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hollaajith

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Yet Another Herbalism Mod
by hollaajith

Version: 1.1b


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Description
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This is yet another Herbalism mod. This does not eliminate the 'container looting' but does make the plant disappear or change visually once you pick it. When you activate a plant, normal container window opens like in vanilla game. This is for those who want to see what they are picking, but still want the plants to disappear once harvested. Once 'picked', plants like gold kanet or ampoule pod change visually to reflect the flowers/ingredients being picked. Other plants like marshmerrow or bungler's bane disappear completely.

The plants respawn/re-appear after 30 days from the day it is picked. You can use the console command "Set UAH_Herbalism_Regen to " to change the days till respawn.

Covers Tribunal and Bloodman plants.

The base mod does nothing to mineral ores like glass or ebony and there is no change to show when the ore gets depleted. You can use "Yet Another Herbalism Mod - ore.esp" to see the visual change in ore is depleted. But, mining requires miner's pick to be present in the inventory.

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Version History
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v1.1b - Corrects a possible CTD issue with "YAHM - All disable.esp"
v1.1a - Added 'all disable' version and corrects a bug in patch for Pearls Enhanced.
v1.1 - Added open kollop meshes, thanks to Melchior Dahrk. Also included compatability patches for Melchior Dahrk's Pearls Enhanced.
v1.0 - Initial Release


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Installation
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Extract the contents int the 'Data Files' folder and activate "Yet Another Herbalism Mod.esp" from the Morrowind Launcher.

You may also activate the "Yet Another Herbalism Mod - ore.esp" which includes mineral ores. Requires ""Yet Another Herbalism Mod.esp".
Activate the "YAHM - All disable" if you don't want 'picked'. Requires ""Yet Another Herbalism Mod.esp" to be activated.

Compatabilty patches for Melchior Dahrk's Pearls Enhanced is included.
"YAHM-PE.ESP" -> Use this instead of "Pearls Enhanced.esp"
"YAHM-PEC.ESP" -> REQUIRES MWSE. Use this instead of "Pearls Enhanced - Colored Pearls Add-on.ESP".

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Removal
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To uninstall, uncheck my mod and delete 'GHerb' folder from both Meshes and Textures folder.

If you uncheck the mod mid-game, some of the plants may have been disabled. To correct that, utilize Wrye Mash's Remover feature to remove the references of the containers using Wrye Mash's Remover feature. See 'Notes' section below.


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Compatability
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This is incompatible with mods that alter pickable plants. So, obviously it is incompatible with other herbalism mods.

Works with MagicNakor's Bloated Morrowind.

Mesh replacers that were designed for ManaUser's "Graphic Herbalism" also works with this mod.

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Notes
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To use my mod mid-game or to update from another herbalism mod, you need to reset the references of the plant containers. This can be done using Wrye Mash.

In Wrye Mash, right-click on the save file and select Remove > Edit Removers... There, add 'Herbalism Remover.TXT' as one of the removers. Then, right-click on save > Remove > Herbalism Remover. That should delete all the references of the Herbalism containers.

These steps may also be required to do, if you decide to uninstall my mod.


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Permissions
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You are free to use this mod as you see fit, but don't forget to give credit where the credit is due.


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Credits
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Bethesda Softworks for developing Morrowind and the Construction Set.
Brucoms for developing the TES3 Readme Generator this readme was made from.
ManaUser for his Graphics Herbalism mod for the meshes for picked version of plants and ores.
Greatness7 for picked version mesh for Slough Fern.
Melchior Dahrk for open kollop meshes.
Me for picked version meshes for Hackle-lo, Ampoule pod and Coda Flower.


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Contact
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For any suggestions and bugs you can leave a comment at my Mod Thread at Bethesda Forums -- "http://forums.bethsoft.com/topic/1463732-hollaajiths-tweaks-and-fixes/"" or at Great House Fliggerty -- "http://www.fliggerty.com/phpBB3/viewtopic.php?f=50&t=6300"


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Modding Section
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Due to the scope and design of the mod, any mod adding new plants or changing leveled list of ingredients don't work as expected. Followng notes helps modders to create compatabilty patches for their mods.

There is basically two types of scripts, one makes the plants disappear and the other replaces it with a picked version.

If the new plant doesn't have a pickable model, and contains one count of ingredient like Bungler's Bane, then copy the script "UAH_HRB_Bungler_Bane", change the ingredient ID, 'chance to none' value and attach it to the plant container and you are done. If the ingredient count is more than one like in Heather, where you can get two counts of the ingredient, then you copy the script from heather i.e "UAH_HRB_Heather" and change the ingredient ID and 'chance to none' value.

If the plant has a pickable model, then you first have to create an activator with the pickable mesh. Then attach the script "UAH_HRB_Picked" to it. Then, create a new script copying from either "UAH_HRB_Black_Anther1_P" or "UAH_HRB_Black_Anther2_P" (based on ingredient count), change the ingredient IDs, 'chance to none' value and the ID of the Picked model activator.

You can use the script "UAH_HRB_empty" for containers that are always empty like the empty bittergreen plant.