[RELz] Imp's More Complex Needs

Post » Thu May 24, 2012 6:58 pm

*Maybe make a bag of preservation(akin to the bag of holding)that merchants sell....give food a time length before it spoils unless its in the bag of preservation,maybe make use of globals or something. http://www.gamesas.com/topic/1343431-relz-bag-of-holding/
*is there a way to make the player actually look fatter in the game if he eats to many calories?

A magic bag would be cool, the Fallout versions handled it by letting your turn robotic companions into walking (or floating) refrigerators.

I'd love it if there was a fat slider, but just having a muscle slider is pretty cool. I'll have to wait for the right SKSE functions though before I have any control over it.

You should try and talk chesko into letting fat insulate you from the cold. :tongue:

I'm about to put together a patch for Frostfall that will have your body warmth effect your morale. If that turns out to be popular, we might be able to do something more elaborate in the future. At the moment, the only change he has to make is to publish his warmth number to an unused global that I can check, but fat insulation would take a bit more work.


Hi Imp, have you looked at how this mod interacts with Economics of Skyrim? I just added EoS, and it appears to have messed up IMCN somewhat. A lot of the food items that affected my "needs status" no longer bring up the "do you want to eat this or not" menu you created, and thus they have no impact on my needs status. Some foods do, but others do not. It's odd.

Edit: to clarify, I was not using 0.23 when this occurred. I haven't installed the update you just posted yet.

I haven't looked over that mod yet but I've already had similar reports. I'd try loading IMCN - Overrides.esp later than that mod and seeing if it fixes it. If not some sort of patch may be needed (I'm guessing its just that he edits food costs, which overrides my food changes if his mod loads later than mine.)
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CHangohh BOyy
 
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Post » Fri May 25, 2012 6:25 am

I haven't looked over that mod yet but I've already had similar reports. I'd try loading IMCN - Overrides.esp later than that mod and seeing if it fixes it. If not some sort of patch may be needed (I'm guessing its just that he edits food costs, which overrides my food changes if his mod loads later than mine.)

I'm having a lot of difficulty re-creating this one right now (EoS is loading later than IMCN, and I'm getting the menu to pop up every time), so I would need to know which foods are failing to work correctly, as I did keep this mod in mind while setting mine up (sometimes the CK likes to flag an object as edited even if you did nothing more than select it). I adjust pricing for all food items by placing a duplicate item into the merchant's inventory that gets swapped for the regular item (which I don't edit) when the player buys it. Even so, I'm noticing a lot of foods the CK is marking "edited," even though I didn't do anything to them (thus bringing me back to the CK marking object edits for nothing more than selecting an object).

If I could pull those (worthless) edits out of the mod, I would. But I can't, since the CK doesn't let me edit the plugin records like that, so they are kinds stuck there for the time being.
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Riky Carrasco
 
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Post » Fri May 25, 2012 3:25 am

Ok, I just tried switching around the load order so that your mod comes after EoS, but it is still occuring. I think the problem is that your menus are taking a really long time to pop up after clicking on an item in the inventory. I just ate a bunch of vanilla food, and none of them brought up the "eat or don't eat" menu, but I let the game idle for 30 seconds or so and then all of the "eat or don't eat" menus popped up one at a time. So it appears that it's working but just taking a really, really long time for some reason. I will download the update and see how that works.
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Jessica White
 
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Post » Fri May 25, 2012 12:39 am

I'm having a lot of difficulty re-creating this one right now (EoS is loading later than IMCN, and I'm getting the menu to pop up every time), so I would need to know which foods are failing to work correctly, as I did keep this mod in mind while setting mine up (sometimes the CK likes to flag an object as edited even if you did nothing more than select it). I adjust pricing for all food items by placing a duplicate item into the merchant's inventory that gets swapped for the regular item (which I don't edit) when the player buys it. Even so, I'm noticing a lot of foods the CK is marking "edited," even though I didn't do anything to them (thus bringing me back to the CK marking object edits for nothing more than selecting an object).

If I could pull those (worthless) edits out of the mod, I would. But I can't, since the CK doesn't let me edit the plugin records like that, so they are kinds stuck there for the time being.

