Nice work on getting IMCN out so quickly.

I was thinking more on how to possibly represent all the food stats in the mod in a way that might feel more appropriate to Skyrim's setting. Maybe rather than explicitly saying 'calories', 'protein', etc when looking at a food item, it could (optionally?) say something like:
Calories - Sustaining/Filling
Water - Juicy (unless it's a drink; describing a bottle of water as 'juicy' would be a little odd)
Protein - Hearty
Nutrients - Healthy?
Fat - Fatty/Rich
Alcohol - Alcoholic
Caffeine - Stimulating
Carbohydrates - Dunno... Starchy?
Sugar - Sweet
Appeal - Appealing
Each of those could be roughly quantified by a prefix like 'somewhat', 'moderately', 'very', etc. So a particular food item might be 'very hearty', 'somewhat rich', 'moderately juicy', etc. I don't know how difficult it would be to translate your stats into a message like that, but it seems like the sort of information it would be reasonable for a character in the game world to know/deduce when considering food, and it would maintain the mod's full complexity.
A lot of those sound good, especially "hearty" for protein. Maybe "nourishing" for nutrients? I can also leave out a lot of that extra info for now - at the moment carbs, sugar, and fat are just dummy stats, calories are entered directly rather than being calculated from them, so I wouldn't need to really tell the player about them. That may change in the future though if I can figure out a good way to implement glycemic index.
I saw one of the other food/sleep/thirst need mods implement a good system that reduces the crazy amount of food in the world. They made it so a lot of the food around dungeons, etc is "stale" so you'd get sick from eating it. Maybe you could make it so that a lot of the food found in caves, dungeons and other remote locations is spoiled or in very poor condition, so the chance of food poisoning is higher? It'd make resist disease things more important too, because you'd be able to eat worse foods if you had to. Kind of like how Fallout had perks or items dealing with radiation to make it less detrimental to eat the older, less well kept foods you find.
I'm trying to avoid editing cells to prevent compatibility issues and to leave that sort of thing up to people's personal taste. It would be nice if I could somehow tweak an existing food via script to dynamically increase its chance of causing food poisoning without having to create a half dozen different versions of each food. Maybe its something SKSE will be able to help with in the future.
So how does being werewolf change things, in particular werewolves feeding on people? Lets say you are really hungry, change into a werewolf, and then feed on someone. Will that feeding make you not hungry? Will you be hungry when you change back to a human? hmmm can you drink water while a werewolf?
At the moment vampirism is supported but werewolves and cannibals are not - they just do whatever they do in the vanilla game. I do plan on adding support soon though. I'm guessing that at the moment you can't drink water when in werewolf form, but I haven't tested it out.
Hey Imp, got some strange things happening with the menus. When I click on them to check my needs status or if I want to adjust anything sometimes it takes ages for the menu to come up or it just doesn't come up at all and others it opens straight away and also when it don't open the icon disappears from my inventory...any ideas?
It could have something to do with threading, that's something a little new to this engine and it might be responsible for stuff like that. I reworked the main body of the scripting to avoid threading issues, but with the menus its tougher since that's where everything interconnects. I'll see if I can make any improvements though.
This sounds brillient. Can't wait to give it a go.
Just a small request:
You've placed some emphasis on Alcohol and Caffiene, but you're leaving out another widely used (albeit sometimes frowned upon) recreational intoxicant that exists in the TES universe: Skooma
I'm sure this addition will bring even more praise to an already fantastic mod.
Besides, if you don't include it soon I'm pretty sure all those jealouse Khajits, who have been watching everyone else get bladdered, will start rioting. That can never be a good thing, they've got claws!
- Hypno
I'm staying away from potions for the moment but I do plan to treat skooma like alcohol and caffeine eventually.
I was thinking if it was possible to add a blessing that lowered your fall damage when you get drunk enough. Call it Drunk man's luck
That'd be interesting, but I think fall damage is controlled by a gamesetting, which means I'll need SKSE to tweak it.
I'm playing the basic version, and the stats in the food menu don't seem to match those of the conditions window.
http://i.imgur.com/skf2y.jpg
http://i.imgur.com/arm73.jpg http://i.imgur.com/tdMHt.jpg
Am I missing something obvious?
Edit: Nevermind, I am. I should be using the vitality item to check my stats, which also shows that part of the food I ate is still being digested.
That part got a little sloppy, partly because I'm limited to 9 numbers per message box. I thought the combination of digested and digesting food would be of more use to you in the "eating" menu than just the digested number, so I combined them there. They're listed separately in the Vitality menu since there's room, and in the Conditions menus only the digested number is shown, since that's the only number the penalty or bonus is based on.
so far this mod rocks....would like 2 see alcohol added to basic version and somekinda pop up to let you know your hungry,sleepy and thirsty.
Those are both on the list for the next update.
Really enjoying this mod, Imp. Greatly enhances the gameplay.
I have selected the option for status messages, which I thought would result in notification if the PC's hunger/thirst/etc. levels get too low. However, the only way to determine this is to check inside the "IMCN Conditions" menu.
Am I supposed to be seeing messages pop up to warn me about the conditions? Or is this something you were planning to implement at a later time?
Sorry, I had planned on including all that in the first release of the mod but dropped it in order to release a little sooner. Status updates are one of the most frequent requests though so that's the first thing I'm working on.
Hey Imp, just wanted to let you know I am enjoying your mod in more ways than one.

The primary needs really help to increase immersion during gameplay, but that's not even the most I'm getting out of the mod.
Your scripts have also been an invaluable help for me, as studying the inner workings of the mod has been an excellent way for me to learn some more about Papyrus. That alone makes this mod worth its weight in gold for me.
Thank you for all your work, and best of luck to your future projects.

Thanks, I usually try to help out in the CK forums when I can, though I've sort of just been focusing on getting this released recently. Glad to hear I'm still being of some help.