I'll just make a sticky to keep all the most up-to-date information in a single place.
Minor update 1.3.1 (2023-09-03) Update should be backwards compatible with saves started with 1.0.0 and 1.2.0.
I had six weeks off work, so I used that to develop my own game, so I had a small hiatus from Morrowind stuff, but now that I'm back at work, I might have some motivation to do smaller modding side projects again.
I added a decay function for fast travel, so the longer trips will now accumulate needs relatively slower. The formula works as follows, assuming vanilla fTravelTimeMult setting. 93% at 3 hours (from Seyda Neen to Balmora) 84% at 7 hours (from Gnaar Mok to Khuul) 76% at 11 hours (from Ebonheart to Sadrith Mora) 23% at 58 hours (from Dagon Fel to Karthwasten) (Skyrim Home of the Nords mod) 16% at 73 hours (from Stirk to Ebonheart) (Project Cyrodiil mod) So while long trips still do accumulate needs, they do so at a much lower rate, simulating that the shipmasters and caravaners might provide some accommodations to their customers. So while one still needs to manage their needs for longer trips, they're much less likely to outright kill the player character.
I also had accidentally missed new effects in Mildly Tired, so I fixed it as well.
So I tried to add items from Morrowind Rebirth to the patch files and edited data_global.lua.... Started a new game... Still new items do not recover any hunger.. Using OpenMW 0.49
What am I doing wrong? I tried (starting new game each time): 1. Creating new patch file as above - does not work 1. Adding rebirth foodlist to morrowind.lua in patches - does not work 2. Additionaly merging rebirth food objects into morrowind.esm with MWedit - does not work 3. Made a test - removed vanilla foods from patch file morrowind.esm and placed them to the new custom lua patch - mod stopped recognizing it - so it seems that newly added patches do not work at all..
it's working great so far, I'd love to be able to use it with some other mods that have cooking and camping functionality, either that or adding those things to the mod. The remarkable thing about this mod is that it brings Rhythm to the game, usually one plays the game running and jumping at top speed, trying to quickly finish quests, but with this you're forced to go and prepare, get a good night sleep, make provisions for the journey, food and water, there was something like that already with getting potions and scrolls ready, but those things were too often easily skipped by a bit of magic, no need for potions if one can use restore magic, just sleep and get you life and mana back, it didn't quite work. but this is unavoidable, you cant magic your way out of thirst. I'm using this with bad weather and immersive fatigue, so I need to be careful with those things too, which makes the game even more immersive. the default speed for hunger and thirst seems a bit too fast for me, tried to do the egg poacher quest from balmora, stopped by the tomb on the way there and I was already getting mildly tired, thirst and hunger were easily quenched so no problem with that, it's not that big of a deal, but if I'm going to get into a fight, a 5 or more attribute damage is one I'd rather avoid. If one is to go on a long journey on foot, one would need some sort of camping gear to get some sleep too, resting at half the rate can only get you so far.
another weird thing to get over is training, if you intend to train more than 5 times you need to take with you a lot of bottles and bread with you, I guess it makes sense since a few days may go by.
updated to .49 and now I cant get rid of mild thirst and hunger debuffs no matter how much I eat or drink. I have to manually turn off hunger and thirst to reset.
So now that I have a new shiny install of OpenMW 49 and a new mod build, I have questions:
- Will Basic Needs throw a fit with Dynamic Timescale ? I am aware I can test it myself - but sometimes weird things take a bit longer to crop up and may go unnoticed in a short "test".
- So, no new items get added to merchant inventories? No bedrolls, camping gear, bottled water, foods, etc?
I have experienced no issues with the timescale mods. I think it uses the passage of GAME Time, so would be fine.
- So, no new items get added to merchant inventories? No bedrolls, camping gear, bottled water, foods, etc? I hate to say it - but did you read the description? No - none get added.
It is a very basic and light weight needs mod - not a survival mod.
Now, it would be cool for activators and what not - but no.
However it uses existing bottles and containers for water. Incredibly simple. It uses existing food items for food.
This includes food and drinks and containers from morrowind, bloodmoon, tribunal, Oaab data, and TRData. It has the ability to support patches (lists in the patches folder - see the examples) for other food or drink mods as well.
It works with all existing beds that use the standard bed scripts. Camping beds do not work if they don't use the standard bed scripts. I use it with a camping mod, which it does NOT work with ...yet.
I am working on an update that will work with other beds and bed rolls, but have not has a lot of time to get it working yet - and it may take a while (someone more experienced in Lua could prolly do it in an hour....).
This is a VERY simple mod - that is nice thing - however, it does not cover everything out there - which is a challange with a nice simple mod. Hopefully the mod author can continue to expand upon it.
Yeah, that's a bit of a problem. It's great the mod uses the in game vanilla stuff - but most the game is played outside of towns - so bedrolls are a requirementif sleep is a requirement.