You can clear dirty edits pretty quickly with http://skyrim.nexusmods.com/downloads/file.php?id=5064. Just load your plugin and look for any records that seem out of place. Delete them, and save. Load your plugin up in the CK and you'll get an error message saying your header doesn't match the record count, answer "yes" to fix the header, and save.

From what Shephard83 just posted though it sounds like there may be another issue, possibly related to threading. I use single update chains for everything so my update blocks shouldn't stack up, but they still might be getting in the way of one another, meaning they all have to sort themselves out before my menu script can execute.
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Gemma Flanagan
 
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Post » Thu May 24, 2012 2:13 pm



I’m not sure if this has been mentioned, but you might consider adding a salt mine or salt licks, for the local wildlife around Whiterun, to the game if you are going to use salt more. In general, a food preserving spell, and cold rooms or just “ice” boxes with a permanent frost spell on it could be possible in some instances.



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Sammie LM
 
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Post » Fri May 25, 2012 4:21 am

I’m not sure if this has been mentioned, but you might consider adding a salt mine or salt licks, for the local wildlife around Whiterun, to the game if you are going to use salt more. In general, a food preserving spell, and cold rooms or just “ice” boxes with a permanent frost spell on it could be possible in some instances.

Interesting idea. Alongside the "preserve through refrigeration" (which would be possible for anyone in Skyrim just by digging down to the permafrost beneath the soil) there could be additional cooking recipes that allow you to make preserved foods (salted meat, pickled vegetables, etc.) that don't spoil at all, but are not very tasty, either.
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Karl harris
 
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Post » Fri May 25, 2012 12:04 am

I’m not sure if this has been mentioned, but you might consider adding a salt mine or salt licks, for the local wildlife around Whiterun, to the game if you are going to use salt more. In general, a food preserving spell, and cold rooms or just “ice” boxes with a permanent frost spell on it could be possible in some instances.
Interesting idea. Alongside the "preserve through refrigeration" (which would be possible for anyone in Skyrim just by digging down to the permafrost beneath the soil) there could be additional cooking recipes that allow you to make preserved foods (salted meat, pickled vegetables, etc.) that don't spoil at all, but are not very tasty, either.

What I'll probably do for refrigeration is make it so that food will not spoil if placed in outdoor containers in snowy areas (hopefully I can detect that.) Someone earlier mentioned that Riften quest where you track down ice wraith teeth for a grocer that uses them to refrigerate her food. As a reward for completing that quest, I'll add a recipe to the player that lets them craft magic ice crystals from ice wraith teeth. Adding a crystal to any (non-living) container will turn it into a refrigerator.

While I'm at it, I can put together some preservation recipes.
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helen buchan
 
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Post » Thu May 24, 2012 2:14 pm

Ok, I've done some more testing. After deactivating EoS and loading my current save game, I was still experiencing the delayed menu popup issue with IMCN. However, after loading a really old save game (with EoS still disabled), the issue went away completely.

So, unless I'm missing something, it appears that EoS is indeed causing this.
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Auguste Bartholdi
 
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Post » Thu May 24, 2012 9:03 pm

Ok, I've done some more testing. After deactivating EoS and loading my current save game, I was still experiencing the delayed menu popup issue with IMCN. However, after loading a really old save game (with EoS still disabled), the issue went away completely.

So, unless I'm missing something, it appears that EoS is indeed causing this.
Try clean saving your scripts by completely uninstalling the two mods rather than just disabling the esp. Apparently skyrim will keep scripts attached to objects even if the mod's not activated.
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Samantha hulme
 
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Post » Thu May 24, 2012 11:18 pm

What constantly shopping for food is not realism enough?

I say http://tes.nexusmods.com/downloads/file.php?id=5065 then make poisons out of them.
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renee Duhamel
 
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Post » Thu May 24, 2012 8:04 pm

What constantly shopping for food is not realism enough?

I say http://tes.nexusmods.com/downloads/file.php?id=5065 then make poisons out of them.
Haha, sounds exactly like my fridge. :teehee:
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katsomaya Sanchez
 
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Post » Thu May 24, 2012 6:24 pm

To start the spoiled food will just be a generic "spoiled meat", "spoiled vegetable" or "spoiled food" that's reused for all items of that type, but I'll try to think up something fun that can be done with them.
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(G-yen)
 
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Post » Thu May 24, 2012 9:44 pm

Try clean saving your scripts by completely uninstalling the two mods rather than just disabling the esp. Apparently skyrim will keep scripts attached to objects even if the mod's not activated.

