SKYRIM
Eat and sleep by kuertee
Skyrim » Gameplay effects and changes
Added: 19/03/2012 - 10:31AM
Updated: 24/04/2015 - 06:28PM

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0.802 Latest version

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Uploaded by kuertee

Description

Last updated at 18:28, 24 Apr 2015 Uploaded at 10:31, 19 Mar 2012

Eat and sleep


Version: 0.802 + fix
Date: 24 April 2015
Author: kuertee
Source: http://skyrim.nexusmods.com/mods/13246
Requirements:

Options:

Compatibilities:
  • Any food from 3rd-party mods and DLCs should be compatible. If an item that is not an appropriate food item shows up in your menu, you can edit the food so that the mod will stop treating the item as a food item.


Note that a copy of this document exists in the Skyrim\Data\Docs folder.

Short description


The progress of time, combat and performing activities (e.g. armoursmithing, reading, etc.) require you to drink, eat and sleep.

Updates since last release (0.801)


    0.802 fix, 24 April 2015:
  • Bug fix: The waterskin wasn't getting used automatically when using the Food Menu. It was intended to be used automatically if you choose a menu item with no drink item.
  • Tweak: Uses Game.GetCurrentCrosshairRef () and Player.GetFurnitureReference () for better detecting sitting and bed quality 100% accurately. Previously, the mod had to wait for the OnCrosshairRefChange () event.
  • 0.802, 11 March 2014:
  • Tweak: HUD: The colour of the central motif indicates your vampiric stage. Its shade of red increases the greater your vampiric stage.


Applying the fix


  1. Simply copy the files into to the Skyrim\\Data folder - ensuring that the older versions of the files are overwritten.


Updating


  1. Simply deactivate and uninstall the previous version then install and activate this version. Note that you do not need to stop the mod in-game. If you do, you will lose your accumulated mod-specific data. Let the new version back-up the data of its old version, clean-up the old data (i.e. zero-out) by stopping itself, restart itself and restore the data of the old version.
  2. After the update is finished, the message "kuEAS v0.802" will appear.
  3. If the MCM fails to start, simply type "startQuest kuEASxMCMQ" in the console.


Gameplay changes


Auto-eating and auto-drinking

You can ignore the micro-gameplay of eating and drinking. More below.

Eating and drinking

Every hour hungry or thirsty, you will receive a -2 penalty to Magicka and Stamina. These two "stack" on each other. So when thirsty for 3 hours and hungry for 5, the total penalty is -16 to both Magicka and Stamina. Eating 1 weight of food will satiate your hunger for 12 hours. Cooked food doubles the amount of energy received. Drinking a bottle of liquid (except potions) will rehydrate you for 12 hours. When hungry, you will hear your player's stomach grumble.

Eat by clicking on a food item in your inventory. Eating takes time. By default, eating takes 15 minutes. Change this by setting userEatingTimeMinutes. Set it to 0 to disable this feature.

When auto-eating is set, the food menu is shown only when the player sits down. This new method makes all chairs work similarly to beds. Need to eat, take a seat. Set userAutoEatShowsMenuMethod in the INI or MCM to change this behaviour. 0 = Never show food menu. (I.e. auto-eat silently.) 1 = At every auto-eat trigger. (I.e. the old method.) 2 (default) = Only when seated. When in inns, the food menu is delayed for 10 seconds in case one there is a server to ask you if you need to order food or drink.

You can get more information on the food or drink item by tapping "O" (for open) in your Inventory Screen while a food is highlighted. For 3rd-party food mod and user preferences, you can change the food's class, whether it's cooked or not and spoilage rates in this information window. You can also tag food items as non-ingestible (e.g. Soul Husks from Dawnguard and Flour from Hearthfire). By default, all food items are currently food, so you'll need to tag items manually.

Cannibalism and feeding as a werewolf satisfies your hunger by 24 hours.

Drink by clicking on a drink item in your inventory. Also, when in 3rd person view and your player is not busy with another animation, it will be animated to either eat or drink after leaving the Inventory or Food menu screens.

Spoilage of food is now grouped in 3 life-spans: short = 1 day, medium = 3 days, long = 5 days. You can configure these lengths by setting userFoodShortLifeSpanHours, userFoodMediumLifeSpanHours, userFoodLongLifeSpanHours in the console or in the INI. Food with short lifespans are raw meat and stews. Processed food like treats, pies and cooked meats have medium-length lifespans. Long-lasting foods are breads, and raw fruits and vegetables. You can turn off this feature by setting userFoodSpoils to False in the INI or MCM.

Food items of 1 weight or more are classed as "large food" items. When eaten (either automatically, from the menu or manually), only it's 0.25 weight-portion is consumed. The rest is sliced up and kept in your inventory.

Food info panel

When the food info key is tapped, the food's item card is updated with the food's information and your Satiation/Hunger levels. When the key is tapped again, the editing menu is shown. You can change this behaviour by setting userShowFoodInfoMethod in the INI or MCM.
  • 0 (zero) = Tap once to call the food info panel.
  • 1 = Default. Tap once to update the item card. Tap again to call the food info panel.
  • 2 = Dynamically update the item card. Select another if method 2 conflicts with another mod that runs while the Inventory Menu is open.
  • Note I've throttled the code for method 2 to trigger only 1 time per second. (Normally, the game runs tries to run this as fast as it can. I.e. many times inside 1 second.) Due to this throttling, and the code required to collate the information, and the normal time for SKSE/SkyUI's UI.SetString () to change the interface, there will be a delay in updating the item card. It's normally immediate - but it shouldn't take more than 3 seconds.


The text in the UI is changed with SKSE and is not permanent. None of the UI files have been modified. SkyUI may be required to see the changes.

Auto-eating and auto-drinking

You can ignore the micro-gameplay of eating and drinking. Simply ensure that you have food and drink in your inventory and the mod will automatically eat and drink for you. It will remove food and drink from your inventory at 6am, 12pm and 6pm or when you first get hungry or thirsty and will give you the energies for the food and rehydrate you from the drink. However, auto-eating and auto-drinking will not give you the magical effects of the items you consumed.

Alternatively, you can let the mod present you with the Food menu at the times you are scheduled to auto-eat instead of auto-eating for you. Ensure that userAutoEatShowsMenu is True in MCM. Or set it from the Console or the INI.

Generate meals with the Food menu Fork

In your Miscellaneous Inventory list is a Food menu Fork. When you click on this, the mod will generate a menu of different meals from your inventory. You can click on one of the meals in this menu and the mod will give you the specified energy and remove the appropriate food items from your inventory. Note that eating from this menu will not give you the magical effects of the food item.

Waterskins

In your Miscellaneous Inventory list is a waterskin that holds enough water for 3 days (6 servings). You can refill the waterskin by asking an innkeeper to refill it. Auto-drinking will take water from waterskins before taking any drink items from your inventory.

Collecting water from nature

Pressing the O key (changeable in the MCM by setting userCollectWaterKey) while facing a body of water and while sneaking fills the waterskin and rehydrates the player.

When "kuerteeEatAndSleepWaterDetection.esp" is loaded along with the main mod or when the merged version of the ESP is used, water collection from bodies and waters is faster and is 100% more accurate. When either of these are loaded, the mod can detect whether if you've stepped in water (which is a requirement for collection). If neither of these are loaded, then the previous detection method (of detecting whether an invisible item that was dropped in front of the player bobs up and down) is used. This is described in the next paragraph. Note, however, that "kuerteeEatAndSleepWaterDetection.esp" and the merged version of the mods edit all WaterType objects to cause 0 damage. Loading these ESPs before any mod that edits WaterType objects is recommended.

The crosshairs must not be on any object for this to work. Unfortunately, this still doesn't detect if there is water in front of you 100% of the time. It's close, however. To test: If a shot arrow bobs up and down in the water, then my code will detect the water. You can collect from that water source. If a shot arrow doesn't bob up and down in the water, then my code will not detect that water. The fast flowing canal in the middle of Markarth doesn't seem to be "real" water. Note that the arrows in quivers that you drop from your inventory is not a good item to test for this. It has to be the actual arrow item which can only be produced by shooting it from a bow - then activate-dragging it to the water.

If you have userAutoCollectWater set to True, being near a well or near a water source will refill the waterskin. And if you have userAutoDrinkFromNature set to True, it rehydrates you, too. These are set to False by default.

