384 comments

  1. evrymetul
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    Sticky
    Next Update

    -2.1.7




    1. Rainboscape
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      Is it safe to remove this mod, then download the next update? I kind of blew up my game a while ago and had to start fresh with fewer mods and a more rigorous approach. I'm really wary of doing something wrong again.
    2. evrymetul
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      Its safe to overwrite.
    3. Rainboscape
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      Good, because I can't even imagine my game without this one. Too much damn food everywhere. I'm no peasant and yet my pantry still doesn't look like a cheese market.
    4. ncarrier
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      CACO-You Hunger patch gave me 100% CTD upon using Whiterun front gate on two different starter characters. Took a while to track it down. Keep up the great work and thanks.
    5. evrymetul
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      Are you using CACO v1.2? The patch was made for v2.
  2. evrymetul
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    Current Plan for Expansions

    Beyond Reach


    If you have any suggestions or criticisms, post below. If you have any issues with a certain area, tell me your problem, the area, and if you are using mods that alter that area in any way. Please be as specific as you can. This mod only edits food and wine placements in interiors (cells) and exteriors (worldspaces), so I doubt that there would be any real problems. All affected items have been "initially disabled", meaning the game won't load them unless a quest or script uses them. If a mod loaded later in your load order references that item, it will appear again and your game will not ctd (if it was simply deleted than it would).
  3. SmedleyDButler
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    In response to post #62142472.


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    The current version’s vendors have more varied quantity of items based on location (stall, village, small city, large city), and about 2x more items laying around (can be purchased or stolen) compared to the Realism version (for inns).

    The CACO patch adds a bit more variety to what food/drink can be purchased while inserting the CACO ingredients on top of everything else.

    The easiest way to edit the vendors is to load the mod in TES5Edit, go to the Containers section of the mod, and click on any of the vendor’s item lists. From there, you should see a list of items that can be increased or decreased by changing the item count. Also, if you go into the Leveled Items section, you can alter the specific items in the vendor lists and their chance to not spawn (Chance None).
     


     
    Sounds like updating might just be enough by itself then. I will give the latest version a spin and only edit it if I need to.
     
    Thanks!
  4. SmedleyDButler
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    So I've used the Realism Legacy edition for ages. Yet even under that I still feel like market vendors and Inns were just a little short on food (the issue being that I typically would buy food for followers as well).

    In fact, ideally, I wish that inns and vendors (at least in large cities, Solitude, Whiterun, and Winterhold for sure, and possibly Riften and Markarth as well) had more to offer but were more expensive. It feels so bizarre to visit Carlotta, the main grocer in Skyrim's largest trade city, and only see five or so items for sale and nothing for sale for days if I do buy those five items. Or going to an inn and being able to buy meals for two days and then not being able to buy anything for days afterwards.

    Was thinking of moving to the fully updated and current version, rather than using an out-of-date version, but I worry this would only make the issue worse? I don't see anything in the changelog to indicate there's more flexibility in the current version, but maybe I'm missing something?

    Anyway, I currently use ETaC and am considering using CACO (it used to interfere with many of my other mods, but I think that will be less of an issue now). Will the addition of CACO alleviate the issues, or will it only add variety without adding quantity, making food even scarcer than the Legacy Realism edition?

    If I wanted to tweak the numbers myself (quantities and respawn rates for a select, small number of vendors and inns), what would be the best means of doing so?
    1. evrymetul
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      The current version’s vendors have more varied quantity of items based on location (stall, village, small city, large city), and about 2x more items laying around (can be purchased or stolen) compared to the Realism version (for inns).

      The CACO patch adds a bit more variety to what food/drink can be purchased while inserting the CACO ingredients on top of everything else.

      The easiest way to edit the vendors is to load the mod in TES5Edit, go to the Containers section of the mod, and click on any of the vendor’s item lists. From there, you should see a list of items that can be increased or decreased by changing the item count. Also, if you go into the Leveled Items section, you can alter the specific items in the vendor lists and their chance to not spawn (Chance None).

  5. SmedleyDButler
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    Looks really interesting. A lot of really great potential there! So, maybe it won't be automated, but by editing the settings in MCM periodically, you could sort of create the effect of changes over time?
     
    Can't wait to see how it turns out.
  6. SmedleyDButler
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    In response to post #61180747.


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    Unfortunately, I'm not as proficient with scripts as much as Chesko. However, I'm working on a new mod that uses dynamic spawns through dummy objects and leveled lists that is completely customizable through a MCM. It will include every item in the game; in a leveled list and directly placed.
     


     
    Sounds interesting! Is this intended to be separate from You Hunger, or something more akin to You Hunger 2.0?
    1. evrymetul
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      It will be a separate mod, but it will have features of You Hunger.

