[RELz] Imp's More Complex Needs #2

Post » Sat May 26, 2012 7:29 pm

Imp's More Complex Needs v0.25

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.



Water can be bottled or drunk at many interior water sources, as well as near running water and most wells. To use water, select the Use Water lesser power from your spells list, and activate the power near a body of water or well. If you're trying to drink or bottle from an exterior river, look for the ripple effect near waterfalls and stand near that. Water can also be purchased from innkeepers, khajiit caravans, and some general merchants. Generic wine is watered down and can be used for hydration without getting too drunk. There is also a craftable, refillable waterskin (thanks to TreasureChest for the mesh and textures.)

Coffee beans can be purchased from Khajiit caravans, and tea leaves can be purchased from some general merchants. These can be combined with bottled water at campfires to make coffee or tea.

As of release 0.24, food will spoil if the option is enabled. It's disabled by default but can be toggled in the Gameplay configuration menu. Raw meat will go bad in 24 hours, cooked foods containing meat in 48 hours, and cooked foods containing vegetables in 72 hours. Most vegetables, as well as dry goods like bread and rolls, will last 5 days. Many meats can be dried to preserve them indefinitely. If you've completed Marise's quest in Riften to obtain ice wraith teeth for refrigerating her foods, a recipe for crafting a magic ice crystal at a smelter will become available (it requires 5 ice wraith teeth per crystal.) Place the crystal in any non-living (and preferably non-respawning) container, and you'll be able to store any food there without it going bad.

Another thing introduced in update 0.24 is personal appeals for foods - each character you create will have their own unique likes and dislikes (applies to More Complex mode only.) Eating foods with high appeal will improve your morale.

Foods that would normally be served hot (steaks, coffee, soups, etc.) will receive an appeal boost if they're eaten in an inn or near a cooking fire (places where you would be able to heat them.)


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

v0.25
  • Adds a craftable, refillable waterskin
  • Adds missing spoilage script to .bsa (spoilage bugfix)
  • Fixes conditions on magic ice crystal recipe
v0.24
Gameplay:
  • Food now spoils (optionally)
  • Craftable magic ice crystal (reward from Marice) for container food preservation
  • Lowered nutrient requirement another 30%
  • Followers now eat when you eat if animations are enabled
  • Food appeal is now slightly randomized for each of your characters
  • "Hot" foods gain an appeal boost if eaten in a tavern or near a cooking fire
Foods:
  • Fixed tea and coffee appeal (were 0)
  • Changed coffee and tea portions and recipes to match amount of water used
  • New recipes for non-perishable dried meats
  • Added recipes for grilled leaks and baked potatoes
  • Added nutrition info for some alchemy ingredients for use in recipes
Configuration:
  • New config menu option to toggle spoilage (disabled by default)
Bugfixes:
  • Removed debug message from cooked beef
  • Fixed Grilled Clam recipe
  • Restructured nutrition data storage system for easier recipe support
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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Euan
 
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Post » Sun May 27, 2012 5:22 am

Reserved
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Steven Nicholson
 
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Post » Sat May 26, 2012 6:37 pm

mod was working fine at start. after a while i couldnt enter the IMCN items anymore, my character just "ate" them. :S dont know what caused this, i did switch animations off at one point though... could that be it?

If the menu items aren't immediately replacing themselves when you click on them (when they disappear are you clicking on them in your inventory, or accessing them via hotkey?) then a very short effect script is failing to run, and I have no idea what could be preventing it other than the game just not being able to process all of the scripts its being asked to. If you can, go back to a save before things stopped working, and if it happens again, just wait for a while to see if the menu eventually pops up (don't spam the menu items though, click it once and if it doesn't immediately work wait to see if it responds.)
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LuBiE LoU
 
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Post » Sun May 27, 2012 5:48 am

my chr was inside Geirmunds Hall when the mod loads first time and i activate it. after killing first skeevers and spiders mod stops working again as i previously mentioned. I loaded my save again, went outside the cave, activated the mod, did some hunting, went back in the dungeon, and now its working properly.
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Josephine Gowing
 
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Post » Sun May 27, 2012 12:52 am

Hey imp im enjoying the mod as it is and was thinking and thought id post my concern.....
If you implement spoilage could you make that an option,i dont know if i want to worry about food spoilage,i mean i play the basic mode...
well just my 2 cents.
Loving the mod!
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Tiffany Castillo
 
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Post » Sun May 27, 2012 3:41 am

Spoilage will be optional, and disabled by default.
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Brian LeHury
 
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Post » Sat May 26, 2012 9:19 pm

RIGHT ON BROTHER!!!!!!
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Crystal Clear
 
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Post » Sun May 27, 2012 10:02 am

Mod just stopped working?

