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.
I figured out how to get a patch to work. Apparently all the NAME IDs in the lua also have to be lowercase regardless of the actual NAME IDs in the mod. So in this case, the line, ["NOM_food_a_apple"] = { 0, -50, 0 },
needed to be changed to ["nom_food_a_apple"] = { 0, -50, 0 },
I just ran my patch for it, and the items now seem to work properly in my game. I'd upload my patch files but I haven't fully tested my edits yet (as well as how this program works), so this will take a bit.
This is what I got, it seems to work fine (and I've updated to the latest version of FoT). I also added a patch for Children of Morrowind and made changes to all the previous patches that makes it anything sugary (like desserts and pies) will stave off fatigue. Salty things will add to thirst.
Feel free to do whatever y'all want with this: https://drive.google.com/file/d/1_huyd0W7Dll-WvhA7c_rkAjpZB2GEXf3/view?usp=sharing
Note: The way this mod works (unfortunately), patches will only work on new games.
Alright I added a new version which just adds commentary to all the lua files so y'all know what game items affected from each mod are. The original mod didn't have that so I thought that would help y'all if you want to make your own changes should you want to upload your own patch to Nexus in the future (feel free to use the ones I provid as a base or as you see fit)
Tried the mod in several different places in my load order but it just doesn't work. Not sure what I might be doing wrong... Looking forward to trying it though.
SOLVED - installed a 3rd time and it started working.
Oblivion's game world doesn't really lean into the use of survival mods because the environments are very bland, samey, not really worth totally engaging in besides going: "That's a nice forest." The lack of travel options also hurts survival mods because navigating the map is the extreme of walking everywhere and using map ui based fast travel. Instead of having Silt Striders, Boats/Gondolas, and Guild Teleporters in Morrowind. Horse Carriages in Skyrim. A lack of diegetic travel hurts your belief in the game world, and as a consequence your ability to immerse.
Skyrim also has the added benefit of cooking recipes to make survival mods have that much more impact. And to reiterate Morrowind has the more immersive game world that gives survival mods their impact. Oblivion lacks both these things. There's also that the survival mod options for Oblivion aren't great.
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 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..
Yeah I just wasted my time making a patch for Taddeus' Foods of Tamriel and it just wont recognize the items. If you look in your openmw.log you can see what's happening. It will recognize your patch, the mod you added to the data_global file, but it just says none of the content exists.
Make sure that the name of the .lua script is the same as the name of the .esp file. Also it's important to have the right file extension for the mod (.esm, .esp, .owmaddon). I just tried it with some food from Thaddeus' Foods of Tamriel and it worked.
I tried it myself with Thaddeus Foods of Tamriel, and I get this in the logs: [01:16:23.028 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'morrowind.esm'. [01:16:23.049 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'tribunal.esm'. [01:16:23.050 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'bloodmoon.esm'. [01:16:23.053 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'tamriel_data.esm'. [01:16:23.282 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'oaab_data.esm'. [01:16:23.418 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'taddeus_foods_of_tamriel.esp'. [01:16:23.423 I] Global[scripts/basicneeds/data_global.lua]:Record for consumable 'NOM_food_bread_ash' in patch 'taddeus_foods_of_tamriel' doesn't exist in content files [01:16:23.426 I] Global[scripts/basicneeds/data_global.lua]:Record for consumable 'NOM_food_guar_rib' in patch 'taddeus_foods_of_tamriel' doesn't exist in content files . . . Etc..I've tried everything I can think of even lowercasing the mod name and file name of the mod.
I just figured it out while looking at the other patches. Apparently all the NAME IDs in the lua also have to be lowercase regardless of the actual NAME IDs in the mod. So in my case the line, ["NOM_food_a_apple"] = { 0, -50, 0 },
needed to be changed to ["nom_food_a_apple"] = { 0, -50, 0 },
I just ran it, and no longer get errors in the log, and the items now work properly in my game.
Thanks for this amazing mod, been waiting for something like this to come along for OpenMW. Wondering if their is a way to disable the widgets, as i find the messages and PC de buff spell icons to be adequate?
I'm by no means a scripter so I'll give you what worked for me. It seems that the hud.lua file is necessary, so what I ended up doing is making the RGB values all match the 'NONE' values (which is invisible).
106 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!
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....
edit: Never mind I cant get the patch to function.
["NOM_food_a_apple"] = { 0, -50, 0 },
needed to be changed to
["nom_food_a_apple"] = { 0, -50, 0 },
I just ran my patch for it, and the items now seem to work properly in my game. I'd upload my patch files but I haven't fully tested my edits yet (as well as how this program works), so this will take a bit.
Feel free to do whatever y'all want with this: https://drive.google.com/file/d/1_huyd0W7Dll-WvhA7c_rkAjpZB2GEXf3/view?usp=sharing
Note: The way this mod works (unfortunately), patches will only work on new games.
https://drive.google.com/file/d/17_DnKdJh3CxWy5hwkUUHs6cKydoneuNq/view?usp=drive_link
Not sure what I might be doing wrong...
Looking forward to trying it though.
SOLVED - installed a 3rd time and it started working.
Skyrim also has the added benefit of cooking recipes to make survival mods have that much more impact. And to reiterate Morrowind has the more immersive game world that gives survival mods their impact. Oblivion lacks both these things. There's also that the survival mod options for Oblivion aren't great.
thanks
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 tried it myself with Thaddeus Foods of Tamriel, and I get this in the logs:
[01:16:23.028 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'morrowind.esm'.
[01:16:23.049 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'tribunal.esm'.
[01:16:23.050 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'bloodmoon.esm'.
[01:16:23.053 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'tamriel_data.esm'.
[01:16:23.282 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'oaab_data.esm'.
[01:16:23.418 I] Global[scripts/basicneeds/data_global.lua]:Applying patch for 'taddeus_foods_of_tamriel.esp'.
[01:16:23.423 I] Global[scripts/basicneeds/data_global.lua]:Record for consumable 'NOM_food_bread_ash' in patch 'taddeus_foods_of_tamriel' doesn't exist in content files
[01:16:23.426 I] Global[scripts/basicneeds/data_global.lua]:Record for consumable 'NOM_food_guar_rib' in patch 'taddeus_foods_of_tamriel' doesn't exist in content files
.
.
.
Etc..I've tried everything I can think of even lowercasing the mod name and file name of the mod.
["NOM_food_a_apple"] = { 0, -50, 0 },
needed to be changed to
["nom_food_a_apple"] = { 0, -50, 0 },
I just ran it, and no longer get errors in the log, and the items now work properly in my game.
Wondering if their is a way to disable the widgets, as i find the messages and PC de buff spell icons to be adequate?
local colors = {
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- NONE
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- MILD
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- MODERATE
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- SEVERE
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- CRITICAL
util.color.rgba(202 / 255, 165 / 255, 96 / 255, 0), -- DEATH
I'm by no means a scripter so I'll give you what worked for me. It seems that the hud.lua file is necessary, so what I ended up doing is making the RGB values all match the 'NONE' values (which is invisible).