[RELz] Imp's More Complex Needs

Post » Thu May 24, 2012 2:59 pm

Hi Imp, thoroughly enjoying the mod. Was most looking forward to a 'needs' mod and this is brilliant. One question though; I'm having trouble staying hydrated, and water offers the best solution but there seems to be a distinct lack of it in Skyrim. Have you got any plans to include some kind of canteen that you can refill from water sources? I know something similar existed for Oblivion. I know alcohol rehydrates but I'd prefer not to become an alcoholic! :smile:

It sounds like some of the other needs mods have managed to support more bodies of water, so I should be able to expand on the bottle filling and drinking (not really sure how at the moment though.) Also if you don't mind getting a little drunk all of the booze in the game will hydrate you a bit (ale has the lowest alcohol content.)

Xodarap had mentioned the idea for his XSO project of adding in something akin to morale... to be based around the idea of needing to raise it by reading one of the books in game or staying in an inn common room to be among people. I thought the idea was brilliant but it appears he has disappeared from modding for the time being. Is it possible you'd be interested in adding in such gameplay? I love making those areas of the game become not just filler but necessary to a certain extent. Sitting down and reading through one of the books actually offers me an in game incentive as it raises my characters morale or the same for sitting in an inn and listening to one of the bard's songs (as someone mentioned above).

Loving the mod, btw... I was chomping at the bit to see it released. :smile:

I'd really like to expand on morale, and the books sound like a good idea. It should make it into an update soon, though maybe not the next one (due out tomorrow or so.) Probably the one after.

Changes so far:

  • Added status messages for hunger, thirst, sleep, blood, and the fatigues
  • Added penalty free zone to the fatigues (0%-10%)
  • Drastically reduced cooked horker meat portions (no longer 3200 calories a steak)
  • Capped satiation to prevent you from eating too much
  • Added messages explaining why you cannot eat at certain times (not enabled, too full, etc.)
  • Fixed morale change not being calculated correctly for beverages
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Chloe Botham
 
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Post » Thu May 24, 2012 8:15 pm

Maybe you could let the player collect dirty water (ala Fallout) and then let them "cook" it before consumption or risk disease.

If possible mountain snow could be a good source of water as well.
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sw1ss
 
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Post » Thu May 24, 2012 7:43 pm

Maybe you could let the player collect dirty water (ala Fallout) and then let them "cook" it before consumption or risk disease.

If possible mountain snow could be a good source of water as well.

That'd be ideal, especially with magic in the game, there could be a purification restoration spell. Fallout had a water type for each rad level. Skyrim has water types, but they're purely cosmetic, so I'd half to build up a new system for it.
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Jose ordaz
 
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Post » Thu May 24, 2012 7:12 pm

You should give the SKSE guys a poke and ask for "getwatertype" function (if there isn't one already). :biggrin:

EDIT: I just had a random thought. Could you have tea reduce Thu'um cooldown by a tiny bit?
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Austin England
 
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Post » Thu May 24, 2012 2:47 pm

EDIT: I just had a random thought. Could you have tea reduce Thu'um cooldown by a tiny bit?

Or a cough medicine potion? ;)
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Flesh Tunnel
 
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Post » Thu May 24, 2012 4:05 pm

Just tried out your mod last night. It was really quite good. I'm a huge fan of realism and immersion, and as I am pretty big into excercise and nutrition the extra info is like a familiar training regimen to me :)

A couple of issues/suggestions I found:

1). The menu is pretty button intensive. Particularly so when trying to exit since the Done and Back buttons are on the far right. Some streamlining of button assignments and window consolidation would go a long way here. Using a controller for force feedback immersion so it's roughly 9 button presses to get back to the gameplay screen.

2). Perhaps make the negative effects show up in the magic effects window for quick and easy access.

3). Water. We needs more water! But you know this and are working on it I'm sure. Maybe a water skein and a system of interactive wells?

4). Please ask Mansh00ter if you can borrow & modify his Drunken Stumbling script. :) And give a little more incentive to get drunk (via Morale?) so we have reason to balance out the pros and cons of sobriety.
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Ricky Rayner
 
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Post » Fri May 25, 2012 3:03 am

3). Water. We needs more water! But you know this and are working on it I'm sure. Maybe a water skein and a system of interactive wells?
+1 for this. I forgot to mention it...
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Joanne Crump
 
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Post » Thu May 24, 2012 11:39 pm

Just tried out your mod last night. It was really quite good. I'm a huge fan of realism and immersion, and as I am pretty big into excercise and nutrition the extra info is like a familiar training regimen to me :smile:

A couple of issues/suggestions I found:

1). The menu is pretty button intensive. Particularly so when trying to exit since the Done and Back buttons are on the far right. Some streamlining of button assignments and window consolidation would go a long way here. Using a controller for force feedback immersion so it's roughly 9 button presses to get back to the gameplay screen.

