_de_firepit_f_01_400”
▪ Replace
“furn_de_firepit_f_128” (light) with “NoM_furn_de_firepit_f_128”
▪ Replace
“furn_de_firepit_f_200” (light) with “NoM_furn_de_firepit_f_200”
▪ Replace
“furn_de_firepit_f_323” (light) with “NoM_furn_de_firepit_f_323”
▪ Replace
“furn_de_firepit_f_400” (light) with “NoM_furn_de_firepit__f_400”
▪ Replace “light_logpile”
(light) with “NoM_furn_light_logpile”
▪ Replace “light_logpile10” (light)
with “NoM_furn_light_logpile10”
▪ Replace “light_logpile_128”
(light) with “NoM_furn_light_logpile_128”
▪ Replace “light_logpile_177”
(light) with “NoM_furn_light_logpile_177”
▪ Replace “light_pitfire00”
(light) with “NoM_light_pitfire00”
▪ Replace “light_pitfire01”
(light) with “NoM_light_pitfire01”
▪ Replace “Furn_De_Firepit_01”
(static) with “NoM_furn_de_firepit_01”
New beds added by mods must have the “bed_standard”
script attached to work correctly with NoM.
This section will be very
long, as many artists and people helped me during the hard work to make this
mod. Please tilt your monitor and move it upwards to obtain the wanted “Star
Wars” effect…
Abot for letting me use some of his
ingredients and for helping with compatibility for his mods
Aisis & Connary
for a couple of
textures
Andtheherois for proofreading and beta testing
AnOldFriend for letting me use his barrel as a base for my
open top water barrel
Elaura for her help with the new recipe book,
her suggestions on how to make cooking more realistic, her ideas on a few new
foods, proofreading and beta testing
Gluby for opening and leading a couple of threads
from which I got several great ideas (and to whoever posted in these threads)
Haplobartow to let me use the TR ingredients
Kukaahinui for the fantastic work with the new
sound effects
Merunnin for starving herself to register
the stomach grumbling sound (you can eat again now…)
Minamir for the iron stove model
Muspila for helping with compatibility for his grass
mod
Nicholiathan for the models of 3 new wells and for letting
me mess with them
Rhymer for the illustrations in “Basic
Cooking” and in “Famous Drinks of Tamriel”
Stuporstar for the book covers and beta testing
Toccatta for helping with compatibility for Morrowind Crafting
Vurt for helping with compatibility for his grass mods
Wrye for updating NoM and
keeping it online during my years of absence
The
fabulous beta testers: Bigsmoke86, Bryman1970, Gaius Atrius, Judassem, Kiteflyer61, Mahpari,
Mortimer, Pitney, Pwin, Skaeps.mp3, Sphinx, Steepdene, Uhmatt, Voby Harkwit, Worfox,
Zimnel
And all the people who gave
me support and advice in every way: adventurous_pilgrim,
Afroking, Alexir, Alexxx, bhl, Black Crow King,
Blade117, brenas, C.Carjades,
CrazyGreggy, Cyrodiil, Danae, DarkDiva, DarkSCR, Dragon32, eltrane,
Footnote75, ghanima, GhostNull,
Hircine, IronBeast, Jac, Kovacius, latendresse76, lettuceman44, Maholix,
Melian, Morovir, Neildarkstar, papill6n, Pluto, Red Eye, Satokia,
speaker-60, Tetchy, Tes96, Turns-The-Page, Vrenir, vtastek, Whisper the Wanderer, Woven Trees, Zaarin and everyone else! If I forgot someone, be sure that
it was unintentional (or you have already been listed above) and warn me so
that I can update this!
Some of these credits are
outdated, since many models, textures and sounds have been replaced in the new
version, but I decided to keep them nonetheless.
Taddeus and Nymeria to actually making the mod! (ok, we
know we're thanking ourselves… so what?)
Crazyboy for the original concept of the
mod, for realizing the first version with Taddeus,
for some of the models used (medieval well, grill, …) and for the title
“Necessities of Morrowind”
Anoldfriend3 for importing some models in .nif format
Barabus for the fishes, cheese, omelette, boiled rice and cooked vegetables models
Bart Notelaers for the bakery signs and for
greatly helping us realizing our own banners
Cait for the beef, chicken leg, ham and
chicken egg models
Cali for the frying pan and the tisane pot models
Catherine for the green dishes used in the
“Food of the Gods” and for the mixing bowl
Corv for his advice and suggestions
Dreaga07 for the portable bedroll idea
Greevar for the cooked corn and the water
models
Grumpy for “The Moldy Horker”
Havokk for his mod “Beds for Rent” that is
now included in Necessities
Hellbishop for helping with the mod “Improved
Inns” that is now included in Necessities
Kro for resizing the pie model
Lady Eternity for fruits, display cases and other
models
LadyLuck of the Silgrad
Tower team for several new foods
MagicNakor for the lemon model
Nigedo for the signs of “The Moldy Horker”, “Food of the Gods” and “Raven Rock Bar”
RavynAngel for the wonderful textures of
Marianne's and Trillian's heads
Rhedd for the meshes of Marianne's and Trillian's heads
Rhedd, Darksharp
and Gorg for Marianne's and Aemilius'
hairs
Silveris for the new napkins used in the
“Food of the Gods” restaurant
Smite for the corn, pudding, pie slice,
meat slice and soup models
Wenxue for helping with the dialogues and
writing the wonderful book “A feast for free”
Wrye for misc. tweaks and fixes. (Hey!
