by
Imp of the Perverse
http://skyrim.nexusmods.com/downloads/file.php?id=10639
http://steamcommunity.com/sharedfiles/filedetails/?id=13056
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Description
This is a realism oriented hunger/thirst/sleep mod for Skyrim. It assigns real world nutrition information to all the foods, giving each item its own strengths and weaknesses, effecting a large array of new stats in addition to the usual hunger/thirst/sleep. There are two modes available, Basic and More Complex.
More Complex mode keeps track of:
- Satiation - Penalties if greater than 100%, increases when eating
- Calories - Penalties if less than 0%, increases when eating/drinking
- Hydration - Penalties if less than 0%, increases when eating/drinking
- Sleep - Penalties if greater than 100% (8 hours)
- Blood (if you're a vampire) - Penalties if less than 0%, bonuses for high levels
- Protein - Penalties if less than 75%, Bonuses for greater than 125% (based on running average over last 8 hours)
- Nutrients - Penalties if less than 75%, bonuses for greater than 125% (based on running average over last 3 days)
- Alcohol - Penalties and bonuses depending on level (none for 0%)
- Caffeine - Bonuses depending on level (none for 0%)
- Mental Fatigue - Penalties to magicka if greater than 0%, increases as magicka is expended, decreases when you sleep or rest
- Physical Fatigue - Penalties to maximum stamina if greater than 0%, increases as stamina is expended, decreases when you sleep or rest
- Morale - Bonuses if greater than 6.0, penalties if less than 4.0, increases or decreases depending on the appeal of the food you eat
- Satiation
- Calories
- Hydration
- Sleep
- Blood (if you're a vampire)
You can drink or bottle water at some bodies of water, but it's only sprodically available since most of the water in the game is either a water plane or a static effect, rather than an activator (hopefully SKSE will be able to help with that in the future.) Most of your water will have to come from inns for now. Most food merchants will sell bottled water (along with brewed tea) though there's a bug that prevents the new items from showing up in their barter menu until you've traded with them. On the up side you won't have to worry about merging any leveled lists or waiting for any containers to respawn.
Eating raw meat has a chance to cause food poisoning (Enteritis Salmonellosis). It lowers your health, magicka, and stamina, and causes you to become dehydrated 2x as fast. It will wear off in a day, or can be cured via potion or shrine like any other disease. Your disease resistance will also reduce the chances of your contracting food poisoning, so vampires and werewolves are fine with raw meat, though the appeal is low.
Alcohol will get you drunker depending on what you drink and how much. There are accompanying visual effects that can be disabled via the config menu. At the moment it boosts speech if you aren't too drunk, hurts your crafting skills quite a bit, and provides a slight damage resistance boost (up to around 10% if you're really wasted.)
Vampires do not need to eat, drink, or sleep, only feed. As undead, their metabolism also slows to zero if they are innactive. Once a sleeping victim has been fed upon, it will take three days before they've recovered enough for you to feed on them again. In complex mode, vampires will also feel the effects of morale and fatigue. Vampires can also drain a small amount of blood from raw meat (without worrying about food poisoning, they have 100% disease resistance.) No other foods can be consumed by vampires though.
Eating and drinking animations will play after you exit your inventory menu if you've eaten anything. These can be disabled via the config menu.
Penalties and bonuses are applied via script, which allows me to ramp them up from 0 rather than suddenly applying them at full strength once you cross some threshold. The strength of the effects are also percentages of your base actor values, meaning they scale as your character becomes more powerful - they won't be overpowered at low levels or insignificant at high levels.
Foods take time to digest, though liquids, alcohol, and caffeine enter your system much faster.
Your needs will vary depending on how active your character is. Riding a horse is a good idea.
You can switch between unit systems in the config menu. It's all reported in percents by default, but you can see hunger in terms of calories if you want, thirst in terms of ounces or milliliters.
The nutrition stats for the foods were obtained from NutritionData.com. Awesomely, that site now provides water content, fullness factor, and nutrient factors for foods, numbers I had to more or less make up in older versions.
When IMCN is activated, it checks your character's race and six and uses them to determine a height, weight, body fat percentage, and skeletal muscle percentage. At the moment these numbers remain fixed, and are only used to effect your needs rates (heavier characters need to eat more, etc.) but future versions will also include bonuses for body fat percentage and skeletal muscle, which will change over time depending on your activity levels and foods eaten.
There's a built in timescale adjuster, this mod is probably unplayable at the default timescale of 20. I'd recommend something between 5 and 10. It has a fixed mode (timescale stays at what you set it to) and a dynamic mode that uses a separate configurable timescale for:
- Interiors
- Exteriors (main worldspace "Skyrim")
- Cities (exterior worldspaces other than the main worldspace)
- Combat (overrides location based timescales if you enter combat)
- Dialog (not working at the moment)
Here's a brief description of the way this mod works, it should help shed some light on what all the various numbers mean:
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 or 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 to protein, 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. Alcohol is displayed as Blood Alcohol Content (BAC) while caffeine is reported in milligrams of caffeine per kilogram body weight (mg/kg).
