:shocking: 
Wow,  Gluby, that is quite the posting spree you had there (but you did  pretty well address everything since your last post, kudos 

 ).
  :deal: Yeah, I went pretty crazy. 
 
  Estimated Time of Release: [ . . . ]
Lavatories/Bathing: [ . . . ]
Herbalism Integration: [ . . . ]
Creature Harvesting: [ . . . ]  
Restaurants/Food of the Gods: [ . . . ]  
Ingredient ESM: I am intrigued, please do explain more on what you are envisioning with this idea 
 
   
  Wildlife/Creature Mods: I think my point with this is being missed,  I am not suggesting full integrations, but more integrations of logical  things that could add to the flavor (varied ages of wildlife which  makes a nice compliment to Emma's Children Mod, or even nesting sites  if done more logically, and possibly incorporated into the graphical  herbalism aspect if that too is added). New creatures in general, and  that sort of thing, should be left to mods like PirateLord's to truly  expand upon the content (my suggestion is to add a level of realism to  the current content).
Alchemy vs Practical Use: The idea  Tocatta mentioned, though I could see as to how it could cause  confusion if not done just right, of adding some Misc items to  creatures to handle food, and thus taking most of food from the realm  of alchemy and making a distinction between the two aspects. Would this  not just require a little leveled list tweaking possibly? I am still  somewhat fresh in leveled lists myself, as my modding has taken me to  different avenues so far. What could some other pitfalls be here?
 Gotcha on the points ellipsed at the top of the quote.    
NoM Master Data ESM: The ingredient ESM (which could very well  just be the main NoM data ESM, sort of how TR splits their up) would  contain a fairly inclusive and standardized compilation of all  release-quality ingredients out there from many mods, along with a  NOM_Ref_Room interior cell where they are stored. This could include  gems, crafting ingredients, many things indeed, all of them balanced  according to NoM's basic standards. It could also contain basic NoM  scripts and any other important things that tend to be referenced by  NoM-compatible mods. Now, Ascadian Rose Cottage, instead of even  bothering to have to worry about the tisane script, or having to  include, say, INGR definitions for oranges and apple, can simply be  dependent upon the NOM_Master_Data.esm.  
  On the other end, it would not require or even enable the actual NoM  scripting functions (and I'm wondering whether it would need to include  the world changes -- food shops and so forth). Thus, it could be a  foundation resource without requiring someone to actually use NoM. Of  course, as always, it would require permissions, but most permissions  for this kind of stuff is already granted out there.  
  The more I think about this, the more I like it.  It's sort of the kind  of thing I have been wanting for my own game for a long time.  
Wildlife Creature Mods: I may be under a mistaken impression  (forgive me if I am). I haven't assumed you mean a wholesale  integration. I have been under the impression you intend a selective  incorporation of the best elements, though I communicated that poorly,  what with talking about my disenchantment with its clearly worst  elements.  (Sorry about that.)  
  I am wary of the variant creatures, given that I am generally wary of  including any elements that seem to be fairly definitely outside the  mod's scope, and that are fairly definitely 
inside the scope of  other projects (for compatibility and future integrative reasons,  mainly -- for example, what if a new and generally-appealing creature  includes those young and variant creatures in a different way -- now  take them out of NoM or make the mods compete or require patching?).  And the nesting sites I did not like so much (mostly, I must admit,  because the meshes and eggs were, as I recall, fairly rudimentary in  mesh/tex design) -- but even so, it still does seem kinda the sphere of  dedicated creature mods. :shrug:  It won't likely conflict with other creature mods, but it will likely  clash, and so, while I am not dead-set, my basic take on creature mods  is that there is already a bit of clash between different major  creature mods that needs to be systematically dealt with at their own  level. To do so in NoM merely creates yet another entrant into the  field and makes for more complications in that sphere, or that is how  it strikes me, anyway.  I could just be being a bit too conservative on  it, though, I must confess.  If you want to show specifics, I'll look  at it with an open mind.  :read:   
Alchemy/Practical Use -- Food as Misc Items vs. Food as Ingredients:  I'm no expert on leveled lists, though I've done a bit of reading on it  (and that one little minor mod), and so, as far as I know, such things  could easily be added to creature leveled lists.  
  I don't think it's such a good idea to create food-grade misc. item  variants of existing ingredients, though. It makes for a whole bunch of  additional items; incompatibilities or clashes (for example, with the  slew of new food-type Ingredients in TR); the spreading of food into  three categories (Ingredient, Potions and now Misc. Items) instead of  the two (in NoM food resides only in Ingredient), thus making for a  messier inventory screen; and the horrible scripting complexity  Toccatta mentions below.  Plus, as he also pointed out, there is no  need to assume alchemical-grade Ingredients can't serve for food.  And  lore says many of them do, which means we would be conceptually  committed to making two kinds of comberry, two kinds of scrib jelly,  and so forth, creating what sounds like it will be a lot of scripting  bloat.  
  While a bit of additional complexity can often yield a great deal of  additional enjoyment, here I don't think the payoff would be so much  worth it. We can avoid cheapening alchemy by leaving most food-type  items with only one alchemical use -- poison or damage health or  something. Though I'm also keeping in mind potions-as-weapons mods, and  want to avoid making it so poisons themselves are cheapened. It would  best be accomplished by the use of a totally worthless effect one way  or another -- no real harm, no real benefit. Perhaps just Remove Curse  (which will be "Food" or "Satisfy Hunger" or something under this mod  -- Toccatta's and Drac's MC method) -- but then we have to worry about  Food Potions, but we can probably take care of that possibility as well.  (Even then, hey, in Rogue and ADOM and similar games there are food potions.)  
[  . . . ] I'm assuming that most herbalism mods don't actually modify  creatures (although that IS an assumption, and may be completely  wrong), so changing creatures wouldn't have the same risk of conflict.  [ . . . ]
  
