[WIP] Imp's More Complex Needs

Post » Wed May 23, 2012 6:49 pm

What abpit players who have completed Namira's quest? Will the related bonuses count towards your satiation?
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celebrity
 
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Post » Wed May 23, 2012 6:13 pm

whats the eta?

Well, I'm pretty happy with my play testing results. Only one annoying bug I can't eradicate - I've added water, tea, tea leaves, coffee, and coffee beans to various vendors using a system I used to use for the Fallouts - rather than editing leveled lists, I add the objects directly to the merchant containers via script. It means you don't need to worry about any leveled list merging, and the goods show up without you having to wait for the containers to respawn. But for some reason, Skyrim doesn't update merchant inventories until after you've bartered with them, so the goods I've added won't show up until you've entered their barter menu, exited, then reentered. Kind of annoying but I'll probably just list it as a known issue and go ahead and release.

Do you have effects for being drunk, like imagespace modifiers or anything?

I tried doing a basic proof of concept inebriation mod for myself last week but I couldn't get the Apply() function to work. The ISMs worked because I tested them using console commands, and the script worked because I had debug messages run alongside the lines calling the Apply() function, but it would never activate them.

Yes, being drunk improves your speech skill (or harms it if you're too drunk), improves damage resistance a bit, and decreases your crafting skills. There's also an imagespacemodifier that gets applied, it gets stronger the drunker you get, and can be disabled via the config menu if it annoys you. The magnitude of the effects are based on your blood alcohol content - it takes a bit for the alcohol to enter your system, so your BAC raises until its all entered your system. It then tapers off as you metabolize it, in a pretty realistic amount of time. How drunk you get depends on what you drink, how much, how much you weigh, and whether you're male or female. It's really cool that Skyrim's imagespace modifier "Apply" function lets you specify a strength - it lets me slowly and imperceptibly ramp up the strength of the effect as you get drunker, rather than suddenly plopping it on you at full strength.

I just finished playing through Metal Gear Solid 3: Snake Eater HD (amazing game btw) and got used to having a needs system so this sounds like it'll work well in Skyrim. I have Necessities of Morrowind and a needs mod for Oblivion but haven't done a playthrough with them yet. MGS3 is the first game I've played that had a needs system and once I got used to it I actually liked it so we'll see if it translates as well to Skyrim as it did for MGS3.

Fallout 3 and New Vegas are the only games I've played that had a needs system (modded in FO3's case), but they fit really well since you have a realistic day and night cycle and a good variety of available food. Skyrim's no different, so it should be a good match.


*Edit -
What abpit players who have completed Namira's quest? Will the related bonuses count towards your satiation?

I haven't completed Namira's quest at the moment, so I haven't done anything to support it yet, except to include a "human" flag in foods so that I can add bonuses for cannibals in the future. It's on my list for the first update though. Vampirism is fully supported right now though.
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Scott Clemmons
 
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Post » Wed May 23, 2012 8:54 am

Oh boy Release it already......do you have to do anything special to set the basic version?
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sally coker
 
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Post » Wed May 23, 2012 3:51 pm

Can I start a new game and then use your mod when it is released?
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Dona BlackHeart
 
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Post » Wed May 23, 2012 5:11 pm

Oh boy Release it already......do you have to do anything special to set the basic version?

I'm finishing it up right now, should be up very soon.

When you first install it, a menu will pop up telling you you've installed, and how to activate (it starts out paused so if you're installing at a bad time, like deep in a dungeon with no food in your inventory, you can wait until you're out before starting it up.) Activate by clicking the +IMCN Vitality+ item in the food section of your inventory.

To put it in basic mode, click the +IMCN Configuration+ item in your food inventory, then click the button that says:

Hunger/Thirst/Sleep Mode: More Complex

It will switch to saying:

Hunger/Thirst/Sleep Mode: Basic

That puts you into basic mode. You can switch to More Complex mode at any time, and vice versa.

Can I start a new game and then use your mod when it is released?

Yes, you won't need to restart to install this or anything, and I'm making it so that you can also update without having to take any additional steps. The only special instructions are to pause IMCN and create a save before uninstalling (otherwise all the active effects will never be dispelled, and you'll have to go in and fix your actor values by hand, which is annoying.)
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JR Cash
 
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Post » Wed May 23, 2012 6:20 pm

Thanks for the reply.

Another question, will you be implementing something that will slow down timescale so were are not eating/drinking every 2mins? If so, does it slow down further in interior cells?

