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LAST SEED - PRIMARY NEEDS AND WELLNESS
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--REQUIREMENTS--

* Campfire 1.12.1: Required

* SKSE 1.7.3: Highly recommend, some features won’t work without it.

* SkyUI 4.1+: Recommend for the Mod Configuration Menu.

* Frostfall and the Unofficial SSE Update: Recommended but not essential. Frostfall and Last Seed are designed to work together, and there are a few features in Last Seed that won’t work without it. 


--Frostfall and Skyrim VR--

There are a couple of extra steps for setting up Frostfall if you’re using SKSE. All this information is from the Frostfall Unofficial Patch page, but I’ve also included it here for the sake of convenience.

* SkyUI-VR – The SkyUI Version built specifically for VR. Use this instead of the non-VR version listed above.

* Frostfall - Unofficial SSE Update – There have been some reports of the latest version of this mod not working in VR, but I’ve been using it for a while now without any problems. One thing to note is that it may take a minute or so for the Warmth and Exposure ratings to start displaying correctly when starting this mod for the first time, but after that everything should work without any issues. If you have any other troubles with it, try using version 1.2 instead of 1.3.

* PapyrusUtil VR - The PapyursUtil scripts included in Frostfall are incompatible with Skyrim VR, so you will need to override them using the VR version of PapyrusUtil. You can find this mod under Miscellaneous files on the PapyrusUtil downloads page.

* SkyUI-VR and Frostfall Patch - Patch for SkyUI VR that allows the Warmth and Exposure ratings to display correctly in the Inventory menu.

Your load order for these mods should look something like this:

* SkyUI-VR
* Campfire
* Frostfall
* Frostfall - Unofficial SSE Update
* PapyrusUtil VR
* SkyUIVR and Frostfall Patch



--STARTING THE MOD--

Sleep in any bed for at least 1 hour. You will be prompted to start the mod.


--FEATURES--
--Primary Needs--

Your primary Needs in Last Seed are Hunger, Thirst and Fatigue. It takes about 2 in-game days for your needs to fully deplete (configurable in MCM). Thematically, your needs represents how you feel, rather than how healthy you actually are. Instead, your general health is represented by your Vitality. If you keep your need satisfied, your Vitality will increase and you will become more healthy. If you neglect your needs, your Vitality will drop and you will suffer and possibly die.


--Hunger--

Hunger primarily affects your ability to regenerate Health, the damage you deal with melee weapons, and the amount you can block with your shield. To restore hunger, simply eat something. There are 6 stages of hunger:

* Full
* Content (You start the game at this stage)
* Hungry
* Very Hungry
* Ravenous
* Starving

Regenerating Health increases your hunger at a faster rate. You will see the Hunger meter appear if your Health is below 100%.


--Types of Food--

There are four Levels of hunger restoration for food:

Light Meals: Raw vegetables, raw small game, raw fish, raw seafood, cooking ingredients and milk.
Medium Meals: Bread, raw meat, cooked small game, cooked fish, cooked seafood, raw fruit, cooked vegetables, treats and cheese.
Filling Meals: Cooked large meat, simple soups & stews, small pastries and cheesebowls.
Hearty Meals: Complex soups and stews, large pastries.

You can also display this information as part of the food’s name (configurable via MCM).


--Varied Diet--

Eating the same food repeatedly in a short span of time will result in only receiving half of the food's ordinary Hunger benefit. To get the full amount of benefit for your food, try to eat a variety of different things. After eating a certain kind of food, you will receive its full benefit again in 30 in-game minutes.


--Thirst--

Thirst primarily affects your ability to regenerate stamina, the amount of damage you can block with your amour and the length of cooldown between shouts. To restore thirst, simply drink water, soups, alcohol and other beverages.

There are 6 stages of thirst:

* Quenched
* Refreshed (You start the game at this stage)
* Thirsty
* Very Thirsty
* Parched
* Severely Parched

Regenerating Stamina increases your thirst at a faster rate. You will see the Thirst meter appear if your Stamina is below 100%.


--Gathering Water--

You are able to gather water from a variety of sources using waterskins. You will be given a waterskin when you start Last Seed, but you can craft additional waterskins at a Tanning Rack.

You can get water from these sources:

* Large bodies of water
* Waterfalls
* Streams
* Clean patches of snow
* While standing in the rain (Frostfall required)
* From innkeepers
* From placeable rain barrels (crafted at a blacksmiths forge).

Patches are also Included for Drinking Fountains of Skyrim and Water from Wells. You can also collect saltwater from the sea, which can be crafted into salt piles with a cooking pot.


