[RELz] Imp's More Complex Needs #2

Post » Sat May 26, 2012 11:40 pm

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!!!!
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Phillip Brunyee
 
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Post » Sun May 27, 2012 7:17 am


v0.24
Gameplay:
Food appeal is now slightly randomized for each of your characters
I just want to know what this means for sure. Thanks.
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Spencey!
 
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Post » Sun May 27, 2012 7:04 am

This sounds like such an insanely cool and deep mod. I really appreciate the work and thought that you have put into making it. Thank you for your contribution to the community!
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LuCY sCoTT
 
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Post » Sun May 27, 2012 10:05 am

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. :smile:

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.
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Jessica Lloyd
 
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Post » Sun May 27, 2012 4:51 am

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.

Sure, that sounds doable. Lev will be working on decoding ingredient records soon, so this will be doable. For other survival mods I'll just have to find out what they need and handle things appropriately. For the person that creates a patch they would have to define the appropriate spoilage, food poisoning, and appeal information, or like you say pick from something that's similar to yours. How do you handle water? Is it a similar way?

I'll go about asking other authors of survival mods what information they'd need, and whether they're interested. Then I'd start the java program :D.
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Calum Campbell
 
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Post » Sat May 26, 2012 9:26 pm

Sure, that sounds doable. Lev will be working on decoding ingredient records soon, so this will be doable. For other survival mods I'll just have to find out what they need and handle things appropriately. For the person that creates a patch they would have to define the appropriate spoilage, food poisoning, and appeal information, or like you say pick from something that's similar to yours. How do you handle water? Is it a similar way?

I'll go about asking other authors of survival mods what information they'd need, and whether they're interested. Then I'd start the java program :biggrin:.

I've been wanting to put together a utility to create patches using SkyProc - I've gotten my mod to the point where the data entry goes pretty quick, but there are a lot of other more tedious steps that it would be great to automate. Basically a GUI where you entered the info for a food, with the actual creation and attachment of the various effects and activators automated. It sounds like what you're planning to produce would contain a lot of that functionality, so I'd like to collaborate as much as possible to minimize duplication of efforts.
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Ebony Lawson
 
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Post » Sun May 27, 2012 2:08 am

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.
Meant to quote AliTheLord, since that was a request for CoSL. Whoops!
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Matt Terry
 
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Post » Sat May 26, 2012 7:58 pm

Can someone walk me through how the animations work.

As I reported previously I was not getting the eat menu with mot foods. I moved the override module down to right before the bashed patch and the eat menu now does appear ... but it is acting weird. Once I selected two items to eat then got the menu after closing the inventory (I recall getting it before with drinks) then I keep getting spam about being peckish which then leads to my character eating bread over and over again. During this I cannot move or access my inventory or other character menus.

This is with .25b ... should I have clean saved from v.24?
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Jordan Fletcher
 
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Post » Sat May 26, 2012 10:20 pm

When entering Fellglowkeep the scripts went into turbo, at least the Calorie and Hydration tracking. I tried lowering the Global. And I tried a clean install.
I am now out of Fellglow and will soon try to re-enable the mod. If it keeps acting weird I will go back to an older save and see if that will fix things.

EDIT: Seems to be working now. Having it set at standard values for now. Usually I ramp up Running (5) and Sprinting (10) and Fatigue to 4 so walking, riding and resting will be much more appealing. Yeah, sneak too is about 5.
END EDIT

I will post a long experience and suggestion/question post later. I see your mod being much more than just giving the player basic needs and will post about those thoughts.

Thanks for a great mod. I think this is better than the Fallout one; and I feel it got enough adjustment possibilities to work for all kind of players.
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Kevin Jay
 
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Post » Sun May 27, 2012 4:04 am

Can someone walk me through how the animations work.