Lastly, do you advise cancelling fast travel as we could die for hunger if we travel one side of the map to the other :P
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Flash
 
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Post » Wed May 23, 2012 7:57 pm

STOKED!! :D
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Mark Hepworth
 
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Post » Wed May 23, 2012 9:50 pm

The Steam version is up. Not trying to snub the Nexus, but my development version is the single .esp version so it was ready first. I now have to .esm/.esp-ify for the Nexus, should be up soon, if you're a Nexus user I definitely suggest waiting.

Thanks for the reply.

Another question, will you be implementing something that will slow down timescale so were are not eating/drinking every 2mins? If so, does it slow down further in interior cells?

Lastly, do you advise cancelling fast travel as we could die for hunger if we travel one side of the map to the other :tongue:

It includes a built in timescale adjuster, with both fixed and dynamic modes, fully configurable via in-game menus. It's disabled when you start it up though, so enabling it will probably be the first thing you want to do. The fixed default is 8, the dynamic defaults are 5 for interior, cities, and combat, 10 for exteriors (the dialog timescale doesn't really have an effect at the moment.) I've heard Skyrim has issues with timescales lower than 5, so you can go as low as 1 but its at your own risk (unless people can tell me what those issues are so I can fix them.)

If you find you're always starving after you fast travel, lowering the exterior timescale (or fixed) will help. If you do fast travel, do it on horseback and you won't be as hungry when you get there. You can also eat right before you leave, and you'll digest it en route, so even if you had to eat too much to make it, you won't be full anymore when you arrive. At the moment though using carts will leave you just as hungry as if you'd done it on foot, I'll be looking for a fix for that in the next update.
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Vahpie
 
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Post » Wed May 23, 2012 10:51 am

Thank you!!!

Seen it on Nexus... not sure whether I should go for Basic or the Complex mode. On the description page could you do bulletpoints of the differences, for example;

Basic Mode -
  • x
  • y
  • z
and then the same for Complex Mode?
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Sweets Sweets
 
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Post » Wed May 23, 2012 11:33 am

kazekage, he mentions somewhere in the thread that he will have a static timescale and a dynamic one with this mod. So if you want time slower in a dungeon, use the dynamic timescale included with it.
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Roddy
 
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Post » Wed May 23, 2012 11:33 pm

Thank you!!!
Seen it on Nexus... not sure whether I should go for Basic or the Complex mode. On the description page could you do bulletpoints of the differences, for example;

Where are you seeing it on Nexus. It doesn't appear that it's there yet, at least for me.
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Mistress trades Melissa
 
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Post » Wed May 23, 2012 8:52 pm

Search 'Complex Needs' and it will show :D
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BRAD MONTGOMERY
 
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Post » Wed May 23, 2012 11:19 pm

Ok, sorry for the delay but it took me a bit to write the readme. It's now up http://skyrim.nexusmods.com/downloads/file.php?id=10639 as well.
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Nick Jase Mason
 
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Post » Wed May 23, 2012 1:31 pm

hooray! :D
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Symone Velez
 
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Post » Wed May 23, 2012 11:10 am

Very good description on the Nexus, it answered all my concerns.

Btw did you know that Horker Loaf (http://www.skyrimwiki.com/Horker_Loaf) is 3825 calories :biggrin:

Is there any way I can tell I'm hungry/sleepy/thirsty without looking in a menu? Is there something in the HUD I can use or a sound effect?

Lastly, will some of the item properties be reworked, for example, a potato on its own fulfils hydration, satiation and hunger better than a cabbage potato soup which is made up of a cabbage, potato and salt pile? I think it would be great if more complex meals fulfilled needs more than simple meals (in most cases). Perhaps lower the hydration/satiation and hunger for the simple foods like potatos, tomatoes, leeks etc but up them for cooked meals?
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Ladymorphine
 
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Post » Wed May 23, 2012 4:03 pm

Thanks a lot for this wonderful mod.. :biggrin:
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Rik Douglas
 
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Post » Wed May 23, 2012 11:37 am

Very good description on the Nexus, it answered all my concerns.

Btw did you know that Horker Loaf (http://www.skyrimwiki.com/Horker_Loaf) is 3825 calories :biggrin:

Last question, is there any way I can tell I'm hungry/sleepy/thirsty without looking in a menu? Is there something in the HUD I can use or a sound effect?

We need a primary needs hud now like in New Vegas :D
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ONLY ME!!!!
 
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Post » Wed May 23, 2012 3:13 pm

Your best bet for now is going to be to favorite and hotkey the +IMCN Vitality+ item, that way you at least don't have to enter your inventory. There are two of them there so that you won't lose the hotkey assignment every time you enter the menu.

Modding the UI for Skyrim requires some expensive tools (Adobe flash editing software) that I'm unfamiliar with and don't have, so I can't get all crazy with the HUD like I did in my Fallout mods. In my mind that's kind of a good thing though, I like the clean look of Skyrim's HUD.

