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kuertee

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kuertee

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  1. kuertee
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    I have made this mod visible again - upon request.

    Note that the 0.85 may contain bugs - like all mods of all versions.
    One in particular, as I remember it, was with the replacement of beds with coffins.
    The bed-coffin replacement feature simply makes the bed invisible.
    And the bed may re-appear on reset of the cell - with the coffin under it - and still accessible.
    But, if I remember it, the bed-coffin replacement controls, as described in the read-me, can be used to fix (remove, reset, make invisible again) the bed and/or coffin.
    This is why I had made the mod invisible - last Dec 2017.

    Unfortunately, I'm house sitting and won't be home where my game (and mods) are at until the middle of next year - 2019.

    For the older version, download the 0p83 version merged with the MCM and the water detection.
  2. kuertee
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    0.85, 13 December 2017:

    • Tweak: Vampire feeding replenishes both food and drink requirements. Previously, they replenished no food requirements.
    • Tweak: Cannibal and werewolf feeding replenishes both food and drink requirements. Previously, they replenished only food requirements.
    • New feature: You are no longer stuck roleplaying a nobleman who requires a nice bed to sleep in. By using the new sleep preferences method (userSleepPreferencesMethod = 1, enabled by default), you can roleplay an outdoorsman and get the same bonuses sleeping in the wild as a nobleman sleeping in bed at home. Read more in the "Sleep preferences" section.
    • New feature: Dynamic sleep preferences: when using the new sleep preferences method, the energy per hours slept rate changes depending on your sleep habits. Read more in the "Sleep pereferences" section.
    • New feature: Because of the new method for sleep preferences, there is now a necessity to get a coffin into your home. Read more in the "Coffins at home" section.
    • New feature: FISS support.
    • New feature: userInHomeReqSleepFactor - factor of energy gained per hours slept at home.
    • Bug fix: Sometimes, DebugMode was getting enabled during the loading process.
    • Bug fix: When the player (or the mod) opens the Food Menu while the menu generation is in process, the mod would report that there is no food available. In this version, you won't see that message. Instead it will open the Food Menu when the process is complete.
    • Tweak: Food and drink infomation are now available in the Barter and Container menus. Previously, they were only available in the Inventory menu.
    • Tweak: Tries all device types for "Toggle POV" when switching POVs. Previously, this used the default - which may fail when using a gamepad.
    • Tweak: Tries all device types for "Tween Menu" when closing menus. Previously, this used the default - which may fail when using a gamepad.
    • Tweak: Update the code base to 0.85 to follow my recently updated mods.


    Uninstalling
    I had a new last step when uninstalling this mod: ""Copy the "kuEASInterface.pex" file back into the "Skyrim\\Data\\Scripts" folder. The game will crash if you have other mods that use it. This file allows 3rd-party mods (even mine, e.g. Simple Multiple Followers) to use features in this mod. And this is an unfortunate step because there's no method to protect the file from getting removed when uninstalling with a mod manager."

    Read the complete uninstall procedure in the Uninstalling section of the read-me.
  3. kuertee
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    Hey HalfOrc2222 and Ninivehka and others that experience the continually increasing Exhaustion bug,

    The bug is caused by Deadly Combat.

    If you load Deadly Combat (DC) with the most basic mods, you'll see that the General Statistics for Spells Learned increases every second. I tested with only the DLCs, their unofficial patches, Live Another Life (LAL) and Sky UI. You don't even have to leave LAL's starting hut. Spells Lerned statistics increases every second immediately after creating your character. I'll post in Borgut's thread to see what's up.

    Eat and sleep (EAS) detects activities by monitoring this statistics. Hence, when DC is active, EAS will add an Activity Adjustment to Exhaustion every second.

    I was mistaken in a previous post in which I stated that DC wasn't the culprit. I didn't detect the problem because my player had a full set of energy. I noticed the bug when I reloaded that test save file and played some more past the point when my player was exhausted. And sure enough, I was getting the Exhaustion effect every second along with increases in my Spells Learned statistic.

    Until DC is resolved, if you want another mod similar to DC, you can try my Skills-based Damage Modifiers (SBDM) mod. I didn't know DC and SBDM were similar. SBDM is my Oblivion mod, Attributes and skills-based damaged modifiers, remade in Skyrim.

    EDIT: I have locked this thread so that I can make it stick without it pushing down my two previous stickied posts. Any comments, just add a new post.
  4. JerisEnigma
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    Is there a way to turn off the kuEAS Auto notifications?
    Stuff like QS.makeMeals and isinWaterRealTime are popping up every couple minutes... 

    UPDATE: The debug options for both "Eat and Sleep" AND "Battle fatigue and injuries" are toggled ON when installed. One is set to 1 and the other 10, though the MCM note says 0 is supposed to be the default.
  5. pw508
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    I'm not able to get the HUD to show up. I've done some searching in the forum thread, and the most concrete thing I can seem to find is to reinstall the game and all the mods.

