[RELz] Imp's More Complex Needs

Post » Fri May 25, 2012 5:32 am

I saw a mod on the workshop that is somehow able to account for whether you're on grass, snow, or whatever, so I think there is a way. Not sure how it could be applied to drinking though - the bank material probably varies a lot, and you stand on the ground rather than the water.
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Chloe :)
 
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Post » Fri May 25, 2012 3:52 am

I just uploaded an update to the Nexus and Steam. Just a couple of bug fixes, it fixes the sleep flag bug and water, coffee, and tea not showing up in vendor inventories right away. Next update (barring another minor but necessary bugfix) will most likely be next week.
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Conor Byrne
 
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Post » Fri May 25, 2012 3:34 am

Do you have any plans to make food more scarce? In the Fallout games it was fairly scarce and you had to explore to find more food, but it's pretty much all over the place in Skyrim. This was exemplified to me when I went into a bandit cave and there was more food in the "dining room" then the 7 bandits inside could ever eat. :P
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Alycia Leann grace
 
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Post » Thu May 24, 2012 8:57 pm

The update seems to work well. I didn't notice any issues after an hour of playing!
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Matthew Barrows
 
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Post » Thu May 24, 2012 9:11 pm

I saw a mod on the workshop that is somehow able to account for whether you're on grass, snow, or whatever, so I think there is a way. Not sure how it could be applied to drinking though - the bank material probably varies a lot, and you stand on the ground rather than the water.

If you are able to calculate when your feet make splashing sounds then it would be easy to put a script on empty bottles to become full of water when you stand on or in a water source. ( when you activate the empty bottle )
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Emma
 
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Post » Thu May 24, 2012 9:04 pm

FYI, I found an area that allows you to fille your water bottles. It is the "derelict pumphouse" in Blackreach.
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Erich Lendermon
 
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Post » Fri May 25, 2012 3:05 am

FYI, I found an area that allows you to fille your water bottles. It is the "derelict pumphouse" in Blackreach.

That's convenient :P

Do you have any plans to make food more scarce? In the Fallout games it was fairly scarce and you had to explore to find more food, but it's pretty much all over the place in Skyrim. This was exemplified to me when I went into a bandit cave and there was more food in the "dining room" then the 7 bandits inside could ever eat. :tongue:

I could probably tweak some of the leveled lists to reduce the amount of food found in containers, but a lot of the food is just sitting around. Getting rid of it would mean hand editing every cell in the game, which would be quite a task.

If you are able to calculate when your feet make splashing sounds then it would be easy to put a script on empty bottles to become full of water when you stand on or in a water source. ( when you activate the empty bottle )

I really wish we had the sort of engine level tools available in things like Unity. All I need is a darn raycast! As far as I know, the impact data info is what determine which sounds play when an object is impacted. That seems to be handled by the engine though rather than a script we have access to. The most promising thing I see looking around the CK wiki are the GetAnimationVariable functions, its possible that the material the player is standing on is stored as an integer as part of the animation graph. I haven't seen a list of possible animation variables anywhere though - you have to specify the one you want by name in a string.
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helen buchan
 
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Post » Fri May 25, 2012 6:16 am

Having food left in barrels in long abandoned dungeons is lame and does kind of undercut an immersionist experience. Please consider Instead of tackling leveled lists I'd investigate another mod whose focus is leveled lists and recommend that or make it a separate esp.

For instance the two mods that seem to be heading toward being good at addressing the overabundance of food in dank dungeons is http://www.gamesas.com/topic/1348596-relzwip-loot-overhaul-rebalanced/ and http://www.gamesas.com/topic/1344576-wip-piratelords-list-adjustments/. Not that I suppose having your own list mod wouldn't work but it would then require bash to use with other list mods.

I need to put Mass Effect down and come back to Skyrim - I'm falling behind. Not sure if this can handle food/drink from any mod yet. That is going to be needed because if all previous games are any indication there are people out there right now working to port all previous TES game foods, drinks, ingredients, potions ... just about everything.
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Michael Korkia
 
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Post » Thu May 24, 2012 3:54 pm

I have no problem with letting someone else tackle the abundance problem, that's definitely something that's going to vary from one user to the next. I kind of like seeing all the food everywhere, but I agree seeing fresh tomatoes in a centuries old tomb is pretty lame.

