Oblivion

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Kearsage and FritZ FretZ

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FritZ_FretZ

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Vim & Vigor Overhauled v1.20 \"Final Release for version series 1.xx\" Original release by Kearsage, overhauled and revised by FritZ FretZ FF V&V is an Eat/Sleep mod. It introduces the need for food, water and sleep to new or existing Oblivion characters. ================== == Introduction == ================== FF V&V is essentially

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Vim & Vigor Overhauled v1.20 "Final Release for version series 1.xx" Original release by Kearsage, overhauled and revised by FritZ FretZ

FF V&V is an Eat/Sleep mod. It introduces the need for food, water and sleep to new or existing Oblivion characters.

==================
== Introduction ==
==================

FF V&V is essentially a role-player's "realism" mod. It is designed to simulate the need for food, water and sleep. A side effect of these dependencies is the development of a cadence to play-style that seperates day from night. Daily activities will need to be planned ahead to take advantage of the day's allotted energy. Riding a horse becomes a practical choice, as the day's energies are better spent clearing a dungeon than running to get there. Walking becomes a realistic choice as it conserves the day's precious energies. Night becomes a time of rest.

===================
== How it's done ==
===================

Having low fatigue in stock Oblivion has little if any noticeable affect on gameplay. You can still attack, ostensibly doing 'less' damage, and even at zero fatigue, you can still sprint and jump around without penalty. The fatigue system in vanilla Oblivion served little purpose. This mod makes a change to the basic assumption about the fatigue bar. Now, the fatigue bar represents your overall exhaustion from the rigors of adventuring. When it drops low, you will need to sleep to recover it. Keeping yourself fed will slow the rate at which you tire out.

Your character will gain a set number of additional fatigue points based on the time scale you choose. Running, jumping and fighting will all decrease your fatigue. Staying fed will stop your fatigue from draining while walking or standing still. This means that you will become exhausted in about 18 hours of game-time. If you don't ever eat, you will only last about 4 hours or so, depending on how much fatigue-draining activity you engage in. Staying fed is, therefore, paramount to your character's success.

The only way to regenerate fatigue, without the use of magic or potions, is through sleep (in a bed). If you wait rather than sleep, your digestion will continue, and if you wait too long on an empty stomach, your fatigue will eventually drop to zero or below and you will pass out.

=================
== Mod history ==
=================

This is an overhaul of Kearsage's original Vim & Vigor mod version 1.2. After I used the original mod for a while, I noticed a few bugs/issues that started me looking into the code to see if I could sort them out; Mainly because his original mod did things for the game that I wasn't willing to live without. Well, as it happens, one fix lead to another addition and in the end it turned out to be a complete overhaul. I've made every effort to maintain his original intentions for Vim and Vigor as I felt the original concept was excellent.

I've incorporated as much of Kearsage's original ReadMe file into this one as is relevant. The full version of Kearsage's ReadMe is also included in the "Alcohol Overhaul.zip" file (See "Optional mods packaged with FF V&V" below) and is entitled "Vim_Vigor_v1.2_Ref_Only.txt". Many thanks to Kearsage for his blessing to release this overhaul using his original files as a very solid base.

============
== Eating ==
============

In order to gain the benefits of eating, you will need to prepare your rations first. Nearly all normal food items in the game can be prepared into rations. Each normal food item is assigned a value based on what type of food and how much it is. For example, an Apple is worth 1 food unit. Ham is worth 2. An entire pumpkin is worth 3. Food unit values are indicated in the food's effects list. Simply click on food item (as if you wanted to eat it) to prepare it. Once you have prepared 5 units of food, you will create one prepared ration pack. These foodstuffs are now tightly wrapped and will last virtually forever. You can prepare multiple rations if you have enough food for more than one pack. Note that each ration pack that you create will take aproximately 5 seconds to prepare and will be added to your inventory after you close your journal. If you prepare multiple ration packs at one sitting, it will take some time for these to be added; Be patient, it will happen. Prepared ration packs are added to the 'Miscellaneous' section of your inventory.

