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This page was last updated on 24 March 2019, 8:28AM
- Changelogs
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Version 2.3.4
- [size=4][b][color=#00FF00]Release ?.?.2015, Version ?:[/color][/size][/b]
- fixed problems related to setting up the widget via anchors...translators need to manually translate the MCM anchor names
- added missing anchor definition for weight widget, thus rendered positioning with anchor not working
- fixed error log issue related to assigning the wrong anchor alias, and thus rendering the anchor for weight and inebriation widgets not correctly working
- lifted Mod to unofficial patch legendary edition
[size=4][b][color=#00FF00]Release 3.10.2015, Version 2.3.3:[/color][/size][/b]
- fixed widgets not fading in when pressing hotkey under heavy script latency
- fixed weight feature ending to work after hunger status got updated...I'm sorry for this mess...turns out weight is a hard nut to crack
- fixed sleep widget showing up when sleep status gets updated
- fixed weight update status get showen every new interval instead of every new weight update
[size=4][b][color=#00FF00]Release 1.10.2015, Version 2.3.2:[/color][/size][/b]
- fixed RegisterForSingleUpdate() position in hunger script, potentially messing up the weight code
- removed code related to returning your weight to default values, when disabling the weight feature...obsolete, since you can manually use MCM option to reset weight to your liking
- added MCM check to remove weight spells when unchecking weight feature in MCM
- fixed weight feature still active when turned off
- weight spells will now get removed if the needs are deactivated
- fixed being warped to cell entrance when animation played ontop of another...thanks to Axonis for pointing this out...I've copypastaed his fix...please verify if it works, and if I nailed all animations
- removed the no USKP version for good...do not ask for it...I just haven't error checked the no USKP version before...using it is not recommended at all...if you refuse to use the USKP patch then it's your fault...I repeat...DO NOT ASK FOR IT!
[size=4][b][color=#00FF00]Release 9.9.2015, Version 2.3.1:[/color][/size][/b]
- fixed occasionally getting switched to skinny spell causing the fast weapon bug
- weapon speed on weight state skinny is now 30% instead of 10.00 ( which equals 1000%)...I'm sorry for the mess...:D
[size=4][b][color=#00FF00]Release 7.9.2015, Version 2.3:[/color][/size][/b]
- added check for first game start or starting mod on existing savegame to apply default weight when turning of weight feature...this requires new game start for people already have another version installed...I'm sorry
- when turning off weight feature, player weight will now default to the value you had before installing this Mod...this shouldn't bother you if you never had it enabled though
- fixed game breaking bug that lets you flying on your horse for the lulz
- added MCM option to customize player weight (if you turn off weight feature, you want to customize this to your liking after turning off weight feature)
- weight change now has effects on your attributes (buffs and detrimentals)
- fixed weight widget not showing correct value when weight is 0.0
- fixed weight occasinally dropping to 0 when new weight is calculated
- reworked the weight deduction formular: when starving you will lose ~ 1.5 - 2.0 kg per 24 hours (with weight threshold set to 1.0)
- weight gets now displayed as number on the widget in real life kilograms
- weight now gets exactly displayed from a range of 100-50 kg on widget and text notification...formula: (weight + 100) * 0.5, so if your game engine weight is 100 it equals "real life" 100, if it is 0, it equals 50
A little side note on this...A fully trained bodybuilder, lets take Arnold Schwarzenegger as example, has 108 kg at 1,88 m...so a range from 100-50 kg weight display is practical, realistic and immersive, given that the Dragonborn doesn't necessarily look like a full trained bodybuilder when muscular? Give your opinion on this what range of weight do you find appropriate?
- restyled the weight notification to reflect the new information: "Your weight is xx kg"
- fixed typo in resting feature description
[size=4][b][color=#00FF00]Release 6.9.2015, Version 2.2.1:[/color][/size][/b]
- fixed weight widget settings not baking into FISS.xml
- fixed missing update on weight widget
- fixed new hotkey functions firing when in menu, on mount, swimming etc.
