Necessities of Morrowind 3.03

A Morrowind mod by Taddeus

 

Contents

•  Features

•  Installation

•  Other Mods

•  NOM for Modders

•  Credits

•  Version History

•  Permissions

•  Contacts

 

 

Features

Description

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.

 

Hunger

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.

 

 

Thirst

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.

 

 

Changing eating and drinking schedule

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.

 

 

Sleep

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).

 

 

Fatigue

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).

 

 

Alcohol and Drunkenness

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

 

 

Recipes

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

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.

 

 

World Additions

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.

 

 

Improved Inns

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.

 

 

Portable Fire Kit and Bedroll

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.

 

 

Hurting Fires

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).

 

 

Sounds & Messages

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.

 

 

Configuration Script

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

 

 

Installation

Requirements to Play

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.

 

 

Installation

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.

 

 

Upgrading from 2.13 or older

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.

 

 

Other Mods

Compatibility

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

 

 

Compatibility Patches

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.

 

 

Recommended Mods

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

 

 

NoM That Mod!

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.

 

 

Performance

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.

 

 

Known Problems

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.

 

 

Known Conflicts

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).

 

 

NoM for Modders

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.

 

 

Using NoM Resources

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.

 

 

Global Variables

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).

 

 

Fires

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”

 

 

Beds

New beds added by mods must have the “bed_standard” script attached to work correctly with NoM.

 

 

Credits

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…

 

Thanks To

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!

 

 

Credits for previous version (2.13)

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

 

 

Version History

Version 3.0

Base release

 

Version 3.01

▪ 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

 

Version 3.02

▪ 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

 

Version 3.03

▪ 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

 

 

Permissions

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.

 

 

Contacts

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.