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.
I had fat burning and muscle building in past versions, and they'll be added to this one soon. If you go to the Vitality menu, you'll see a "Character" button that shows height, weight, body fat percentage, and skeletal muscle percentage. At the moment those numbers are fixed at character creation and just used to determine needs rates and blood alcohol percentage, but you'll eventually get bonuses or penalties depending on how fit you are. You'll build muscle by being active and eating enough calories and protein. You'll burn fat by being active and not being too high on calories.
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?
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.
It should be capping you at 175% satiation (calories and hydration can go as high as you can make them without getting too full.)
You'll die of alcoholism if your BAC reaches 0.48%, instantly. With calories and hydration, once you drop below -300% a timer starts, and if you're still negative when it reaches 9 days for calories or 3 days for hydration, you'll die. The timers are reset as soon as you get the stat positive again.
Hunger and thirst penalties kick in once you drop below 0%. Sleep penalties kick in once you're above 100% (or 8 hours, which means you've been awake for 16 hours and need to sleep 8 hours to be fully rested.)
The new power lets me use a function that can search for nearby water objects, that way they can be non-activators like wells and ripple effects, so you can bottle water in more locations. Some people were also having trouble with the activatable water because if they dropped a weapon in shallow water, they couldn't pick it back up (they'd just activate the water.) This new system is a bit less convenient, but more powerful and less buggy.
That's way more food than I need.
The fondue recipe calls for an entire cheese wheel, which weighs something like 3.5 lbs and has a gazillion calories. Turning that into one huge serving of fondue would mean you'd be grossly full after a single helping, so instead I split it up into 8 more reasonable portions. Think of it as cooking up a meal in real life, most recipes yield more than one serving. I've still taken sort of the easy way out for the recipes, I just balanced it in terms of weight of ingredients vs. weight of servings, what I've done in the past and will probably do in the future is actually add up the nutrition stats of the ingredients and divide them up among the servings.