- fixed widgets not updating when entering any crafting menu
- fixed being forced to leave the crafting menu when exiting tutorial note
- reworked the rest function: only one animation, no more update code
- weight notification gets showen now only when first person messages are enabled
- added mcm option to turn on/off weight feature
- removed config tip in MCM for needs
- added point per hour text to mcm needs sliders as replacement for tip removement
[size=4][b][color=#00FF00]Release 31.8.2015, Version 2.2:[/color][/size][/b]
- fixed seconds text display at auto update interval
- fixed update timer configuration not correctly working
- added "auto fade" option for wigets, toggleable in MCM menu. It will have a 10 second timer before fading out, eating, drinking and sleeping will each individually fade in the widgets...however, you can only choose to fade all of them, or leave them static, as I didn't see a reason why people want a mixture of static/fading widgets?
- death hounds dropping rotten flesh instead of raw meat now
- added missing "VendorItemFood" keyword to all default and RNAD food items
- added function to allow customization of food/drinks that is not default or RNAD food/drink, via hotkey(configure hotkey in MCM)...you will need to do this only once for every third party Mod food item, as the base object will be modified, not the reference...this is virutally compatible with exceptionally every Mod that imports foods/drinks
- when customizing food items with hotkey, their name will also change accordingly...however, this does only work for the current game session and can not be baken into savegames...technically it's possible to do this via maintenance script, but since you had to maintain every single food object from every third party Mod, this is virtualy impossible (unless I found a solution in future updates...;) )
- eating customized food will feed you accordingly to the "food class" you've added the food item to
- customized beverages will all have the same thirst satisfying factor (70, normal drinks)
- drinking customized alcohol beverages will now make you drunk
- added hotkey to fade in widgets, this will only work with fading widgets, static widgets stay untouched
- fixed text for mcm toggle inebriation counter
- moved some mcm toggle functions to the toggle page to make room for hotkeys
- added a mcm toggle option to turn off carry weight penalty when tired or starving (this is a cheat you scumback...:) )...notice that this will wrok only when your hunger/sleep state changes...so if you're planing to continously turn this feature on/off, know that this doesn't work instantly, the corresponding hunger/sleep spell has first to be applied to the player
- give name to all campfires, embers and giant campfires, as well as other fireplaces to make them interactable
- added mcm toggle option to allow grilling raw food on campfire and embers...this will cover meats, leeks and potatoes from vanilla and Realistic Wildlife...support for other Mods may follow in future...this will work on moveable statics only, if you stumble over a campfire that doesn't work, then this a static campfire...;)
- added fully functional weight system based on what you eat...visually gain/lose weight, fully MCM confirgurable and also comes with a nice widget...in case you do not understand what this means, this is extraordinary and unique feature to this Mod...you will have an optical effect on your character that will get thinner if you do not eat, and gain weight if you are satiated...this might be enriched in future updates, f.e I'd like to see my character evolving a belly if he eats to much
- modified the sleep/waiting menu to allow for better view
- renamed the text for sleeping/waiting to create better immersion (fully translatable)
- added hotkey to "replace" waiting feature with a "resting" feature...during resting you will get tired half as fast
- added colored widgets to be used with [url=http://www.nexusmods.com/skyrim/mods/59361]Widget Mod[/url]
- fixed messed up master load order
- fixed all FOMOD installer related problems
- cleaned the plugin
- added version that doesn't need the USKP patch...this is the default core file now
- added missing translation text for previous version...note to translators: things you still need to translate manually
1. RNDConfigQuest -> RND_SkyUIMCMScript -> all text inside "Debug.Messagebox("")" functions...plus also all mcm related text inside the script that isn't covered by the realisticneedsanddiseases_english.txt, like for example the sec. behind the update timer interval
2. all text inside the message type "RND_CustomizeFoodMessage"
...if there are still missing translation parts, let me know in the comment section...;)
[size=4][b][color=#00FF00]Release 23.8.2015, Version 2.1:[/color][/size][/b]
- if you buy drinks from innkeepers they will verbaly respond with 'of course' now...note that this is not the same as the Mod "RNAD Of Course", as I was merely adding shared responses to all innkeepers, while the creator of 'Of Course' added responses to every single dialogue for every single possible NPC type, making it necessary to pack 7 megabytes of voicefiles in the download package. I you happen to have this Mod installed...you do no longer need it!
