[RELz] Imp's More Complex Needs #2

Post » Sun May 27, 2012 9:03 am

I love the spirit of this mod but I think I'll check it out again later when its more fleshed out. I don't like being stuffed and starving at the same time.
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Nicole M
 
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Post » Sun May 27, 2012 4:42 am

^ Could you elaborate exactly on what that means? The first initial version of IMCN was more fleshed out than the other needs mods, and now it's gotten even better. I'm not sure how you can be stuffed and hungry at the same time as the digestion aspect of this mod is brilliant. The time it takes for food to settle in isn't a static number that hits you all at once; it's a gradual change in real-time (assuming your timescale is reasonable and not set at 1 or 200+). And once you're full, you're not required to eat more (therefore you're not starving). You're allowed to see how exactly hungry or full you are. If you are half full, you're allowed eat a bit more if you desire, but you don't have to. The time when you are actually hungry and need food is the time you are required to eat in order to survive. The Complex mode actually isn't that 'complex' to grasp and compliments the mod's intentions very well.

If you're just looking for 2 sweetrolls to make you full for the day, that isn't exactly fleshed out; and there's plenty of those.
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Marina Leigh
 
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Post » Sat May 26, 2012 7:24 pm

"Stuffed" and "starving" with this mod means your stomach's full but you have low blood sugar, and its easy to avoid if you try to eat like a normal, active person. In real life if you were to, say, spend a day hiking without eating anything, then scarf down two heads of lettuce, you'd feel full but would still be about 1800 calories short of where you should be. There isn't a Skyrim-appropriate word for "low blood sugar" though, so I call it hunger.
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LijLuva
 
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Post » Sun May 27, 2012 12:27 am

"Stuffed" and "starving" with this mod means your stomach's full but you have low blood sugar, and its easy to avoid if you try to eat like a normal, active person. In real life if you were to, say, spend a day hiking without eating anything, then scarf down two heads of lettuce, you'd feel full but would still be about 1800 calories short of where you should be. There isn't a Skyrim-appropriate word for "low blood sugar" though, so I call it hunger.
I intake about 1200 calories per day in real life. I spread out my meals, eat a decent portion and don't eat in-between until my next scarfing session. I eat a lot of protein and I'm never hungry. Your mod allows me to cheat. Now I'm gonna push you to add a "Fit Complex" mode. :P
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RObert loVes MOmmy
 
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Post » Sun May 27, 2012 3:32 am

My next big update is going to reset everyone's stats, since I'm converting everything from player-specific quest scripts into more generic reference alias scripts that will work for any actor. I probably won't be introducing weight gain/loss before then since it takes a while to build up bonuses and I don't want everyone to suddenly lose all that, but it's on the list.
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W E I R D
 
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Post » Sat May 26, 2012 7:35 pm

i love the personal computer this mod adds

every skyrimmer needs a pipboy500

is it possible to add a computer animation or a pipboy on the wrist?
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Brian Newman
 
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Post » Sun May 27, 2012 4:49 am

Heh, most people seem to want it to go the opposite direction and get more organic, less numbery. I was thinking it might be cool to hide most of the nutrition info until you've unlocked it somehow, maybe via a spell, or alchemy skill, or some sort of nutrition handbook hidden somewhere in the world.
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Ysabelle
 
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Post » Sun May 27, 2012 4:33 am

Heh, most people seem to want it to go the opposite direction and get more organic, less numbery. I was thinking it might be cool to hide most of the nutrition info until you've unlocked it somehow, maybe via a spell, or alchemy skill, or some sort of nutrition handbook hidden somewhere in the world.

I found myself thinking something similar recently; a kind of 'diagnostic' Restoration spell could be a cool way to list the character's current protein/fat/nutrition/etc stats.

It could also list any diseases you might have as well, since it's easy to miss those "you have contracted whatever" messages when you're distracted in an "OH GOD A BEAR IS MAULING ME" sort of way. Or not... I guess it would be sort of extraneous.
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P PoLlo
 
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Post » Sat May 26, 2012 6:52 pm

Heh, most people seem to want it to go the opposite direction and get more organic, less numbery. I was thinking it might be cool to hide most of the nutrition info until you've unlocked it somehow, maybe via a spell, or alchemy skill, or some sort of nutrition handbook hidden somewhere in the world.
Too bad there isn't really a character sheet page where you can read your stats (what few we have and only accessible via the star gazing).