Yes, Frostwind includes bedrolls - and the recently released Camping Gear can be hacked for compatibility - but most peeps will likely not do the latter. So, that's why I asked for clarification - it's one thing to keep things simple but a sleep mod needs to include a means to sleep outside of towns.
Giving this mod a try - as most of the other Needs mods that work with openmw are either too big (NOM) or focus on ....exposure? (frost wind).
This one looks just right! I like that the mod is light weight - and the possibilities of LUA in openmw.
Ok, a few questions - and some thoughts... I am attempting to learn lua - but learning openmw and the lua is a bit of a time consuming task - and well - free time is short these days...
Well Fed. Can you add a "well fed" bonus, similar to the well rested? A few of the other eating mods have a similar mechanic - it is bonus for being feed - more then just not having penalties. Nothing huge - a small bonus to either fatigue or health.
Wells A lot of mods add wells, such as Better Cities of Marrowind (a very popular mod) so water can be filled there. Could they be detected just as the bed detection code runs? Or pumps or other water sources?
In the Water It looks like Actor.isSwimming needs to actually be fully in the water to trigger. There is a normal function GetWaterLevel - but I have zero idea on how to have a lua script check a normal https://en.uesp.net/wiki/Morrowind_Mod:WaterLevel
Bed Detection Would it detect sleeping rolls/beds from camping mods? (I will test that one...like the one Camping Gear https://www.nexusmods.com/morrowind/mods/53724)
Thank you for all that info! Seriously, I appreciate it. Basic needs is what I'm after but a portable bedroll item with the mod would be nice since the game lacks that by default. But there is a Camping Gear mod that will fulfill that role - which is why I was asking - because otherwise I'd not install another mod if not necessary.
I posted this on the Camping gear mod - but will put it here;
To make this mod Basic Needs for OpenMW work with the bedroll in the Camping Gear mod, change the following line in the Bed.lua file;
Change this line in Bed.lua return (record and record.mwscript == "bed_standard") To this; return (record and record.mwscript == "bed_standard" or record.name == "Bedroll")
And it will work with the Bedroll (or any bed named Bedroll).
Would it be possible to make this compatible with Cannibals of Morrowind and Cow Guru's Eat Corpses? It would allow players to roleplay as a follower of Namira.
82 comments
Minor update 1.3.1 (2023-09-03)
Update should be backwards compatible with saves started with 1.0.0 and 1.2.0.
I had six weeks off work, so I used that to develop my own game, so I had a small hiatus from Morrowind stuff, but now that I'm back at work, I might have some motivation to do smaller modding side projects again.
I added a decay function for fast travel, so the longer trips will now accumulate needs relatively slower. The formula works as follows, assuming vanilla fTravelTimeMult setting.
93% at 3 hours (from Seyda Neen to Balmora)
84% at 7 hours (from Gnaar Mok to Khuul)
76% at 11 hours (from Ebonheart to Sadrith Mora)
23% at 58 hours (from Dagon Fel to Karthwasten) (Skyrim Home of the Nords mod)
16% at 73 hours (from Stirk to Ebonheart) (Project Cyrodiil mod)
So while long trips still do accumulate needs, they do so at a much lower rate, simulating that the shipmasters and caravaners might provide some accommodations to their customers. So while one still needs to manage their needs for longer trips, they're much less likely to outright kill the player character.
I also had accidentally missed new effects in Mildly Tired, so I fixed it as well.
Have a nice day!
Still new items do not recover any hunger.. Using OpenMW 0.49
Added line to data_global.lua:
local AVAILABLE_PATCHES = {
"morrowind.esm",
"tribunal.esm",
"bloodmoon.esm",
"tamriel_data.esm",
"oaab_data.esm",
"Morrowind Rebirth [Main].esp",
}
Added file rebirth.lua to patches with following:
return {
consumables = {
["MR_Wickwheat_Ale"] = { -50, 0, 0 },
["MR_Sweet_Release"] = { -50, 0, 0 },
["MR_Debent_Concoction"] = { -50, 0, 0 },
["MR_Silver_Barrel_Lager"] = { -50, 0, 0 },
["MR_Berries"] = { 0, -25, 0 },
["MR_Crab_Pudding"] = { 0, -50, 0 },
["MR_Guar_Meat"] = { 0, -100, 0 },
["MR_Guar_Sausage"] = { 0, -100, 0 },
["MR_Kwama_Egg_Blight"] = { 0, -50, 0 },
["MR_Marshmerrow_Boiled"]= { 0, -50, 0 },
["MR_Nether_Salt"] = { 0, -25, 0 },
"MR_Sweetroll"] = { 0, -50, 0 },
["MR_Wind_Salt"] = { 0, -25, 0 },
["MR_Saltrice_Bread"] = { 0, -50, 0 },
["MR_Wickwheat_Muffin"] = { 0, -50, 0 },
},
containers = {},
}
What am I doing wrong?