Remove food far from actors

When userRemoveFoodFarFromActors is True and when the player is in a location without the Keywords LocTypeInn, LocTypeStore, LocTypePlayerHouse, LocTypeGuild and LocTypeStewardsDwelling food in the game world far from NPCs and cooked food in containers far from NPCs are removed.

Sleeping

Sleep is required to maintain energy. When exhausted, you will receive a -2 penalty to Magicka and Stamina. This penalty stacks on top of the penalties for hunger and thirst. Being exhausted for 4 hours on top of the sample given above, the total penalty will be -24 to both Magicka and Stamina. Sleeping will renew your energies. How much energy gained while asleep depends on the bed you've slept on. The more comfortable the bed, the more restful the sleep. Other penalties to comfort are: being outdoors and if a dead corpse is nearby (1000 distant from the bed). When a vampire the nearby-dead penalty does not apply.

Also when tired, you will hear your player yawn.

Sleep anywhere with the Light blanket

In your Miscellaneous Inventory list is a light blanket. After you click on this and exit the Inventory screen, you will be presented with the Sleep menu. Note that you will need more sleep to renew your energies when not sleeping on a bed.

Endure exhaustion, hunger and thirst

As an adventurer, you can endure the penalties of being exhausted, hungry and thirsty. These penalties are halved for a length of time determined by your experience. As you increase in Levels, this time is increased. At level 50, the penalties are halved for 12 hours. At level 1, this time is 20 minutes. At level 25, this time is 6 hours. Note that after that time, you get the full effects of the penalties. When you've neglected any of these needs for some time, this can be quite a detrimental and sudden effect. This is the "crash".

Active effects screen

Drink requirements are listed as Hydration or Thirst in your Active effects screen. Food requirements, as Satiation or Hunger. Sleep requirements, as Energy or Exhaustion.

Adjustments to the effects due to activity are listed as Exhaustion from activities, Hunger from activities and Thirst from activities.

Effects that are endured are listed as Adventurer's constitution.

Vamprism

You do not need food or drink when a vampire unless userVampiresHungerAndThirst is True. By default it's False.

HUD
By default this HUD is always shown. Set when it is shown, its location, and the key that displays it in the INI or MCM.

The HUD is a 12-hour clock that shows the hour (day and night), Energy, Satiation and Hydration levels. These levels are depicted as three rings in the clock face. The outer-most ring is Energy/Exhaustion. The middle ring is Satiation/Hunger. And the inner-most is Hydration/Thirst.

Grey-coloured rings are positive levels. And red-coloured rings are negative. Grey rings that are "full" rings indicate that they contain 12 hours or more positive levels. Red rings that are full contain 12 hours or more negative levels.

Ring segments indicate that there is less than 12 hours of positive (for grey segments) or negative (for red segments) levels in the stat. As time progresses, these segments either decrease (for grey segments) or increase (for red segments) in length. I.e. grey rings (i.e. positive levels) decrease over time. And red rings (i.e. negative levels) increase over time.

Note that each ring is the sum of the stat's normal level and the stat's activity-adjustment. Adventurer's constitution is not represented. Therefore, the magnitude of the penalty may be half that of the red of the length segments.

Game-month calendar: The outer perimeter is the monthly clock. A day is noted as a segment along the diameter. As the month progresses, more segments are list. The current day is brighter than past days.

Real-time clock: The real-time hand points to the current real-hour. As the hour progresses, the hand grows longer. The 0-minute, 15, 30, 45 and 60-minute times are notched on the hand.

The colour of the central motif indicates your vampiric stage. Its shade of red increases the greater your vampiric stage.



Combat and activity adjustments to exhaustion, hunger and thirst

The events listed below affect all three of exhaustion, hunger and thirst.

Event Adjustment
Combat Exhaustion, Hunger and Thirst +0.0625 hrs
Battle fatigue (Health < 25 pts) Exhaustion, Hunger and Thirst +1



The activities listed below increase one, two or all three of exhaustion, hunger and thirst. More activities can be detected when my mod, Professions http://skyrim.nexusmods.com/downloads/file.php?id=18258 is used. Read more below.

Activity Adjustment
Enter combat Exhaustion, Hunger and Thirst +0.25 hrs
Read a book Exhaustion +0.125
Learn a spell Exhaustion +0.5
Enchant an item Exhaustion +0.5
Improve a weapon Hunger and Thirst +0.25
Construct a weapon Hunger and Thirst +0.5
Improve armour Hunger and Thirst +0.25
Construct armour Hunger and Thirst +0.5
Mix a potion Exhaustion +0.25
Training Exhaustion, Hunger and Thirst +1
Harvesting ingredients - Hunger and Thirst +0.25



Battle fatigue and injuries mod synergy

When my mod, Battle fatigue and injuries http://skyrim.nexusmods.com/downloads/file.php?id=13241, is installed, receiving an injury affects exhaustion, hunger and thirst. Also. when installed the detection of all combat events are transfered to it.

Event Adjustment
Incur an injury Exhaustion, Hunger and Thirst +0.25 hrs



Professions mod synergy

When my mod, Professions http://skyrim.nexusmods.com/downloads/file.php?id=18258, is installed these additional activities affect one, two or three of exhaustion, hunger and thirst.

Activity Adjustment
Cook a meal Exhaustion +0.125 hrs
Disenchant Exhaustion +0.25
Mine an ore Hunger and Thirst +0.5
Use a sawmill Hunger and Thirst +0.25
Refine ore to ingot Hunger and Thirst +0.25
Skin an animal Hunger and Thirst +0.5
Strip leather Hunger and Thirst +0.125
Tan a hide Hunger and Thirst +0.125
Chop wood Hunger and Thirst +0.5



3rd-party mod adjustments

3rd-party mods can affect Exhaustion, Hunger and Thirst. The mod simply needs to issue the SKSE command SendModEvent ().

To adjust the Exhaustion, the command is: SendModEvent ("kuEASEvent", "Exhaustion", hours adjustment as Float).
For Hunger, SendModEvent ("kuEASEvent", "Hunger", hours).
For Thirst, SendModEvent ("kuEASEvent", "Thirst", hours).
Note that these are adjustments to the counters for Exhaustion, Hunger and Thirst. So they will appear like those adjustment from activities and combat. If the actual Exhaustion, Hunger and Thirst needs to be changed, then it's best to actually put time forward via Papyrus instead of triggering these Events. The 3rd-party mods authors will need to implement this in their mods.

Drinking Fountains of Skyrim mod synergy

Support for Drinking Fountains of Skyrim http://skyrim.nexusmods.com/mods/24282. When installed, drinking fountains will act like wells. (I.e. All you need to do is stand close to one and your waterskin will be filled.) And Water bottles will quench your thirst.

Details


The penalties are by designed small: -2. However, also by design, their detrimental affects can be high when ignored.

When userAutoCollectWater and userAutoDrinkFromNature are True, the mod that automatically rehydrates the player (e.g. drink automatically) when near a body of water. Detecting when you are near a body of water is not 100% accurate, however. So just ensure that you have bottled drink in your inventory.

You can configure this mod with SkyUI's MCM or in the Console by typing "SetPQV kuEASQ {mod data} {value}".Below are the various mod data that you can change, their default values and a short description of their effects.

userEndureMaxHours = 12
userEndureMaxLevel = 50
Data for how long you can endure the effects of the mod. At userEndureMaxLevel, the full userEndureMaxHours of time can be endured. E.g. with the default values, at level 50, the penalties are halved in the first 12 hours of exhaustion, hunger and thirst. The length of this endure time increases up to that time as you level-up to 50.

user1WeightEnergy = 12
The amount of energy (in hours) 1 weight of food contains.

userFoodShortLifeSpanHours = 24
userFoodMediumLifeSpanHours = 72
userFoodLongLifeSpanHours = 120
Food like raw meat and cooked meals have short lifespans. Processed foods like treats and cooked meats lasts a medium length of time. Long-lasting foods are breads and raw fruits and vegetables.

userFoodCustomLifeSpanHours = 168
Custom food life span. Set this to a custom value that are for foods that do not fit well in the other 3 life spans. Then edit the food as normal and set its life span as Custom.

userCookedFoodEnergyMultiplier = 2
The amount of energy is multiplied by this value for cooked items.

userRemoveFoodFarFromActors = True
Food in the game world far from NPCs and cooked food in containers far from NPCs are removed.

userAutoEat = True
Set this to False if you don't want the mod to auto-eat for you.

userAutoDrink = True
Set this to False if you don't want the mod to auto-drink for you.