As for compatibility with other foods, I need the CK's script property editor in order to specify the nutrition info for new foods, so unless TESVEdit is able to do that, I'm sort of limited to mods that have true .esm's that I can reference (unless someone figures out a way to make the CK ok with .esp masters.) On the up side creating a new food is much less of a click fest than it was with my old system, and considerably more flexible.

I may have figured out a way to put hunger/thirst/sleep status icons up on the HUD. Can't quite get it working yet (I'm pretty lame with nifskope) but in theory it should work.
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herrade
 
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Post » Thu May 24, 2012 3:36 pm

I hope you add visual effects as those are best to remind people to get in shape ....

I usually forget to check stats like - this or - that due to this or that but if I get a blurred vision , super delayed movements, constant coughing or the like .... then I am annoyed and I run to eat or drink something , ... stuff like that woudl go better I think ....

woudl be great if you could make this compèatible with that :

http://www.gamesas.com/topic/1347615-new-realistic-smithing-perk-tree/page__fromsearch__1

and hypothermia ....

as for the food
I agree that food shouln't go at all everywhere
, why not add the variation of rotten food? if food is left somewhere in a abandoned place after a while will becomre rotted and not commestible no?

plus add a script that if you go to some camps and harvest the food after a month or two may grow new one ....
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Jaylene Brower
 
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Post » Thu May 24, 2012 3:44 pm

Hey imp the creator of this mod says if you get wet you get cold.

http://www.gamesas.com/topic/1345999-wip-deadly-exposure/

maybe get in touch with and see how he does it.
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Cat Haines
 
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Post » Fri May 25, 2012 3:59 am

YAY! Finally a reason for me to carry around food and pay attention to the cooking kettles and camp fires!!! Thank you!!
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mishionary
 
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Post » Thu May 24, 2012 11:07 pm

Hey!

I don't know if it's only me, but I don't quite understand the way the percentages represent satiation, hunger, thirst and all that. What do they show? How well satiated you are in that particular craving, or how bad you got beyond normal levels of them?

Sorry for the dumb question. :D
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Lillian Cawfield
 
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Post » Thu May 24, 2012 6:20 pm

Right now the encumberance multiplier is only 0.1 (1.0 would be realistic, except that the normal person can't run around carrying 300 lbs...) so it doesn't really have that strong of an effect.

Translating TES units into real world units is problematic at best. A real steel sword weighs between 2 and 3 lbs. It weighs 10 TES units or 3-1. The problem is that TES items are not at all proportional to each other. A full set of steel plate armor weighs 59 - about right for 1-1. An ebony one hander weighs 15 units - even at 3-1 that is 5 lbs, way too heavy for a one handed weapon. In other words - TES weights are totally wacked by any account.

TES units also do not take into account proportions. I can easily carry 120 lbs, but could really carry 2 full sets of armor or 30 swords? Not likely.

Short version is do what makes the mod playable and enjoyable. When it comes to weight in TES, reality is right out.
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Krystina Proietti
 
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Post » Thu May 24, 2012 9:58 pm

I'm a tad worried this mod is almost too complex lol, but I might have to give it a go. Either way, kudos on making it. I'm sure many, many hours were spent on this.
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John N
 
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Post » Thu May 24, 2012 8:16 pm

Hey!

I don't know if it's only me, but I don't quite understand the way the percentages represent satiation, hunger, thirst and all that. What do they show? How well satiated you are in that particular craving, or how bad you got beyond normal levels of them?

Sorry for the dumb question. :biggrin:

Satiation was called "fullness" in past versions. It represents how full your stomach is - 100% and you're stuffed, any more and you suffer a penalty. The idea is to try to satisfy your other needs without getting too full (it was actually the thing that started this mod off.) All the other numbers represent how much of their respective substance you have in your system, so higher is generally better. "Hunger" is really the combination of calories, protein, and nutrients, but the most important number is the calories, which need to remain above zero for you to avoid penalties.

Nutrients and protein are tracked a little differently. Rather than having a sort of gas tank that you fill up and deplete depending on how active you are, what I do is calculate the rate at which you're eating them in grams per day/nutrient units per day. Average protein intake for a person is around 50 grams per day, but weight lifters and such try to boost that, so this mod gives you a bonus if you've been eating more than 50 grams per day (in terms of percents, 100% represents 50 grams per day, so if you get above 100% you get a bonus.)