    I've downloaded the HUD patch, and I also use iHUD, Less Intrusive Hud II and MoreHUD. I read about possible conflicts with other mods, but again nothing definitive. Anyone have any insight?
    1. kuertee
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      No need to re-install all mods.

      It's been reported that my HUD doesn't work with those other HUD mods - which is unfortunate. My HUD expects certain elements in the default HUD file for it to show. If those other HUD mods removed those elements, then my HUD can't work.
    2. pw508
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      Is it all three mods it doesn't work with, or specific ones? I may be able to live without everything besides iHUD, I go for a minimalist approach when it comes to the HUD.

      If I can't get it to work I won't lose sleep over it (pun) since I can just check my progress in the menu, but I wouldn't be opposed to removing moreHUD or Less Intrusive HUD since those are more like icing on the cake rather than necessary additions for me.
    3. kuertee
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      It's been reported that EAS's HUD doesn't work with iHUD and Less Intrusive HUD (the first one). I've not seen a report against Less Intrusive HUD II, but it's likely that it'll be like the first version. And I've not seen a report against MoreHUD.

      EAS's HUD requires these elements in the "hudmenu.swf" file to position itself: "visibleRect", "safeRect". These elements exists in the base game's "hudmenu.swf" file. And I assume that HUD mod authors would keep those elements and simply modify the other parts of the HUD file.

      If those mods do not have "visibleRect" or "safeRect", EAS's HUD will not be positioned correctly or not show at all.

      I'm back into gaming and modding and will be able to re-look into the HUDs. But that may not happen for a few more weeks. I'm busy with my other mods. Sorry, mate.
    4. pw508
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      No problem, I'm appreciative of your response. I'm not concerned with just using the active effects menu, and if one day you get around to fixing it then awesome!
  6. Artfact
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    Hey there! I'm supposing that any of your wonderful mods to be ported to SE would have to wait until SSE64 to be reanimated? It's hard to imagine playing without Fight or Fly and Eat and Sleep.
    1. kuertee
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      Hey Artfact,
      Good to see that you're still playing.

      I'm not sure of the state of SKSE 64-bit. But the last time I looked, it was in "limbo". I.e. There is a released version but it's in its "alpha" state and they have no timeframe for its beta version. Has this changed?

      It's unfortunate about Skyrim SE. I don't own it. But I would purchase it when SKSE 64-bit beta is released.

      As for my modding/playing time, I have none at the moment due to RL work. My other mods suffer the same neglect.


  7. trancespotter
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    Any chance of making the waterskin and the blanket craftable and breakable (as mentioned by Deane I think or another poster, can't find the post though)? This adds an element of danger/uncertainty that I always liked in iNeed. There could also be different sizes of water skins with varying water capacities and weights. The same concept could be applied to the light blanket i.e. Burlap blanket, leather blanket, fur blanket, wool blanket, which could all affect insulation from Hypothermia Plus (or Frostfall or other hypo mods that I don't know about).

    Also, is there a way to increase the volume of the hunger, thirst, and sleep sounds? I've always felt they were kinda soft, especially the thirst and yawning sounds.

    Keep up the good work Kuertee! You are definitely one of the best mod creators out there! I've never had any game-breaking or major compatibility issues with your mods, which is awesome.

    EDIT: Excited for the new sleep features in the upcoming version!
    1. kuertee
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      Hey trancespotter! Thanks for the endorsements.

      Yes, you can increase the magnitude of the effects in the MCM.

      I get how the waterskin can get damaged. But I'm unsure about the blanket. To be honest, I built the blanket because I found it stupid that I couldn't simply lie down down and sleep anywhere and there were no bedroll inventory mods available yet at the time. And allowing them to get damaged (or making them deteriorate over time) will defeat its purpose. What do you think?

      FYI the bonus for sleep preferences are just adjustments to how much sleep you need dependent on the environment conditions of your sleep. In the current version, sleeping indoors and in a "noble" bed, has a high sleep-hours per energy-hours ratio. In the new unreleased version, this ratio (in different conditions) changes as you play. I.e. you will get used to the conditions you mostly sleep in. E.g., the more you sleep outdoors the more comfortable you become at sleeping outdoors - and the sleep-energy ratio is higher when compared to sleeping indoors. I.e. You can role-play a true outdoorsman.

      I'll need to check Hypothermia (which I use) and Frostfall and see if they've an API of sorts that will allow my mod to affect their changes.
  8. kuertee
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    Author's note
    The mod will sometimes set its debugMode to 10 after loading a game - causing the HUD debug messages to appear.
    Here is deane's screenshot of the HUD debug messages on the bottom-left: http://imgur.com/uY8BSUH

    For now, if this happens, just go into the Troubleshooting section of the MCM and turn set debugMode to 0.