      It will be like a script free (besides mcm) version of Ineed's food removal option, but for everything that can be picked up, looted, bought, and harvested, and is completely customizable.

      Here's some screenshots of the mcm.









  7. raging987inferno
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    Is the 2.1.7 version compatible with Falskaar, Wyrmstooth, and Helgen Reborn?
    1. evrymetul
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      There's a patch for Falskaar, and an outdated one for Wyrmstooth. You Hunger won't affect any added items from Helgen Reborn.
    2. raging987inferno
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      I don't see the patch for Wyrmstooth.
    3. evrymetul
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      Old Files
  8. SmedleyDButler
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    Since Chesko has withdrawn from modding have you ever considered a modified version of YOU HUNGER to add anything like his once-planned Hunger In The North mod?

    Basically, the concept was to have dynamic shortages (as well as occasional period of bounty) on a regional basis tied to randomly-generated events like crop blights, secondary civil war effects (shortages), border closings (for imported items), dragon attacks, and so on. A script would run every couple of in-game weeks to choose an event and make changes on that basis:
     

     
    The 4th Era is a time of war. Dragons roam the skies, burning crops as they go. Bandit raids interfere with vital supply lines. Despotic jarls levy harsh taxes against their subjects. Blights decimate harvests. Amidst all this hardship, the common folk scrape together what little they can trade and grow in order to survive.

     

    Every few weeks, HitN generates both random events and events driven by player actions, which can drastically alter food availability. The Thalmor may gain a chokehold over sea trade routes, making imported produce difficult to find. A blight might decimate wheat crops, making bread a luxury. A harsh, long winter might affect both farming and hunting. Attacking bandit camps may allow trade in and out of Whiterun to happen more freely, allowing produce and ale to spread to neighboring Holds. And more.

     
    If you're mainly focusing on only doing patches these days, then I completely understand. Was just curious if this was something which had interested you! It would really add a sense of time passing and seasons to Skyrim that mods currently have difficulty expressing.
     
    Even just a seasonal variation without dynamic events would be interesting, where every three months availability of food changes. You could use the current version for summer, make things more generous in the fall, very harsh in winter, and slightly harsher than normal in the spring, though obviously a few things might have different availability seasonally (snowberries more plentiful in winter, perhaps, or fresh fruit or vegetables even less available in spring than in winter, or maybe mushrooms remain stable all year... lots of options).
     
    The most basic implementation would be to just use your existing harsher/less harsh versions and have a script that swaps between them every three months (perhaps on the solstices). 


     


    1. evrymetul
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      Unfortunately, I'm not as proficient with scripts as much as Chesko. However, I'm working on a new mod that uses dynamic spawns through dummy objects and leveled lists that is completely customizable through a MCM. It will include every item in the game; in a leveled list and directly placed.
  9. ColossusX13
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    I understand this mod needs to be loaded as high as possible due to the cell edits but for the requiem version shouldnt it be loaded after requiem, which would be relatively low in the load order?
    Maybe instead of replacing the esp you should make a patch file that way the original esp stays high and the patch can go below requiem
    1. evrymetul
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      What Requiem patch?
    2. ColossusX13
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      Wow, that was a huge oversight on my part. a requiem patch i had made myself a while back. I immediately assumed you made it. Please disregard
  10. Sleepytime
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    This has become a must have for my load order, have you ever considered adding the option to remove most of the potions and scrolls laying about the game world along with the food and drink items?
    1. evrymetul
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      I thought about it, but never made any plans for it.
    2. ColossusX13
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      This. After reach level 25 or so i end up with a hoard of potions. Ever since that playthrough I've basically just started ignoring any potion i don't absolutely need.
  11. MorbidFlorist666
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    Any mods to make this game less casual and more challenging are always welcome. I am still suffering from PTSD on how easy the vanilla game was. Thought RN&D would bring some challenge but there are food everywhere, you would have to be an idiot to starve. The Scarcity mod didn't seem to affect food, and it pissed me off.
  12. rickard
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    I noticed one farm crop which seems to be left out.
    00062e8a Wheat at Dark Water Crossing.

    I also wondered about chicken eggs at farms - they can still be taken freely, why is that?
    1. evrymetul
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      They're ingestibles and not used for cooking.
    2. rickard
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      Chicken Eggs are INGR (Ingredient) not ALCH (Ingestible), so they are Alchemy ingredients, not food.
      But that makes Eggs the same as Wheat - which does have its ownership changed by You Hunger.

      Wheat is used in Hearthfire cooking recipes to make flour, which is a food, and can then make bread.
      Chicken Eggs are used in Hearthfire cooking recipes to make Bread, PotatoBread, Sweet Roll, and Apple Pie.
    3. evrymetul
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      Must have missed the part of the wiki that said that...I'll look into nest ownership later.
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