--Fatigue--

Fatigue primarily affects your ability to regenerate Magicka, as well as your ability to cast spells, use ranged weapons, pick locks and pockets. You can restore your fatigue by sleeping in any bed. If you are Severely Exhausted, you will be able to completely restore your fatigue with 12 hours of sleep. You can also temporary relieve fatigue by drinking Canis Root Tea.

There are 6 stages of fatigue:

* Rested
* Sharp (You start the game at this stage)
* Tired* Very Tired
* Exhausted
* Severely Exhausted

Regenerating Magicka increases your fatigue at a faster rate. You will see the Fatigue meter appear if your Stamina is below 100%.


--Quality of Sleep--

The quality of your sleep can be affected by your location and how hungry and thirsty you are. If you go to sleep hungry, thirsty or in a dangerous location you will sleep poorly, waking up sharp at best, but not completely rested. This feature can be disabled in the MCM.


--Vitality--

Vitality is a measure of your overall wellness. Represented by a meter in the upper left of the screen. The white line on the meter indicates the current Vitality target that your Vitality will reach if nothing changes. If it is above your current level (shown below), you are getting healthier over time. If it is below your current meter level, you are getting worse. (This works similarly to Frostfall's exposure and target exposure system, and should feel familiar to those users.)

You will go up or down about 1 Vitality stage per 24 hours in-game. You recover Vitality much faster when sleeping. There are 8 stages:

* Peak Condition
* Vigorous
* Very Healthy
* Healthy (You start the game at this stage)
* Drained
* Weakened
* Ruined
* Dying

The impacts of low Vitality are decreased effectiveness of all skills, as well as reduced movement and attack speed. At high levels of Vitality, all skills become more effective.

Unlike other needs, Vitality increases and decreases over time, not suddenly. If you don’t take care of your needs, you won't be able to get to the maximum Vitality level. If you neglect your needs completely, you could drop to very low levels of Vitality.

The fastest way to restore your Vitality is to make sure you’re not hungry and thirsty and then get some sleep. Your Vitality restores very quickly while sleeping.

The only way to reach the highest stages of Vitality (Vigorous and Peak Condition) is to actually play the game. You cannot reach these stages solely by waiting or sleeping.

If Vitality reaches 0, you will die.

If Frostfall is installed, your Exposure level will also impact your Vitality. If you have Bathing in Skyrim or Keep it Clean installed, your cleanliness level will also have a small impact on your Vitality.


--Diseases--

If you consume raw meat & seafood, spoiled food or dirty water, there is a chance you may catch a disease. Diseases will now also become more severe if left untreated. Each disease will progress through 5 stages:

* Mild
* Moderate
* Severe
* Crippling
* Deadly

Unlike Survival Mode, diseases won’t automatically progress to the next stage after a certain period of time. Instead, the disease may progress or regress depending on your location, level of fatigue, disease resistance and the severity of the disease. For example, if you ignore a newly-caught disease and continue adventuring, you will most likely become very sick. If you instead travel to a nearby inn and get plenty of bedrest, you may overcome the disease naturally.

Severe diseases, while debilitating, will not kill you directly. However, they will significantly impact your Vitality, which means you will have to work that much harder keeping your Primary Needs in check in order to stay alive.

Shrines and Cure Disease potions will no longer cure diseases outright. Instead, they will give you a disease resistance bonus, which can help with overcoming the disease over time. Each disease now has its own cure potion, which will cure that disease outright. Certain NPCs, like the members of the Silver and the priests of Kynareth in Whiterun, can also cure all diseases as well.

All of these changes are optional, and can be configured through the MCM.


--Alcohol--

As well as restoring thirst, drinking alcohol will also make you drunk. If you drink a small amount you will become relaxed, which will give you a speech bonus. As you drink more, however, you will become less effective at Speech, Pickpocket, Lockpicking, Combat, and Magic skills, and will also become tired more easily. You will also experience blurred vision and stumbling if you become more drunk. If you drink too much, you will eventually pass out and will wake up hungover. Hangovers are a mild disease that lasts for about half an in-game day. Hangovers negatively impact all your skills and will also make you thirsty.

There are 6 stages of drunkenness:

* Sober(You start the game at this stage)
* Relaxed
* Tipsy
* Drunk
* Very Drunk
* Hungover (after passing out)

Alcohol comes in different strengths. Ale and mead are weak alcoholic beverages, wine is moderate, while brandy and other spirits are strong.

With Frostfall installed, alcohol will also temporarily boost your warmth, but you will feel even colder when the effect wears off.


--Skooma--

Drinking Skooma will now cause a high. Being high on Skooma increases your stamina regeneration, movement speed and carry capacity, and also causes distorted visuals.