On the  other hand, from the perspective of alchemy-grade vs food-grade, it's  obvious why a food-grade item wouldn't work for alchemy (the whole  point of making food-grade items is to protect alchemy from becoming  unbalanced), but there's no logical reason why an alchemy grade item  shouldn't work for food. i.e. just because a comberry is alchemically  "perfect" doesn't mean it won't be just as tasty in that pie you're  planning on baking.
If one DOES allow alchemy grade items to be  used for cooking, it would drastically increase the complexity of the  scripts needed, since every component would have two possible sources.  Something with only three ingredients, for example, would have 8  possible permutations that would need to be checked, while a complex  meal requiring 5 ingredients would have 32 permutations! I wouldn't  want to be the person writing that script.
  
That's what I meant when I said having separate food-grade items  could get ugly. It sounds good in theory, but when it comes down to  coding all the various possibilities, it turns rather nasty. That is,  ultimately, why I went with the alchemy/practical ratio idea... such  that one alchemically perfect comberry is the equivalent of a pound or  two of merely edible ones, then I wrote the recipes accordingly. It  makes the scripts much easier to write, but it has the side effect of  making it much more difficult to increase the food production of plants  and animals without unbalancing alchemy.
On the first part (creature scripts) -- having canvassed most, if not all, herbalism mods fairly thoroughly, I  think that's correct. The risk, though, would be realized, for example,  with Creatures, which places stat- and size-randomizing scripts on most  creatures and wildlife (which also 
sort of occupies the field  of creature variation, as well). Place a script on an Alit, and you've  just either overridden or had your script overridden by the 
plx_stat_randomiser script. So, basically, it's safe to say that the creature mods own the creature scripts. 