If Taddeus and Nymeria get
to thank themselves, then so do I! :)
Zarkis of the Silgrad
Tower team for his many suggestions
Zeutrael and Balor for the skin model
Zlians for the Swamp Oil
Our great beta testers: Mica_Stratosphere,
Crazyboy, Coleen, RavynAngel,
Faylynn, Tiavanna, Gai_Jin, MadPauly, Patrograd, Lochnarus, Flaredragon, Amanda, Akarin, Iudmin, Rain_of_a_Seko, Cybermonkey, The Penquin, Flashoth, Hetz, Kraki02
Base release
▪ Replaced some
sounds with cleaner equivalents (thanks Wolvman)
▪ Fixed a few scripts
to remove bugs or potential instability (thanks abot,
bhl)
▪ Syntax corrections
in many scripts (thanks abot, bhl)
▪ Corrected a couple
books saying that saltrice porridge and saltrice with mushrooms are cooked with the cooking pot.
They’re cooked with the frying pan. (thanks Pwin)
▪ Corrected a
greeting where a female guard was addressed as “he”. (thanks Greatness7)
▪ Added back the
mixing bowl. It is now a misc item named “Onyx Bowl” with no script attached.
Hopefully this will solve problems with mods adding
the old (2.13) mixing bowl to the game world.
▪ Tweaked a couple NoM interiors to make their AMBI values even closer to the
TLM ones.
▪ The kagouti meat now has the right mesh and icon in the two
creature loot addons. (thanks Elaura)
▪ Added models, textures
and icons for the TR foods.
▪ Added models for Solstheim grass.
▪ Cleaned the NoM esp with tes3cmd
▪ Updated the readme
▪ New model and icon
for scuttle
▪ New model and icon for wickwheat
▪ Fixed a bug in the lemon pie cooking script
▪ Re-fixed the temple spouts: they were erroneously "cleaned"
in 3.01 version
▪ Added versions of Creatures X and Real Wildlife 2b with NoM compatible meats. They must be used instead of
the corresponding esps.
▪ Added a compatibility patch for Barabus
Fireplaces 2. The fireplace with incorporated oven can be used to cook with NoM (click on the oven door to activate it) and the
saucepan and kettles can be used to cook dishes and tisanes. The patch must
load after Barabus' Fireplaces and NoM.
▪ Added back in the package the Nymeria's
Monthly Respawn plugin from
the 2.13 version
▪ Updated the readme
▪ Automatic eating,
manual eating and hunger warnings are disabled for a few hours after becoming
'well fed' (to make hunger and eating work in a consistent way in all
situations)
▪ The fade out and
silence effects won't hit anymore at very low sleep levels
▪ Adjusted the
scripted drain fatigue effect to be slightly more noticeable at low levels of
hunger, thirst and sleep
▪ Setting up a fire
with the fire kit now requires 15 minutes on the game clock
▪ You can put out
fires created with the fire kit by activating them while in combat mode
▪ The fires created
with the NoM fire kit are put out if they end up
below water level (in cells with changing water level)
▪ The fires created
with the NoM fire kit are replaced by smoking ashes
for 1-2 hours after they're put out
▪ You can now set up
a fire in Foryn Gilnith's
shack after the completion of the related quest (thanks Kovacius)
▪ MC patch: NoM and MC fire kits have the same price now
▪ MC patch: you can
cook MC foods with NoM campfires by activating them
while in spell mode
▪ Added a fountain
with 2 exclusive models (fountain and base) in Balmora
▪ Added a fountain
with 2 exclusive models (fountain and base) in Suran
▪ Added imperial
wells with 2 exclusive models (well and base) to Ebonheart,
Buckmoth and Wolverine Hall
▪ Added snow-covered
wells to snowy regions in Solstheim
▪ Fixed a bug
preventing the shelter from bad weather function to work under certain
conditions (thanks Gaius Atrius)
▪ Fixed a bug
preventing jugs from filling with beer and wine (thanks Gaius Atrius)
▪ Fixed a bug making
campfires immune to bad weather effects (thanks Gaius Atrius)
▪ Fixed a few terrain
glitches around the Food of the Gods restaurant, in West Gash and in Solstheim
▪ The grass in the
Fort Frostmoth and Food of the Gods restaurant areas
has been generated from scratch to be lush and match better with vurt's grass mods
▪ Added back in the
package the Nymeria's Faster Walk plugin
from the 2.13 version
▪ The modders' resource pack has been updated with the new wells
▪ Updated the readme
If you're interested in
using any part of this mod, please ask for my permission first and give me
credit.
The use of the modders’ resource pack is obviously allowed (and
encouraged) as long as you don’t change the ID and type (activator, alchemy,
ingredient, etc.) of the objects it contains, as this would break the
compatibility with the main mod.
You’re not allowed
to use any part of NoM in plugins
incompatible or conflicting with it.
If you want to report bugs
or errors, or you just want to give me advice or ask for infos,
you can find me on TES forums.