There are 5 stages of Skooma High:

* Sober (You start the game at this stage)
* Slight buzz
* High
* Trippy
* Spaced Out

Skooma comes in two strengths. Normal Skooma and Balmora Blue are weaker, while Redwater Skooma and Double-Distilled Skooma are stronger.


--Skooma Withdrawal--

Each time you consume Skooma you have a chance of getting addicted. The greater the high you experience, the more likely you are to be one addicted.

If you become addicted, you will experience Skooma withdrawal once the high wears off. During this time, you will experience progressely worse withdrawal symptoms, and then the effects will subside slowly. Being addicted to Skooma will have a severe negative impact your speech, and will also negatively impact your combat, magic and artisan skills. You will also become fatigued more quickly, and will experience mild seizures when you reach higher withdrawal levels.

You can always drink more Skooma to temporarily relieve your withdrawal symptoms, but doing so will undo any progress you made in overcoming the addiction.


--Provisions--

Your Provisions container acts as a central pool of resources that you and your party can draw from. Food and drinks that you put in this container can be consumed by your followers (and the player, if you enable auto-eating). This avoids the tedious micromanagement of adding food to each individual party member’s inventory.

You can access this container through the Manage Provisions power. There is also a weight limit for your provisions. You are allocated 25 weight in your provision container for yourself, and and 25 more weight for up to 3 followers.


--Follower Needs--

As well as affecting the player, hunger and thirst can also extend out to your entire traveling party (up to 3 companions). Followers will automatically consume food and drinks from your provisions, and follow the same rules for varied diet as the player, so you will need to keep your provisions well-stocked to keep your followers in fighting shape. This feature is optional and can be disabled in the MCM.


--Automation--

You can use the Provisions: Eat and Provisions: Drink powers to select and consume an item from your provisions. You also have the option to enable automatic drinking, which will consume items from your provisions whenever your needs are low. This simplifies the need to micro-manage your needs, as all you need to is keep your provisions stocked.


--Focus--

If you are in a dangerous interior area, such as a dungeon, you will become Focused. While focused, your needs will not increase. However, when you leave the area, the changes that would have occurred to your needs will happen all at once. So, you may become very hungry, thirsty and tired when you leave a dungeon.

This mechanic was put in place so that you wouldn't have to worry about being pestered with needs management while on a dungeon crawl. Please let me know how you feel about this.

Your Vitality will not suddenly increase or decrease after losing Focus; Vitality is completely suspended while Focused. If you take the time to eat (and eventually drink and rest) following a dungeon crawl, your Vitality should remain stable.

If you have SKSE installed, you will also become Focused during dialogue and crafting.


--Unbound Intensity--

By using this power, you will take 40 points of Vitality damage, in exchange for becoming super-humanly powerful for 10 seconds. Deal much more damage, take less damage, slow time, attack faster, and ignore all negative effects of wellness. Basically, go nuts. Trade your longer-term health for short-term power.


--Wellbeing--

A power you can use to check your current needs. If you have Bathing in Skyrim or Keep it Clean installed, this power will also check your cleanliness level.


--Food Spoilage--

All food types will decay into a set of "old", "moldy" and "stale" versions. Eating these food items restore less hunger, and has a chance to give you diseases. These food items will then decay further into an inedible "Decayed Food" item. If you have Frostfall installed, then food will spoil slower when in cold environments.


--Vampires, Werewolves and Cannibalism--

Werewolves and Cannibals can feed to lower hunger and are able to consume raw food.

Vampire have three options to choose from:

* Mortal: Needs affect you normally, even as a vampire.
* Supernatural (default): You can feed to restore hunger and thirst, and can also restore a small amount by consuming raw meat. You are resistant to the effects of alcohol and Skooma.
* Immortal: You cannot die from low Vitality, and can only restore hunger and thirst by feeding. You are immune to the effects of alcohol and Skooma.


--RECOMMEND MODS--

* Lesser Power Cooldown: Reduces the cooldown for lesser powers from 3.0s to 0.1s. Last Seed makes use of lesser powers for things like checking your needs and managing provisions, so removing the cooldown is a huge quality of life improvement.

* CACO: Adds a number of new foods, beverages and cooking recipes, which are all fully integrated into Last Seed. There is also an optional compatability patch that combines some recipes that are found in both mods.

* Skyrim Fishing: Allows you to catch fish with a fishing rod rather than catching them with your bare hands – very important if you are using Frostfall. With the compatibility patch installed, you can use Perished Food as bait for your fishing rod.

* Keep it Clean or Bathing in Skyrim: Adds a dirtiness system and bathing. Last Seed will include your dirtiness level when you use the Wellness power, and your dirtiness level will also have a small impact on your Vitality.