As of v1.1, in addition to a prepared ration pack, your character will also need water to complete his/her meal. Three waterskins are added to your character's inventory the first time you use FF V&V. DO NOT LOSE THESE. They are your only means of supplying water for meals. Each waterskin holds three servings of water; Enough for one day's meals. Waterskins may be refilled from wells, rain barrels and snow melting pots. Wells can be found in every city and settlement and around every inn in Tamriel. A "well marker", purchasable from all General Traders in Tamriel, is also available to sink one PERMANENT well in any location (see the Purchasable Items section below for details). Activating a well will fill all the waterskins in your inventory. Rain barrels can be found in every "non-frozen" wilderness camp. Activating a rain barrel will fill the emptiest waterskin in your inventory. Once used, that particular rain barrel will require between 24 and 48 game-hours to refill/settle before it may be used to fill another waterskin. A purchasable "camp rain barrel" is also available. Wilderness camps in frozen regions have been given snow melting pots to convert snow into drinking water. The melting process takes time however. Activate a melting pot to begin the snow melting process. A purchasable campfire/cook pot is also available to melt snow into water in the frozen regions of the game.

Also as of v1.1, you have two options available to you to break open and eat a prepared ration pack. Clicking on -Eat a Meal-, found in the 'misc' section of your inventory, will immediately equip a meal on your character, if your character is hungry enough and has the ration pack and water necessary to do so. With the second option, you may externalize the eating process to give it more of a role-playing feel. To eat an externalized meal, remove the -Eating Utensils- from your inventory and place them in the location you desire. Activate the utensils from a standing or sittng position and you will be presented with a plate of food (Activating the utensils while in sneak mode will simply put them back into your inventory). Activate this plate of food to eat your meal; the eating process will last about 20 seconds, after which you will again be presented with your eating utensils. Pick up your utensils by activating them again (from any position). This optional feature was introduced to increase immersion for the role-player, allowing your character to eat while the game progresses and adding a bit of eye-candy as well.

Each meal will last your character 6 hours of game time. After 5 hours, you will receive an audio queue and a message telling you that your character is getting hungry. You can only eat a meal once every 5 hours of game-time. A generic (burden) magic effect counters represent your characters stomach. When the counters disappear, your character will be "running on empty", as it were. You cannot, however, just keep eating and eating. After 3 meals, you will have to sleep at least 6 hours to allow your body some time to fully absorb all the yummy vitamins and minerals that keep a growing adventurer strong. A bonus called "Sleep's Reprieve" has been included with your breakfast meal. This provides your character with an extra one-half hour's worth of fatigue. This was included so that your character wouldn't be penalized for undertaking their morning activities before eating breakfast, e.g. dressing, showering, outfitting themselves for the day's adventures, ect.

==============
== Vampires ==
==============

Vampirism has been totally changed from stock oblivion. I've never been happy with the way vanilla vampirism worked and seeing as how V&V v1.2 attempted to provide support for vampirism (which turned out to be VERY limited) I decided to stand my ground in this overhaul and tailor vampirism to suit my own tastes. Vampires are now at their strongest when well-fed and grow weaker as they advance through the stages of vampirism. All stages of vampirism incur some amount of sun-damage; the severity increasing with higher stages. At 25% vampirism, your character will be one tough SOB. At 50% they'll still be a bit stronger and faster than your non-vampire character. At 75% they will actually be weaker than your normal character. And finally at 100% they're going to have some REAL troubles.