Two mods come to mind: Realistic Health by Abo (Oblivion) and Better Living Through Chemistry (Fallout). Both offered visual queues for the player to notify them of the characters status without getting all numbery.

If I had the talent and know how I would very much like to do a mod where potions last 5 times longer and had visual effects to accompany the magical effects - like drink a potion that ups strength and damage that lasts an hour, but with the downside of getting tunnel vision. Making it more akin to Better Living.

But in terms of Realistic Health by Abo - what would happen is the colors would dull and become more flat the less health a person has. I think it would be interesting if that were developed for the differing factors your tracking here (new stats as they are).

But also integration into the HUD/UI in non numbery way ... wish we had Hud Status Bars for Skyrim.
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Ebou Suso
 
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Post » Sun May 27, 2012 3:40 am

BLTC was pretty great. Coming up with good visuals for hts would be tough though, something subtle enough to not be annoying, but still noticeable (I've had some people say they didn't even notice my drunk visuals at first.)

Having a suite of spells that allowed you access to all the detailed nutrition info would be cool, but I think a lot of newer users would find it a little overwhelming (this mod's bad enough in that department as it is.) Plus there's the issue of roleplaying, how would I create a magic-less warrior equivalent?

HUD bars would be good, I wouldn't totally rule it out. I've heard there's some free Flash development software, I'll have to sit down one of these days and see if I can figure it out.
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Lizzie
 
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Post » Sun May 27, 2012 3:56 am

Hey Imp, I took your advice and signed up here..

Cant believe its taken me so long..
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Tinkerbells
 
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Post » Sun May 27, 2012 4:48 am

Hey, good to see you on here.
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NIloufar Emporio
 
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Post » Sun May 27, 2012 9:04 am

So what is the ideal timescale? That part is still really confusing me!
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Fiori Pra
 
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Post » Sat May 26, 2012 10:50 pm

If you enable the fixed timescale adjuster, it'll automatically set timescale to 8, which is probably a good place to start. Anything from 5 to 10 though should be fine. If you enable the dynamic timescale adjuster, by default it'll set timescale to 10 in exteriors and 5 everywhere else.
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Mark
 
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Post » Sun May 27, 2012 7:58 am

Hey there, quick question. Does the realistic mode (or whichever one uses the words instead of numbers) in the vitality menu always display all nutrition info? I remember checking it out when it first came out and I couldn't see any stats. Does it only display them when you are hungry/thirsty? If so, would it be possible to have a mode with the realistic names but all stats displayed always?
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Marina Leigh
 
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Post » Sun May 27, 2012 5:54 am

If you enable the fixed timescale adjuster, it'll automatically set timescale to 8, which is probably a good place to start. Anything from 5 to 10 though should be fine. If you enable the dynamic timescale adjuster, by default it'll set timescale to 10 in exteriors and 5 everywhere else.
As a note in Oblivion if you set the timescale via the console it will stick and override any mod alterations to the timescale (saves load last).

And I think it is the case that if you set it ever with the console - even putting it back to vanilla (what is that again?) will result in it sticking and not working with any dynamic timescale altering mods. This was discovered by TheNiceOne in making http://tes.nexusmods.com/downloads/file.php?id=27352. Meaning that to use a dynamic time management mod a new game was needed.

I've no idea wither this is the case with Skyrim. I suppose if there were console commands to use to get the timescale that would be one way to test, but I don't know what they would be or how else to test this. It may be worth asking TNO how he discovered it.

And as I recall I did indeed use the console for the one main game I have (which I've not played on for a few weeks), so if you figure out how to test this - I will do some testing.
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Lexy Dick
 
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Post » Sun May 27, 2012 7:42 am

Hey there, quick question. Does the realistic mode (or whichever one uses the words instead of numbers) in the vitality menu always display all nutrition info? I remember checking it out when it first came out and I couldn't see any stats. Does it only display them when you are hungry/thirsty? If so, would it be possible to have a mode with the realistic names but all stats displayed always?

The way that numberless menu is constructed, it uses conditionally visible buttons to report everything. I need a button for every word, and I only get 10 buttons per message box, so I'm pretty much at the limit of what I can report that way. You can still check all of those other stats via the Conditions menu, but it will be in numbers rather than words.

As a note in Oblivion if you set the timescale via the console it will stick and override any mod alterations to the timescale (saves load last).

