[RELz] Imp's More Complex Needs

Post » Fri May 25, 2012 3:05 am

Imp's More Complex Needs v0.23

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
Basic mode keeps track of:
  • Satiation
  • Calories
  • Hydration
  • Sleep
  • Blood (if you're a vampire)
The bonus and penalty effects are the same for both modes, and can be seen in detail by entering the food section of your inventory and clicking the +IMCN Conditions+ item.


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)
The timescale adjuster can be fully disabled (its disabled by default) if you'd rather use something else.


Here's a brief description of the way this mod works, it should help shed some light on what all the various numbers mean:

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 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
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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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.
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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
Gameplay:
  • 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%
Configuration:
  • Added option to disable carryweight bonuses for reduced carryweight compatibility
Foods:
  • 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)
Bugfixes:
  • 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)
v0.20
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)
Gameplay:
  • 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
Configuration:
  • 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
v0.11
  • 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
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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
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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.
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Brooks Hardison
 
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Post » Thu May 24, 2012 11:18 pm

And there was much rejoicing.
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Kevin S
 
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Post » Thu May 24, 2012 9:13 pm

And there was much rejoicing.

Indeed. I always get excited about quality gameplay-changing mods. Those are the best kind of mod, in my opinion.
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Abel Vazquez
 
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Post » Thu May 24, 2012 10:42 pm

From other thread:
Ok, thanks! Yes, less on the HUD would be better.

Instead of having something pop up on the screen could you use sound effects from New Vegas or something similar and just add them in? Like when the needs are < 20% we hear a sound effect, perhaps a blurry effect as well with dehydration? This would be more immersive than a popup and we can still use the hotkey to get the full details. It will just save us having to check our vitality stats every 5 mins because we don't know how low we are but a sound effect would be cool.

Also can foods have their 'food stats' listed in the inventory beneath how much they heal you etc so that we can quick reference what each food type fulfils without having to click on each first?

The sound effect would have to delayed for battle though, a rumbling stomach would sound strange in the midst of a sword fight.

This mod is great so far

I can't use sounds from other games, but there may be some existing sounds that I could use, or I might be able to find some free ones available somewhere. I could maybe have some optional blurry effects (there's already one for being drunk), but imo those are a little annoying, so I'd rather try to find some other method.

As for listing the food stats in the inventory, I did it the way I did because there's a serious limit to the amount of information you can fit in the stock item card (the thing that shows healing effects, etc.) I could maybe create some dummy effects that have the sole purpose of displaying calories and hydration content, but the way it is now the food stats on the item aren't the same as the food's final stats, so I'd have to recalculate everything when I filled out the dummy effects. Plus, this is Skyrim, there's no Pipboy so I shouldn't even be telling you the stats anyway :P
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liz barnes
 
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Post » Fri May 25, 2012 12:06 am

From other thread:


I can't use sounds from other games, but there may be some existing sounds that I could use, or I might be able to find some free ones available somewhere. I could maybe have some optional blurry effects (there's already one for being drunk), but imo those are a little annoying, so I'd rather try to find some other method.

As for listing the food stats in the inventory, I did it the way I did because there's a serious limit to the amount of information you can fit in the stock item card (the thing that shows healing effects, etc.) I could maybe create some dummy effects that have the sole purpose of displaying calories and hydration content, but the way it is now the food stats on the item aren't the same as the food's final stats, so I'd have to recalculate everything when I filled out the dummy effects. Plus, this is Skyrim, there's no Pipboy so I shouldn't even be telling you the stats anyway :tongue:

Anybody here play Metal Gear Solid 3? That game had an awesome rumbling stomach sound for when you were getting hungry. Would be cool if you could find a sound effect like that for when you get hungry.

I mentioned in the last thread, but a hud like the primary needs hud for New Vegas would be awesome :). Combine it with immersive hud so you could disable/enable it on command and it would rock!
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Assumptah George
 
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Post » Thu May 24, 2012 4:57 pm

Woah, for a second there I was thinking my needs mod was too complex XD
Mine is infinitely more simple than that hehe

That's really insane! How did you do it?
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TASTY TRACY
 
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Post » Fri May 25, 2012 12:39 am

Woah, for a second there I was thinking my needs mod was too complex XD
Mine is infinitely more simple than that hehe

That's really insane! How did you do it?