userAutoDrinkFromNature = False
Set this to true to auto-drink from wells. Rivers are also detect but this detection is very buggy and is not 100% accurate. River detection is actuallt very poor. Best to rely on the water skin or on alochol purchased from inns.

userWaterSkinDaysSupply = 3
The number of days worth of water the waterskin can keep.

userRequiredSleep = 8
The amount of hours of sleep required to get the amount of energy enough to sustain the remaining hours of the day. E.g. the default of 8 hours gives you 16 hours of energy. I.e. 8 + 16 = 24.

userGroundBedReqSleepFactor = 1.5
userBedrollReqSleepFactor = 1.25
userCommonBedReqSleepFactor = 1
userUpperClassBedReqSleepFactor = 0.75
userNobleBedReqSleepFactor = 0.5
userOutdoorReqSleepFactor = 1.25
userNearDeadReqSleepFactor = 1.25
These bonuses and penalties affect userRequiredSleep. For e.g. Sleeping on a bedroll increases the amount of sleep required by a factor 1.5 and so inversely decreases the amount of energy received from sleeping. E.g when on a bedroll, 8 * 1.5 = 12 hours of sleep is required to get the 12 hours of energy required for the rest of the 24-hour day. Sleeping on a bed of noble quality, however, 8 * 0.5 = 4 hours of sleep is required to get the 16 hours of energy required for the rest of the day. This may look quite abstract but it helps if you think that an hour of sleep leaves you 11 hours of waking time.

Note that these bonuses and penalties "stack" on each other. So, sleeping on the ground and outdoors near a dead body will severely impact the amount of energy you gain from each hour of sleep.

userUseAudioCues = True
Set this to False to turn off the audio cues of yawns and grumbling stomachs.

userAnimateOnManualEatDrink = True
Set this to False to supress the eating and drinking animation when manually eating and drinking.

userAnimateOnAutoEatDrink = True
Set this to False to supress the eating and drinking animation when auto-eating and auto-drinking.

<!--userAutoEatShowsMenu = False
Set this to True to display the Food menu automatically instead of auto-eating. -->

userEatingTimeMinutes = 15
Set this to the number of minutes eating will take. Set this to 0 to disable this.

userAddDrinksToMenu = True
Set this to False so that drinks are not added to the Food menu unless your waterskin is empty.

userVampiresHungerAndThirst = False
Set this to true so that player vampires will still need to eat and drink.

userInventoryFoodMenu = True
Add the Food Menu Fork to the player's inventory."

userInventoryLightBlanket = True
Add the Light Blanket to the player's inventory.

userInventoryWaterskin = True
Add the Waterskin to the player's inventory.

userRemoveFoodMagicEffects = True
Remove the Magic Effects of food.

userAnimateOnAutoEatDrink = True
Animate eating and drinking when auto-eating or auto-drinking and in 3rd-person view.

userAnimateOnManualEatDrink = True
Animate eating and drinking when manually eating or drinking and in 3rd-person view.

userLostHoursToIgnoreEffects = 12
If time is advanced automatically by a mod or by the game by 12 hours or more, the requirement of drink is set to the next midday, the requirement of food, to the next 6pm and the requirement of sleep to the next 10pm or, if a vampire, the next 6am. This effectively negates any of the penalties during those times when you don't have control of your player. An example of these times are time-progression from staying in jail. You can change this 12 hour threshold by setting userLostHoursToIgnoreEffects.

userFoodInfoKey = 24
Shows information on the highlighted food item. Press with any of the ALT key, to edit the food. Key codes are listed here: http://www.creationkit.com/Input_Script#DXScanCodes.

userCutUpLargeFood = True
Large food (more than or equal to 1 weight) is automatically cut up for you.

userShowMealsOfSameSatiation = False
If False, meals of the same sation levels are removed. If True, meals of the same satation levels may appear on the menu.

userShowFoodInfoMethod = 1
0 (zero) = Tap the food info key to show the editing panel. 1 = Tap once to show info on the item card. Tap again to show the editing panel. 2 = Dynamically update the item card. Select another if method 2 conflicts with another mod that runs while the Inventory Menu is open.

userAutoEatShowsMenuMethod = 2
Auto-eat show menu method. 0 = Never show food menu. 1 = At every auto-eat trigger. 2 = Only when seated.

userCombineTimeAndActivityEffects = False
Combine the effects from activity with the effects from passing of time with. When True, the effects from activity will be combined with the normal effects. You won't see them in your Active effects screen.

userCollectWaterKey = 24
24 is O for open. Drinks and collects to water if found. You need to be sneaking and have a body of water in front of you.

userAutoCollectWater = False
When near water sources, you will automatically fill your waterskin. Note that this does not detect objects that were added to the custom water sources list - that you populate.

userEndureEffectsFactor = 0.5
How much can you endure the effects of the mod? This is the factor that Adventurer's consitution modifies the effects of the mod. The default halves the effects.

userWaterHydration = 12
The amount of hydration (in hours) that is replenished when drinking non-alcoholic drinks. These are drink items with the word 'water' or 'milk' in their names.

userOtherDrinkHydration = 6
The amount of hydration (in hours) that is replenished when drinking alcoholic drink items.

userForceAnimation = True
Forces the eat and drink animation to play even if the player is in first-person-view.

userShowHUDMode = 2
0 = Don't show. 1 = When penalised or on key-press. 2 = Always (default). 3 = On key-press only.

userHUDShowRealTimeHand = True
Display real-time hand."

userHUDShowMonthlyClock = True
Display game-time monthly lock.

userHUDLocation = 5
0 = Top. 1 = Top-right. 2 = Right. 3 = Bottom-right. 4 = Bottom. 5 = Bottom-left. 6 = Left. 7 = Top-left.

userHUDLocationXAdj = 50
X (horizontal) adj of HUD location.

userHUDLocationYAdj = -50
Y (vertical) adj of HUD location.

userHUDKey = 48
;Show HUD key. "B"

userFoodSpoils = True
Food spoils.

userActivitiesAdjustNeeds = True
userCombatAdjustNeeds = True
userActivitySkillBooksReadExhaustion = 0.125 hrs
userActivitySpellsLearnedExhaustion = 0.5
userActivityMagicItemsMadeExhaustion = 0.5
userActivityWeaponsImprovedHunger = 0.25
userActivityWeaponsMadeHunger = 0.5
userActivityArmorImprovedHunger = 0.25
userActivityArmorMadeHunger = 0.5
userActivityPotionsMixedExhaustion = 0.25
userActivityCookingExhaustion = 0.125
userActivityDisenchantingExhaustion = 0.25
userActivityMiningHunger = 0.5
userActivitySawmillHunger = 0.25
userActivitySmeltingHunger = 0.25
userActivitySkinningHunger = 0.5
userActivityStrippingHunger = 0.125
userActivityTanningHunger = 0.125
userActivityWoodcuttingHunger = 0.5
userActivityHarvestingExhaustion = 0
userActivityHarvestingHunger = 0.25
userActivityHarvestingThirst = 0.25
userActivityTrainingExhaustion = 1
userActivityTrainingHunger = 1
userActivityTrainingThirst = 1
userActivityBattleFatigueExhaustion = 1
userActivityBattleFatigueHunger = 1
userActivityBattleFatigueThirst = 1
userActivityInjuryExhaustion = 0.25
userActivityInjuryHunger = 0.25
userActivityInjuryThirst = 0.25
userActivityCombatExhaustion = 0.0625
userActivityCombatHunger = 0.0625
userActivityCombatThirst = 0.0625
These adjust the magnitude (in hours) of the effect of each activity or event. There are more in the INI file. E.g. you can have cooking affect hunger also instead of only exhaustion (the default) by setting userActivityCookingHunger.

A configuration file (data\ini\kuerteeEatAndSleep.ini) is provided with the relevant console commands. If you want to change any of the default values above, change them in the INI file then run the file by typing {bat "ini\kuerteeEatAndSleep.ini"} (without the brackets) in the console. You only need to do this when you want to change the values of the property. Your changes will be saved in your game.

Also, when configuring with the INI file, you'll need to run it after Stage 5 of the main Quest. This is after the prologue - after you leave the cave under Helgen. Or after leaving the hut of Arthmoor's Live Another Life.

