Hey there, was messing around with the configuration of your mod, and I found an option called CWBonus. I looked around a little bit and couldn't find any mention of it. What does it do?
Here's a picture of it. http://screensnapr.com/v/FhcyOP.jpg
CWBonus lets you disable or enable carryweight bonuses and penalties. It's there so that people that play with a realistic carryweight (modding the carryweight down to 70 or so via console) can avoid anything that would boost or hinder their carryweight too much. My penalties are based on the base carryweight magnitude (no way around that that I can see), which doesn't recognize any changes made via console.
What a great mod.

Finally there's a reason to eat food in Skyrim.
I know this question is not solely about IMCN, but was wondering if I could get some help re: load order?
I'm using IMCN, Frostfall, and LtMattMoo's Camping. Does it matter what order they are loaded in?
(Also have some others like Sounds of Skyrim, bigger bears, perpetual arrows, etc that I don't imagine would have any impact on the above?)
Thanks in advance, and THANKS to Imp for the mod. (Was a fan of Primary Needs back in FO3).
I don't thing anything in Frostfall will conflict with IMCN, so their order doesn't really matter. I'm not sure about the camping mod.
So, in the name of compatability I'm working on http://www.gamesas.com/topic/1358670-relzwipz-cosl-common-skyrim-library/ (CoSL).
The general idea is to use a set up like so:
CoSL Templates.esm- Will contain templates for items. For example, will contain a beer template, and players will be able to run a http://www.gamesas.com/topic/1345503-rel-skyproc-skyrim-processing-library/ program (which I'll write) to allow mods which add beer to inherit beer behaviours. Alternatively modders can create CoSL patches themselves.
- Allows a modder to create an item, and if the item has one of CoSL's keywords attached to it (such as CoSLBeer), the patcher will attach the beer behaviour scripts to the beer.
- This would allow modders/mod teams to create plugins that don't require CoSL, but if ran with CoSL the plugins will be significantly enhanced.
This will mainly benefit IMCN by allowing it to recognize all ingredients/food/drink from every mod, and handling them effectively. As I have little to no experience with thirst/sleep/hunger mods, what information from an object not native to IMCN would you need in order for it to work with your thirst/hunger system.
And more importantly, would you be interested in such compatibility? With the main point being IMCN will never, ever have to be dependent on CoSL Templates.esm.
That does sound interesting. To make an item compatible, there needs to be an IMCN food entry or food recipe item in my mod that has reasonably close nutrition info. The patcher would then need to create an IMCN food variant for each food, filling out the necessary spoilage, food poisoning, and appeal information, select an applicable food entry or food recipe to get the info from, and set the __food property to the food that the variant represents. The food entry, food recipe, and food variant items are activators with scripts attached whose properties hold the relevant information. Once created, the food variant activators then get placed in a dummy cell.
The patcher would then need to duplicate one of the existing magic effects used to trigger the eating menu, and set its IMCNasFoodVariant property to the appropriate food variant activator. That effect would then need to be attached to the food, and the food's old effects removed.
I'm pretty sure you already have water sources (wells, springs, etc.) on your list, but if not please add it.

Right now the only way I see to get more water sources to work would be to hand place activators along every waterway, something I'm not likely to do any time soon. I may think of something though.
Okay, I've been using this mod for about a week now. I use the basic version.
I'm trying...REALLY REALLY hard to like this mod. I've read the description many times and I still do not understand what the hell is going on here. I eat and drink, but I'm still hungry and thirsty. Okay...food takes time to digest. Sure, I'll wait 3 or 4 hours. Oh damn, now I'm both hungry, thirsty, and sleep deprived. What the hell is happening here?
Every time I go to eat and drink, the %/%/% numbers for the 3 stats constantly change. This makes it nearly impossible for me to see some kind of pattern.
I appreciate all the hard work, creating something like this is totally beyond my skills. I am not trying to troll here, I just want someone to explain to me, in very basic terms, how this mod actually works. I would enjoy it 10 times more if I just understood what is happening!!!!
The basic mode keeps track of calories and water ingested, and how full that makes your character. The object is to keep calories and water above 0% without getting too full (greater than 100% satiation.) The numbers in the eating menu show the stats of the food you just clicked, the combined stats of the foods you chosen to eat since entering your inventory, and the sum of your digested and digesting food, in that order. Generally speaking, if you can get those three calorie numbers, and those three hydration numbers, to add up to 100% or more, without the three satiation numbers adding up to more than 100%, you've put together a good meal - it provides enough calories and water to keep you going, without making you too full.
I just want to know what this means for sure. Thanks.
The appeal for each food is now modified at random the first time your character eats the food, and that value becomes part of your save (a random number between -2 and +2 is added to the original appeal.) The value will be different for each of your characters, which means every character you create will have slightly different likes and dislikes.