Lots and lots of scripting :P The source is included in the archive I think. I'm really happy with the new scripting language, I've been using real languages like Java and C# lately, the thought of going back to something that lacked functions and classes was a bit scary. Things are a lot cleaner and easier to manage now that its object oriented.
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Mizz.Jayy
 
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Post » Fri May 25, 2012 1:36 am

Great to see you finally released this! I loved mods that did this for Bethesda's other games, including your Fallout versions of this mod. I've always liked how it means you need to plan out your exploration more, either packing enough food for an extended trip or hoping you can hunt or find food along the way.

So currently water can only be gotten from innkeepers? Is the vendor bug only if you don't merge levelled lists, or does it always happen?
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Jeffrey Lawson
 
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Post » Fri May 25, 2012 4:32 am

Phitt helped me create some new meshes for the water activators that lets me turn them into things you can activate, trouble is most of the water in the game is either the water plane or a static effect rather than a water activator. If you see a "Fresh Water (Use)" activation option on your hud when you're looking at a bit of water, you can drink from it or fill empty wine bottles. These special bits of water seem to mostly be in interior spaces.

The innkeeper/merchant bug happens because I'm adding the new items directly to merchant containers via script. It worked in Fallout, and makes it so that you don't need to merge leveled lists, which made me think it was a good idea since I wanted to upload to Steam too. But Skyrim seems to have problems with it.
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SiLa
 
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Post » Fri May 25, 2012 12:04 am

wohoooo!!!finally is out!!gonna test it later on...thanks so much for your effort for this awesome mod imp :D
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Dean Brown
 
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Post » Thu May 24, 2012 5:48 pm

Curses! I had stopped playing Skyrim to get some work done. I figured I had a few more weeks at least before some CK-powered mods pulled me back in. Ah well... :biggrin:

Edit: Hey, I got in the credits! :banana:
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Nathan Hunter
 
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Post » Fri May 25, 2012 3:11 am

I need some advice.Im a thief who sneaks across the country side therefore i dont use horses whats a good config?
I do fast travel when i can.
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MISS KEEP UR
 
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Post » Fri May 25, 2012 4:00 am

Wow, this looks awesome and very well done. :D
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Katharine Newton
 
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Post » Thu May 24, 2012 4:45 pm

I need some advice.Im a thief who sneaks across the country side therefore i dont use horses whats a good config?
I do fast travel when i can.

I'll release an update soon that'll let you slow down/speed up the rates if anything is giving you trouble. Another thing you could do in the meantime is to lower the exterior timescale using the dynamic timescale adjuster, I'm guessing you could get away with a rate as low as 1 for exteriors since most quest related stuff happens inside or in cities (not really sure what this game's timescale related bugs are exactly though.) Also, fatigue is based on stamina expended, so run rather than sprinting when you're traveling.
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Multi Multi
 
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Post » Thu May 24, 2012 8:52 pm

I set the time scale set to 5.Im having trouble understanding the %(0) numbers...what does it all mean?
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Andy durkan
 
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Post » Thu May 24, 2012 9:52 pm

the timescale adjuster i have on fixed is that right to adjust exteriors timescale?
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Robert
 
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Post » Fri May 25, 2012 6:34 am

Wow!

Thank you so much for this, I was just on the tail end of my latest Skyrim install, and was wishing for a hunger/thirst/sleep mod to come out.

To combat the water scarcity, what about adding wells to each town, and sporadically along roads?

Thanks again, amazing!
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Susan
 
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Post » Fri May 25, 2012 4:31 am

Anybody here play Metal Gear Solid 3? That game had an awesome rumbling stomach sound for when you were getting hungry. Would be cool if you could find a sound effect like that for when you get hungry.

I mentioned in the last thread, but a hud like the primary needs hud for New Vegas would be awesome :smile:. Combine it with immersive hud so you could disable/enable it on command and it would rock!
yep mgs fan boy here :smile: know what you mean, but thanks imp for your hard work as usual, now going to dive into it!! :biggrin:

Honestly though this game gets better and better EVERY day thanks to people like you imp! :wink:
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Milad Hajipour
 
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Post » Fri May 25, 2012 4:38 am

I set the time scale set to 5.Im having trouble understanding the %(0) numbers...what does it all mean?

If you're in the +IMCN Vitality+ menu, you'll see a bunch of numbers like this:

10.0%(5.0%)

The first number is the amount of "whatever" that you have digested (its the number that decides whether you're hungry, thirsty, full, protein starved, whatever.) The second number in parenthesis is the amount you're digesting. When you eat something, the number in parenthesis goes up immediately, then gradually goes down as you digest, while the non-parenthesis number goes up as the digested food gets into your system. If the two numbers add up to around 100%, you're probably fine.