2). Perhaps make the negative effects show up in the magic effects window for quick and easy access.

3). Water. We needs more water! But you know this and are working on it I'm sure. Maybe a water skein and a system of interactive wells?

4). Please ask Mansh00ter if you can borrow & modify his Drunken Stumbling script. :smile: And give a little more incentive to get drunk (via Morale?) so we have reason to balance out the pros and cons of sobriety.

For the menus, I can't really consolidate as I have no control over button layout, and am limited to 10 buttons per menu (less due to low res/4:3 screen size issues.) Would it help though if I put the back/done buttons on the far left?

I might be able to add some status effects to the magic effects window, but they'd just be a generic "you're tired" effect - I'm a little concerned that having a gazillion conditional effects would lead to a performance hit and possibly get in the way of multithreading. For now though I've added some status messages that will pop up in the upper left corner for the short term conditions (calories, hydration, blood, sleep, mental fatigue, and physical fatigue.) The other ones take a lot longer to change state, so you only need to check them once or twice a day or so.

I'll look into using the drunk script, or maybe making a compatibility patch, that sounds cool. At the moment I'm focusing on getting the features I dropped from the first release into the mod, but I'll start working more with gameplay elements once that's done.
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Terry
 
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Post » Thu May 24, 2012 2:24 pm

Back/Done buttons on the far left is exactly what I was hoping for :)

Any kind of status info in the magic effects window would be great. Since you have to go there all the time to check other information, it's just a little strange when that window tells you "all clear" and the detailed IMCN menu says something altogether less rosey.

Thanks for the updates. Can't wait to get falling down/puking drunk in IMCN!
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Juliet
 
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Post » Thu May 24, 2012 3:55 pm

I just started using this yesterday and love it thoroughly (the basic version I mean). However, it seems like several foods have rather odd nutritional data (specifically I mean for hunger and thirst, not all the proteins and whatnot). For example, a bottle of wine will fill up your hunger and help with your thirst....yet my venison stew does crap for both (20ish for hunger and thirst). It just seems odd that preparing a hearty stew yields less that a single stat of but one of its parts...let alone combined.
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Cody Banks
 
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Post » Thu May 24, 2012 7:38 pm

I just started using this yesterday and love it thoroughly (the basic version I mean). However, it seems like several foods have rather odd nutritional data (specifically I mean for hunger and thirst, not all the proteins and whatnot). For example, a bottle of wine will fill up your hunger and help with your thirst....yet my venison stew does crap for both (20ish for hunger and thirst). It just seems odd that preparing a hearty stew yields less that a single stat of but one of its parts...let alone combined.

I haven't rebalanced the recipes yet, so at the moment things like a hunk of venison or a bottle of wine have the stats of a pretty large serving of either of those, but prepared foods have the stats of a single medium serving. What'll end up happening is that you'll get quite a few servings from cooking rather than just the one or two that you get now, so that things add up a bit more favorably. I'm working on rate adjustment at the moment, but that's going pretty quick so I'll probably do the recipe rebalancing for this upcoming update.
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Kortniie Dumont
 
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Post » Thu May 24, 2012 6:26 pm

Imp, have you considered making the blood alcohol content slightly enhance Morale?

It's kind of fun to play a drunk, and I love how you have this impact the crafting skills, speechcraft and damage resistance.
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Sakura Haruno
 
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Post » Thu May 24, 2012 3:22 pm

Imp, have you considered making the blood alcohol content slightly enhance Morale?

It's kind of fun to play a drunk, and I love how you have this impact the crafting skills, speechcraft and damage resistance.

The alcohols themselves all have pretty high appeal, but I do want to expand morale. What I could probably do is temporarily boost your morale for as long as you're drunk, but then leave it even lower once you sober up. I haven't added it in yet but previous versions of this mod had a hangover penalty. I need to work out a system for the different stats to interact with one another for things like skooma and caffeine temporarily negating fatigue and sleepiness, and alcohol and caffeine increasing rate of dehydration.
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Robyn Lena
 
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Post » Fri May 25, 2012 5:52 am

Hi what are the main differences of this mod with the other THS mod ? Is ur mod compatible with the hypothermia mod?
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Reven Lord
 
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Post » Thu May 24, 2012 5:26 pm

What I could probably do is temporarily boost your morale for as long as you're drunk, but then leave it even lower once you sober up. I haven't added it in yet but previous versions of this mod had a hangover penalty.