I tried (starting new game each time):
1. Creating new patch file as above - does not work
1. Adding rebirth foodlist to morrowind.lua in patches - does not work
2. Additionaly merging rebirth food objects into morrowind.esm with MWedit - does not work
3. Made a test - removed vanilla foods from patch file morrowind.esm and placed them to the new custom lua patch - mod stopped recognizing it - so it seems that newly added patches do not work at all..
I'm using this with bad weather and immersive fatigue, so I need to be careful with those things too, which makes the game even more immersive.
the default speed for hunger and thirst seems a bit too fast for me, tried to do the egg poacher quest from balmora, stopped by the tomb on the way there and I was already getting mildly tired, thirst and hunger were easily quenched so no problem with that, it's not that big of a deal, but if I'm going to get into a fight, a 5 or more attribute damage is one I'd rather avoid.
If one is to go on a long journey on foot, one would need some sort of camping gear to get some sleep too, resting at half the rate can only get you so far.
- Will Basic Needs throw a fit with Dynamic Timescale ? I am aware I can test it myself - but sometimes weird things take a bit longer to crop up and may go unnoticed in a short "test".
- So, no new items get added to merchant inventories? No bedrolls, camping gear, bottled water, foods, etc?
- No activators have been added to water wells?
I think it uses the passage of GAME Time, so would be fine.
- So, no new items get added to merchant inventories? No bedrolls, camping gear, bottled water, foods, etc?
I hate to say it - but did you read the description?
No - none get added.
It is a very basic and light weight needs mod - not a survival mod.
Now, it would be cool for activators and what not - but no.
However
it uses existing bottles and containers for water. Incredibly simple.
It uses existing food items for food.
This includes food and drinks and containers from morrowind, bloodmoon, tribunal, Oaab data, and TRData.
It has the ability to support patches (lists in the patches folder - see the examples) for other food or drink mods as well.
It works with all existing beds that use the standard bed scripts.
Camping beds do not work if they don't use the standard bed scripts.
I use it with a camping mod, which it does NOT work with ...yet.
I am working on an update that will work with other beds and bed rolls, but have not has a lot of time to get it working yet - and it may take a while (someone more experienced in Lua could prolly do it in an hour....).
This is a VERY simple mod - that is nice thing - however, it does not cover everything out there - which is a challange with a nice simple mod.
Hopefully the mod author can continue to expand upon it.
Best of luck in your game.
Yeah, that's a bit of a problem. It's great the mod uses the in game vanilla stuff - but most the game is played outside of towns - so bedrolls are a requirement if sleep is a requirement.
Yes, Frostwind includes bedrolls - and the recently released Camping Gear can be hacked for compatibility - but most peeps will likely not do the latter. So, that's why I asked for clarification - it's one thing to keep things simple but a sleep mod needs to include a means to sleep outside of towns.
This one looks just right!
I like that the mod is light weight - and the possibilities of LUA in openmw.
Ok, a few questions - and some thoughts...
I am attempting to learn lua - but learning openmw and the lua is a bit of a time consuming task - and well - free time is short these days...
Well Fed.
Can you add a "well fed" bonus, similar to the well rested?
A few of the other eating mods have a similar mechanic - it is bonus for being feed - more then just not having penalties.
Nothing huge - a small bonus to either fatigue or health.
Wells
A lot of mods add wells, such as Better Cities of Marrowind (a very popular mod) so water can be filled there.
Could they be detected just as the bed detection code runs? Or pumps or other water sources?
In the Water
It looks like Actor.isSwimming needs to actually be fully in the water to trigger.
There is a normal function GetWaterLevel - but I have zero idea on how to have a lua script check a normal
https://en.uesp.net/wiki/Morrowind_Mod:WaterLevel
Bed Detection
Would it detect sleeping rolls/beds from camping mods?
(I will test that one...like the one Camping Gear https://www.nexusmods.com/morrowind/mods/53724)
Anyway - love this mod - thank you for sharing.
To make this mod Basic Needs for OpenMW work with the bedroll in the Camping Gear mod, change the following line in the Bed.lua file;
Change this line in Bed.lua
return (record and record.mwscript == "bed_standard")
To this;
return (record and record.mwscript == "bed_standard" or record.name == "Bedroll")
And it will work with the Bedroll (or any bed named Bedroll).
Check out the following;
dataglobal.lua
and any of the files in the patches folder.
You would just add an entry in the dataglobal for a Taddeus mod, then create a text file like the other patches listing the food from TFOT.
I would do it - but I have ZERO idea how to get the food items OUT of taddeus foods of tamriel....
THEN - you have to use the OpenMW launcher to make sure it is recognized there.
If you don't know what those words mean - start here;
https://modding-openmw.com/guides/users/
if you are not using OpenMW - then that is the issue as well.
Best of luck.