Thanks, I did that and IMCN appears to be working fine again! After manually replacing my load order over a dozen times today, I have truly developed a great appreciation for the magic that BOSS is able to pull off! :)

Thomas Kaira -

I really like EoS, but I think I'm going to hold off on using until I have a better understanding of what was going on with IMCN. I still have it endorsed on Nexus, however! :thumbsup:
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sunny lovett
 
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Post » Fri May 25, 2012 12:49 am

I have a question regarding the new status messages. Right now they tell you whether you're being penalized, which means that if you're hungry and eat something, they'll continue to show up until you've digested enough to get rid of the penalty (meaning it might be telling you you're hungry even though you just ate a big meal.) Would it be more helpful if they went away as soon as you've eaten enough, even though the penalties are still there? Likewise with the numberless vitality menu, it doesn't take the food that's being digested into account, which makes it a bit harder to judge whether you've eaten enough.
I'd personally prefer if they went away once you've eaten enough.

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.
Which objects does it search for, exactly? I'm working on a player home to familiarize myself with the Creation Kit, and would like to have a water source that can be used to drink and refill bottles, but the FXWaterfallThinLeak and the horse trough (activator) I've got it pouring into don't seem to do the trick.
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Nicole Elocin
 
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Post » Thu May 24, 2012 2:24 pm

Thomas Kaira -

I really like EoS, but I think I'm going to hold off on using until I have a better understanding of what was going on with IMCN. I still have it endorsed on Nexus, however! :thumbsup:

I understand, I don't hold anything against you, as the mod is currently far from ideal in terms of functionality. Sure it works, but I don't consider it anything more than a proof-of-concept at this point.
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Rachel Tyson
 
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Post » Fri May 25, 2012 1:00 am

I forgot to set the crafting station keyword for the new grilled clam recipe, so it won't be useable until I post a fix. Woops.

I'd personally prefer if they went away once you've eaten enough.

Which objects does it search for, exactly? I'm working on a player home to familiarize myself with the Creation Kit, and would like to have a water source that can be used to drink and refill bottles, but the FXWaterfallThinLeak and the horse trough (activator) I've got it pouring into don't seem to do the trick.

That change to the status messages has been made in the latest update, just released.

As far as water goes, another thing I added to that update is an invisible marker I use to detect the well in Whiterun. You could add that marker (IMCNmarkerWell) anywhere you want to be able to fill up if you don't mind adding my mod as a master. Otherwise, the bodies of water I check for are:

Movable statics:

FXRapids
FXRapids02
FXrapidsBig01
FXrapidsFallsLine01
FXrapidsFallsTop
along with most of the Activators that start with "Water1024"

If none of those fit your mod, I also check for wells (static objects):

FarmBWell01
FarmWell01
SWell
SWellCastle01
RTPlazaWell01

Adding any of those to your house would let you fill up.

Thanks, I did that and IMCN appears to be working fine again! After manually replacing my load order over a dozen times today, I have truly developed a great appreciation for the magic that BOSS is able to pull off! :smile:

Thomas Kaira -

I really like EoS, but I think I'm going to hold off on using until I have a better understanding of what was going on with IMCN. I still have it endorsed on Nexus, however! :thumbsup:
I understand, I don't hold anything against you, as the mod is currently far from ideal in terms of functionality. Sure it works, but I don't consider it anything more than a proof-of-concept at this point.

I just had someone report that disabling my mod's timescale script cleared up lag they were having. That script doesn't access very much external stuff, just the global variable TimeScale and Game.GetPlayer(), but you might try checking out your messed up save and seeing if it improves if you disable my mod's timescale adjuster.
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Hot
 
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Post » Fri May 25, 2012 5:06 am

I was wondering why Grilled Clams wasn't listed in the recipes.

