Morrowind
0 of 0

File information

Last updated

Original upload

Created by

ManaUser

Uploaded by

Skrawafunda

Virus scan

Safe to use

Documentation

Readme

View as plain text

Graphic Herbalism
By ManaUser
Edited by Skrawafunda

Version: 1.3a
Requires: Morrowind, Tribunal and Bloodmoon

=========
Contents
=========
1 - Introduction
2 - Description
3 - Uninstall
4 - Updating
5 - Incompatibility
6 - Known Issues or Bugs
7 - Changelog
8 - Contact
9 - Credits
10 - Permissions


=============
Introduction
=============
This mod was created and shaped in all aspects by ManaUser. I only do small updates to it as well as compatibility patches. - Skrawafunda

============
Description
============
When you activate a plant, instead of opening like a container you will automatically try to harvest ingredients. A message (as well as a sound effect) will let you know whether you succeeded, and if so, how many ingredients you got. You have the same chance of getting ingredients as in vanilla Morrowind.

Also the plant will change visually to indicate that it's been picked over. For instance the berries on the comberry bush or the blossoms on a stoneflower will disappear. Some plants like marshmerrow and corkbulb are harvested whole so the entire plant will disappear.

Objects that have been affected are all plants, kwama egg sacks and kollops.

Plants respawn now in 30 days. In vanilla it took 90 days but due to some strangeness with leveled lists it could actually be less. In any case you can adjust this by setting this global variable in the console: MU_GH_DaysToRegen

Example of usage:
1) Let's say you want the respawn time to take 45 days.
2) Open the console (usually by pressing the ` button)
3) Type into it the following:
Set MU_GH_DaysToRegen to 45
4) Confirm it by pressing enter.
5) Exit the console (again by pressing `, usually)
6) And that's all! After this command has been entered, the plant respawn time will take 45 days. You can use this template for any number of days you would like to use.

==========
Uninstall
==========
Unloading this mod from an existing save is problematic, as picked plants will be left disabled. The only solution to that would be to set MU_GH_DaysToRegen to 0 and visit every cell you've picked plants in before unloading the mod.

=========
Updating
=========
There are no issues when updating from ManaUser's Graphic Herbalism v1.2, it can be done with a new game as well as with an already existing game.

================
Incompatibility
================
This mod is incompatible with any mods modifying flora. In most cases, though, it can be circumvented by merging objects. The only case where it would not work would be if a mod added a script to one of the changed objects (plants, egg sacks, flora) - such mods are utterly incompatible and would require making a patch for them. If you find that this mod conflicts with a mod you cannot do without, message me (username: Skrawafunda) either on Bethsoft forums or on Nexusmods; I will make the patch, but it may take some time depending on how available I am at given moment.

Most of the "picked" models use no new textures so they will not clash even if you use a texture replacer. However depleted ore and four plants (comberry, mucksponge, holly and spiny lloramor) could only be represented using a new texture and may not look good if you use a texture replacer that affects those plants.

=====================
Known Issues or Bugs
=====================
In vanilla Morrowind, picking owned plants is a crime. Due to the way that Graphic Herbalism scripts handle things, there is no crime associated with picking plants. It hasn't been changed in the past and I don't consider it that big of an issue to deal with it, especially since crime scripting is tacky in Morrowind and would probably require bigger, fps-eating scripts.

When you pick a plant, sometimes the new model won't be lit correctly. ManaUser did what he could to minimize this. In any case it will go away as soon as you leave the area and return, or when you move at all if the light source is your torch/lantern.

==========
Changelog
==========
v1.3a
- replaced dashes in script names with underscores (affected scripts: MU_GH_Bittergreen_06_xx, MU_GH_Hackle_Lo_01, MU_GH_Hackle_Lo_02, MU_GH_MH_Plant_05_06)
- included UMP name fixes (Hackle-lo -> Hackle-Lo; Timsa-Come-By flowers -> Timsa-Come-By Flowers)

v1.3 - (Skrawafunda's edits start with this version)
- various text corrections
- Scrib Cabbage bug fix (in v1.2 picking Scrib Cabbage yielded... Nirthfly Stalks)

v1.2 - ManaUser's final version

========
Contact
========
My profiles are available on the sites listed below. You can use message forms available there to contact me.

Nexus Mods - http://www.nexusmods.com/morrowind/users/13100210/?
Bethsoft Forums - http://forums.bethsoft.com/user/941265-skrawafunda/

I am also available on Steam under the same nickname, however, I am not there as often as I am on the sites listed above.

========
Credits
========
Brucoms for developing the readme generator this readme was based on

Manauser's Credits:
Syclonix - For creating Herbalism for Purists, which inspired this mod.
The NifTools team - For NifSkope, which I used to hack off bits of the plants.
Created by ManaUser
E-mail: [email protected]
Website: manauser.info/morrowind


============
Permissions
============
Need permission to modify the mod