There's still the non-message box message system (the ones that pop up in the upper left hand corner) and it just occurred to me that I could add another hotkeyable item that just flashes a quick message there with your current hunger/thirst/sleep. I'll build that into the next update. SKSE hotkeys will also probably be available once the required SKSE functions have been implemented.


*Edit - Oh yeah, and thanks for the note about the Horker Loaf. There are a ton of foods with a ton of stats in this game, so I'm sure there were some typos. Let me know if anything else seems out of whack so that I can fix it in the next release. If I'm remembering right though, the raw horker meat is a big three pound slab of blubber, so it probably should have 3000 calories, while the cooked horker meat is a smaller serving. That reminds me, I still have to rebalance the recipes and add any new ones that are needed.
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Pete Schmitzer
 
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Post » Wed May 23, 2012 3:18 pm

I am liking it so far. Good job!

One suggestion for possible future updates - when you click on a food or drink item in your inventory, the eating/drinking sound is played before you actually decide whether or not to consume that item. Is there any way to delay the sound until after you've made your decision?
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Kahli St Dennis
 
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Post » Wed May 23, 2012 10:08 am

I am liking it so far. Good job!

One suggestion for possible future updates - when you click on a food or drink item in your inventory, the eating/drinking sound is played before you actually decide whether or not to consume that item. Is there any way to delay the sound until after you've made your decision?

I think so - I know I can get rid of the eating sound easily enough, and I'm sure there's a function somewhere that'll play a sound when I want. I'm guessing it would make more sense to play the sound after you exit your inventory, when you actually do the eating. Or I could make it play as soon as you hit the "eat" button. Any preferences?
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Helen Quill
 
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Post » Wed May 23, 2012 10:44 am

I think so - I know I can get rid of the eating sound easily enough, and I'm sure there's a function somewhere that'll play a sound when I want. I'm guessing it would make more sense to play the sound after you exit your inventory, when you actually do the eating. Or I could make it play as soon as you hit the "eat" button. Any preferences?

Either one seems fine to me.

One more suggestion - you might want to start a [REL] thread for this, since people scanning the forums won't be able to tell that you've released based on the current thread title.
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Quick draw II
 
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Post » Wed May 23, 2012 9:21 am

Thanks, was just putting one together :)

http://www.gamesas.com/topic/1351317-relz-imps-more-complex-needs/
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Joanne Crump
 
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Post » Wed May 23, 2012 10:06 pm

Your best bet for now is going to be to favorite and hotkey the +IMCN Vitality+ item, that way you at least don't have to enter your inventory. There are two of them there so that you won't lose the hotkey assignment every time you enter the menu.

Modding the UI for Skyrim requires some expensive tools (Adobe flash editing software) that I'm unfamiliar with and don't have, so I can't get all crazy with the HUD like I did in my Fallout mods. In my mind that's kind of a good thing though, I like the clean look of Skyrim's HUD.

There's still the non-message box message system (the ones that pop up in the upper left hand corner) and it just occurred to me that I could add another hotkeyable item that just flashes a quick message there with your current hunger/thirst/sleep. I'll build that into the next update. SKSE hotkeys will also probably be available once the required SKSE functions have been implemented.


*Edit - Oh yeah, and thanks for the note about the Horker Loaf. There are a ton of foods with a ton of stats in this game, so I'm sure there were some typos. Let me know if anything else seems out of whack so that I can fix it in the next release. If I'm remembering right though, the raw horker meat is a big three pound slab of blubber, so it probably should have 3000 calories, while the cooked horker meat is a smaller serving. That reminds me, I still have to rebalance the recipes and add any new ones that are needed.

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
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Ymani Hood
 
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Post » Wed May 23, 2012 9:21 am

posted on latest thread
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A Lo RIkIton'ton
 
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Post » Wed May 23, 2012 3:00 pm

Would you mind having a look at the following couple of lines? I can't for the life of me see what I'm doing wrong and you seem to have it working.


This code runs, because the debug message gets displayed:
Drunk1.Apply(1.0)Debug.MessageBox("Drunk level 1")

Drunk1 is a property (of the type ImageSpaceModifier) that I have linked to my 'drunkness' imagespace modifier.

I initially had something along the lines of you describe, where the float parameter being passed to the apply function was a variable representing how drunk I wanted the player to feel, but I stuck a number in there when things weren't working out.

It's all happening in an OnUpdate Event, but I have checks in there to make sure I'm not applying it over and over again, and I commented out all the lines that remove the modifiers, to be sure that wasn't happening either.

At this point I just want to figure out how to get the modifiers to show up at all, whether for this or other projects.
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anna ley
 
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