As I reported previously I was not getting the eat menu with mot foods. I moved the override module down to right before the bashed patch and the eat menu now does appear ... but it is acting weird. Once I selected two items to eat then got the menu after closing the inventory (I recall getting it before with drinks) then I keep getting spam about being peckish which then leads to my character eating bread over and over again. During this I cannot move or access my inventory or other character menus.

This is with .25b ... should I have clean saved from v.24?

When you choose to eat something, a flag gets set. The main body of the script then runs the eating animation the next time it executes if that flag is set (which should happen within a second or so of exiting your inventory.) The eating animation doesn't really have anything to do with whether you're hungry or not, just whether you chose to eat something the last time you were in your inventory.

If you quickly clicked on two foods but didn't get any eating messages until after you exited your inventory, that means something held up the execution of the eating menu script, and two instances of it stacked up, which can potentially cause problems. In the future, if you click a food and the eating menu doesn't pop up, wait a few seconds to see if it does rather than clicking a second food.
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Eddie Howe
 
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Post » Sun May 27, 2012 12:16 am

Well I tried loading overrides right before the bashed patch and have now tried twice to eat just one thing.

The options for eating only play once outside of the inventory. Is that correct?

Then after choosing to eat the character pulls out some bread and eats forever never putting it away and I have no control over the character nor can I access any character related menus (inventory, spells, etc). It just seems to get frozen.

That is to be clear only choosing one thing to eat (seared fish or mammoth cheese).
Active Mod Files:
Spoiler
00  Skyrim.esm01  Update.esm02  SkyMoMod.esm03  Imp's More Complex Needs.esm  [Version 0.24]04  Real Wildlife - IMCN.esm05  Unofficial Skyrim Patch.esp  [Version 1.02]06  SoS - The Dungeons.esp  [Version 1.10]07  SoS - The Wilds.esp  [Version 1.0.1]08  Realistic Lighting.esp09  RL - Lights B.esp0A  Realistic Lighting Patcher.esp0B  Cliffracers.esp0C  Cowardly essential horses.esp0D  Crafting300.esp++  Headbomb's Better Sorting - Ammo.esp0E  Headbomb's Better Sorting - Books.esp0F  Headbomb's Better Sorting - Soul Gems (Ranked).esp10  Headbomb's Better Sorting - Spells.esp11  Headbomb's Better Sorting - Potions (Light Weight).esp12  Headbomb's Better Sorting - Ingredients.esp13  Headbomb's Better Sorting - Food (Light Weight).esp++  Headbomb's Better Sorting - Miscellaneous.esp++  Lost Art of the Blacksmith.esp14  Piratelords Loot Adjustments.esp15  Real Wildlife Skyrim 0.1 IMCN.esp16  SkyrimLive.esp17  StaticMeshImprovementMod.esp18  Tamriel Compendium.esp  [Version 1.0]19  DYNAVISION Dynamic Depth of Field.esp1A  Mart's Savegame DeBloatifier.esp  [Version 1.4Beta]1B  TCOSS.esp1C  Smithing Perks Overhaul - Balanced.esp1D  Weapons and Armor Fixes.esp1E  Weapons and Armor Fixes - Hacks.esp1F  Complete Crafting Overhaul - BS version.esp20  DeadlyDragons.esp21  PTAlchemyFoodOverhaul_BetterSorting.esp22  EMHighviewCottage.esp++  DescaledUniques.esp23  FasterHorses_Sprint_x1_5.esp24  RealisticWaterTextures.esp  [Version 2.1]25  SensibleMerchants.esp26  Skyrim Creatures Alive.esp  [Version 0.25CK]27  Acquisitive Soul Gems.esp28  TCG.esp29  torches for RL (infinite life).esp2A  SMDropLitTorch.esp++  Unlevelled World.esp2B  More Visible Soul Trap Effect.esp2C  Balanced_Magic_BETA_2_0.esp2D  PTAlchemyOverhaul_SkillRate_0_33.esp2E  Essential followers - all followers.esp2F  ReneersCrimeOverhaul.esp30  SpecializedFollowers.esp31  Duke Patricks - Heavy Weapons Combat.esp  [Version 2.4]32  IMCN - Overrides.esp33  Bashed Patch, 0.esp

[edit] Hmm something is wrong. I was going to clean save the mod so that I could try to load it fresh, so I go into the inventory to deactivate tracking and turn off features in order to remove it and each time I click on +IMCN configuration or the other two the items just disappear from the inventory. As if my character ate them. Is there console commands I can use to deactivate the mod?