How do you keep up your strength? By feeding on the blood of the living of course! As a vampire, your character will no longer be able to eat normal foods (meals) and sleeping will have the same effect as waiting (No restful sleep for the undead ;) ). Vampire characters are given a fatigue bonus slightly larger than their non-vampire counterparts. A vampire's fatigue bar now respresents their "Blood Hunger". If the vampire's fatigue drops too low, they will move on to the next stage of vampirism, unless you're already at 100%, in which case you will pass out (See Passing Out below). Vampires can only feed once every 4 hours. (Actually you can go through the feeding process as many times as you'd like, I can't prevent this with a mod, but feeding will only restore your blood hunger after the 4 hours are up.) Standing still or walking, starting with a full fatigue bar, your vampire will maintain their current stage for 12 hours without feeding. Any activity will decrease this interval. To maintain your strength then, you'll probably need to feed every 6 to 7 hours, or possibly more often, depending on the degree to which you exert yourself. Feeding will fully replenish your fatigue bar and, if you are at a stage of vampirism higher than 25%, it will also decrease your vampirism by one level. For example, you haven't fed for a time and your currently at a stage of 75% vampirism and then you feed, you will replenish your fatigue and change to the 50% vapmirism stage, growing stronger in the process. So, if you let yourself fall to the 75% stage, you'll need to feed twice before regaining your full strenth.

Since vampires now need to feed much more often, and most probably twice in the daylight hours to maintain their strength, the vampire seduction greater power has been changed to make the NPC you cast it on want to find a bed and go to sleep. Take care though, as using this power on an NPC constitues a crime. The NPC will go to bed regardless, but if a guard is near enough you'll be arrested. It should also be noted that vampire seduction is only available to vampires that are at their strongest and is the first greater power you will lose when when you advance to the second stage of vampirism. Since a vampire's greater powers can only be used once per day, the effects of Reign of Terror and Embrace of Shadows have been beefed up a bit as well.

================================
== Magic, Potions and Alchemy ==
================================

Magic is a great way to push yourself beyond the limits of normal mortals. You can still use any restore fatigue spells to give yourself that extra boost you need to make it to the next bed.

Restore Fatigue potions were virtually useless in vanilla Oblivion. However, now they could go a long way toward replacing the need to sleep and eat, so most normal food items have had their ability to restore fatigue replaced by a food value (see Eating above). Now if you try to mix two normal foods together in a potion, or soup as it were, it will create a "Prepare Rations" potion that, when used, will work toward creating a ration pack. However, due to the boiling process, food loses some of its nutritional value and as such you will only get 1/2 the food value when creating your Rations using the Prepare Rations potion. As such, this method is not recommended.

The standard Strong/Normal/Weak Potions of Respite (Restore Fatigue) have had their Restore Fatigue values increased dramatically to compensate for the proportionally larger values of player fatigue. They can still be bought or found as usual.

It should be noted however, that the base magic cost has been increased significantly to to discourage the use of potions or spells to replace eating and sleeping. The gold value of alchemically created potions has also been decreased to one-quarter of that in vanilla Oblivion. This is done to create a better balance between potion and ration pack values.

=================
== Passing out ==
=================

If your fatigue drops to zero or below, you will pass out. Generally, this will only last about 15 seconds real-time and you will come to with some of your fatigue restored. Enough to get you to a bed... hopefully. If, however, this is due to a magical attack or because you waited/fast traveled while low on fatigue, you may need to wait longer before you recover your strength enough to move again. Please keep in mind that digestion continues while waiting or fast traveling. This means that you could potentially put your character in a situation in which they won't recover from passing out in any kind of reasonable time-frame; So use these functions with care.

Since this mod disables the regeneration of fatigue both on the player and on NPC's, the original mod's "hand to hand" solution has been incorporated to revive humanoid NPC's should they be knocked unconscious. The damage fatigue magic effect base cost has also been significantly increased to avoid rendering opponents unconscious too easily via alchemical potions or spells.