Impy-poo, I have a boo-boo. None of the foods I eat change Satiation or Hunger. I've exited the menus and tried many foods. I waited in-game a couple hours and still no change. At all. The timescale setting for IMCN is also set to Off. No menus are shown when eating; only for Thirst which works and its percentile goes up as well. I'm not sure if it's because I am on the newest version IMCN, or because I updated to the latest Skyrim version and updated SKSE\SkyBoost as well since the last time I played.

I haven't changed anything, but since the latest version of Skyrim Launcher allows to change the load order, is that why? I'm sure previously it didn't matter, either.

{edit} Also, the version before this allowed my thirst and hunger digestion stats boost way up, like in the 700% range. Is this normal? I didn't have the need to eat for a very long time.

{edit 2} Okay, so I rolled back to IMCN 0.22 and loaded a slightly older save when it was saved with that version and it's still happening. I'm trying to think of what conflict it may be? It must have something to do with the latest updates of the game and SKSE/SkyBoost probably. If you can help me in any kind of way, I would greatly appreciate it.
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Phillip Hamilton
 
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Post » Fri May 25, 2012 5:15 am

I just tried to download the update with nmm and it doesnt appear to let nmm handle this.....is this done on your part?
I really like nmm please allow nmm to install it.
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scorpion972
 
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Post » Fri May 25, 2012 6:06 am

I just tried to download the update with nmm and it doesnt appear to let nmm handle this.....is this done on your part?
I really like nmm please allow nmm to install it.
Please tell me what's wrong with using a manual download link and then manually adding the .rar to NMM? That works.
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Lil'.KiiDD
 
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Post » Thu May 24, 2012 8:05 pm

LOL nevermind i wasnt logged into nexus now its working.
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Agnieszka Bak
 
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Post » Thu May 24, 2012 8:10 pm

I was wondering why Grilled Clams wasn't listed in the recipes. Impy-poo, I have a boo-boo. None of the foods I eat change Satiation or Hunger. I've exited the menus and tried many foods. I waited in-game a couple hours and still no change. At all. The timescale setting for IMCN is also set to Off. No menus are shown when eating; only for Thirst which works and its percentile goes up as well. I'm not sure if it's because I am on the newest version IMCN, or because I updated to the latest Skyrim version and updated SKSE\SkyBoost as well since the last time I played. I haven't changed anything, but since the latest version of Skyrim Launcher allows to change the load order, is that why? I'm sure previously it didn't matter, either. {edit} Also, the version before this allowed my thirst and hunger digestion stats boost way up, like in the 700% range. Is this normal? I didn't have the need to eat for a very long time. {edit 2} Okay, so I rolled back to IMCN 0.22 and loaded a slightly older save when it was saved with that version and it's still happening. I'm trying to think of what conflict it may be? It must have something to do with the latest updates of the game and SKSE/SkyBoost probably. If you can help me in any kind of way, I would greatly appreciate it.
So I tried the suggestion mentioned a little earlier in this thread of pausing IMCN, making new save, etc. And it didn't work. But still using the same new save, what I did was, is move the mod in the Skyrim Launcher to the top and put Overrides last and it worked. Definitely over Valdacil's Item Sorting which was the conflict since it changes the names of items and food. I had Valdacil's mods near the top of the load order in NMM so any mod that changes it would override Valdacil's. The latest version of Skyrim actually takes the Data Files in consideration (I kinda wish it didn't). Food and Drink work now on the spot. All is well !

So about the 'keeping meats fresh' ordeal, bishop odo mentioned salt mines. I think that's an awesome idea and kind of reminded me of something that I had in mind. Crafting bags from pelts or leather in order to hold the meat. However, in order to keep the meat fresh you must have both salt (maybe from mines, but I was also thinking samples from the very cold water sources with glaciers) and either make some snow or glaciers harvestable to pack in the bag. Perhaps make it last a few days or so. That seems organic to me and I like that. I know you have the ice wraith teeth quest in-mind, too... but is that a one time thing?
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Amanda Leis
 
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Post » Thu May 24, 2012 6:02 pm

So about the 'keeping meats fresh' ordeal, bishop odo mentioned salt mines. I think that's an awesome idea and kind of reminded me of something that I had in mind. Crafting bags from pelts or leather in order to hold the meat. However, in order to keep the meat fresh you must have both salt (maybe from mines, but I was also thinking samples from the very cold water sources with glaciers) and either make some snow or glaciers harvestable to pack in the bag. Perhaps make it last a few days or so. That seems organic to me and I like that. I know you have the ice wraith teeth quest in-mind, too... but is that a one time thing?