Sounds perfect!

Incidentally, are you familiar with the third person drunk animations Ramirez used for his alcohol effects mod? http://youtu.be/auyNBuM1suw?t=42s

I need to work out a system for the different stats to interact with one another for things like skooma and caffeine temporarily negating fatigue and sleepiness, and alcohol and caffeine increasing rate of dehydration.
This would be a lot of fun. Incidentally what items contain caffeine?
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Jessica Raven
 
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Post » Fri May 25, 2012 5:45 am

Hi what are the main differences of this mod with the other THS mod ? Is ur mod compatible with the hypothermia mod?

There are a bunch of other hunger/thirst/sleep mods at the moment, but in general mine takes a more detailed and realistic approach. Rather than saying a baked potato is 2 units of hunger, 0 of thirst, mine says a baked potato is:

278 calories
7.9 oz. of water
7g protein
973 nutrient count
63g carbohydrates (4g sugar)
0g fat

All of those numbers (except carbs, sugar, and fat until I get glycemic index implemented) effect your character's health in realistically modeled ways. If you're interested in nutrition, this mod is probably more satisfying than the others - I had a personal trainer recommending the Fallout New Vegas version to his clients.

Also, rather than penalizing health/magicka/stamina regen rates like most of these mods do (which in my opinion is just an inconvenience, since it has almost no impact on combat), I penalize other stats like run speed and skills, and h/m/s themselves, as well as providing bonuses if you're taking good care of your character. There's a complete list of penalties and bonuses in the OP.

As far as I know there is nothing in this mod that would critically conflict with a hypothermia mod, though if they have any sort of beverage warming effect it would override it.

*Edit - One of the major complaints about mine is the extensive use of multilevel menus that you have to click through to find out if your character is hungry/thirsty/tired/etc., and the confusing numbers used to represent everything. I've put together an optional numberless interface though that puts everything you need to know in words at the base level of the menu. I've also added labels to the various effects that will show up in your active effects list. These'll be out in the next update (should be posted today.)

Sounds perfect!

Incidentally, are you familiar with the third person drunk animations Ramirez used for his alcohol effects mod? http://youtu.be/auyNBuM1suw?t=42s

This would be a lot of fun. Incidentally what items contain caffeine?

Cool animations. Are they 3rd person only?

I had to add caffeinated drinks. General merchants should sell tea leaves (under misc. items) and Khajiit caravans will sell coffee beans (also under misc.) They can be combined with water at a campfire to produce tea or coffee.
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gemma king
 
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Post » Thu May 24, 2012 3:22 pm

I just posted update 0.21 to Steam and the Nexus, here's the changelog:


v0.20
UI:
  • Added status messages for hunger, thirst, sleep, blood, and the fatigues
  • New numberless vitality menu option (change from classic to realism mode in display options)
  • Bonus and penalty effects now show up in active effects menu
  • Added messages explaining why you cannot eat at certain times (mod not enabled, too full, etc.)
  • Shortened menu button labels for (hopefully) better low res/4:3 support
  • Moved back/done buttons to far left for easier 360 controller navigation
  • Added quick needs check lesser power (with numberless and classic modes)
Gameplay:
  • Alcohol and caffeine tracking added to basic mode
  • Alcohol poisoning, starvation, and dehydration can now kill(disabled by default)
  • Added "warm food" effect to soups and stews for compatibility with Frostfall hypothermia mod
  • New quick-eat option for menu-free eating (in gameplay options)
  • Added penalty-free zone to the fatigues (0%-10%)
  • Capped satiation to prevent you from eating too much
  • Drastically reduced cooked horker meat portions ('cause damn)
  • Fixed morale/appeal not being calculated correctly for beverages
Configuration:
  • Needs rates, activity multipliers, and recovery rates now adjustable in Rates and Activity menus
  • Global rate multiplier for high timescale compatibility in Rates menu
  • Realistic/Classic UI mode can be toggled (numberless vs. stat heavy) in display menu
  • Status messages can be toggled on/off in display menu
  • Death effects can be turned on/off (disabled by default) in gameplay menu
  • Immediate eating (skip eating menu) can be toggled on in gameplay menu
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Setal Vara
 
