About this mod
Enhancements to Graphic Herbalism while allowing maximum compatibility with other mods, particularly Morrowind Rebirth. As in the original, click on a plant and you harvest the ingredients and the object changes visually. Includes eggs/kollops/ore-rocks, better graphics, theft of owned objects, plant illumination removed, no MWSE scripts.
- Requirements
- Permissions and credits
By ManaUser, maintained by Skarawafunda, revised by GrunTella
Version: 0.99 <<< THIS VERSION IS INTENDED FOR TESTERS, OPTIONAL PATCHES NOT INCLUDED >>>
I have been working on this project for more than a year and I am getting sick of it. Please send me some encouragement to help me along.
At the moment I am still fighting a bug where 1-2% of the time plants that should have a picked version do not have one. This is not a real problem when dealing with something small like a flower, but when it happens to a huge TramaShrub it looks really strange. It appears the picked version models are not being created by my scripts. I have allowed a 2 frame delay to compensate for Exterior cells being slow to start up, and I thought that making the models persistent improved things, but I still have the problem. I am not sure, but it appears to occur close to a boundary between two exterior cells, or maybe it is a coincidence. I have a few more tricks to try, but maybe I will have to change the scripts to be more similar to the original ManaUser ones. This would mean some big change to my script generator, which would be a pain.
Apart from that, there is still a problem with the heather models. Morrowind Rebirth uses Rhymer's model which is very nice but is offset 30 units in Y. I hope that Trancemaster will agree to change the Rebirth heather models, at the moment I have not had a reply (but I only asked a few days ago). At the moment the heather models will look displaced if you are using Morrowing Rebirth. I have included heather.bat and heather.pl files in Data Files which when used with tes3cmd will shift all the heather models in the Rebirth esp file.
I have decided on three versions of models for plants/eggs/kollops in the original game. The first is Vanilla which tries to be close to the original game, the second is Rebirth which tries to be close to Morrowind Rebirth, the last is Best which is what I think are improvements on the Rebirth versions. I have tested the Vanilla version, but I am yet to test the Rebirth and Best versions. I am interested in what testers think of these versions, and especially the untested ones. All of these versions use the files contained in the Textures folder, though different models may use different texture files, i.e. GTL_heather.dds versus Rhymer_Heather.dds versus tx_ai_heather_01.dds.
This tester version has models for the Vanilla game, Correct UV Diverse Ores, Morrowind Rebirth (v4.7, I think), Tamriel Data (Jan 2018 update). I have included several test cells that you can get to via the console "coc GHU_Test". These cells are all internal, or internal acting as external, so they do not show the 1-2% bug that I mentioned above.
I do a few tricky things in the scripts, but they are really just to make the engine work as it is supposed to. I only use ordinary scripts, so I hope everything works in OpenMW as well. There is one trick that is credited to Logitech (a user long gone) of using an exploding "open" spell to trigger a crime event, albeit a trespass one. I use this, as did Skrawafunda, to create a crime when an owned plant is picked. This is a bit sneaky so maybe it will not work in OpenMW.
The following ReadMe is a bit out of date, but it is mostly correct.
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Contents
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1. Requirements
2. Description
3. Permissions
4. Installation
5. Incompatibilities
6. Known Issues or Bugs
7. Load Order
8. Credits
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Requirements
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Morrowind, Tribunal, and Bloodmoon
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Description
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A rework of ManaUser's Graphic Herbalism to allow maximum mod compatiblity while allowing features such as: improved meshes and textures; theft detection with better NPC responses; illumination removed from picked glowing-plants; one click mining of ore rocks.
Features and comparison to ManaUser and Skarawafunda versions:
--- Theft ------
Checks for a theft when an owned plant/ore is taken. If a theft is detected: bounty increases by the amount stolen; nearby guards will demand the bounty; NPCs may attack according to their alarm and fight values; PC is expelled from a faction if the plant owner is a faction member. To disable, add the GHU_NoTheft.esp patch.
--- Glow ------
The light from glowing plants is disabled when picked. This feature is compatible with theft detection and is not hardwired to specific plants. The two mushrooms have their own blue/green colours, while the draggle-tails use pulsing lights. To disable, add the GHU_NoGlow.esp patch.
