Features a brand new eat and drink system, which relies on weight of the item instead of the caps value and allows you to control it. In addition to that, you can tweak many aspects of the survival added features. Like tweaking disease chance, disabling Adrenaline. Choose how long you can maximally sleep on the different bet types. And mo
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Changelogs
Version 1.0.0
Added three new options
Disease
-> Disease on spell hit - toggle - Disease can no longer be applied on spell hit. (For example a radioactive super mutant or ghoul.)
Sustenance
-> Food weight multiplier - slider - Influences the weight / the amount of satiation from an item.
-> Drink weight multiplier - slider - Influences the weight / the amount of an item on quenching thirst.
Version 0.9.5
Diseases can now be deactivated completely
Diseases are now prevented from being applied while wearing power armor (can be toggled)
Fixed Immunodeficiency switcher
Version 0.9
-Added an option to disable all survival features. (If you want to play with ammo weight, but without the survival features) -Fixed several settings not working correctly sometimes. (Toggle Carryweight, SustenanceEffects, and DiseaseOnHit) *Note: Depending on how the setting is set, after you installed this update, you have to turn it on/off, off/on to make it work correctly, due to the changes. (only if it wasn't working before.) If you start a new game or the settings are already working, there is nothing to worry about.
Version 0.8.2
- All bed types can now cure sleep effects, if you sleep long enough - Immunodeficiency is now an option you can toggle in MCM - Mod no longer contains a ba2 archive, to get rid of incompatibility issues
Version 0.8.1
[New] Heal after sleep settings - Toggle heal for health and/or limb health after sleep - Modify the stages of heal per hour slept. - Modify the amount of heal for overall health and/or limb health. More information is provided in the MCM.
Version 0.8.0
#Script -Major rework of the script -(Optional)Added support for "quality" food types. Each quality type influences the nutritional value of an item. food item * quality type Charred/very poor: 0.7 poor: 0.85 good: 1.25 fine: 1.5 exquisite: 2.0 Food items have to be tagged with keywords in order to work. Otherwise it will work as usual. The more complex cooking recipes are, they will reward you with a higher nutritional value. As usual I will provide an additional esp with already tagged vanilla items and new cooking recipes. You are welcome to use it as a framework and create your own cooking mod.
#Bug fixes - Companion heal toggle - Other spontaneous bugs, that may occur
Version 0.7.0
#Script
- Added a backup function, when the sleep global fails to be read by the script.
#Carryweight
- Added an option to remove the damage received when over encumbered.
Version 0.6.2
#Added MCM controlled save game options
-Set a button to create an auto save
-Set a button to create a hard save
#Timed saves
-Toggle timed saves with MCM
- Timed saves do not appear while in combat
- Select the frequency in seconds. Up to 30 minutes. ( 1800 seconds)
-Fixed a missing record, which is used for Nuka Cola Disease settings.
Version 0.6
#Bug fixes
-Fixed a bug with Nuka Cola. It should now give the value it was supposed to give and can now be correctly configured by MCM.
#Nuka Cola
-Added support for tweaking the disease points added by Nuka Cola to the disease pool.
#Descriptions
-Updated descriptions in MCM. Should now be clearer and better to understand.
#Patches
-Added script support for Everyone's Best Friend Mod
-Added ESP patches for Everyone's Best Friend
Important: Make sure, SCM script overwrites Everyone's Best Friend HC_Manager Script. This is done by moving the ESP SCM after Everyone's Best Friend
If you are looking for direct help, information, patches, unreleased mods,pre-released updates for my mods or just want to talk and share images and videos of your adventures, feel free to join us!
SCM is more than just a menu, that allows you to configure several aspects of the survival elements of Fallout 4 It features a brand new eat and drink system, which works now with weight of the item, instead of caps value.
Eat & drink As said before, this mod features a new system and every food or drink item is now calculated by it's weight. Don't like that? No problem, you can switch between the old and new system.
How much do I need to eat or drink? Way less than before. It's now much more humanely. The old system was really bad implemented. You had to consume tons of meat, just because it has a low cap value. Hungry? Let's eat a whole Radstag! Oh, I'm still peckish!
A short overview with some vague values. Real values depend on your actual hunger & thirst Peckish? A small snack with 0.1 weight to 0.3 weight can be enough Hungry? Then you need more than that, about 0.5 weight to 0.7 weight Starving? About 1.0 weight to 1.5 weight. With drinking, it's similar, but a little bit less.
Hunger and thirst Do you remember the days, when you used two Rad-Aways and went from satiated back to hungry? Well, good news, I've fixed that for you. You can now configure exactly how much hunger or thirst you gain from items.
Adrenaline It's a very good feature. At least for other people but not for me. So I added an option to disable Adrenaline. Changes to adrenaline are planned, but not yet included.
Carry weight Survival features a reduced carry weight for the player. Want more carry weight? Disable it!
Companion Your companion gets downed very often and you don't want to waste your Stimpacks on them after each fight? Disable it! Too much stuff to carry and your companion is also already overloaded? Disable the survival carry weight restriction and overload him with more junk, today!
Diseases Control your diseases and don't let them control you! You can now modify the chance of catching a disease and/or disable diseases on hit. (Like for example from dogs, molerats, etc.)
Explanation: There are many actions which add to a disease risk pool. It ranges from 0 to 1. Getting hit by a molerat, dog or any other animal that is in the disease faction, increases that pool. Other actions like drinking a Nuka Cola or swimming can also contribute to it. When we enter a disease risk event, which means we roll for a disease, we check, if we are under the threshold of 0.25 points. If yes, we are save from a disease. If not, we roll the dice from 0.01 to 1. If we hit in the range of the pool size we will catch a disease. Except, we have some herbal med effects running, in this case they will prevent the application. The status effect immunodeficiency multiplies the disease points you receive. In addition to that, every time to reach the immunodeficiency state it will add immediately points to that pool.
Fatigue You can now configure how your fatigue is composed. It consists of 3 values, hunger, thirst and sleep fatigue. The math behind that looks like that: ( Hunger fatigue * mult + thirst fatigue * mult + sleep fatigue * mult ) / ( Hunger fatigue +thirst fatigue + sleep fatigue )
How to configure it then? Want to have sleep a much higher impact than drink or food? Increase the sleep value from 3 to 6.
Sleep The sleep cycle is 14 hours and it takes two 2 sleep cycles to get tired. After that 1 cycle increases your exhaustion level. There are two influences, insomnia & fatigue.
Fatigue decreases the cycle time by 50% (0.5) and you need to sleep twice as often. Insomnia decrease the effective sleep you get. If you sleep for 10 hours, that time is multiplied by 0.5 and you end up with 5 hours of effective sleep.
Savegame Set a keyboard button with MCM, to create an auto or hard save. Enable timed saves to let the game save for you and your progress. Choose the frequency and your desired kind of save. Hard saves require (Unlimited Survival Mode- https://www.nexusmods.com/fallout4/mods/26163 )
Fixes This mod contains several fixes, which are also contained within in the unofficial fallout 4 patch and additional fixes, like a fix for game freezes & crashes when using VATS. (If a developer from Bethesda reads this: For gods sake, fix your game!)