Perhaps I should just sacrifice a few hours of game play to return to prior to the upgrading and then from there try and remove it.

[edit 2] returned to an older save and was able to access those options - clean saved and reinstalled mod - seems to be working now. Nothing stuck.

Question: For a time scale of 8-10 and wanting only to be bothered twice a day what rates do you recommend?

thanks
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Chantelle Walker
 
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Post » Sun May 27, 2012 3:30 am



I've been wanting to put together a utility to create patches using SkyProc - I've gotten my mod to the point where the data entry goes pretty quick, but there are a lot of other more tedious steps that it would be great to automate. Basically a GUI where you entered the info for a food, with the actual creation and attachment of the various effects and activators automated. It sounds like what you're planning to produce would contain a lot of that functionality, so I'd like to collaborate as much as possible to minimize duplication of efforts.

Co-ordination sounds good. How proficient are you at Java? I'll probably make a start in about 2 weeks as I have coursework I need to finish first.
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Dan Scott
 
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Post » Sat May 26, 2012 6:51 pm

Hey there. I just wanted to say, I absolutely love this mod. I use it in conjunction with Frostfall and Camping, and it makes me wish there were even more open, harsh wilderness to just camp and explore in. Screw this dragonborn nonsense, I'd rather go camping and live off the (fantasy) land. ;P

Anyway, just a thought. It seems like individual items of food provide an awfully large number of calories. I've got all this cheese in my inventory and a single slice pretty much makes a meal by itself, with a bit of water. I guess that makes a bit of sense, but without even trying I seem to have more food than I can carry, and spoilage is slow enough to be a non-factor most of the time. (usually if something spoils I feel somewhat relieved that I can make some space in my inventory)

I realize it'd be a lot of work, but it might be worthwhile to reduce portion sizes so that 'found' stuff in the world can't easily replace hunting. If every roast rabbit leg gave half the calories/nutrients/protein that it currently does(and weighed half as much), but killing a rabbit gave you two rabbit legs, then hunting would be just as useful, but you wouldn't necessarily find a week's worth of food every time you traipse through a dungeon. You know what I mean? The vegetables seem (at a glance) to be pretty well balanced, but meat and cheese is very easy to come by in the world - those portions you find scattered around in the world shouldn't necessarily constitute a whole meal every time you find them.

Another thought would be converting many of the 'large' items - like cheese wheels, bread, and roasts - into objects that you can use more than once, like the waterskin. So you have a roast venison you can eat four times before it's gone, each time giving you a quarter of what it currently does, and reducing in weight each time.

I also realize that this may make it more complicated to remain compatible with other food mods. =(
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Paula Ramos
 
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Post » Sat May 26, 2012 10:23 pm

bump for the imp!
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Kill Bill
 
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Post » Sun May 27, 2012 10:36 am

Pimp of the Reverse, how long does it take for food to spoil? And which foods spoil? I checked my inventory yesterday to find 21 Spoiled Produce (i think is what it's called).

Say I had 14 raw Venison, but all gathered at different times; would they all spoil at the same time? I apologize for asking something that's probably in the description I may have missed.
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Nicole M
 
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Post » Sun May 27, 2012 2:17 am

I know some people are reporting IMCN doesn't work with 1.26.0.5, but all has been well for me.
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Kelly Tomlinson
 
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Post » Sat May 26, 2012 8:05 pm

Imp-

Considering the conversation http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20560093 and (a few posts later) http://www.gamesas.com/topic/1362399-duke-patricks-heavy-weapons-combat-mod/page__view__findpost__p__20561953 does your mod adjust stamina in a manner that would be incompatible?

thanks
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Cameron Garrod
 
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Post » Sat May 26, 2012 7:10 pm

I dont get the "eating menu" when eating... I do get the drinking menu though. Whats wrong? I tried uninstalling / reinstalling it. I saw ppl having the same problem in other threads but without getting an answer to the problem.