Mental and physical fatigue start out at 0% and increase as you expend magicka or stamina, respectively (I think its about a 1% increase for fully depleting your stamina or magicka bar.) You'll suffer a penalty to overall magicka or stamina for anything over 0%, but its a really minor amount 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 on 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 equally tasty non-filling ones.) Eating entirely 10.0 appeal foods will eventually get your morale up to 10, but no higher. Eating entirely 0 appeal foods will eventually get your morale to 0, but no lower.
List of penalties and bonuses:
Satiation
- Penalty if greater than 100%
- Decreases run speed
- Penalty if less than 0%
- Decreases maximum stamina
- Decreases maximum magicka
- Decreases weapon skills
- Decreases speed
- Penalty if less than 0%
- Decreases healing rate
- Decreases maximum magicka
- Decreases maximum stamina
- Decreases run speed
- Penalty if greater than 100%
- Decreases all skills
- Penalty if less than 0%
- Bonus if greater than 200%
- Increases/decreases run speed
- Increases/decreases illusion skill
- Increases/decreases sneak skill
- Penalty if less than 75%
- Bonus if greater than 125%
- Increases/decreases run speed
- Increases/decreases carry weight
- Increases/decreases weapon skills
- Penalty if less than 75%
- Bonus if greater than 125%
- Increases/decreases all skills
- Effects begin at 0.03%
- Peak speech bonus at 0.06%
- Increases/decreases speech skill
- Decreases crafting skills
- Increases damage resistance
- Increases run speed
- Increases crafting skills
- Increases maximum magicka
- Increases maximum stamina
- Penalty increases rapidly above 30%
- Decreases maximum magicka
- Penalty increases rapidly above 30%
- Decreases maximum stamina
- Penalty if less than 4.0
- Bonus if greater than 6.0
- Increases/decreases healing rate
- Increases/decreases magicka rate
- Increases/decreases stamina rate
- Decreases maximum health (25%)
- Decreases maximum Magicka (25%)
- Decreases maximum stamina (25%)
- Doubles rate of dehydration
Basic Tips
- Try to keep your hunger and thirst above 0, shoot for above 100% for both after a meal.
- Eat before fast traveling if you find you're arriving too hungry.
- Ride a horse. This will conserve calories and water, and give you a chance to recover from fatigue.
- USE THE TIMESCALE ADJUSTER. It can be enabled and configured in the config menu.
- Check out the +IMCN Conditions+ menu to get an idea of the kinds of penalties or bonuses provided.
Installation
It should install automatically via NMM or the workshop just fine.
For manual installers, Imp's More Complex Needs.bsa, Imp's More Complex Needs.esm, and IMCN - Overrides.esp are all required. The .esp needs to load later in your load order than anything else that might effect foods, water activators, or the vampire feeding perk.
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Updating
No special instructions for updating, NMM's "update" option should take the right steps - just overwrite the old files with the new ones. See the important not about uninstalling though.
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Uninstalling
!!!!! IMPORTANT !!!!!!
Before uninstalling, enter the foods section of your inventory and click the +IMCN Vitality+ item, go to "Actions" and pause by either clicking the Enable/Pause toggle button, or the Reset button. The button should read "Enabled/Pauses: Paused" when you're done. This will dispel all active effects, making it safe to uninstall without messing up your character's stats. Save, then uncheck the files from your load order.
!!!!! IMPORTANT !!!!!!
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Version History
v0.23
UI:
- Status messages, numberless UI, and quick needs check power now factor in digesting food
- Numbers-based quick needs check message now also shows amount digesting
- Added message to Quick Eat letting you know when you're full
- Added "Cancel Meal" option to "Too Full" eating message
- Moved "Too Full" message to after you click "Eat" rather than before you enter the eating menu
- Roughly doubled digestion rate (foods will enter your system faster)
- Lowered max satiation a bit so you get full easier (but overall you can eat more in a day due to the digestion rate increase)
- Lowered daily nutrient requirement by 20%
- Raised daily protein requirement by 30%
- Raised daily calorie requirement by 30%
- Added option to disable carryweight bonuses for reduced carryweight compatibility
- Lowered alcohol content of generic wine by about 75% (watered it down)
- Rebalanced soups and stews to match ingredients
- Horker meat now based on bacon rather than whale blubber to be less freakish
- Lowered price of water
- Added recipe for grilled clam (highly recommended)
- Implemented better method for adding supplies to vendors
- Riften and Whiterun wells can now be used for drinking and refilling
- Set the "allow repeat stages" flag on the main quest (possible workaround for rare installation bug)
- Fixed numberless UI bug ("Underfed" now based on calories alone)
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)
- 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
- 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
- Fixed sleep flag not being cleared (important bug fix related to sleep debt, stamina, and vampirism)
- Fixed new items not showing up in vendor inventories right away
Known Issues
- Traveling via cart will make you as hungry as traveling on foot
- Very few bodies of water will allow you to drink or bottle water
Credits
Bethesda for creating an awesome game with plenty of food scattered throughout, and a great scripting language to mess around with it all
Norbingel for the concept behind fatigue
Phitt for the activator-friendly water mesh
All the people who used the Fallout 3 and New Vegas versions of this mod, a lot of its features are based on their feedback.