Install


  1. Use Wrye Bash (http://skyrim.nexusmods.com/downloads/file.php?id=1840) to install this mod. Just drag the package (which is a normal ZIP file) into Wrye Bash's Installers tab. Note, however, that the package is only a normal ZIP file, so if you know the game's mod file structure, install it manually. Other mod managers (e.g. NMM) that support ZIP files that mirror the file structure of the game may also be used.
  2. Configure the mod as described in the "Configuring the mod" section.
  3. Activate the mod.


Starting from a downloaded saved-game

(Thanks to Restutitor Orbis for this suggestion on how to jump-start my mods when playing from a downloaded saved game.)

"Starting another character from a DLed saved game file in Helgen, I came upon an easier solution than warping into the LAL prison cell.
If you have LAL but are starting a character in Helgen, just use a bat file with these 2 console commands or just type them in after the ~:
setstage arthlalstartquest10
setstage arthlalstartquest20This ends the LAL quest and re-enables the MQ101 update that you are supposed to get when you complete your escape, but was initially disabled by LAL.
That way you can do the vanilla MQ without switching to the LAL beginning if you want to."
-Restutitor Orbis

Uninstall


  1. In the console, type {SetPQV kuEASQ uninstallNow True} (without the brackets). Or with Sky UI's MCM, set the uninstallNow toggle to True then exit the menus.
  2. Wait for a message confirming the uninstallation. Save the game.
  3. Deactivate the mod with Wrye Bash. If you installed this manually, simply delete all the files you installed. (Wrye Bash keeps track of files used, so installing/uninstalling the mod with it is 100% simpler.)


Troubleshooting


  • You can reset the mod by typing {SetPQV kuEASQ resetNow True} (without the brackets) in the console. Or with Sky UI's MCM, set the resetNow toggle to True then exit the menus.
  • When it resets it will ask you either reset all of its data or continue with the current data. Resetting all its data will remove all your settings and set the mod as if you have first installed it.
  • You can check all the mod's data by typing {SQV kuEASQ} in the console. You can check if your settings were set in the mod properly with this.
  • If you find that your changes (with the command SetPQV or from executing the INI) do not appear in the mod, check the command again for spelling errors. Then try again.
  • If you find that resetting (with resetNow) and uninstalling (with uninstallNow) don't seem to work, the mod may have been suspended. It is best to simply start-over (i.e. reinstall the mod) after a "clean" save.


Creating a clean save:

  1. If you can, uninstall the mod from the console with {SetPQV kuEASQ uninstallNow True}.
  2. Wait for the mod to confirm the uninstallation. It may take a minute. If no confirmation appears, then simply continue to the next step.
  3. Save the game manually from the console by typing {save uninstalledMod}.
  4. Uninstall all the mod's files (*.ESP, *.PSC, *.PEX) from the game folders. Make sure that none of the mod's Scripts are left. A mod manager like Wrye is best used for this.
  5. Load the "uninstalledMod" save.
  6. Save the game manually again from the console by typing {save cleanSave}. Because all of the mod's files were removed, all of its data will be "zeroed" in this game.
  7. Play from this game.


Script logging

  • As a last resort, you can enable script logging and investigate the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log" file and/or send them to me. Contact me first either on TESNexus or the official Bethesda forums.
  • To enable script logging, set bEnableLogging, bEnableTrace and bLoadDebugInformation in the Skyrim.INI file. More information about this is described in this thread in the official Bethesda Creation Kit Forum: http://forums.bethsoft.com/topic/1345130-having-papyrus-trouble-here-are-some-things-to-try/.
  • Also, you can set mod specific logging by setting debugMode to 1 in either the MCM or in the console by typing {SetPQV kuEASQ debugMode 1} (without the brackets). Mod specific logs are found in "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuEASQs.0.log".
  • Play the game for 5 minutes or so - enough time for the game to capture logging events.
  • If the "Papyrus.0.log" contain "Suspended stack count is over our warning threshold, dumping stacks:", then your game is suffering very badly. I've written a guide on how to clean your game and recover from this problem in Bethesda's official forums: http://forums.bethsoft.com/topic/1481687-suspended-stack-count-is-over-our-warning-threshold/.
  • Feel free to send me (kuertee at gmail dot com) the "Documents\\My Games\\Skyrim\\Logs\\Script\\Papyrus.0.log", "Documents\\My Games\\Skyrim\\Logs\\Script\\User\\kuEASQs.0.log" to investigate the problem.