EDIT: I have animations activated... but no animation happens after I exit the inventory screen. No stats are changed after eating. No nothing even when waiting after eating.

EDIT 2:

This is taken from the steam workshop forum:

"The problem I have is that now, no food works. They don't show any of the data that you should see when eating, and also, the Vitality, Configuration and Conditions-items don't work either. My character just "eats" them. Wtf is going on? "

... :)
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Naughty not Nice
 
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Post » Sun May 27, 2012 5:20 am

Does anyone who has the above problem try one of the beta versions to see if it persists?
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Eliza Potter
 
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Post » Sun May 27, 2012 12:36 am

A question about Satiation: Do I need to turn the rate to 50% or 200% in order to make Satiation a more high-profile aspect of my gameplay? Currently I end up being able eat and eat and eat (and eat and eat) resulting in no more than two thousand % calories level and hydration level... I want a more clear cap of how much I can eat, since this mod isn't as much a survival apsects as it is an infinite boost your characters stats right now.

Edit: Imp's been offline for weeks now, I expect someone else who knows stuff about this mod to answer my question :biggrin:
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Eibe Novy
 
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Post » Sun May 27, 2012 5:37 am

@Solpete:

It sounds like you may have a conflict with another mod that changes food in some way. Imp's ReadMe for IMCN states that the IMCN - Overrides.esp must load after all other mods that alter food in any way, even sorting mods that change the names. Likewise, if you add any mods (the ones that IMCN recognizes, that is, such as Babette's Feast) you need to rebuild the food lists.

@GorbadPS3:

I noticed this problem, too, right along with the nice but inaccurate calculation of character stats (i.e., height, weight, etc.). I mean, really, my petite little Breton is not 5'8" and 130 lbs!

Still, I don't agree that the mod is simply "boost your stats" because you're supposed to roleplay, and the mod helps you to do that, at least far more than the vanilla game. There is also a penalty for being "overfull" so that helps a bit, but I agree it would be nice to have a cap (or various caps for different types of characters, perhaps values that can be set by the player based on their character concept).
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Dalton Greynolds
 
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Post » Sun May 27, 2012 4:03 am

Likewise, if you add any mods (the ones that IMCN recognizes, that is, such as Babette's Feast) you need to rebuild the food lists.


How do you go about "rebuilding the food lists"?

Been using IMCN for some time along with a few incompatible food recipe mods loading after it (Shrewsbury's Skyrim Cookbook, Dovahkiin Cooks, Tastier Recipes). I never experienced any problems whatsoever, merely those new food items had no protein/nutrient/hydration values and did not trigger the IMCN pop up menu / eating animations, as I expected they would not.

However, I just installed Real Wildlife, which is apparently compatible in some way and I'm considering installing the other compatible mods Imp mentions (Babette's Feast, Cooking Expanded, Vampire Overhaul).

A question about Satiation: Do I need to turn the rate to 50% or 200% in order to make Satiation a more high-profile aspect of my gameplay? Currently I end up being able eat and eat and eat (and eat and eat) resulting in no more than two thousand % calories level and hydration level... I want a more clear cap of how much I can eat, since this mod isn't as much a survival apsects as it is an infinite boost your characters stats right now.

Edit: Imp's been offline for weeks now, I expect someone else who knows stuff about this mod to answer my question :biggrin:

When your Satiation level skyrockets, IIRC, you stop getting nutrients from your food and you have to wait a while before you can actually benefit from eating something again.