- you can fill waterskins and empty bottles for river water at any well, waterwheel and trough, water needs to be boiled in order to drink without getting disease
- added name to waterwheels in order to make them interactable
- replaced all vanilla wells with activator versions, so you can activate them to get water
- replaced all vanilla troughs with activator versions, so you can activate them to get water
- in order to make use of the 'get water from wells and trough' feature you'll need to activate it from inside the MCM menu, once activated you'll be given a invisible perk that handles all the mechanics
- when deactivating the Mod in MCM, the perk will get removed and the get water from well feature is turned off
sidenote: given how many types of wells, troughs and waterwheels there are in Skyrim, I decided against adding new water sources in order to lower navmesh bugs and raise compatibility...if for any reason you feel there are not enough water sources, let me know...;) also, if you had previously Mods installed that deal with adding new water sources, you will likely want to deinstall those...I see there is [url=http://www.nexusmods.com/skyrim/mods/38507/?]Collect Water from Wells[/url], but the creator uses a different approach by adding invisble activators, while I completely replaced any statics with activator versions and utilize a perk for the mechanics, so this Mod is incompatible...you do no longer need it...;) also, the well in Whiterun is no well, it's a static road that has a well integrated into its model.
- fixed inebriation widget not correctly updating when wasted/drunk
- added localization for all new content so translators have a more easy job, in the plugin things to translate: 1 new perk(RND_WaterWellPerk), 5 new activators(Rnd_Well02-06)...the messagebox text when having no waterskin or bottle in inventory on activating water source needs to be manually translated by editing the script from inside the creation kit, the same is true for any other text utilized by Debug.Messagebox(like the one in the MCM menu script)...sorry, no other way to do it...;)
- fixed FOMOD installer version
[size=4][b][color=#00FF00]Release 22.8.2015, Version 2.0:[/color][/size][/b]
initial release:
- added widget support for hunger, thirst, sleep and inebriation
- all widgets are configurable in the MCM menu: position, size, transparency, turn on/off
- added FISS support for easy widget preset save/load
- configure auto update interval for widgets
- [size=4][b][color=#00FF00]Release ?.?.2015, Version ?:[/color][/size][/b]
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- Author's activity
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March 2019
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24 Mar 2019, 8:28AM | Action by: CrEaToXx
Permission change
Author changed their file credits.
Users are not allowed to modify this file.
Bug tracker disabled.
Users are not allowed to use assets from this file under any circumstances.
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24 Mar 2019, 8:25AM | Action by: CrEaToXx
Attribute change
Description changed.
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01 Mar 2019, 6:12AM | Action by: CrEaToXx
Attribute change
Description changed.
February 2019
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27 Feb 2019, 11:51AM | Action by: CrEaToXx
Attribute change
Description changed.
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20 Feb 2019, 12:33PM | Action by: CrEaToXx
Mod article added
Credits policie
July 2017
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08 Jul 2017, 9:23PM | Action by: CrEaToXx
Attribute change
long description changed
May 2017
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18 May 2017, 6:57PM | Action by: CrEaToXx
Attribute change
long description changed
September 2016
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17 Sep 2016, 10:28AM | Action by: CrEaToXx
Mod published
Realistic Needs and Diseases 2.0
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17 Sep 2016, 10:26AM | Action by: CrEaToXx
Attribute change
long description changed
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17 Sep 2016, 10:25AM | Action by: CrEaToXx
Permission change
author changed their permission instructions
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17 Sep 2016, 10:25AM | Action by: CrEaToXx
Attribute change
long description changed
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17 Sep 2016, 10:24AM | Action by: CrEaToXx
Changelog added
Change log added for version 2.3.4
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17 Sep 2016, 10:23AM | Action by: CrEaToXx
File added
Complete source
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17 Sep 2016, 10:22AM | Action by: CrEaToXx
File added
RNAD - FISS settings
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17 Sep 2016, 10:21AM | Action by: CrEaToXx
File added
Realistic Needs and Diseases 2.0
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17 Sep 2016, 10:09AM | Action by: CrEaToXx
Mod image added
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17 Sep 2016, 10:02AM | Action by: CrEaToXx
Mod created
Realistic Needs and Diseases 2.0
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30 Mar 2024, 9:22AM | Action by: Aidee
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