===========================
== The Vim bonus ability ==
===========================

You have been given a new greater power called "The Vim". This ability allows you to regenerate apx. 40% of your total fatigue. It can be used if you run out of food or to push yourself to get through the current situation. This is what makes your character different from the other inhabitants of Cyrodiil; Who, while Oblivion Gates open up outside their cities and homes are content to say to one another, "Did you hear about the Oblivion Gates opening up all over the place?" rather than doing anything about it.

===============
== Jail Time ==
===============

Jail food is provided for non-vampire characters. Vampires, on the other hand, are a different story. While incarcerated you won't lose or gain fatigue, BUT you will automatically enter the the fourth stage of vampirism, i.e. 100% vampirism, and be at your weakest. This can turn out very badly for you upon release, especially if the sun is out. if you get caught commiting a crime as a vampire, keep this in mind before deciding whether to "do your time", pay your fine or resist arrest.

===============
== TimeScale ==
===============

As of v1.13, all supported time scales are contained in one .esp file. The mod will now prompt you to select a timescale so it can adjust its settings and apply the chosen time scale to your character. Any time scale greater than 5 is supported and may be used. To change the time scale to something other than a pre-selected value, first open the console by pressing the tilde "~" key. Then type "Set TimeScale to XX" without the quotes; where XX is the time scale value you would like to use. To change the mod's selected time scale type "Set aFatigueBonus.aTSReset to 0" without the quotes. Close the console by pressing the tilde key again. Within five seconds you will receive the prompt to select a new time scale. Note that although it is not necessary, it is recommended that when switching time scales (initial set-up excluded) you do so on a character with an empty stomach.

FF V&V is based on a 16.5 game-hour average day. The pre-set time scales will allow for real-time average game-day lengths as follows:
- Time scale 24 Avg. day is 41 minutes
- Time scale 20 Avg. day is 50 minutes
- Time scale 17 Avg. day is 58 minutes
- Time scale 14 Avg. day is 71 minutes
- Time scale 12 Avg. day is 83 minutes
- Time scale 10 Avg. day is 99 minutes
- Time scale 8 Avg. day is 124 minutes
- Time scale 6 Avg. day is 165 minutes

=======================
== Purchasable items ==
=======================

Seven new purchasable items can be found at the General Trade stores throughout Tamriel. These items include a camp tent marker, a campfire marker, a camp stool marker, a camp rain barrel marker, a camp table, a camp chest, and a well marker. The tent, campfire, stool and rain barrel markers all have similar functionality. These act as "placer items" that allow you to set up a campsite in any viable location in the game. To use a marker, remove the marker-item from your inventory and place it in the desired location. Activate the marker from a standing position (activating the marker while in sneak mode will simply put it back into your inventory) to attempt to place it. If the location is level enough, the marker will be replaced by the appropriate activator. If the location is not level enough you will be informed of this and given the opportunity to place the marker again. As such, finding a viable campsite will have its inherent difficulties, but they are no more than what one would expect, and add an additional flavor to camping. To retrieve a marker, or "Break Camp", go into sneak mode and activate the desired piece you wish to pack up. You will receive a final prompt to avoid inadvertantly breaking camp on the item in question. Once the chosen activators have been placed using the associated markers, they will function as follows:

- The tent provides a place to sleep and is activated as any other normal bed in the game.

- The campfire/cook pot combination has two possible activations; activating the campfire will toggle the flame on and off. Activating the cook pot will allow you to melt snow into drinking water IF there is snow available for gathering in the cell in which the campfire is set up.

- The camp stool functions like any other stool in the game. Note that your character will enter/exit the stool from behind, so keep this in mind when setting up camp. Both the stool placer and the stool itself use the same graphics. The rear of the stool can be differentiated from the front by the shape of the sitting surface; the rear board has a kink in it, while the front board is straight across its length.

- The camp rain barrel activator begins empty. You will need to leave it in place for between 24 and 48 hours for it to collect water. The timer for the camp rain barrel activator is set back to start every time it is placed. Once filled, activating the camp rain barrel will fill the emptiest waterskin in your inventory.