--- Mining ---
Ore is extracted in one step by clicking on the ore rock instead of the multiple step method used in Graphical Herbalism Extra. Theft detection, as for plants, uses scripts instead of being hardwired for specific ore rocks. Theft detection also works with the "Correct UV Diverse Ores" mod. The amount of ore per rock now matches the Vanilla values. To disable, add the GHU_NoMine.esp patch.
--- Models ---
Adds the improved meshes and textures for plants as used by Morrowind Rebirth. Ore rocks now use the improved rock textures from Tribunal. I suggest using the "Correct UV Diverse Ores" mod to get better UV and ore rocks that match their caverns.
--- Tools ---
Adds the requirement of a mining pick to extract ore from rocks, and a Muck Shovel to extract muck, as required by Morrowind Rebirth. I think this is silly and have turned it off by default. To enable it, add the GHU_Tools.esp patch.
--- Misc. ---
Improved textures for Hackle-lo and new (improved) sounds when harvesting egg sacs or mining ore.
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Permissions
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You can modify my contribution as long as you credit me, and the original author ManaUser.
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Installation
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Drag and drop the contents of this archive to your morrowind/data files/ directory.
Add the main file GraphicHerbUni.esp to your load list.
Enable/disable options by adding GHU_NoTheft.esp, GHU_NoGlow.esp, GHU_NoMine.esp, GHU_Tools.esp, GHU_Rebirth.esp to your load list.
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Incompatibilities
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This mod was initially designed for Morrowind Rebirth, though that mod is not required. As it does not use MWSE I hope it works with OpenMW though this has not been tested. This mod is compatible with correctUV Diverse Ore Veins, which is recommended if you do not disable the mining option.
Incompatibility can occur with mods that change the definition of plants, Kwama egg sacs, kollops, or ore rocks. These mods should load before Graphic Herbalism Universal, though this will mean any scripts on those objects will be overwritten. Mods that do not have scripts on the objects should not cause a problem. Mods that add/delete/modify the above objects in a cell should be compatible and can be loaded before or after this mod.
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Known Issues or Bugs
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The bounty for stolen ingredients is based on Vanilla ingredient costs and ignores any changes to these prices made by other mods. I suspect that most players will just load a save game if they are caught stealing, so the bounty value is not that relevant. You can use the ingredient costs of Morrowind Rebirth v4.2 by loading the patch GHU_Rebirth.esp.
The glowing-plant lights "bc mushroom 64,128,177,256" are deleted by this mod, so if they are used for general illumination this can affect lighting. I have programmed exceptions where this occurs in the Vanilla game, but a new mod will have a (probably minor) lighting issue if any are used for general illumination.
Theft detection uses a trespass crime (unlocking an owned container) to simulate a theft. This means the ingredients are not actually stolen, so if they are not already marked as stolen goods they will not be confiscated by the guard. To ensure that NPCs react in the same way to the trespass crime as to a theft crime I have increased the GMST iFightTrespass from 25 to 50. This means that trespass crimes (unlocking items and sleeping in an owned bed) are more likely to cause an attack, though I think this is a relatively minor side-effect.
I have not added mined versions of "Correct UV Diverse Ores" for the bone and mud caverns. These models are only useful for mods that actually use them, and I do not believe any exist.
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Load Order
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Must load after Morrowind Rebirth and correctUV Diverse Ore Veins.
Must load after any mod that changes the definition of plants, egg sacs, kollops, or ore rocks.
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Credits
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ManaUser for creating the original Graphic Herbalism mod. (What a great mod it is!)
Skrawafunda for maintaining Graphic Herbalism and creating various patches which prompted me to make a new implementation. (I have enjoyed playing Skrawafunda's version for many years)
Johanrosen (Trancemaster_1988) for creating Morrowind Rebirth where most new meshes/textures are from. These models, which may have been modified, originate from the mods:
Vurt's Leafy West Gash II 2dota
Lord Berandas' MOAR Mesh Replacers
Pherim's Comberry v2.2
Moranar & raddimus's Better flora 0.1: Ascadian Isles
Logitech who Skrawafunda credits with the nice exploding-open-spell trick that triggers a crime event.
The NifSkope team so I could create picked/mined versions of models as needed.
Bloodinfested's Plant life retexture for the new Hackle-lo textures.
Bethesda Softworks for developing Morrowind and the Construction Set.
Brucoms for developing the TES3 Readme Generator used for this readme.