History


    0.801, 10 February 2014:
  • Bug fix: userCutUpLargeFood option was getting ignored.
  • Bug fix: The MCM wasn't connecting to the mod.
  • 0.8, 9 February 2014:
  • Bug fix: Some food items were not getting named properly in the Food Menu.
  • Bug fix: When userCombineTimeAndActivityEffects is True, negative effects were increasing continuously instead of per hour.
  • Bug fix: The Food Menu after sitting was delayed for 10 seconds even if you were not in an inn. It should only be delayed if you were in an inn to allow the inn-help to ask for your order.
  • Tweak: The sit-to-eat feature is now delayed only if there is an NPC who will take your order (i.e. an actor in the JobInnServer Faction) nearby.
  • 0.722, 28 December 2013:
  • New feature: HUD now shows a game-month calendar and a real-time clock. They are enabled by default. Disable them in the MCM or INI.
  • 0.721, 23 December 2013:
  • Bug fix: The waterskin wasn't updating it's name in your inventory. It may have water but it would show it as "empty".
  • Bug fix: Collecting water from Drinking fountains of Skyrim now fills the waterskin again.
  • Tweak: When "kuerteeEatAndSleepWaterDetection.esp" is loaded along with the main mod or when the merged version of the ESP is used, water collection from bodies and waters is faster and is 100% more accurate. When either of these are loaded, the mod can detect whether if you've stepped in water (which is a requirement for collection). If neither of these are loaded, then the previous detection method (of detecting whether an invisible item that was dropped in front of the player bobs up and down) is used. Note, however, that "kuerteeEatAndSleepWaterDetection.esp" and the merged version of the mods edit all WaterType objects to cause 0 damage. Loading these ESPs before any mod that edits WaterType objects is recommended.
  • Tweak: Minimised the messages to only get displayed at the first onset of negative effects - like how it worked in older versions.
  • 0.72, 20 December 2013:
  • Tweak: Cut-up large food items: I've added meat-based food items that were previously not in the list of "hard-coded" large food items - regardless of their weight. And I created smaller portions for them. In the default game, many of these additions are less than 1 weight - i.e. not a large food item and they will not be cut-up. However, any 3rd-party mod that adds weight to them (e.g. Requiem with Cooked Beef) will automatically use these hard-coded smaller portions rather than use the food items created from the "blank templates" that are used for food items that are not in the hard-coded list.
  • Tweak: Re-aligned the HUD. You'll need to reset your X and Y alignment because this version's default adjustments have changed.
  • Tweak: The HUD now works independently of any other UI. Previously, it was attached to the compass and any mods that hide the compass will also hide EAS HUD. In this version, it is attached to the "HUDMovieBaseInstance" level of the UI layer - making it totally independent of any other UI.
  • Tweak: Removed all the obsolete spell abilities that were left over from before I made the mod dynamically use only 2 spells for each drink, eat and sleep effect rather than the 12 positive spells and 72 negative spells for each effect of the older versions.
  • New feature: Throat clearing sound when thirsty.
  • 0.717, 25 November 2013:
  • New feature: HUD. By default this HUD is always shown. Set when it is shown, its location, and the key that displays it in the INI or MCM. The HUD is a 12-hour clock that shows the hour (day and night), Energy, Satiation and Hydration levels. These levels are depicted as three rings in the clock face. The outer-most ring is Energy/Exhaustion. The middle ring is Satiation/Hunger. And the inner-most is Hydration/Thirst. Grey-coloured rings are positive levels. And red-coloured rings are negative. Grey rings that are "full" rings indicate that they contain 12 hours or more positive levels. Red rings that are full contain 12 hours or more negative levels. Ring segments indicate that there is less than 12 hours of positive (for grey segments) or negative (for red segments) levels in the stat. As time progresses, these segments either decrease (for grey segments) or increase (for red segments) in length. I.e. grey rings (i.e. positive levels) decrease over time. And red rings (i.e. negative levels) increase over time. Note that each ring is the sum of the stat's normal level and the stat's activity-adjustment. Adventurer's constitution is not represented. Therefore, the magnitude of the penalty may be half that of the red of the length segments.
  • New feature: If a food item that is more than 1 weight is not found in the hard-coded list of sliced foods, a new food item with 0.25 weight will be created in your game. This system is limited to 10 new items. Note that these 10 "smaller portion" items are 10 items in the ESP. They have no magic effects, no weight, no 3D mesh and have no name. The mod simply changes their weight and name so that they can be used as food items for their larger version. Because of these reason, they immediately disappear when they are dropped.
  • Tweak: Manually eating a large food item (i.e. has 1 or more weight) will automatically cut it up into its smaller portions.
  • Tweak: You can set userFoodSpoils to False to turn off the spoilage feature.
  • Tweak: The water collection code (that checks whether the invisible item was bobbing up and down in water) was tweaked. Unfortunately, this still doesn't detect if there is water in front of you 100% of the time. It's close to that percentage, however. To test...if a shot arrow bobs up and down in the water, then my code will detect the water. You can collect from that water source. If a shot arrow doesn't bob up and down in the water, then my code will not detect that water. The fast flowing canal in the middle of Markarth doesn't seem to be "real" water. Note that the arrows in quivers that you drop from your inventory is not a good item to test for this.
  • Tweak: Spoilt food are not added in your inventory from this version onwards.
  • Feature changed: Drink items are added to the menu when userAddDrinksToMenu regardless of the value of userAutoDrink or your waterskin supply. Previously, userAutoDrink was required to be on and that your waterskin is empty. From this version on, the waterskin becomes your back-up supply of water and available drink items are added to the meals - when userAddDrinksToMenu is True.
  • Bug fix: Drink items were not getting added to the food menu regardless of the value of userAddDrinksToMenu.
  • Bug fix: Activity adjustment penalties were not getting updated when Adventurer's constitution (which halves the effects of the penalties) changes.
  • Bug fix: When the effects are combined, the negative effects are constantly removed and applied.
  • Bug fix: The food menu was still automatically showing up when other menus were opened (e.g. Dialogue menu).
  • 0.713, 27 October 2013:
  • New feature: rebuilt the application of the exhaustion, hunger and thirst Spell Abilities. From this version on, the mod uses only one Spell Ability per effect and its Name and Magnitude is changed with SKSE. Previously, multiple records (1 for each hour for each effect) was required. The obsolete records still remain in the ESP, however. If they are deleted while still active in your game - even during the update process, the player's stats will get corrupted. I'll remove them in the next version. They would have been cleanly removed from the player by then.
  • Tweak: Previously, penalties were limited to 72 hours due to each effect requiring a spell each. With the new method, there is now no limit to negative effects. However, positive effects are still limited to one day - as per previous versions.
  • New feature: Collecting water from nature. Pressing the O key (changeable in the MCM by setting userCollectWaterKey) while facing a body of water and while sneaking fills the waterskin and rehydrates the player. The crosshairs must not be on any object for this to work. For this update only, I turned off the auto-collect water from nature (from rivers and wells, and water fountains from Drinking fountains of Skyrim). This way water collection is like food collection - it's an actual act by the player. Swimming, however, automatically fills your water skin and rehydrates you automatically. This method of water collection always my intention in this mod. (You can look through very early posts in the Nexus thread and I mentioned it to one of my users. I can't remember who now. Anyway, set it to True to collect from nature automatically again.
  • New feature: Change the amount the Adventurer's constitute effect modifies the effects by setting userEndureEffectsFactor. The default is 0.5 which halves the negative effects. This was previously a hidden user setting. With the magnitudes of the effects dynamic, this is has been made possible to edit.
  • New feature: By setting userShowFoodInfoMethod to 3, the Food's item card in the Inventory menu is hidden. By default, this is still 2 - update the item card automatically.
  • Tweak: Items with the word 'water' in their names hydrate for 12 hours. All other drinks hydrate for 6 hours. Change these values by setting userWaterHydation and userOtherDrinkHydration in the INI or MCM.
  • Tweak: The default magical effects of drink items are no longer removed even when userRemoveFoodMagicEffects is set. However, their effects are still not applied to the player when drank from the Food menu or the Food editing panel. Remember that alcoholic drinks are still added to the Food menu - but only after your waterskin becomes empty. You can change this in the INI or MCM - as in previous versions.
  • New feature: When userForceAnimation is set, the mod will set the camera to 3rd-person view before playing the animation.
  • Tweak: Better determination of when the player is sitting. I.e. the normal function of GetSitState () returns true even if the player is not actually sitting. E.g. when using a crafting station.
  • New feature: When animations are on, 3rd-person view is forced. When the animations are finished, the previous view is returned. Set userForceAnimation to False if you wish.
  • Bug fix: User-cooked food was not presenting it's information panel in previous versions. This was a bug in the game itself. Cdcooley gave me a workaround: http://forums.bethsoft.com/topic/1472522-wipz-skyrim-script-extender-skse/page-3#entry23084152
  • 0.711, 14 October 2013:
  • New feature: Your Energy/Exhaustion level is shown in the Sleep menu. The text in the UI is changed with SKSE and is not permanent. None of the UI files have been modified.
  • New feature: When the food info key is tapped, the food's item card is updated with the food's information and your Satiation/Hunger levels. When the key is tapped again, the editing menu is shown. You can change this behaviour by setting userShowFoodInfoMethod in the INI or MCM. 0 (zero) = Tap once to call the food info panel. 1 = Default. Tap once to update the item card. Tap again to call the food info panel. 2 = Dynamically update the item card. Select another if method 2 conflicts with another mod that runs while the Inventory Menu is open. The text in the UI is changed with SKSE and is not permanent. None of the UI files have been modified. SkyUI may be required to see the changes.
  • New feature: When auto-eating is set, the food menu is shown only when the player sits down. This new method makes all chairs work similar to beds. Need to eat, take a seat. Set userAutoEatShowsMenuMethod in the INI or MCM to change this behaviour. 0 = Never show food menu. (I.e. auto-eat silently.) 1 = At every auto-eat trigger. (I.e. the old method.) 2 (default) = Only when seated.
  • Tweak: Clicking on the Food menu fork or the Light blanket automatically closes the Inventory menu.
  • Tweak: The active effects are now listed together. E.g. Satiation (1 hr) is listed next to Satiation (activity hunger 2 hr).
  • Tweak: You can now remove the Waterskin by setting userInventoryWaterskin in the INI or MCM.
  • Bug fix: The thirst adjustments from activity messages were previously suppressed.
  • 0.709, 10 October 2013
  • New feature: Training and harvesting affect your exhaustion, hunger and thirst. Synergy with the new version of Profession with these activites is active, too.
  • New feature: By default, the magnitudes of the magical effects of food are removed. Set userRemoveFoodMagicEffects to False in the INI or MCM then restart the game to get the magic effects back. The removal occurs when you pick up new food. But note that the changes made by this feature are not saved with your game. When you load a game, the mod will go through your food inventory to remove the magnitudes.
  • Tweak: You can now remove the Food Menu Fork and/or the Light Blanket by setting userInventoryFoodMenu and/or userInventoryLightBlanket in the INI or MCM.
  • Bug fix: I accidentally set the eating and drinking animations to False and that would have been saved in your game. Set them back to True in the INI or MCM.
  • 0.708, 24 September 2013
  • Bug fix: In the previous version, there were still instances of auto-eating and drinking even when they were turned off.
  • Bug fix: An auto-eat would incorrect trigger, showing an empty food menu even if you have food.