- The camp table is simply an item and can be manipulated into position or picked up as any other item in the game. I have done my best to increase the stability of the table, however running into it with your character is still ill-advised; bumping into it while walking shouldn't disturb it too much though.

- The camp chest is also an item and can be manipulated as such in the game world. Once removed from your character's inventory, activating the chest from a standing position will open the container to allow you to place or remove items from it as any other container in the game. Activating the chest while in sneak mode will generate a prompt that will allow you to access it or pick it up. If you choose to pick up the container, its contents will be automatically transfered to your character's inventory.

- The well marker will allow you to PERMANENTLY place a well anywhere in the game other than in an interior location. The icon on the top of the marker shows the orientation of the well's upper beam. Since this is a permanent placement, I would suggest creating a save-game just prior to placement, in the event that you don't like how placement turns out. Once in place, the well will function like any other well to refill your watersins.

- *Additionally, three companion spell scrolls have been added to make FF V&V compatible with companion mods. These are only available at Colovian Traders in Skingrad. Equip the scroll and cast the touch spell on your compainion. This will add a fatigue regeneration spell to your companion that should keep them from falling unconscious. This is designed to work on both essential and non-essential companions, i.e. if you are using a companion marked non-essential that respawns, this should work for you as well.

========================================
== Optional mods packaged with FF V&V ==
========================================

- Alcohol Overhaul
Kearsage's original V&V release featured an optional alcohol overhaul .esp file to provide for an additional means of restoring fatigue. If you're interested in using this option, please see Vim_Vigor_v1.2_Ref_Only.txt included in the "Alcohol Overhaul.zip". Note that OOO v1.31 incorporates the inebriation mod that heavily overlaps with the alcohol overhaul. I, myself, do not use or support the alcohol overhaul mod but have simply passed this option along. Using the inebriation mod or OOO v1.31's inclusion of it together with the alcohol overhaul may have adverse effects on game-play. Use this mod at your own discretion.

- FF_HorseWhistle
This is an extremely simple mod that allows the player to call a chosen, owned horse from anywhere in the Tamriel worldspace. FF_HorseWhistle does not modify any existing parts of vanilla Oblivion, but rather adds all the necessary items to accomplish its task and so avoids most potential conflicts. I recommend using this in conjuction with the MD Saddlebags mod for optimum practicality and enjoyment.

- FFVV_OOO_Birthsigns
Two of OOO v1.31's included birthsign changes will adversely effect the function of FF V&V. Both the Steed and the Warrior birthsigns change the rate of player fatigue regeneration. Since FF V&V does not allow for the player to regenerate fatigue, this is an issue. FFVV_OOO_Birthsigns simply changes the regeneration of fatigue bonus to a overall fatigue increase, while retaining the remaining OOO traits. You should use this optional mod if you are using either of the two offending birthsigns from OOO. This mod must be set to load after OOO v1.31 to function.

For additional information on these optional mods, see their associated ReadMe files included in the "Optional_Mods.zip" file

==================
== Installation ==
==================

1. Extract the contents of "FF Vim Vigor Overhauled.zip" to your Oblivion directory. If asked to overwrite, select "Yes to all"
2. Open the Oblivion Launcher and select "Data Files".
3. Double click on "FF_VV_Overhauled.esp" to activate it.
4. Click "Play" and Enjoy!

===================================
== Upgrading from older versions ==
===================================

- If upgrading from Kearsage's original V&V follow the uninstallation procedure below and then install this overhauled version. Note that it is ESSENTIAL to re-load and re-save your game after deactivating the orignal mod. This is to ensure that all variables common to the old version and the new version are properly reset.

- If upgrading from FF V&V v1.0, you will need to create a save-game in which your character has an empty stomach. You may then activate the new version. Note that as of v1.13, the name of the FF V&V .esp has changed. To avoid having to uninstall and reinstall you will also need to change the name of this new .esp to the name of the one you were previously using.