I liked the way that Arwen's tweaks handled this - if you tried to eat or drink when you were already full you would get severe digestive problems and you could end up quickly dying of thirst if you kept trying to drink without waiting. :tongue:

At any rate, when I get to 100% satiation or so, there is some message that says you are already full, and I take that as a cue that my PC is full and I should not try to eat any more.
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kat no x
 
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Post » Sun May 27, 2012 6:08 am

@GorbadPS3:

I noticed this problem, too, right along with the nice but inaccurate calculation of character stats (i.e., height, weight, etc.). I mean, really, my petite little Breton is not 5'8" and 130 lbs!

Still, I don't agree that the mod is simply "boost your stats" because you're supposed to roleplay, and the mod helps you to do that, at least far more than the vanilla game. There is also a penalty for being "overfull" so that helps a bit, but I agree it would be nice to have a cap (or various caps for different types of characters, perhaps values that can be set by the player based on their character concept).
When your Satiation level skyrockets, IIRC, you stop getting nutrients from your food and you have to wait a while before you can actually benefit from eating something again.

I liked the way that Arwen's tweaks handled this - if you tried to eat or drink when you were already full you would get digestive problems. :tongue:

At any rate, when I get to 100% satiation or so, there is some message that says you are already full, and I take that as a cue that my PC is full and I should not try to eat any more.
It's not fast enough. The cap is reached at around 170% I think.. But it doesn't take more than an hour or something to have it down to 0. (so once again, you can eat a royal feast and be up and about in no time.) This is why I asked the question about the satiation rate. I want it to be slower, meaning if I eat myself all they way up to 170% satiation, I'll actually need to wait -hours- before I can eat again. With the current rate, I can eat and eat and eat... (and eat and eat). Really, my char has a hunger and thirst % of 2.000% each. I could wait for a whole in-game week before needing to eat again.. (I've set both calories and thirst rate multiplier to 1,5, amongst other settings, but now I'm trying to fix the satiation).

All I need to know is which way I should go to accomplish it, to 50% or to 200% satiation rate? (I think it's actually -multiplier-, so should I go 0,5 or 2,0?)
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stephanie eastwood
 
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Post » Sun May 27, 2012 9:52 am

I dont get the "eating menu" when eating... I do get the drinking menu though. Whats wrong? I tried uninstalling / reinstalling it. I saw ppl having the same problem in other threads but without getting an answer to the problem.

EDIT: I have animations activated... but no animation happens after I exit the inventory screen. No stats are changed after eating. No nothing even when waiting after eating.

EDIT 2:

This is taken from the steam workshop forum:

"The problem I have is that now, no food works. They don't show any of the data that you should see when eating, and also, the Vitality, Configuration and Conditions-items don't work either. My character just "eats" them. Wtf is going on? "

... :smile:

I had the very same problem, in my particular case it was a problem with a script left by Economics of Skyrim, when i unninstalled i coul not eat anything, reenabling the mod solved it... but i hate EoS so i just started a new game.
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Nichola Haynes
 
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Post » Sun May 27, 2012 10:08 am

It's not fast enough. The cap is reached at around 170% I think.. But it doesn't take more than an hour or something to have it down to 0. (so once again, you can eat a royal feast and be up and about in no time.) This is why I asked the question about the satiation rate. I want it to be slower, meaning if I eat myself all they way up to 170% satiation, I'll actually need to wait -hours- before I can eat again. With the current rate, I can eat and eat and eat... (and eat and eat). Really, my char has a hunger and thirst % of 2.000% each. I could wait for a whole in-game week before needing to eat again.. (I've set both calories and thirst rate multiplier to 1,5, amongst other settings, but now I'm trying to fix the satiation).

All I need to know is which way I should go to accomplish it, to 50% or to 200% satiation rate? (I think it's actually -multiplier-, so should I go 0,5 or 2,0?)

IIRC adjusted my hunger rate down a bit from 1, but I'm on a non-standard timescale, using 8 instead of default 20 timescale.
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+++CAZZY
 
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