On the MC scripts -- you know, I  really need to take a close look at your scripts to see how you went  about it.  I thought I'd just 'pop' this little revision of Reign of  Fire out 'real quick' since I had already done a bit of work on it, and  it's svcked up my time trying to get it releasable.  NOW I see what a  PitA it is to get fairly complex mods out for release...  whew.
Okay,  I know this is kind of a mickey mouse little script, remember, it is  far short of the finished version which was lost. This was a beta  version.
I had it started by another script when sufficient  drink had been ingested in too short a time. By the way, my objection  to the NOM drunkeness was that just going blind and falling down seemed  a bit boring, and the fact that luck was not restored to it's proper  place after sobering up. [ . . . ]Have fun with it, you're free to use  it in any way you wish...
  Thanks! I'll check it out.  And, yeah, the drunkenness methodology is a  little mild. Between the ideas floating around here, including  Fliggerty's methods, we've got some fun ways of working with this.
I noticed two things,
the wells changing the land in a bad way in some places... (as mentioned above)
the lack of visual indicators. The small penalties got bigger and bigger until at some point I died.
I  don't think shaders will cut the need for visual indicators. I think it  should be done with animations, lot's of animations. Maybe with enough  energy in here, we can overcome the animation limitations... Shaders  are not enough for alcohol effects for example. It would be cool to see  third person staggering animations in the MCA for my PC character. And  more stuff for hunger, thirst...
: If you see those things, can you post BCs of them here? (Beta Comments)  
  You probably already know, but just in case and for everyone else who  sees this and is not aware, Beta Comments, which have to be enabled in  the INI, allow you to have the game store very precisely identified  notes on problematic objects of any sort  -- just open console, click  on the item in question, and type:
  bc "this item has X problem"  
A bit more precise than a screenshot. Just make sure you have changed the "Beta Comment File=" line in your  Morrowind.INI file to "Beta Comment File=BetaComment.txt" (or any  filename you like).
  Re: Lack of Visual Indicators: Really?  It gives you lots of messages, and it shouldn't happen that you starve to death or die of thirst unexpectedly.   While there is no obvious visual indicator (apart from the red icon  showing you have some sort of stat drain affecting you), there is a lot  of textual feedback.  
  Animations sound 
very ambitious, and way beyond the scope of  what I could do.  I am not sure how such a thing could be implemented  without fairly sweeping changes (again, though, I am fairly new to many  things involved), but if someone feels like they can do it and wants to  propose it, please do.
For bathing I see two things
sea(works well as in LOST),
public bath houses: Turkish Bath. http://en.wikipedia.org/wiki/Turkish_bath
Ottoman culture fits Morrowind quite well.
For cooking, sometimes in real life you can't find enough ingredients  to make one meal. And you improvise... Checking scripts can go only for  4-5 ingredients(lowering permutations) and only if you have all  ingredients for the meal(after you cooked it) then it can be named  fully(predefined list) or it will be named mealish or you can gave it a new name if the stats turn good.
Actually, 
that really is appealing.  I kind of cringe at  outhouses and medieval European style stuff in Morrowind, but that  really seems to fit well thematically. Morrowind is a sort of anologue to the Middle-east.
Fault-Tolerant Cooking Scripts: Not a bad idea conceptually. But it sounds like we'd need to use the  game coding used for alchemy, which wouldn't work, and scripting can't,  as far as I know, be used to make new items. So, likely, it would  require the creation of at least two versions of every meal, which is  something of an enlargement.  A good idea to keep in mind if we find it  feasible -- the scripts can certainly be written to be a little  fault-tolerant of one missing ingredient.
One  problem I've been having with my TC is that some races have huge  amounts of magicka... so if they use it all, when they rest until  healed, they get their magicka back, and die of thirst hunger  immediately. I know I can solve this, and I'm not too concerned about  it, but it's just an indicator of how things can have unintended  consequences.
  
That's also a complaint I had about NOM was the fact  that if you slept an inordinate amount of time, you could wake up and  be killed by a rat (not mention an assassin) before the script  processed enough to enable your abilities again. I loved NOM, but there  are some issues....
Hmm. The NoM-based solution would be to turn off the  accumulation of hunger and thirst when sleeping, although it might just  be more appropriate to use a Magicka regeneration mod for uber Magicka  races.
Dying When Waking Up from Extended Sleep Because Scripts Don't Complete Before a Creature Kills You: I never had that happen to me, but perhaps we could easily solve it by making that  processing occur in a while loop rather than standard conditionals. If  you sleep for that long, you just have to deal with a  two-or-three-second pause, but it would solve that problem.