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Download >> Mods >> Tweaks

Necessities for Purists v1.01

by maura amalia

Version: 1.01Added: 2010-02-28Last Edited: 2013-10-02File Size: 32.10 KDownloads: 507
Requires: Tribunal

Description:

The purpose of this mod is to add necessity realism with as little overhead and mod conflict as possible. I really like the idea of roleplaying realism but have found the added items, abilities, landscape changes, and mod conflicts of Primary Needs and especially NOM sometimes problematic with my Morrowind setup. They are excellent mods in their own right and have been the inspiration for this package--if you want something more comprehensive I suggest you check them out. What this mod doesn't provide for is thirst/beverage items. It can also be supported by time lengthening and sleep facilitating mods.

Hunger and sleep condition and requirements can be checked by equipping the Condition Ring, a ring that the player is given on starting the mod. Hunger and sleep needs do not accumulate while the player is in jail.

Hunger: based on ModMan's Hungermod, revamped to use Duncan's spell effects penalty system. Your hunger level increases every 8 hours and can be reduced by eating some of the basic foods included in vanilla Morrowind. Foods that are recognized by this mod are consumed automatically from the player's inventory when the player is hungry. They do not provide their alchemy effects in this case. Alchemy effects can still be obtained by consuming food items when the player is not hungry. These will not count toward satisfying hunger. You cannot eat food to satisfy hunger when you are not hungry. The basic food items are as follows and will be consumed in this order of priority; food item (hours of satiation):

loaf of bread (8)
large kwama egg (8)
small kwama egg (3)
crab meat (4)
ash yam (6)
scrib jerky (6)
kwama cuttle (8)
scrib jelly (4)
comberry (3)
marshmerrow (4)
corkbulb root (6)
trama root (4)
hound meat (8)
rat meat (4)
durzog meat (8)
hypha facia (3)

There are ten levels/penalties of hunger, from not hungry to starvation, the player can go a little more than three days without eating. This is not a long time or perfectly realistic but food is easy to obtain by hunting (for kwama, rats, scrib, and nix-hound) or purchase, or taking, or egg-raiding a mine. Penalties become more severe on the second day without food and very severe on the third. Hunger accumulates at half rate during sleep (eg. when sleeping 8 hours, 4 hours are added to the player's hunger counter).

Sleep: beginning at 16 hours the player will suffer sleep deprivation penalty and require sleep in a "legal" resting area. The time needed for total refreshment will depend on how deprived the player is of sleep and can be checked using the Condition Ring. See Duncan's Sleep or Suffer readme (included) for specific details on sleep deprivation levels, penalties, and refreshment time.

Fatigue: there are five levels of fatigue, from fully rested to totally exhausted (fallen down). These are triggered when fatigue falls to 60%, 30%, 15%, and 0%. Don't let your fatigue drop to 0 in combat or you will not be able to respond. Jumping, attacking, blocking, running, falling down, and fatigue recovery have all been tweaked. Most noticeable are that fatigue is lost more slowly during running and recovered more quickly when not running, and jumping decreases fatigue more quickly. Fatigue settings are unchanged from Duncan's Falling Down mod (see his included readme for specific details).

This mod suffers from a bug that is mentioned in TheLys Dwemer Clock Enhanced. Apparently the Morrowind engine needs time to process and recover from the equip-unequip script. If you equip the Condition ring frequently in succession it can cause a CTD. Just wait a while before using it a second time and you should have no problems. If anybody has information on a fix for this bug, please let me know.

Tribunal is required for the use of StartScripts.

using script from Duncan and ModMan
permission from Duncan, ModMan MIA

Changelog:
(v 1.01) updated readme. addon scripts:
ONLY one add-on script.esp can be used and must load after Necessities for Purists.esp in the load order. All addons require Morrowind and Tribunal only. Included are:

(1) NfP COM addon, offering COM food compatibility for Children of Morrowind 2.0.
(2) NfP NOM foods addon, offering NOM food compatibility for NOM 2.13-02, does not depend on NOM but requires a mod that supports all NOM edibles such as Ald Redaynia Extended 1.3 or Vivec Market 2.0. Many popular mods, especially by Princess Stomper use NOM edibles but do not require the NOM base package.
(3) NfP CreaturesX addon, offering Creatures X (Piratelord) food compatibility.
(4) NfP The Wilderness Mod addon, offering The Wilderness Mod (The Puma Man) food compatibility.

There is a template included (NfP template addon.esp) for customizing your own food add-on scripts. There is a text file (NfP script addons text only.txt) with all the code from the included add-on .esps and additional code for Ebonheart Fruit Grove compatibility. If you want to merge the add-on scripts, you must do it by hand by opening one in TESCS and pasting the appropriate code into the nfp_addon script. I can't support all the possible combinations of food compatibilities. There are likely other mods which you'd like to use food items from with NfP.
Submitted by: None

Submitter Comments:

This mod was copied from Planet Elder Scrolls.
Mirror: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id;=8292

Admin Comments:

Additional Files

TitleFile NameDate AddedFile SizeDownloads
--NfP_script_addons.zip2013-10-02 15:47:1413.20 K285
 
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