About this mod
Reworking of ManaUser's Graphic Herbalism mod adding a number of new features including crime detection, lighting adjustments, ripening belladonna berries, realistic working eggmines, tool requirements and the ability to customize many aspects of the mod.
- Requirements
- Permissions and credits
* When a plant is picked, it no longer has a 'tooltip' label and can't be activated until it regenerates.
* The behavior of each container can be customized as to whether it is deleted, replaced by a picked model or its appearance is unchanged by being picked. If you wish, this mod can be set to only change the mechanic of how organic containers are picked with no visual impact on the game - a sort of 'non-graphic' herbalism.
* A number of new meshes for picked plants are included
* Collecting from owned containers counts as theft. This mod can accommodate changes from the default values of ingredients so you will be fined the appropriate amount (some changes in mod settings required). Also accommodates changes to the theft multiplier, enabling fines to be increased above the value of the item stolen.
* Each of the glowing Bitter Coast plants has an individual light which will go out when the plant is picked - or not if you choose to have less visual impact.
* Tool Requirements:- objects are required to open certain containers or to do so safely. Mining rocks (pick must be equipped), Spiny Lloramor and Sweetbarrel (gauntlet required), Kollops (pointed weapon required), Mucksponge (muckshovel required to avoid detrimental effects). These features can be disabled or enabled individually as desired.
* Mining Skill Requirement:- Successful mining requires a check against your Axe Skill (weapon skill for Picks in absence of a real Mining skill). This option can be disabled or enabled as desired.
* Ripening Belladonna:- Belladonna berries will ripen with time if left. A new model for ripened belladonna create a visible difference. This feature can be disabled or enabled as desired.
* Realistic Working Eggmines:- The Kwama Queen is now important to the function of an eggmine. If she is killed, no more eggs will be laid until she respawns - which will now take much longer than before. If the queen is blighted, any eggs will be useless. When eggs are collected, more will be laid randomly starting the following day, but the overall rate of replacement is very similar. Small Kwama eggs can now be collected from mines - they are now the partially developed egg which takes a little time to fully ripen. If a mine has active miners, they will be taking some of the eggs. Incorporates a bug fix for mines with multiple cells. These features can be disabled or enabled as desired.
* The chance of obtaining ingredients from containers can be modified.
* The mod tries to avoid any odd effects on the lighting of containers which could be commonplace with the original. There are a couple of quirks I haven't found a solution to, but only in very limited situations.
If you don't like the meshes I have used, the Readme contains instructions on how to make this mod fit in with the visuals of your Morrowind set-up. This only requires loading the meshes into the correct folder with with correct name. You shouldn't have to edit the .esp file.
This version does not include any of the world expansions such as Tamriel Rebuilt, Skyrim Home of the Nords or Province Cyrrodil. I would suggest patches including the new containers. I might do this one day, but anyone else is welcome to have a go. I've tried to make it as easy as possible.
A number of adjustments to the scripts have been made to avoid bugs and make them robust to rapid cell changes (even if done by console teleport). However, I have not gone out and picked every container in the game, so there could still be a quirk or two. Let me know if you find any!