- If upgrading from FF V&V v1.13 or later, follow the general installation instructions above.

- In all cases you may elect to uninstall and reinstall FF V&V. But please note again that it is ESSENTIAL to re-load and re-save your game after deactivating the mod in the uninstallation procedure.

====================
== Uninstallation ==
====================

1. Start Oblivion and load your savegame with FF V&V STILL ACTIVATED.
2. Open the console by pressing the "~" key. Type: "startquest uninstallvimvigor" without the quotes and press enter. Close the console by pressing the "~" key again. YOU MUST DO THIS TO ENSURE YOU SAVEGAME DOES NOT GET CORRUPTED.
3. Save your game into a new savegame slot.
4. Exit Oblivion.
5. Launch Oblivion and select "Data Files".
6. Double click on the "FF_VV_Overhauled.esp" to deactivate it and click "OK".
7. Start Oblivion, reload the new save-game and re-save it to a new slot.

=====================
== Version History ==
=====================

++ NEW INFO FOR v1.20 ++

- The companion scrolls were inadvertently deleted in v1.18; They have been re-added to Colovian Traders; Thanks to Vern for catching this

- Camping gear weights have been lowered and tweaked; overall weight was 100 feathers, is now 60 feathers

- To cover any unforeseen circumstances a console command, "StartQuest aFindCGQuest" has been added to allow the recovery of individual pieces of the camping gear and eating utensils & waterskins; Note this is ONLY intended to REPLACE camping gear that has been purchased and lost or mislaid; if you wish to add the camping gear to your character's inventory without purchasing it, use the "SetStage aCGQuest 0" console command

- Added new version (v1.1) of FF_Horsewhistle to "Optional Mods"

++ NEW INFO FOR v1.18 ++

****************************
**IMPORTANT UPGRADING INFO**
****************************
If you have already purchased any of the camping gear, please follow these instructions before replacing the old .esp with this one:

1) Create a save-game in which all of the purchased camp gear placer items are out of any container and in the game world
2) Replace the old .esp with v1.18
3) Load the created save-game; The placer items will have disappeared, indicating a successful upgrade
4) You may either repurchase the camp gear from the general traders throughout Tamriel
OR you may use the console command "SetStage aCGQuest 0" to place all of the revised camp gear into your character's inventory
5) Enjoy!
****************************

- The camping gear is now available only as a set and will be added to the player's inventory after puchasing the "Camp Gear Receipt" available at general traders as previously indicated

- The "Sinkable Well" is now purchased via receipt also

- Camping gear placement is now controlled by its own quest script to ensure that it doesn't "disappear" when the cell it's in is unloaded and reloaded.

- The camp table now has an attached storage chest for campsite storage, allowing the camp chest to be used elsewhere


++ NEW INFO FOR v1.17 ++

****************************
**IMPORTANT UPGRADING INFO**
****************************
If you have already purchased any of the camping gear, make sure none of it is setup prior to replacing the old esp with this one; This will ensure the proper removal of the old placer items' reference and prevent the corruption of the camping gear's functionality. Unfortunately, you will lose whatever camping gear you have already purchased by upgrading to v1.17; But you can re-purchase it at any general traders' store. (See below for details.) In the long run, it makes for a tidier package. The sinkable well marker is also available at all general traders' stores. If the sinkable well is already placed it will remain so. If you have purchased the well marker and have not used it, its reference will be removed and you will need to re-purchase it after updating to v1.17. I apologize for the inconvenience; Again, it makes for alot less messy code and will save me time trying to clean it up later... I'd rather bite the bullet now. Thanks for understanding.
****************************

- Camping gear pieces and sinkable well marker are now available for purchase in all cities; Each piece may still only be purchased once; They are available at:

> Lelle's Quality Mercandise in Anvil
> The Fair Deal in Bravil
> Novaroma in Bruma
> Borba's Goods & Stores in Cheydinhal
> Northern Goods & Trade in Chorrol; speak with SeedNeeus
> Three Brothers' Trade Goods in The Imperial City; speak with Sergius
> Best Goods and Guarantees in Leyawiin; speak with Gundalas
> Colovian Traders in Skingrad

- Added well and rain barrel to IC Waterfront

- Fixed player getting stuck after filling waterskin from camping rain barrel

- Changed the camping chest and table from havok items to placer objects; tweaked havok data for chest placer

- Added missing wilderness rainbarrel to Collarbone camp

- Corrected texture paths for two externalized meal presentations

- Thanks go out to Miriamel again, Egger3rd and Wulfgar_White_Eye for reporting bugs and issues. Thanks to Sheathana'ich for encouraging a wider availability of camping gear.

++ NEW INFO FOR v1.16 ++

- Added ability to fill waterskins from flowing water sources, i.e. springs and waterfalls. To use this feature, remove a waterskin from your inventory and place it in a flowing water source. Activate the waterskin to return it to your inventory; It will then be exchanged for a full waterskin.

++ NEW INFO FOR v1.15 ++

- FF V&V ReadMe text (this document) completely overhauled to take into account changes since initial release

- Reapplication of Vigor spell removed; solution for FF V&V/KCAS compatibility established (See "Compatibility with specific mods" below)

- Two new optional mods included; FF_HorseWhistle & FFVV_OOO_Birthsigns (See "Optional mods packaged with FF V&V" above)

- Added missing Open Cities well activator in Leyawiin

- The Arena's Basin of Renewal spell now only replenishes 200 fatigue points (was 1000)

- Added two more companion spell scrolls for those players using multiple companion mods (Three are now available)

- Added code to update position of placed camping gear and well to avoid disappearance game-bug

++ NEW INFO FOR v1.14 ++

- Vigor spells are now added back to the player periodically to attempt compatibility with KCAS.

- The code removed post-release from v1.13 has been replaced with working code.

- The FF V&V quest scripts don't update as often in v1.14. Therefore when making rations you will experience a delay, dependent on how many were made, before they are added to your inventory. I rather like this effect; it gives me the illusion of taking time to prepare them :)


++ NEW INFO FOR v1.13 ++

- Fixed several minor bugs in v1.1

- Added companion spell scroll

- Added Open Cities compatibility

- Reduced mod to one .esp supporting all time scales greater than 5

- Added ability to change the time scale of the mod using console command "Set aFatigueBonus.aTSReset to 0"


++ NEW INFO FOR v1.1 ++

additions/changes:

- Added audio queue and message warning player of immenent unconsciousness when fatigue level reaches apx. 15%.

- Added "externalized eating":

- Digestion now only displays one magic counter (Generic Burden Icon for scripted effects)

- Added water requirement with meals

- Provided water sources by the following means:

- Swapped all stock static wells for activators

- Added wells to all cities, settlements and inns that did not have them in the stock game

- Added rain barrels to all "non-frozen region" wilderness camps

- Added snow melting pots to all "frozen region" wilderness camps

- Added one purchasable "sinkable well" to allow the player to permanently add a well to mod added housing

- Added 500 points of restore health with meal

- Added scaling to ration pack .nif

- Re-ordered meal messages to follow a more logical progression

- Added purchasable camping gear including:

- Tent with bed (reskinned)

- Campfire with cooking pot

- Camp stool

- Camp rain barrel

- Camp table

- Camp chest


++ v1.0 Initial Release ++

======================================
======================================

===========================
== General compatibility ==
===========================

FF V&V will not be compatible with other eat/sleep mods. Mods that CHANGE stock oblivion ingredients should be loaded prior to FF V&V. Mods that add new ingredients such as "Q - More and Moldy Ingredients v1.1" work without any issues. In fact, I run this mod in my own game and HIGHLY recommend giving it a try. You may also encounter compatibility issues with mods that alter the "Vampire" quest script or how PLAYER vampirism is handled in general. Mods that alter NPC vampire characteristics shouldn't be an issue.