  • Tweak: When the MCM pings the mod (to check if it has stalled), the mod now has 5 minutes to respond - rather than the 60 seconds. Previously, the MCM would report that the mod is stalled or missing because it had not returned the ping from the MCM within the 60 seconds. Five minutes may sound excessive - but if the mod doesn't return the ping within that time then the mod may be truly stalled. It'll require a restart from a clean save.
  • 0.707, 27 August 2013:
  • Bug fix: Auto-eating and auto-drinking couldn't be turned off in the last few versions. Thanks to Orinocco for reporting this bug. I always play with these options turned on and missed checking for this bug.
  • 0.706, 2 August 2013:
  • Bug fix: Newly acquired food would retain the old "use-by-date" of food of the same type that was already in your inventory. My intention (and this is how it worked in the Oblivion version of this mod) was that the "use-by-date" of old food is replaced by newly bought food of the same type. E.g. if you had an apple in your inventory that would spoil in 3 hours, if you acquire a new apple, the old apple's use-by-date is ignored and is replaced with the new apple's.
  • Bug fix: The MCM had an obsolete and unused function in its Troubleshooting section. I've removed it in this version.
  • 0.705, 2 August 2013:
  • Tweak: Skooma is removed from the drink list. I never paid attention to what Skooma was in both Oblivon and Skyrim. I always thought that Skooma was a liquid drink. The Wiki describes it as a narcotic solid. So I removed it from the drinks list. Thanks to Locksley for the heads-up.
  • Tweak: Newly acquired food will always show in the Food menu. Foods that will spoil sooner will make up the rest of the meals - as previous versions did.
  • New feature: When you take a seat within 10 seconds of acquiring new food (e.g. by cooking, buying or simply picking up a food item), the auto-eat will trigger. I recommend that you use the "Auto-eat shows food menu" feature - rather than "invisibly" auto-eating.
  • New feature: You can set the mod to always show 4 meals by setting userShowMealsOfSameSatiation. The default for this is False. If False, the behaviour is as per previous versions: meals that offer the same level of satiation are removed which limits the menu to only meals that have different satiation levels. If True, all generated meals are shown. Note that the mod tries to generate meals with 8, 12, 16 and 24 hours of satiation.
  • Bug-fix: Some of the food that you set to be non-ingestible were ignored.
  • Tweak: Reprogrammed how the mod catalogues your food. In previous versions, the mod would scour through your inventory to find valid foods. This was a long process due to the number of items in the player's inventory. In this version, a variable array is used to mimic your food inventory. If you acquire or lose food items, this array is updated. Then the internal food list is built. And then the meals made - all in the background as you play. Processing this array is a much faster process. Note that you may still catch this process working if you click on the Food menu fork.
  • New feature: Your custom food settings (e.g. when you change a food into a drink item, when you set a food as non-ingestible) and customised spoilage rates are now kept between mod updates. Previously, only your configuration and Exhaustion, Hunger and Dehydration levels were kept.
  • Tweak: The "hidden" items that are used for storing names of foods and meals displayed in the Food menu are cleaned up between mod updates or uninstallation.
  • 0.703, 10 July 2013:
  • Tweak: Any innkeeper (i.e. member of the JobInnKeeperFaction) when in an inn (i.e. in a location with the LocTypeInn word) can fill your waterskin. Previously, you can only ask inn keepers from the base game.
  • Tweak: The slicing of large food items does not happen automatically. Instead, their smaller versions will show in the Food menu. Only when you select a menu item with them will their large versions be cut-up. Previously, when you acquire the a large food item, it is replaced with its smaller version - preventing the large item from getting used as ingredients for cooking.
  • Tweak: You can now change user settings before the main quest is at stage 5 (e.g. before leaving Helgen).
  • Bug fix: Fixes to the MCM's ping-back code. This will be the last time this bug will resurface - I hope. I found another instance when the RegisterForModEvent () for the ping-back is not registered or loses its registration in the previous version.
  • 0.702, 30 June 2013:
  • New feature: Large food items (i.e. with equal or more than 1 weight) from the base game are automatically cut-up into serviceable pieces. You can turn of this feature by setting userCutUpLargeFood to False.
  • New feature: If you find that a food item is not actually ingestible (e.g. Soul Husks from Dawnguard and flour from Hearthfire), you can set it as a non-food item. Do this in the food's editing menu. By default, all food items are currently food, so you'll need to tag items manually.
  • Bug fix: Fixes to the MCM's ping-back code - again.
  • 0.701, 16 June 2013:
  • Tweak: When the MCM "pings" the main mod (to check if it has not stalled), it will wait for the "ping-back" for 60 seconds. Previously this was 10 seconds. In normal play, the ping-back only takes a fraction of a second. But during initialisation on a clean install or an update to a new version, the main mod would not have been set-up to listen for the ping from the MCM yet - which causes the MCM's ping-back test to fail and then presenting it's "stalled message". In this version, I've increased the time the MCM waits for the ping-back to 60 seconds.
  • 0.7, 15 June 2013:
  • Bug fix: Previously, the "auto-drink from nature (i.e. waterfalls, wells and drinking fountains)" was getting triggered even when auto-drink was turned off. Also in the last version I mistakenly set this feature to trigger when near a valid water source and every time Hydration is below 24 hours. Because Hydration is constantly decreasing, this condition is pretty much everytime you are near a water source.
  • Tweak: The detection of beds (for the determination of sleep quality) now use the object under the crosshair. Previously, a script was attached at run-time to beds around the player. With with this tweak comes the feature of caskets offering vampire players sleep of the same quality as a "noble" bed.
  • Bug fix: Manually eating from your inventory is allowed again. Previously, a bug prevented the detection of consuming food directly from the inventory.
  • Bug fix: When time is put forward "unnaturally" (e.g. accepting your jail sentence, and i.e. when you have don't have control of the player) for more than userLostHoursToIgnoreEffects hours, exhaustion from activity was not getting removed. Note that when time is advanced unnaturally for more than userLostHoursToIgnoreEffects hours, the mod removes exhaustion, hunger and thirst and assumes that you've slept, eaten and drank your requirements during that time.
  • Bug fix: Eating from the editing window now removes the food item from your inventory.
  • Tweak: Food eaten stat is now increased when auto-eating food or eating food from the Food menu or Editing menu.
  • Tweak: The main package and the MCM can now be merged manually (with TES5Edit). Removing the reliance on GetFormFromFile () from the MCM discovery code made this possible. In this new version, SendModEvent () is used by the main package and the MCM to "ping" each other.
  • 0.67, 30 April 2013:
  • New feature: userFoodCustomLifeSpanHours: Default 168. Set this to a custom value that are for foods that do not fit well in the other 3 life spans. Then edit the food as normal and set its life span as Custom.
  • Compatibility: Drink items from Dragonborn are now classified as drink items.
  • Compatibility: Items with the words "ale", "brandy", "mead" and "wine" from 3rd-party mods and new DLCs will be classified as a drink items. Previously, the classification of drink items were based on a hard-coded list of drink items from the base game. In this version, that hard-coded list is still used. But any item not in that list but has the words listed above will be classified as drink items.
  • New feature: Food editing: Set to drink item or food item. If you find items that are incorrectly classed as a drink or food item, use the editing tool to set their class.
  • Bug fix: Manually eating or drinking will not play the extra sound effects anymore. Tying the sound effects to the animation in the previous version, bugged this previous tweak.
  • 0.668, 9 April 2013:
  • Tweak: Recompiled the main mod with Skyrim's 1.9 patch and the MCM component with SkyUI's 3.4 patch.
  • Bug fix: The Remove food far from actors feature was bugging out the closest actor to the player.
  • Bug fix: Previously, food was being removed from the world when the player gets too close to it even if there was a nearby NPC.
  • Tweak: Eating and drinking sound effects now only play when auto-eating/auto-drinking. Also, they are now tied to their respective animation - if in 3rd-person view.
  • Tweak: Eating and drinking animation now occur one after the other. Previously, the if both were queued, only the animation of the last activity was played.
  • Tweak: Remove food far from actors feature: Added LocTypeGuild and LocTypeStewardsDwelling keywords to those ignored by this feature.
  • Tweak: Remove food far from actors feature: Your current location is now also tagged with an invisible item. This will prevent foods disappearing when an NPC, who was initially detected nearby, moves away from them.
  • Compatibility: Previously, when in a special form (e.g. Vampire Lord or Werewolf), the script failed. It resumed when the player reverted back.
  • Compatibility: Woodpiles and Barrels and More Oh My: The remove food far from actors features now ignore containers with "wood pile" in its name.
  • Tweak: using the Light blanket now closes the Inventory menu and then presents the Sleep menu. Previously, the Inventory menu needed to be closed manually.
  • 0.666, 12 February 2013:
  • Bug fix: Cannibalism and Werewolf feeding were not working. Previously, I tried to detect the animation. Unfortunately, those two animations do not trigger an Event in Papyrus. In this version, I detect the Magic Effects associated with the Cannibalism and Werewolf feeding.
  • Tweak: Documented a previous feature, userAutoEatShowsMenu. This presented you with the Food menu instead of auto-eating for you. Ensure that this is set to True in the MCM. Or configure it from the Console or the INI.
  • Tweak: The auto-show Food menu (when userAutoEatShowsMenu is True) will not be presented while in a conversation.
  • Bug fix: In this version, eating a meal without a drink item from the Food menu will trigger the auto-drink from the Waterskin.
  • New feature: Sound cues for eating and drinking.
  • Bug fix: Food with no Keywords (e.g. stews) were not getting added to the Food menu. But they were still detected as food by the mod and could have been eaten directly from the Inventory.
  • New feature: Remove food far from actors. When userRemoveFoodFarFromActors is True and when the player is in a location without the Keywords LocTypeInn, LocTypeStore and LocTypePlayerHouse, food in the game world far from NPCs and cooked food in containers far from NPCs are removed.
  • Bug-fix: Previously time advancing quickly over userLostHoursToIgnoreEffects while crafting was ignored (i.e. had no effects to Exhaustion, Hunger and Thirst). In this version, if a crafting menu is open, time advances will not be ignored (i.e. effects Exhaustion, Hunger and Thirst).
  • Tweak: Previously, only meals of 4, 8, 12 and 16 hours of energy preseted in the Food menu. This prevented very high energy foods (e.g. Venison chop of 48 hours of energy) from being added to the Food menu. In this version, meals are now prepared for 8, 12, 16 and 48 hours of energy.
  • Compatibility: 3rd-party mods can affect Exhaustion, Hunger and Thirst. The mod simply needs to issue the SKSE command SendModEvent (). To adjust the Exhaustion, the command is: SendModEvent ("kuEASEvent", "Exhaustion", hours adjustment as Float). For Hunger, SendModEvent ("kuEASEvent", "Hunger", hours). For Thirst, SendModEvent ("kuEASEvent", "Thirst", hours). Note that these are adjustments to the actual counters for Exhaustion, Hunger and Thirst. So they will appear like those adjustment from activities and combat. The 3rd-party mods authors will need to implement this in their mods.
  • 0.665, 24 January 2013:
  • Tweak: Checks the mods Battle fatigue and injury and Professions with SendModEvent from those two mods instead of querying their existance with GetFormFromFile ().
  • New feature: Magnitudes of exhaustion, hunger and thirst are configurable. By default they are -2 to Stamina and Magicka. Set userExhaustionMagnitude, userHungerMagnitude, userThirstMagnitude to either 2, 5, 10, 15 or 20 in the MCM, console or the INI.
  • Tweak: Previously, there was only upto a day's worth of penalties (24 hrs - which is -48 to Stamina and Magicka at the default Magnitude of 2). In this version, you can be penalised up to 3 days (72 hours - which is -144).
  • Tweak: Previously, userAutoEatShowsMenu defaults to False. In this version it defaults to True. However, your saved game will load your previous preference for this setting. Use MCM, the INI or the console to set it to True. When True, the Food menu is presented at the times auto-eating is triggered instead of auto-eating the meals outright.