The way I'm hoping the ice wraith teeth quest will work is, I'll create a recipe for creating ice crystals from ice wraith teeth, but make it conditional upon having completed that quest. That way you'll still get access to the recipe even if you completed the quest before installing IMCN. I might also add a recipe note upon completing the quest (or detecting that it's complete) to let people know about the new recipe.

I'm not sure whether I want to provide a way to refrigerate/preserve foods that you're carrying other than salting or smoking them. If it's too easy to keep the food fresh, it sort of defeats the purpose of adding the mechanic. We'll see what kind of feedback I get though once people have had a chance to play with it.
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Horse gal smithe
 
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Post » Fri May 25, 2012 12:28 am

The way I'm hoping the ice wraith teeth quest will work is, I'll create a recipe for creating ice crystals from ice wraith teeth, but make it conditional upon having completed that quest. That way you'll still get access to the recipe even if you completed the quest before installing IMCN. I might also add a recipe note upon completing the quest (or detecting that it's complete) to let people know about the new recipe.

I'm not sure whether I want to provide a way to refrigerate/preserve foods that you're carrying other than salting or smoking them. If it's too easy to keep the food fresh, it sort of defeats the purpose of adding the mechanic. We'll see what kind of feedback I get though once people have had a chance to play with it.
Neato toleto.

Yo, Imp babe. I'm not sure if this is something that can be fixed right now, something that was missed, or a bug, but:

Playing on Advanced mode and gaining boosts for say Carry Weight and Speed reset when you choose Basic mode, but putting it back on Advanced doesn't remember the stats from when it was on there before. Do you think this will cause complications down the road when installing/updating or maybe changing stats altogether if there's some 'hidden' stacking going on? If so, will pausing or reseting stats solve the problem? I'll still look into it for you.
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Hussnein Amin
 
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Post » Thu May 24, 2012 5:41 pm

Neato toleto.

Yo, Imp babe. I'm not sure if this is something that can be fixed right now, something that was missed, or a bug, but:

Playing on Advanced mode and gaining boosts for say Carry Weight and Speed reset when you choose Basic mode, but putting it back on Advanced doesn't remember the stats from when it was on there before. Do you think this will cause complications down the road when installing/updating or maybe changing stats altogether if there's some 'hidden' stacking going on? If so, will pausing or reseting stats solve the problem? I'll still look into it for you.

The various stat changes are applied via script type magic effects, and there's a separate effect for each penalty/bonus type (calories, blood, alcohol, etc.) When you switch from complex to basic, or basic to complex, the reserves, queue, and meal arrays (where all the digested, digesting, and waiting to be eaten stats are stored) get reset to zero, and all of those penalty/bonus effects get dispelled. When they're dispelled, their OnEffectFinish blocks run and put your stats back where they should be. Then the next time the main block of the mod runs, it detects that the penalties aren't applied and reapplies a fresh set of appropriate effects. It's all set up to prevent any sort of stacking of penalties - I even keep track of and apply the penalties and bonuses via integers instead of floats to prevent rounding error from leading to eventual permanent stat changes.

I'll take a look at it though, I might not need to clear all of those arrays when you switch from complex to basic, so I might be able to let you pick up where you left off if you switch back to complex again.
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suniti
 
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Post » Thu May 24, 2012 10:21 pm

the reserves, queue, and meal arrays (where all the digested, digesting, and waiting to be eaten stats are stored) get reset to zero
Interesting. Those are the things that actually stayed the same when switching between modes.

When you first released the mod, I started out on Basic to get a good feel of it since I had some other of the recent survival mods as well at the same time. I recently switched to MC mode and I like it a lot, but I switched back to see how things worked. Running back on MC now, though.

Anyways, you're constantly making this mod better. Even if 1 loaf of bread weighs 1 lb. :dead:

:tongue:


{edit} okay, the bread part seriously needs to change, lol. Please please please. Dough is heavy. Fluffy loaves are light. I'll forgive the potato's weight of .8

:turtle:
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naana
 
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