I reverted to an older version of Frostfall and suddenly IMCN stopped working. No eating stat menu, and the Condition\Configuration\Vitality items just disappear when I click on them. I didn't save my game. So I quit to desktop and installed the most recent version of Frostfall that I had working with it before, and IMCN still doesn't work. Any ideas?
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Avril Churchill
 
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Post » Sat May 26, 2012 7:03 pm

That's just weird. Here's the activemagiceffect script that's supposed to run when you click one of those items:

Scriptname IMCNesVitalityMenu extends activemagiceffect  Quest Property IMCNmenus autoPotion Property IMCNmaVitality autoevent OnEffectStart(Actor akTarget, Actor akCaster)   if akTarget == Game.GetPlayer()      Game.GetPlayer().AddItem(IMCNmaVitality, 1, true)      (IMCNmenus as IMCNqsVitalityMenu).ShowMenu()   endIfendEvent

It's short, and the first thing it's supposed to do is add that item back in your inventory, so even if the ShowMenu() function is getting held up, you should still be getting it back. Anyone have any idea what could be going wrong? Is it the call to Game.GetPlayer() maybe?
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liz barnes
 
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Post » Sat May 26, 2012 9:20 pm

I'm not sure. I wish I could provide more details, but I hadn't changed anything. I even added those items back to my inventory through the console and they still disappear 1 quantity at a time when I choose them. I tried starting the 'quests' and nothing is brought up. It was all in the same day. It worked, I made a save, quit the game. Installed another version of Frostfall and when I booted my game, IMCN stopped working. I didn't want to revert to an older version of Frostfall, but the firekits were being used up on their own for no reason. I still have my save with the same version of Frostfall when IMCN was working, but it stopped working after the whole Frostfall situation. I didn't make a save with another version of Frostfall so I don't know why is still doesn't work even with the newest version, but I'm still wondering why it wouldn't work on its own regardless. I was using the console to get the IMCN menu started so I could pause and disable the mod, make a new save and reinstall it again, but no prevail.

{edit} To be clear, IMCNoverride is last on the load order, directly after Frostfall to be precise. I have no other mods that change things related with them, either. Is there any way I can get a log of IMCN or Frostfall?
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Rob
 
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Post » Sun May 27, 2012 9:37 am

Does anything show up? Like messages from the use water or needs check powers, menus from eating foods, penalty messages from being too hungry or thirsty? If you could upload your save somewhere I could possibly take a look, but if reverting to a working save didn't fix it it I don't know if that's going to help.
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Victor Oropeza
 
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Post » Sun May 27, 2012 3:46 am

I'm sorry, I knew I forgot additional details I was meaning to mention. I don't have Quick Eat enabled and no menus pop up when I eat food. The Use Water power is still available but does not work. I still have bonuses applied (at least shown) in the Active Effects such as Stimulation and Protein Bounty. My carry weight is still fortified even after waiting 15 hours. Oddly enough, I can place tents and campfires with Frostfall, but swimming in water near Winterhold has no effect on me, either.

I loaded a previous save, IMCN still giving me problems. :(

I'm not trying to throw everything Frostfall at you, so forgive me, but I figured you would at least want to know. There must something that changes the way Skyrim behaves (i don't want to say .ini) after disabling it. I haven't saved my game when I made the changes so it's confusing.

{edit} Tried IMCN 2.2 and same thing.

{edit 2} I loaded another previous save that was with 2.2 installed. Uplon loading, I get the message that IMCN has updated to 2.3. Enter the menu, and the items still disappear. Frostfall was working, though.

Fortunately, I had another save (with both the latest versions of IMCN and FF) just a little before my current ones that are malfunctioning, and it works. Not a big deal since the progress wasn't much behind. I'm still curious as to why this happens so I can still help you find out the problem if I am able. I'll need to make extra saves and test with those.

{edit 3} do you know if the latest version of Frostfall alters things that your mod uses? There's so much going on and I haven't seen enough feedback on this. I've successfully uninstalled Frostfall 1.5.1 in-game and reverted back to 1.4 on a clean new save. Both seem to be working. It seems 1.5.1 is quite buggy. People have been saying the same things I am among other things. What I've noticed (slight spoiler with Azura's Star -->) is my last working save was just before talking to her and entering the realm. I don't fast travel and upon entering the realm, my firekits get used up. When returning, it seems to have officially broken Frostfall, and this is when IMCN stop functioning as well. I'm still waiting for others to confirm if it starts to break during fast-traveling or entering other dimensions, or both, but no one hasn't said much on this forum. When I made a clean new save and installed FF 1.4 back, doing that quest again didn't trigger the firekit bug, therefore (my guess) hasn't broken FF and IMCN still works.