    I've got an update coming (which I had to do for an upcoming update of my Simple Multiple Followers mod).

    That update will have bug fixes to that and others, and a couple of new features:
    1. a simpler method of bonuses/penalties for sleep conditions
    2. which then allowed me to add a "dynamic sleeping preferences" feature. Over time your sleeping habits will determine your sleep preferences and apply bonuses/penalties accordingly.
    3. which then required me to add a "convert beds at home into coffins" so that vampire players are not hindered with feature in 2
    4. FISS support
    5. and a code-base update to my 0.85 mod version series
  9. Nayru62
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    Really wanted to like this mod, works perfectly except the HUD won't show up no matter what I try. I tried loading it only with SkyUI, in various load orders, resetting the options in game, resetting the mod in game, nothing. I even went into Steam and disabled all overlays and FPS HUD. Even when I was loading with other mods, no other influenced HUD except SkyUI with the status effects HUD option. I messed around reloading after disabling that option in SkyUI. nothing worked. I really liked the HUD shown I wish I could use it. Please let me know if you have any ideas.
    1. kuertee
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      Weird...

      The mod is running properly? I.e. you can ping it in its MCM?

      EAS's should work with SkyUI with SkyUI's HUD widgets enabled. This is how I play.

      EAS's HUD works off the base game's HUD structure. EAS's HUD requires the "visibleRect" element in the base game's HUD to exist. Any mod that removes the "visibleRect" element from the base game's HUD will not be compatible with EAS's HUD. SkyUI doesn't remove the "visibleRect" element. And, hence, why it's weird that EAS's HUD doesn't work in your game.

      Can you check a couple things for me?
      1. Ping the mod via it's MCM.
      2. Check that the file "kuerteeEatAndSleep.swf" is in the "Interface\kuerteeEatAndSleep" sub-folder in the "Skyrim\Data\ folder.

      EDIT: When it first starts, the HUD is delayed from displaying as the mod catalogues the food in your inventory. This delay may take a couple of minutes if you have a lot of inventory items - e.g. 100s of items.
    2. Nayru62
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      Wanted to let you know I figured this out! Well not really, but I clean installed Skyrim and re-installed all my mods. It must have been something old stuck from an uninstalled mod that was conflicting with something. Works perfectly now!
    3. kuertee
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      Nice!

      I've stickied a post about the work around for the bug reported by deane below.
  10. jbvertexx
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    Hi - I am making a compatibility patch for Realistic Water Two. What is the purpose of setting the "Causes Damage" flag in the Water records in this mod?

    Thanks!
    1. jbvertexx
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      I'm assuming the "Causes Damage" flag is what causes the activation of the kuEASInWaterAbility effect.

      I also noticed that you have made edits to the Depth Properties - Refraction property, usually decreasing that by a small amount. Is that adjustment needed to make the mod functional, or can I carry over the Realistic Water Two values?

      Thanks!
    2. Atardecer
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      'Causes damage' allows recognition of water as a property that can be activated I believe, so that refilling and drinking can occur. it lso will remove splashes from water as a byproduct.
    3. bokajon
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      Hey jbvertexx, have you already made that Realistic Water Two patch for Eat and Sleep? That would be so awesome. I just realized that I couldn't get any water from nature.

      Many thanks in advance!
    4. kuertee
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      Sorry for this long-overdue reply. Have been too focused on my other mods.

      Anyway, the only changes I made to the water object is to set their "is dangerous" tag.
      And added a spell to it - if I remember correctly.
      This is so that I can detect when the player steps in water.

      The other changes (e.g. water effects) is due to the fact that I made Skyrim.ESM as a master rather than Update.ESM.

      There will be a new release of EAS (for bug fixes and, more importantly, compatibility updates with the upcoming update to Simple Multiple Followers). And I will re-do the water detection ESP and make Update.ESM as master.

      EDIT: To answer the actual question...EAS doesn't need water property changes to detect water. Just the spell and the "dangerous" flag.

      Just made this change now. And I noticed that they've changed the UI a bit. The "Is dangerous flag" is now labelled "Causes". Shows how long ago I made this thing.
  11. bokajon
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    Just tested IMCN, RND and iNeed for quite a while - and now I'm coming back to this mod. It's just uncomparable. The amount of customization and the easy handling of food and drinks is amazing. Thanks for this gem kuertee!
  12. deane9850
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    Ignore my silly post below.. However I have another one for 803.. the remove food effect is permanently ON no matter the setting is. If I turned it on.. only satiation info shows up (which is correct), if I turn it off, then everything is 0. So for example, apples gives 5% HP regen for 20 minutes. but with this version .. it gives 0% hp regen.. no matter what setting I picked. I already drop and repick all my food so many times.. nor do any of my new foods gives out the correct buff.
  13. deane9850
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    Using SkyUI 5.1 ..

    http://imgur.com/uY8BSUH

    yellow text near HUD.