Hunger/Thirst/Sleep Simulator
Finally Released! Available on the http://skyrim.nexusmods.com/downloads/file.php?id=10639 and http://steamcommunity.com/sharedfiles/filedetails/?id=13056.
So once I finally got my hands on the creation kit I got cracking on porting my Fallout 3/New Vegas needs mod over to Skyrim (past versions are linked in my sig.) It's another total rewrite, but should share most of the features that the New Vegas version had. For those unfamiliar with past versions, the most distinguishing characteristic is the use of http://cloud.steampowered.com/ugc/505763950866676499/0C95E5B8F488744F615B02D1941C57CCBBCFC788/ rather than semi-arbitrary game units. This is an unreasonably accurate simulation, not just a game mechanic. Sleep is measured in hours, hunger in calories, thirst in ounces of water (or mL, if that's your thing.) In addition to the usual hunger/thirst/sleep statistics, it also keeps track of:
- Satiation - Some foods are more filling than others. Try not to get too full.
- Nutrients - Eat your veggies for nourishment bonuses
- Protein - Protein offers additional bonuses, and promotes muscle building
- Alcohol - Tracked like any other stat, you'll be able to go from buzzed to hammered to dead depending on what you drink, and how much. Reported as an accurately calculated BAC (Blood Alcohol Content)
- Caffeine - I'll probably be adding in coffee and tea, so you can rise and shine
- Morale - Cooked food stats are equal to the sum of their parts, so in order to provide some incentive for cooking, tastiness will boost or lower your morale for a long lasting bonus (or penalty)
- Mental & Physical Fatigue - As the day progresses, your peak stamina and magicka will slowly diminish, depending on how active your are. Sleeping or resting will restore them to full. This is independent of your sleep requirement, which is fixed at 8 hours per day (configurable.) Thanks to Norbingel for the general concept.
Consumption rates factor in your activity level (i.e. whether you're sitting, running, sprinting, etc.) as well as your body weight, inventory weight, and the weight of your equipped gear. The amount of impact they have is configurable, as are all of the overall consumption rates. Upon installation, your height, body weight, body fat percentage, and skeletal muscle percentage are calculated based on race and six, and also used in determining rates of consumption and degree of inebriation. You can view all of these statistics and settings in in-game menus. If you're using the "more complex" mode rather than "basic", your character will build muscle and burn fat, or vice versa, gradually changing their body composition for various penalties or bonuses (and maybe an optional appearance change if SKSE's up to it.)
IMCN uses both the carrot and stick methods of enforcement. You'll be penalized for being hungry or dehydrated, but you can rack up bonuses from being fit and well nourished. Some statistics have a more or less instantaneous effect, like thirst, while others, like nutrients, body fat, and skeletal muscle yield long lasting effects that take a relatively long time to develop (several in-game days.)
Because this mod models consumption rates on reality, the game's default timescale of 20 is not recommended (you'd be hungry all the time.) So there's a built in timescale adjuster, based on the one I made for New Vegas (one of PC Gamer's top 25 New Vegas mods, mostly due to timing.) It has both fixed (timescale = what you set it to) and dynamic (timescale varies depending on location and activity) modes, and can be fully disabled if you'd rather use something else.
Other miscellaneous features:
- Eating/drinking animations
- Food spoilage (probably)
- Food poisoning
- Sleeping animations (maybe)
- Adjustable h/m/s regen rates (if people are interested)
- Rebalanced food weights
- Rebalanced recipes
- Rebalanced animal loot drops
- New recipes (eventually)
- Might do something with glycemic index at some point
- Optional snarky vitality status updates
Feel free to post any suggestions, requests, or ideas. I'm expecting to get at least a beta released some time next week (2/13-2/18). So far I'm pretty impressed with the new engine's scripting language and capabilities (woo hoo functions!), though there are a number of features that may have to wait for SKSE.

I like the minimalist look of the Skyrim HUD, and C) I don't have the tools required to mod the UI at the moment.