* Water from Wells and/or Drinking Fountains of Skyrim: Allows you to fill your waterskins more easily when visiting towns or villages. Both of these mods require compatibility patches, which can be found in the downloads section of this page.


--KNOWN ISSUES--

If you play without SKSE installed, then the weight of your provisions may lose some accuracy after an extended period of playtime. This is because the mod can’t calculate the provision weight directly without using SKSE, so it instead calculates it indirectly based on changes to your inventory weight. This method isn’t perfect, however, so over time you may gain or lose a small amount of weight in your provisions. To resolve this Issue, simply empty your provisions container to reset the weight back to zero.

--FAQ--

* "Can I install Last Seed at any time?" Yes. You don't need to create a new game.

* "Is Last Seed compatible with CACO and other food mods?" All vanilla, DLC and CACO food items are natively supported by Last Seed. Food from other mods can be added to Last Seed using the Examine Food power (which will automatically cast when you eat an unknown food item or place it to the provisions container). You can also change the properties for recognized food using the Examine Food power.

* "Is Last Seed Compatible with mods that add new diseases?" Last Seed only makes changes to the vanilla diseases, so other disease mods should be compatible. If you use the Unique Cure Disease Potions feature, then you won't be able to cure mod-added diseases using potions. However, you can still cure all using shrines or by talking to priests (depending on your mod settings).

Mods that re-add the Black Heart Blight disease, like Cutting Room Floor, are fully supported by Last Seed.

* "Is Last Seed Compatible with water overhaul mods like RW2 and Pure Waters?" If you use SKSE, then Last Seed will natively support any water visual overhaul mod. If you aren’t using SKSE, then you will need a compatibility patch.

ZEdit Water Damage Patcher is my preferred method for making water patches, as it will work with all water overhaul and new lands mods. If you don't already have ZEdit installed, here is a guide to setting it up.

* "Is Last Seed Compatible with Vampire or Werewolf Overhaul mods?" Last Seed should work with Vampire and Werewolf Overhaul mods without any problems. The only incompatible mod that that I’ve found is Growl, which has a compatibility patch.

If you do encounter any issues when using such mods, please let me know in a bug report and I will look into making a compatibility patch.

* "Is Last Seed Compatible with other mods that add primary needs or diseases?" Almost every feature in Last Seed can be turned on and off, so you can use Last Seed alongside other mods that add similar features. The result probably won’t be as seamless as using Last Seed on its own (particularly with regards to the Vitality System), but there won’t be any game-breaking bugs either.

* "With so many needs mods to choose from, why should I use Last Seed?" There are a lot of reasons why I think this mod is pretty great (and not just because I had a hand in making it). But rather than boring you with an overly-detailed ramble, here is the CliffsNotes version:

* Comprehensive: This mod includes the most complete set of features of any needs mod to date.
* Improved: It draws on some of the best features from other needs mods, which have been improved and streamlined.
* Interconnected: It has some unique interactions between your primary needs that you won't find in other mods, which makes for a more in-depth and engaging gameplay experience.
* Modular: You can customize it to suit your playstyle - be it casual explorer or hardcore survivalist.

* "Wait, you're not Chesko! Are you allowed to distribute his mod?" That’s correct, I am not Chesko. I am just a fan of his work who really wanted to play a finished version of Last Seed, and decided to take a crack at finishing it myself. No need to worry though, I’ve already reached out to Chesko, and he has given me permission to distribute this mod.


--SPECIAL THANKS--

The process of completing this mod has been a huge collaborative undertaking, and there are many people who deserve thanks for their contributions.

* A huge shoutout to Chesko, who’s amazing modding skills and creative vision made this whole thing possible, and allowed me to finish the work they started. Chesko is an absolute wizard when it comes to modding, and I learned so much by following their example.

* A special thank you to Isoku for granting permission to Chesko to use assets from his mod iNeed, and graciously extending those permissions to myself.

* Shout-outs to Kryptopyr, FadingSignal, and Schlangster for assisted Chesko in the development of this mod, and without whom it would have never gotten to where it is today.

* Credit to FadingSignal for some spoiled and rotten food meshes and textures.

* Credit to volvaga0 for the waterskin model.

* Credit to perseid9 for the salt water coordinates.

* Credit to the SkyUI Team for use of their meter widgets, used and modified with permission.

* Hunger, thirst, fatigue sound effects from FWE. More specifically from Primary Needs by K.Schenk and FritZ_FretZ.

* Shoutout to Mator and G_K, who’s modding tools proved invaluable in finishing this mod.

* And a special thank you to the entire Skyrim Modding Community, without whom none of this would have been possible.


Enjoy and have fun! Your feedback is greatly appreciated.