  • MCM bug-fix: The option userAutoEatShowsMenu now shows in the MCM. I missed adding it in previous versions.
  • Compatibility: 3rd-party added cooked foods are supported dynamically. When food is added to your inventory while the cooking menu is open, and that food is not recognised as cooked, it will be added into a list for 3rd-party cooked foods. Once added, it will always be recognised as cooked. Unfortunately, there is no way to detect if bought food is cooked or not. Also, this list can only contain 128 items. It will overwrite items from the beginning when it goes pass this limit.
  • Compatibility: Also, food that is not recognised as cooked and has these words in its name will be added to the list: cook, grill, pie, soup, spiced, steak, stew.
  • New feature: (Requires SkyUI 3.1) Food info when you press the O key (as in "open") while a food is highlithed in the Inventory screen. Set userFoodInfoKey to change this to a different key. Key codes are listed here: http://www.creationkit.com/Input_Script#DXScanCodes.
  • New feature: Feeding as a werewolf or as a cannibal now satisfies your hunger by 24 hours.
  • Tweak: Vampires can sleep near dead bodies without penalties to comfort. Also, the distance the dead corpse need to be for the penalty to apply has been tweaked from 2500 distant to 1000.
  • Tweak: Hydration levels more than 1 hour were labeled with the singular "hr".
  • 0.664, 2 January 2013:
  • Tweak: Food with the least amount of time left before spoiling is given priority in the Food menu. Also, raw food will always get added to the menu only when no other suitable food is found in each particular amount of energy.
  • Tweak: In previous versions, if your waterskin is not empty, no drinks will show in the Food menu. In this version, they do - presenting you with meals with drinks. You can revert back to the previous behaviour of not showing any drinks unless your waterskin is empty by setting userAddDrinksToMenu To False.
  • Bug-fix: In previous versions, some potions (e.g. from ACE and Philter of the Phantom) were getting added to the menu. This was due to SKSE's (v1.6.5, 24 Oct 2012) IsFood () having a bug (http://forums.bethsoft.com/topic/1429397-wipz-skyrim-script-extender-skse/page__view__findpost__p__22014426). So some items with VendorItemPotion were evaluated as True by IsFood (). In this version of my mod, items with the Keyword VendorItemPotion or have no Keywords at all are not added as food.
  • Bug-fix: The scheduled auto-eats of breakfast, lunch and dinner were broken in all versions. This version presents you with the Food menu at 6am, 12pm and 6pm.
  • Bug fix: Sleeping for 12 hours or more was getting detected as an unusual time progression. In my mod when an unusual time progression (e.g. from staying in jail, Fast Travel or time progressed by a mod), the effects of hunger and thirst are ignored and the needs are reset to the next logical time (e.g. next breakfast or next evening). In this version, sleeping for 12 hours and more does not ignore those effects anymore.
  • Tweak: When time is advanced unusually when you couldn't have drank, eaten or slept (e.g. by a mod or Fast Travel), your energy, hydration and satiation or automatically replenished so that you won't need any until the next 9am, the next 12pm (noon) or the next 6pm - whichever is appropriate. Previous versions adjusted this only to the next 6pm leaving you with a requirement to immediately drink, eat or sleep if the time was advanced to after 6pm.
  • Bug fix: The default values of activies that should affect thirst were set to 0 for thirst in previous versions. So performing activities that affected hunger (e.g. armoursmithing) were not affecting thirst as they should be. In this version, the default values for these have been set correctly. However, your previous values of 0 will be restore if you choose to "continue with your experience" in the update screen. I recommend that you still choose "continue with your experience" and set those values for those activities by resetting each option to their default values in Sky UI's MCM.
  • Bug fix: The Adventurer's Constitution was sticking even if the player has no negative effects.
  • Tweak: Auto-eating while showing the menu (i.e. when userAutoEatShowsMenu is set to True), will only show the No Food message once.
  • Tweak: Auto-eating/drinking was occuring during combat in previous versions.
  • Tweak: Plural forms of menu items that end in "o" or "y" are now spelt correctly. E.g. In previous versions, tomatoes was spelt "tomatos". Fixed in this version.
  • New feature: SkyUI's MCM (Mod Config Menu) support. The configuration tool is a separate download from my mod's Nexus files section. It requires Sky UI's beta 3 version or better which can be downloaded from Sky UI's thread in Bethesda's official Skyrim mods forum: http://forums.bethsoft.com/forum/183-skyrim-mods/
  • Tweak: Added userLostHoursToIgnoreEffects to the INI. I missed adding it when I made that feature configurable back in v0.649, 18 November 2012.
  • Tweak: Better data transfer from mods, Battle fatigue and injuries and Professions. It now uses SKSE's RegisterForModEvent () rather than requiring a direct link to either mods.
  • Tweak: Better handling of While...EndWhile loops when the game first loads or when the mod is uninstalling.
  • 0.660, 22 December 2012:
  • Bug fix: In the last version, the generation of the menu was getting interrupted - presenting you with no food until you pick up new food. The mod still worked in that you can still eat off your inventory instead. Fixed in this version.
  • New feature: Eating now takes time. By default, eating takes 15 minutes. Change this by setting userEatingTimeMinutes. Set it to 0 to disable this feature.
  • Tweak: Vampires can now hunger and thirst. By default, this is set to False. Set userVampiresHungerAndThirst to True to make player vampires need food and water.
  • 0.658, 16 December 2012:
  • Bug fix: Adventurer's constitution was not affecting the effects from activites. This version fixes that.
  • Compatibility: Previously, food was detected with SKSE's function IsFood (). This version also uses HasKeyWord (VendorItemFood) and HasKeyword (VendorItemFoodRaw). These functions are also used in checking for food spoils. (I really should have known of these Keywords before.)
  • Tweak: Spoilage of food is now grouped in 3 life-spans: short = 1 day, medium = 3 days, long = 5 days. You can configure these lengths by setting userFoodShortLifeSpanHours, userFoodMediumLifeSpanHours, userFoodLongLifeSpanHours in the console or in the INI. Food with short lifespans are raw meat and stews. Processed food like treats, pies and cooked meats have medium-length lifespans. Long-lasting foods are breads, and raw fruits and vegetables.
  • Tweak: Reworked the bed finding system that allows for bed-comfort-by-quality feature.
  • Tweak: Reworked the OnItemAdded () and OnItemRemoved () events to minimise spam from the game when a very many number of items are added or removed by the game. E.g. When Delphine takes all your inventory before you infiltrate the Thalmor Embassy.
  • Tweak: Removed the internal code for OnMenuMode since it is not required.
  • 0.649, 18 November 2012:
  • New feature: Combat and activities (e.g. armoursmithing, reading) affect Exhaustion, Hunger and/or Thirst. Read the Gameplay changes section. Mod synergies with Battle fatigue and injuries http://skyrim.nexusmods.com/downloads/file.php?id=13241 and Professions http://skyrim.nexusmods.com/downloads/file.php?id=18258. Thanks to Norbingel for this suggestion!
  • New feature: Support for Drinking Fountains of Skyrim http://skyrim.nexusmods.com/mods/24282. When installed, drinking fountains will act like wells. (I.e. All you need to do is stand close to one and your waterskin will be filled.) And Water bottles will quench your thirst. Thanks to Lyss for this suggestion!
  • New feature: Some food (particularly cooked food) spoils after 24 hours. You can change how long cooked food stays by setting userCookedFoodLifeSpanHours in the console or in the INI. Set it to 0, so that food never spoils.
  • Bug fix: Previously, auto-drinking from your supply of drinks (when your waterskin is empty) wasn't removing them from you inventory. This version fixes that.
  • Tweak: In all previous versions, if time is advanced automatically by a mod or by the game by 12 hours or more, the requirements of drink is set to the next midday, the requirement of food, to the next 6pm and the requirement of sleep to the next 10pm or, if a vampire, the next 6am. This effectively negates any of the penalties during those times when you don't have control of your player. An example of these times are time-progression from staying in jail. In this version, you can change this 12 hour threshold by setting userLostHoursToIgnoreEffects.
  • Tweak: Cooked food items that I missed in previous versions are added to cooked food list. E.g. Stews, etc...
  • 0.64, 6 November 2012:
  • Tweak: Food items are now listed the Food menu fork.
  • New feature: userAutoEatShowsMenu Set this to True to display the Food menu automatically instead of auto-eating.
  • 0.633, 25 September 2012:
  • Bug fix: The sound files are now included in the ZIP. I forgot to include them in the last version. Sorry.
  • Bug fix: Chair animations now play.
  • Bug fix: Foods from 3rd-party mods now generate energy. Previously, only auto-eating or eating from the Food menu fork took into account food from 3rd-party mods.
  • Tweak: Faster meals generation for the Food menu Fork. In this version, meals are generated when your food Inventory changes rather than when you click on the Food menu Fork like in previous versions. Generating meals was the cause of the delay when presenting your meals after clicking on the Food menu Fork in previous versions. In this version, the meals are generated in the "background". Only if you click on the Food menu Fork immediately after your food inventory changes may you experience the delay as the meals are generated.
  • 0.631, 20 September 2012:
  • New version: Eating and drinking animations. When eating or drinking, the player will animate appropriately after leaving the Inventory or Food menu windows. Turn these off by setting userAnimateOnAutoEatDrink and/or userAnimateOnManualEatDrink to False.
  • New version: Audio cues. Yawns and grumbling stomach will be heard when tired and hungry. To turn them off, type: {SetPQV kuEASQ userUseAudioCues False} (without the brackets) in the console.
  • Tweak: Name of the waterskin reverts to "full" at game restarts. This version fixes that.
  • Tweak: The weight of the waterskin is updated according to the amount of water left.
  • Bug-fix: Previously, auto-feeding was doubling up on the energy received from food.
  • Tweak: Changed the method of detecting when the player is water again. I reverted back to the older list of finding nearby rocks and fish. The previous version of detecting actual water sources didn't really work. In this version, when near objects named "rapids" or "waterfall" in CK or when near fish that you can catch, you are in "clean water". Your waterskin is automatically filled and if you are automatically hydrated to 12 hours.
  • 0.627, 10 July 2012:
  • New feature: Waterskins and wells. You can fill-up a water skin when you get near a well. Or you can request an inn keeper to fill it up for you for free. A filled water skin will hold water enough for 6 servings (i.e 3 days). You also auto-drink when near a well. And water from your waterskin will be used first for auto-drinking before any alcoholic beverages.
  • Bug-fix: Honningbrew Mead was was getting ignored as a drink item in previous versions.
  • 0.621, 19 June 2012:
  • Tweak: Moved the near water detection to another Quest/Script. This feature will now run off that separate Quest instead of it running off a Condition.
  • 0.62, 11 June 2012:
  • Bug-fix: Enduring the effects of exhaustion, hunger and thirst now works properly. I misunderstood the use of Perks in the previous version. They now work on those effects in this version.
  • Tweak: You can turn off auto-drinking from rivers and other water sources by typing {SetPQV kuEASQ userAutoDrinkFromNature 0} in the console.
  • Tweak: Ini file for ease of configuration is located in "Data\Ini\kuerteeEatAndSleep.ini". Change the options, then execute it by typing "bat 'ini\kuerteeEatAndSleep.ini'" in the console. You only need to do this once. The settings will be saved in your game.
  • Tweak: In previous versions, you sometimes see the Exhaustion message after waking. This is fixed in this version.
  • 0.61, 14 May 2012:
  • Bug-fix: Waiting was getting counted as sleep in previous versions. The Bethesda function IsPCSleeping () was buggy. This version fixes the mod.
  • Tweak: Auto-drinking was disabled because userAutoDrink defaults to False in previous versions. In this version this defaults to True.
  • Updating from before 0.61
  • First create a "clean save":
    1. Clean your game of the previous version before deactivating its ESP. Read the Uninstall section for instructions.
    2. Save the game.
    3. Deactivate the ESP. Ensure that all the mod's files are moved from the file system.
    4. Load that game then save it again. This should remove that version from your game.