If you're in the eating menu, you'll see 3 numbers like this:

10.0% / 0.0% / -5.0%

The first number is the food item you're looking at, the second number is what you've added to your meal so far, and the third number is that "digested" amount that decides whether you're hungry or full (or thirsty or whatever.) Try to make the three numbers add up to around 100% when you're putting together a meal.

the timescale adjuster i have on fixed is that right to adjust exteriors timescale?

"Fixed" mode will keep your timescale at whatever you set it to, always, including exteriors. If you click that timescale button again though it'll switch to "Dynamic" mode, which has a separate timescale for interior, exterior, cities, combat, and (eventually) dialog.


Wow!

Thank you so much for this, I was just on the tail end of my latest Skyrim install, and was wishing for a hunger/thirst/sleep mod to come out.

To combat the water scarcity, what about adding wells to each town, and sporadically along roads?

Thanks again, amazing!

I actually tried turning the existing wells (there are a few in some cities, and others near farms) into water sources via an activation perk, but that didn't seem to work. I wanted to avoid actually editing cells due to compatibility reasons (and time constraints) but something definitely needs to be done to make water more realistically available.
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sam smith
 
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Post » Fri May 25, 2012 1:38 am

hmm seems like a great mod but i have some issues that arent explained in the readme.

can u explain what all the percentages mean?

and a few of the other functions

i have

THIRST 1585ML (3861ML)

what is the 1st number and what is the bracketed number?

i had it on percentage 1st but that was even more confusing with 3 sets of numbers!


i have been waiting a long time for a mod like this but now i have this 1 i find it really difficult to understand if i need to eat or ive eaten to much, etc..etc..

am i supposed to go into vitality every 10 mins to track these numbers so i know that im healthy?

you've done a great job with this mod, i just cant find any info on what the displayed info means to me.

thx if u can reply.
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Rachel Eloise Getoutofmyface
 
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Post » Thu May 24, 2012 7:10 pm

Id cast my vote for a message saying youre hungry when youre hungry for simplicity especially for basic mode.
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Kira! :)))
 
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Post » Thu May 24, 2012 10:44 pm

See the post above yours for an explanation for the numbers in parenthesis. Here's a cheat sheet for the other stuff:
  • Calories - Keep it above 0%, you should be up above around 100% right after a meal.
  • Hydration - Same.
  • Blood - Same, though you'll also get bonuses if you're up above around 200% or so
  • Satiation - Keep it below 100%. If you're more than 100% full, its a bad thing.
  • Nutrients - Keep it above 75% to avoid penalties, above 125% for bonuses (100% for neutral.)
  • Protein - Same.
  • Alcohol - 0% means 0 effect, higher is drunker.
  • Caffeine - Same.
  • Mental Fatigue - Anything above 0% and you're being penalized, though the penalty ramps up very slowly until you hit around 30%, then it takes off.
  • Physical Fatigue - Same.
  • Sleep - In the vitality menu this is reported as hours, and it represents the number of hours you'd need to sleep to be fully rested. Anything above 8 hours (which takes 16 hours awake to accumulate) and you'll be penalized.
  • Morale/Appeal - Goes from 0 to 10. 5.0 is neutral, ten is good, 0 is bad.
If you'd rather not use percents, what the percents represent is one meal's worth of food. You need around 2000 calories a day, a third of that is about 650 calories. So eating 3 650 calorie meals should have you covered (it'll end up being more though since you're running around all over the place.) For water, the base daily amount is 2900 milliliters, so you need about 1000 mL per meal (you'll get a lot of that from the food though.)

I'll put together some status messages to flash in the corner of the screen as you change states, similar to what the Fallout versions had.
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Eoh
 
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Post » Thu May 24, 2012 10:54 pm

cool i handwritten all the stuff you told me,and looking forward for the message boxs.
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Zach Hunter
 
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Post » Fri May 25, 2012 3:06 am

Looks really good. I search for the right hardcoe Mod and have downloaded yours. I give it a try and see which one is the best. :smile:
Thanks for your work!
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Lakyn Ellery
 
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Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu May 24, 2012 11:22 pm

ah thx for reply i cant beleive i missed the above post (my fail)

messages would be a great addition good to see your working on it :)

thx for explaining the few issues.
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Gavin Roberts
 
Posts: 3335
Joined: Fri Jun 08, 2007 8:14 pm

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