======================================
== Compatibility with specific mods ==
======================================

- KCAS Compatibility: All that can be done from FF V&V's standpoint has been to make FF V&V KCAS compatible. However, KCAS alters base fatigue in a way that destroys the FF V&V placed Vigor ability spell. Therefore, IN ORDER TO ACHIEVE FULL FF V&V/KCAS COMPATIBILITY, it will be necessary to modify two of KCAS's scripts. As of KCAS v2.4.1, line number 167 of "1KobuLevelUpSCRIPT" and line number 232 of "KobuDerivedAttributesSCRIPT" need to be commented out by adding a semi-colon to the beginning of the line. The revised lines in both cases should look like this:

;player.SetActorValue Fatigue NewStamina

Note also that using the set new stamina (fatigue) function in KCAS's "Custom Race" menu will also cause problems with FF V&V. DO NOT USE THIS FUNCTION IN CONJUCTION WITH FF V&V.
Thanks to Miriamel for all the help with finding these issues.

- FF V&V is now fully compatible with Open Cities Complete v1.05.
Thanks to NeonDaze for all the help testing this feature.

- Initial testing of FF V&V in conjuction with OOO v1.31 has proven successful, provided that FF V&V is loaded after OOO to ensure the ability to create ration packs. Secondly, if you are using OOO's revised birthsigns, you will need to activate the FFVV_OOO_Birthsigns.esp found in the Optional_Mods.zip file packaged with FF V&V. (See the FFVV_OOO_Birthsigns_ReadMe for more information.)

==================
== Known issues ==
==================

- Do not use Oblivion's "Wait" feature while in the tutorial portion of the game. If you use the "Wait" feature before exiting the sewers and thereby completing the tutorial portion of the game, your character will pass out and will not regain consciousness in any reasonable timeframe. This is due to the way time passes while waiting in the tutorial portion only. Once you have exited the sewers and completed the tutorial, the "Wait" feature may be used at your discretion. Thanks go out to Entwood for helping me to sort this out.

- If you choose to modify your character before leaving the sewers, your character will lose the scripted portion of the meal currently equipped. This results in the meal effect spell not being removed properly from your character. There are three alternatives solutions to this issue. First, avoid modifying your character at the sewer's exit. Second, only modify your character if they don't have a meal equipped. Finally, allow the script effect to be removed; The next time your character sleeps and eats breakfast, the issue will resolve itself.

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== Credits ==
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The lion's share of the credit for this mod goes to Kearsage. I couldn't possibly have done this in any reasonable amount of time without his excellent mod as a guide. Many thanks again Kearsage, for your blessings on the release of this overhauled version. I hope that everyone enjoys using this mod as much as I do.

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== Many Thanks ==
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Thanks go out to Riklund, Dufva and Vorwoda_the_Black for their invaluable feedback and ideas on the TES IV Oblivion forums during the WIP stage of FF V&V v1.1. Extra special thanks go to Entwood for the multitude of excellent ideas provided, many of which have already found their way FF V&V (including the water requirement) and more of which will be included in future releases. Thank you all!

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== Additional Uses ==
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Feel free to use, modify or reverse-engineer this mod. All I would ask, however, is to be notified and given credit. Thanks!

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== Contact Info ==
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You can contact me, FritZ FretZ, via e-mail at: [email protected]
Please include "Vim & Vigor" in the subject line. I will not open ANY forwarded e-mails or ANY e-mail that contains an attachment, unless I'm expecting it.

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== Future Plans ==
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I'm always tinkering, tweaking and adding things to my own copy of this mod. If I add enough additional content to warrant re-release I will do so. If you have an idea for something you think would fit the theme of this mod, by all means, please share it with me. If I use your idea, I will credit you accordingly.