Then install this new version. Read the Install section for instructions.

0.6, 13 May 2012:
  • Tweak: Food less than 0.25 in weight is calculated at 0.25. Eg., 4 apples should sustain you for 12 hours. In previous versions, you'd need 10 apples.
  • Bug-fix: Drinking from rivers feature should now work. It's still not 100%, however. In previous versions, this feature actively monitored your proximity to water but it was never linked to the auto-drink code. Sorry for that. Note that almost all, if not all, of running streams in caves are part of the 3D "mesh" for that interior level and is not an "object reference" that can be detected. So this feature will never let you drink from those. New feature: You can disable auto-eat by setting userAutoEat to False and disable auto- drink by setting userAutoDrink to False. Read the Details section for instructions on how to configure this mod via the console. Tweak: This mod doesn't bug-out the prologue mission anymore. However, it doesn't actually start in-game until after you escape from Helgen.
  • 0.53, 28 April 2012:
  • Tweak: Removed requirement of Inventory and Weight. This now requires SKSE. Benefits: More accurate and faster query of weight of food. No temporary duplication of items. Note that the current SKSE is a BETA release. But so is this mod anyway at 0.53. ;)
  • 0.52, 22 April 2012:
  • Bug-fix: Added Nord Mead to the drink list so that the auto-drink feature recognises it as a drink.
  • Tweak: Detrimental effects should not persist if the mod is uninstalled without following the instructions. However, you should still follow the uninstall instructions so that the iterated updates are removed safely.
  • 0.51, 15 April 2012:
  • Bug-fix: Previously, the "Thirst (X hours) added." message would show even after the mod auto-drinks for you.
  • Bug-fix: Previously, Energy/Exhaustion, Hydration/Thirst and Satiation/hunger would show 23 hours even if you had 24.
  • Tweak: Vampire players are now never Thirsty nor Hungry.
  • Bug-fix: When uninstalling the mod, the Food menu Fork and the Light blanket are removed from your inventory. This also fixes the bug of having more than one of those items when the mod is reset. Tweak: Previously, penalties were always rounded down from their actual value. In this version, they are rounded up or down depending on which value they are closer to.
  • 0.5, 19 March 2012:
  • Initial release.


  • Credits


    kuertee in http://www.bethsoft.com/bgsforums/

    Licensing/Legal


    You can do whatever you want with this mod but all I ask in return is that you give me credit. I would also like to be contacted when you include this mod in part or in full in a public release.