I know you can't answer much for FF, but you're one of the modders who are good at replying back to people; something I appreciate immensely.
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Lew.p
 
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Post » Sun May 27, 2012 10:08 am

IMCN is too good for me to give up like this. I choose not to. I've rarely had any kind of problem with it.
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Cartoon
 
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Post » Sat May 26, 2012 6:55 pm

I can take a look at that quest to see if it does anything weird when it transports you to and from the crystal. If it isn't consistently breaking things though I probably won't be able to reproduce the bug, so my ability to test things will be limited.

I'm planning to drastically restructure another part of IMCN, but want to release the current update (that drastically restructures a different part) so that it'll be easier to narrow down the source of any new bugs that crop up. It'd be good to figure out what's causing these problems beforehand, so I can incorporate anything that would need to be changed.
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A Lo RIkIton'ton
 
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Post » Sun May 27, 2012 10:48 am

I'll be here. :bunny:
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lauraa
 
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Post » Sun May 27, 2012 4:54 am

Thanks for all your efforts on bringing back needs, though I'm using a less complex needs mod right now. Is it possible in future for you to make a modular version of your mod?

Basically I'm only interested in food, drink and sleep.
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Darrell Fawcett
 
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Post » Sun May 27, 2012 7:50 am

The "Basic" mode as it stands is about as simple as this mod's going to get. I don't see much point in dividing my efforts to develop something less sophisticated, when there are plenty of other needs mods available to fill that niche.
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Neil
 
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Post » Sun May 27, 2012 10:47 am

So from what I'm reading, aside from penalties, you cannot starve to death or die of sleep deprivation or dehydration... correct?
In either mode?
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FITTAS
 
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Post » Sat May 26, 2012 11:32 pm

I added that in a couple of versions ago, but it might only be listed in the changelog. It's disabled by default but if you enable mortality in the gameplay config menu, hunger, thirst, and alcohol poisoning can kill you.
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Soku Nyorah
 
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Post » Sat May 26, 2012 7:10 pm

The "Basic" mode as it stands is about as simple as this mod's going to get. I don't see much point in dividing my efforts to develop something less sophisticated, when there are plenty of other needs mods available to fill that niche.
This.
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Kitana Lucas
 
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Post » Sun May 27, 2012 8:23 am

I added that in a couple of versions ago, but it might only be listed in the changelog. It's disabled by default but if you enable mortality in the gameplay config menu, hunger, thirst, and alcohol poisoning can kill you.

Good deal. Nice mod.
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cassy
 
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Post » Sun May 27, 2012 2:58 am

Are you going to implement the randomize Appeal (For more randomized personal tastes) that I suggested last thread?
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Siidney
 
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Post » Sat May 26, 2012 10:05 pm

Yup, it's already in and working, and will be out in the next update. I won't be doing the randomized randomized appeal though, where each individual instance of a food has a different appeal - my new system wouldn't allow me to attach the random appeal to a specific instance of a food, so you'd be able to just repeatedly click/do not eat until you got the appeal you wanted. Instead, I've set up a system that makes it easier to create multiple variants of a food, so I could have for example fresh apples, bruised apples, and rotten apples with similar nutrition info but varying appeals.

Everything I have planned for this next release is in and working, but I'm taking some time to try to track down the cause of some bugs people are reporting. Not much luck though.
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Kelli Wolfe
 
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Joined: Thu Aug 23, 2007 7:09 am

Post » Sat May 26, 2012 6:54 pm

I just tried out a save file from someone having trouble getting the mod to install (the installation message never popped up, and they never received any of the starting items.) It worked fine for me, and as far as I know the only difference should be the mods installed, so I'm thinking it might be mod conflicts causing the trouble. If you experience either of these bugs (mod won't install, or mod freezes and menu items stop responding) please post your load order so I can start trying to narrow down what could be conflicting.
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REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Sat May 26, 2012 10:18 pm

Update 0.24 is now available on Steam and the Nexus, here are the changes:


Changelog

v0.24
Gameplay:
  • Food now spoils (optionally)
  • Craftable magic ice crystal (reward from Marice) for container food preservation
  • Lowered nutrient requirement another 30%
  • Followers now eat when you eat if animations are enabled
  • Food appeal is now slightly randomized for each of your characters
  • "Hot" foods gain an appeal boost if eaten in a tavern or near a cooking fire
Foods:
  • Fixed tea and coffee appeal (were 0)
  • Changed coffee and tea portions and recipes to match amount of water used
  • New recipes for non-perishable dried meats
  • Added recipes for grilled leaks and baked potatoes
  • Added nutrition info for some alchemy ingredients for use in recipes
Configuration:
  • New config menu option to toggle spoilage (disabled by default)
Bugfixes:
  • Removed debug message from cooked beef
  • Fixed Grilled Clam recipe
  • Restructured nutrition data storage system for easier recipe support
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Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

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