The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Imp's More Complex Needs
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Imp  [developer] Sep 7, 2013 @ 2:39pm
Changelog
v0.31
Bugfixes:
* Limited the hotkey to only working in appropriate menus (inventory, barter, container) when in menumode
* fixed "Reset Statistics" in the actions menu
* fixed the condition identifiers listed in the Active Effects menu
* Automated mod food inclusion for non-SKSE users, as well as some other formlists useful for compatibility
* Added in check a for the MagicSummonFrost keyword to player spoilage script, so that mods can designate containers as being cold (food will not spoil in them.)
* Added a Character tab to the MCM menu with cannibalism, werewolf and vampire adjustments:
adjustable werewolf metabolism & satiation reduction multipliers
set cannibalism on/auto/off (does not effect Namira's bonus)
select vampire needs mode (moved there from the options tab)
* added a check to account for Ill Met By Moonlight's time jump
* made compatibility patches for Dawnguard, Hearthfire, Dragonborn, Drinking Fountains of Skyrim, and Babette's Feast, included in the main download

v0.30
Gameplay:
* Werewolves:
* Feeding on bodies while in wolf form will now satisfy needs
* Rate of metabolism for substances, calories, and hydration is doubled when in wolf form, but:
* Food is 1/4th as filling when in wolf form, and satiation also decreases twice as fast (so you can pig out)
* Morale boost from appeal is calculated from unaltered satiation, and flesh has high appeal and a big portion size, so:
* going on a werewolf massacre will not only satisfy your needs, but will boost your morale, protein, and nutrients
* Cannibals:
* Have the option to taste (just namira's bonus), feed (bonus + satisfies needs) or butcher (bonus + receive a human heart and human flesh)
* Get a big appeal boost from foods and ingredients containing human flesh
* Having the Ring of Namira in your inventory, or being a Bosmer, qualifies you as a cannibal
* Human heart and human flesh ingredients now provide nutrition
* Vampirism
* Substances are now tracked for vampires
* Skooma now tracked similarly to caffeine: boosts speed, carryweight, and weapon skills, but penalizes crafting skills, magic skills, and speechcraft
* Caffeine and moon sugar now follow a more realistic half-life model of metabolism
* Traveling by cart will now burn fewer calories and tire you out less (equivalent to sitting, rather than running as it was before)
* Sleep debt is now capped at 24 hours
Foods:
* Many ingredients will now satisfy your needs if eaten
* Skooma, moon sugar, and elseweyr fondue will increase your blood moon sugar levels
Interface:
* Added MCM support (MCM is optional)
* Added a hotkey if you have SKSE installed (SKSE is optional)
* Consolidated "Use Water" and "Check Needs" into a single +IMCN Actions+ power
* Added option to remove original menu tokens if you're using MCM and SKSE (menus can be accessed via MCM and the hotkey)
* In Game: tap hotkey to check needs, or use water if there is some nearby
* In Menus: tap hotkey to bring up vitality menu with advanced needs status information and actions
* Hold hotkey for ~1 second to bring up the more detailed penalty/bonus status menu
* Hotkey is "N" by default, configurable via MCM
Configuration:
* Added control over whether vampires eat and sleep, drink blood only, or both
General Code and Structuring improvements:
* Changed Nexus version from an .esm/.esp pair to a single .esp (see update instructions)
* All needs related scripts and menus are now generic rather than player-specific, so optional needs for followers is a step closer
* New system for linking foods to their nutrition info makes patching easier, and allows ingredients and potions to provide nutrition
* New keyword system for quick food compatibility patches - just attach an appropriate IMCNgeneric... keyword to each food
Bugfixes:
* recompiled all scripts for the latest game version
* eliminated potential divide by zero error in IMCNqsMain (avoid zany division by small floats...)
* fixed spoilage array initialization error (gotta check for array length 0 instead of comparing to "none" now)
* cleaned up residual deleted properties from... lots of stuff
* fixed spoilage container script's obnoxious, vague ::temp1 error (void function was declared as float)
* improved performance by eliminating gross overuse of slow Game.GetPlayer() calls by substituting in a property
* adjusting rate multipliers no longer changes penalty/bonus levels, so things should scale more intuitively

v0.25
* Craftable refillable waterskin (thanks to Arctus Reus for donating the model)
* Fixed ice crystal recipe condition
* Fixed spoilage (was missing a script in the .bsa)

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
* Lowered max satiation a bit so you get full easier
* 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)

v0.22
* Improved water bottling (rippling water and wells added to existing sources)
* Added "Use Water" lesser power to interact with water and wells
* Rebalanced existing recipes
* Shortened buttons in display config menu for better 3:4/low res support

v0.21
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 never being cleared in main script (was preventing sleep debt, fatigue, and vampire metabolism from functioning)
* fixed merchant bug, new items now show up immediately