Nutrients are similar, but the units are a bit more obscure. There's a website called NutritionData.com that has a wealth of nutrition info on foods, including something they call ND Rating. Its sort of a generic number to give you an idea of how nutritious a food is relative to how many calories it has (takes vitamins, minerals, omega 3 fatty acids, etc. into account.) So the nutrient count for foods in this mod is their number of calories multiplied by their ND Rating.

Alcohol and Caffeine start out at 0%, meaning none is in your system, and it increases as you consume some.

Mental and physical fatigue start out at 0% and increase as you expend stamina (I think its about a 1% increase for fully depleting your stamina or magicka bar.) You'll suffer a penalty to overall magicka and stamina for anything over 0%, but its really minor until you get up above around 30% or so, at which point you should probably rest a bit (sit and wait, sleep, or ride your horse somewhere.) It's a new feature so I'm not sure how the balance works out, I should probably hold off on penalizing you at all until you get up above around 10% or so.

Morale works like a 0-10 rating scale, with 0 terrible, 5 meh, and 10 amazing. You get penalties below 4 and bonuses above 6. When you eat something, its appeal is averaged with your morale (its a weighted average based on the satiation content of the food, so really tasty, filling foods will boost your morale more than tasty non-filling ones.) Eating all 10.0 appeal foods will eventually get your morale up to 10, but no higher. Eating all 0 appeal foods will eventually get your morale to 0, but no lower.
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Adam Baumgartner
 
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Post » Fri May 25, 2012 12:22 am

Imp - that was a very clear and concise explanation, thanks. Maybe you could include a version of this in the "official" documentation for the mod?
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Katy Hogben
 
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Post » Thu May 24, 2012 8:20 pm

Imp - that was a very clear and concise explanation, thanks. Maybe you could include a version of this in the "official" documentation for the mod?

Thanks. My readme was really rushed, I pretty much just finished the mod and said, "time to upload." I'll polish up the above text and add it to the readme, REL op, and download pages. I'll also put together a list of penalty and bonus effects for each stat, though that's a little complicated since they're equations rather than fixed amounts.
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Eve(G)
 
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Post » Fri May 25, 2012 5:56 am

Here's a penalty/bonus list, also added to the OP and readme for the next update:


Satiation
  • Penalty if greater than 100%
  • Decreases run speed

Calories
  • Penalty if less than 0%
  • Decreases maximum stamina
  • Decreases maximum magicka
  • Decreases weapon skills
  • Decreases speed

Hydration
  • Penalty if less than 0%
  • Decreases healing rate
  • Decreases maximum magicka
  • Decreases maximum stamina
  • Decreases run speed

Sleep
  • Penalty if greater than 100%
  • Decreases all skills

Blood
  • Penalty if less than 0%
  • Bonus if greater than 200%
  • Increases/decreases run speed
  • Increases/decreases illusion skill
  • Increases/decreases sneak skill

Protein
  • Penalty if less than 75%
  • Bonus if greater than 125%
  • Increases/decreases run speed
  • Increases/decreases carry weight
  • Increases/decreases weapon skills

Nutrients
  • Penalty if less than 75%
  • Bonus if greater than 125%
  • Increases/decreases all skills

Alcohol
  • Effects begin at 0.03%
  • Peak speech bonus at 0.06%
  • Increases/decreases speech skill
  • Decreases crafting skills
  • Increases damage resistance

Caffeine
  • Increases run speed
  • Increases crafting skills
  • Increases maximum magicka
  • Increases maximum stamina

Mental Fatigue
  • Penalty increases rapidly above 30%
  • Decreases maximum magicka

Physical Fatigue
  • Penalty increases rapidly above 30%
  • Decreases maximum stamina

Morale
  • Penalty if less than 4.0
  • Bonus if greater than 6.0
  • Increases/decreases healing rate
  • Increases/decreases magicka rate
  • Increases/decreases stamina rate

Food Poisoning
  • Decreases maximum health (25%)
  • Decreases maximum Magicka (25%)
  • Decreases maximum stamina (25%)
  • Doubles rate of dehydration
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Princess Johnson
 
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Post » Thu May 24, 2012 4:27 pm

Here's a penalty/bonus list, also added to the OP and readme for the next update:


Satiation
  • Penalty if greater than 100%
  • Decreases run speed
Calories
  • Penalty if less than 0%
  • Decreases maximum stamina
  • Decreases maximum magicka
  • Decreases weapon skills
  • Decreases speed
Hydration
  • Penalty if less than 0%
  • Decreases healing rate
  • Decreases maximum magicka
  • Decreases maximum stamina
  • Decreases run speed
Sleep
  • Penalty if greater than 100%
  • Decreases all skills
Blood
  • Penalty if less than 0%
  • Bonus if greater than 200%
  • Increases/decreases run speed
  • Increases/decreases illusion skill
  • Increases/decreases sneak skill
Protein
  • Penalty if less than 75%
  • Bonus if greater than 125%
  • Increases/decreases run speed
  • Increases/decreases carry weight
  • Increases/decreases weapon skills
Nutrients
  • Penalty if less than 75%
  • Bonus if greater than 125%
  • Increases/decreases all skills
Alcohol
  • Effects begin at 0.03%
  • Peak speech bonus at 0.06%
  • Increases/decreases speech skill
  • Decreases crafting skills
  • Increases damage resistance
Caffeine
  • Increases run speed
  • Increases crafting skills
  • Increases maximum magicka
  • Increases maximum stamina
Mental Fatigue
  • Penalty increases rapidly above 30%
  • Decreases maximum magicka
Physical Fatigue
  • Penalty increases rapidly above 30%
  • Decreases maximum stamina
Morale
  • Penalty if less than 4.0
  • Bonus if greater than 6.0
  • Increases/decreases healing rate
  • Increases/decreases magicka rate
  • Increases/decreases stamina rate
Food Poisoning
  • Decreases maximum health (25%)
  • Decreases maximum Magicka (25%)
  • Decreases maximum stamina (25%)
  • Doubles rate of dehydration

Wow , sounds really good. I like the fine differences between the various food and drinks.
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Sylvia Luciani
 
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Post » Thu May 24, 2012 9:45 pm

I'm loving this mod so far but my loadtimes seem to have taken a large hit. Even outside my loadtime has increased (~20 sec) when I cross cells, and my interior loadtimes are nearly 2 minutes...

I didn't use the mod's timescale adjuster in-game, instead I had already "set timescale to 2" in the console back when I started the character, would this make any difference? Has anyone else experienced this and are there any solutions?

Otherwise fantastic mod looks like alot of work went into this!
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Phoenix Draven
 
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Post » Fri May 25, 2012 6:10 am

I'm loving this mod so far but my loadtimes seem to have taken a large hit. Even outside my loadtime has increased (~20 sec) when I cross cells, and my interior loadtimes are nearly 2 minutes...

I didn't use the mod's timescale adjuster in-game, instead I had already "set timescale to 2" in the console back when I started the character, would this make any difference? Has anyone else experienced this and are there any solutions?

Otherwise fantastic mod looks like alot of work went into this!

I just searched around the CK subforum to see if there's any mention of load times being effected by Papyrus scripts, but didn't see anything. I'll keep my eye's peeled for any news that comes up on that front. Not sure how it would be effected since all scripts only execute during game time, they wouldn't even be running in a load screen. I also can't see them taking up much memory (the entire mod is less than half a meg) but I could be wrong. The timescale adjuster also does basically the same thing that you did by setting the timescale via the console, so I doubt that would change anything.
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Project
 
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Post » Thu May 24, 2012 7:46 pm

...
...Morale works like a 0-10 rating scale, with 0 terrible, 5 meh, and 10 amazing. You get penalties below 4 and bonuses above 6. When you eat something, its appeal is averaged with your morale (its a weighted average based on the satiation content of the food, so really tasty, filling foods will boost your morale more than tasty non-filling ones.) Eating all 10.0 appeal foods will eventually get your morale up to 10, but no higher. Eating all 0 appeal foods will eventually get your morale to 0, but no lower.

Thank you for your answer! :)
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latrina
 
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Post » Fri May 25, 2012 2:39 am

Im enjoying the basic mode...does all them penalties affect the basic mode as well?
Im not experiencing any long load times.
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sas
 
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Post » Thu May 24, 2012 11:34 pm

@qwert
The only things that apply to basic mode are satiation, calories, hydration, blood, and sleep. I'll be adding in caffeine and alcohol too though soon.

Gonna be out of town the next few days (going snowboarding if the conditions are OK) but should be back this weekend.
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Logan Greenwood
 
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