And I think it is the case that if you set it ever with the console - even putting it back to vanilla (what is that again?) will result in it sticking and not working with any dynamic timescale altering mods. This was discovered by TheNiceOne in making http://tes.nexusmods.com/downloads/file.php?id=27352. Meaning that to use a dynamic time management mod a new game was needed.

I've no idea wither this is the case with Skyrim. I suppose if there were console commands to use to get the timescale that would be one way to test, but I don't know what they would be or how else to test this. It may be worth asking TNO how he discovered it.

And as I recall I did indeed use the console for the one main game I have (which I've not played on for a few weeks), so if you figure out how to test this - I will do some testing.

I'm pretty sure it works ok in Skyrim - at least if you're changing the timescale global variable via script. It should override any previous changes made via console. When I was putting the mod together, my test characters were just my regular Skyrim characters, both of which had custom timescales set via console. The timescale adjuster worked (or I would have been seriously frustrated.)
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mike
 
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Post » Sun May 27, 2012 5:54 am

Quick question, I'm making a compatibility patch for 0.24. Should I put my activators in IMCNFoodCell, or is that what IMCNmodFoodCell is for?
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KiiSsez jdgaf Benzler
 
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Post » Sat May 26, 2012 11:26 pm

I've been meaning to ask this a long time ago, but never got around to it.

Are there any differences between 'Do Not Eat' and 'Cancel Meal' ? I never understood the two, seemingly similar options.
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Chelsea Head
 
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Post » Sun May 27, 2012 5:20 am

Quick question, I'm making a compatibility patch for 0.24. Should I put my activators in IMCNFoodCell, or is that what IMCNmodFoodCell is for?

Cool, thank you. It wouldn't break anything if you put them in IMCNFoodCell, but that is what the IMCNmodFoodCell is for. Makes it a bit easier to find your foods when you're setting up the magic effects. Then add all of those object references to the IMCNlistModFoods formlist, that lets me iterate through them when I'm building my spoilage lists. I guess once a Papyrus version of SKSE is out those form lists will no longer be necessary, since I can just iterate through all of the items in those cells. That'll be handy.

I've been meaning to ask this a long time ago, but never got around to it.

Are there any differences between 'Do Not Eat' and 'Cancel Meal' ? I never understood the two, seemingly similar options.

"Do Not Eat" puts the food you're currently looking at back in your inventory rather than eating it. "Cancel Meal" puts the food back, but also returns any other foods you'd chosen to eat since entering your inventory (so if you've picked a bunch of stuff to eat, then come across something better, you can switch to the new item.) It's not exactly the most important feature, but it was easy to set up while I was in the process of doing the rest of it.
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Leonie Connor
 
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Post » Sun May 27, 2012 6:30 am

Thanks.

I'm liking your new system, it makes it nice and easy to keep all the portions and nutrition data consistent.
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Khamaji Taylor
 
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Post » Sat May 26, 2012 8:38 pm

Yup, that was always a huge hassle, you used to have to break out excel and start calculating stuff. I'm hoping to automate it even further with SkyProc, so you don't have to go through the tedium of setting up the effects and stuff, but that might be a ways out.
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Austin England
 
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Post » Sun May 27, 2012 5:38 am

This is very likely a stupid question, but it might be worth asking anyway. Are there supposed to be two of each the special items in the food category of the inventory (such as having two configs, conditions, vitals)? Or is this simply load order hullabaloo? The installation instructions indicate that all both the esm, and the two esps are to be checked it's all in there correctly I believe (I have matched my load order as per boss's recommendations. Again, this is likely a non issue as it hasn't interfered with gameplay. On a different topic: I really dig the idea of a having a diagnostic spell of some sort, anything that adds to the immersion ya'know? Anyway, thanks making such an awesome mod!
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Chloé
 
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Post » Sat May 26, 2012 11:45 pm

It is normal koneda. I suppose there's two of them to keep those information boxes hotkey'd after using them.
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abi
 
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Post » Sun May 27, 2012 12:38 am

I tried using this with The Vampire Overhaul and Vampire FX and noticed that it no longer counted my feedings towards the satiation/blood counts. Is there a particular way I should load these? Right now Complex Needs is above them. For now I've disabled it, though I'd love to run both at once. I'm wondering if it has to do with the ranks the Overhaul adds based off how many necks bitten or something.
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Mackenzie
 
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