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Post » Fri May 25, 2012 3:34 am

I just posted update 0.21 to Steam and the Nexus, here's the changelog:


v0.20
UI:
  • Added status messages for hunger, thirst, sleep, blood, and the fatigues
  • New numberless vitality menu option (change from classic to realism mode in display options)
  • Bonus and penalty effects now show up in active effects menu
  • Added messages explaining why you cannot eat at certain times (mod not enabled, too full, etc.)
  • Shortened menu button labels for (hopefully) better low res/4:3 support
  • Moved back/done buttons to far left for easier 360 controller navigation
  • Added quick needs check lesser power (with numberless and classic modes)
Gameplay:
  • Alcohol and caffeine tracking added to basic mode
  • Alcohol poisoning, starvation, and dehydration can now kill(disabled by default)
  • Added "warm food" effect to soups and stews for compatibility with Frostfall hypothermia mod
  • New quick-eat option for menu-free eating (in gameplay options)
  • Added penalty-free zone to the fatigues (0%-10%)
  • Capped satiation to prevent you from eating too much
  • Drastically reduced cooked horker meat portions ('cause damn)
  • Fixed morale/appeal not being calculated correctly for beverages
Configuration:
  • Needs rates, activity multipliers, and recovery rates now adjustable in Rates and Activity menus
  • Global rate multiplier for high timescale compatibility in Rates menu
  • Realistic/Classic UI mode can be toggled (numberless vs. stat heavy) in display menu
  • Status messages can be toggled on/off in display menu
  • Death effects can be turned on/off (disabled by default) in gameplay menu
  • Immediate eating (skip eating menu) can be toggled on in gameplay menu

These sound fantastic. Looking forward to downloading this mod now, haven't tried the hypothermia mod either so might try that as well since it's compatible now :biggrin:
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Ludivine Dupuy
 
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Post » Fri May 25, 2012 4:39 am

One more update, this one improves water drinking/rebottling and rebalances existing recipes. To bottle/drink water now, select the new "Use Water" lesser power and activate it within range of rippling water, a well (most will work, Whiterun's is an annoying exception), or any of the bodies of water that worked with the previous system.
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Jenna Fields
 
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Post » Fri May 25, 2012 3:19 am

^^ thanks for the update. Great mod is becoming epic :smile:. Speaking of Whiterun, I'm sure most modders have noticed that things seem to run differently there than in the rest of the Skyrim world.
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Sarah Kim
 
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Post » Thu May 24, 2012 5:56 pm

This mod and its options are well done. I am loving this along with Frostfall as both compliment each other very nicely. I like how the nutrition makes sense and it's very logical in how you maintain it as you play. It feels natural as opposed to mechanical. I have a personal workout and nutrition regime so this is all very good to me. Thank you, Imp. Keep up the good work.

Speaking of working out, I hope you'll think about incorporating some fitness features in the future if you haven't thought about it already. Actually, I don't know how you'd implement this. What comes to my mind is the timescale (say 1 week) keeps track of how much you've been running or being active, maintaining your diet. and overall sleep to give you a nice overall stat/skill boost for the following week (ie. exercising + sleep to rebuild muscle fiber).

Since you've put a lot of thought into this mod, this is why I suggest such things.
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Mandi Norton
 
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Post » Thu May 24, 2012 9:33 pm

* Added messages explaining why you cannot eat at certain times (mod not enabled, too full, etc.)
whats number till you are 2 full to eat any more....im going up to 200+ %

*what % do you die from starvation,dehydration, and alcohol poisoning?
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jesse villaneda
 
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Post » Fri May 25, 2012 4:39 am

another thing id like to know what % do you get hungry,thristy,and sleepy(im talking bout when the message boxes start appearing)?
this mod is great i remember when i first started using it and i was lost...its just a learning curve.
thanks for creating this.
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Kat Stewart
 
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Post » Thu May 24, 2012 10:43 pm

like the update imp except the drink water magic power, why is it now a power you have to use? i much prefered just clicking the water to drink or fill bottles, i now have to open the menu switch to the water power then when im done switch it back again.
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Reanan-Marie Olsen
 
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Post » Fri May 25, 2012 5:32 am

You now get 8 Elsweyr Fondue from one recipe o.o

That's way more food than I need.
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Alexander Horton
 
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