Skyrim

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CrEaToXx

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CrEaToXx

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About this mod

This is a new and updated version of the very popular Mod Realistic Needs and Diseases by Perseid9. Ontop of the original features there has been some fine additions, like weight feature, widgets and various other changes.

Requirements
Permissions and credits
Translations
  • Turkish
  • Spanish
  • Portuguese
  • Italian
  • English
Changelogs
Donations
Notice! I've completely emigrated to Skyrim Special Edition, which in return means, the legendary version of this Mod will no longer get any updates and support. Feel free to take over, or fix yourself. You could also frequent the SSE version, to get backportable versions.

Thanks anyone for helping me to improve the mod. And you should really move on to SSE. Its benefits completely outweights any argument you'd come up, to stay with legendary.



Logo by starfis, Thank you starfis!

Please, to honour my efforts and future endeavours, endorse the Mod!

This is a new and updated version of the very popular Mod Realistic Needs and Diseases by Perseid9. Perseid9 ended support for his Mod on 3/07/2014. Since then the Mod has not been updated, nor has it been maintained or supported. I had high hopes perseid9 would return and continue his work, but now after more then 1 year, I've abandoned all hope for him to return. Perseid9 made his Mod public domain, and so I took the responsibility to step in his shoes and continue what might be the best and most convenient Needs Mod ever. Perseid9, if you read this and you disagree with my adoption, let me know and I'll hand over the source code including all the work on the widgets and MCM menu I've done.

Spanish Version
Italian Version
Turkish Version
Portoguese Version

The Mod is now also ported to Skyrim Special Edition. Look over here.


Difference to original version
Version 2.2+ has:

- added widget support for hunger, thirst, sleep and inebriation, they can be static, hotkeyed and or auto-fading, they also come in two color variations
- 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
- you can fill your waterskins/bottles on any well, troughs and waterwheels
- innkeepers will respond verbaly when buying drinks
- hotkey feature to customize food from other Mods...simply drop the fooditem to the floor, hover the mouse over and press the hotkey
- a MCM toggle feature to remove the nasty carry weight penalty on hunger and sleep...if you prefer cheating over suffering...;)
- added feature to allow grilling food (meat, leek, potatoe) on all campfires, embers and various other firesources
- a fully functional weight system...you will visually loose/gain weight based on your diet, this plays nicely with Pumping Iron...you will also get a weight widget showing your stature
- added hotkey based "resting" feature, replacing the vanilla wait system...you will regen health and get tired half as fast...for fun I also adapted the sleep/wait menu to allow for greater immersion

Things you will not see in this Mod!

- water from rain or snow sources...this makes you sick, stop asking...this is unimmersive and unrealistic as it can get...troughs are an exception as you can see people will frequently put water in troughs when using a Mod like immersive Citizens...so they get actually refilled with river water
- automation of eating, drinking, sleeping...then why do a needs mod? if you can't be bothered to feed yourself, needs mods are likely not your cup of tea...one one of the reasons I'm using actually is I have to interact with food in order to stay alive...to automate such a process is just nonsense
- follower/horse needs...not supposed to be a feature of a personal needs mod...this will go inside my follower mod instead, pretty much because my follower mod already has a wage feature, and also because I'm planinghuge things with the follower/animal food feature...RNAD always was about personal needs and will stay this way

What's planed for future versions?

With the newest version 2.2 no further plans are made. If you bring good ideas on topic I will implement them. I will continue support in future and will also squish bugs I find or those you report. Patches for food mods are virtually obsolete with the new food customization feature. I will continue to raise compatibility in future updates.

Requirements:


1. Skyrim with all DLC's and the most actual patch
2. Unofficial Skyrim Patch
3. SKSE
4. SkyUI
5. (optional) FISS to save widget presets

Recommendations:


I highly recommend the following Mods for higher immersion, realism and survival content added:

Bathing in Skyrim
Frostfall
Real Wildlife
Coffee Mod

How to Install:


Installation with NMM:

1. Press download with Manager button on the Nexus and confirm the requested programm
2. Once downloaded open up NMM and click the mods tab to import the RealisticNeedsAndDiseases.7z
3. After installation enable the plugin files in your prefered reorder tool or in data files when starting up Skyrim
4. When starting Skyrim, click on data files, and make sure the
'RealisticNeedsAndDiseases.esp' is checked. If you use Wrye Bash, make
sure the file is activated and your load order corrected. Use LOOT to automatically get the correct load order.
5. Play the Game!!!

Manual Installation:

1. Unzip the files anywhere
2. Move the .esp and .bsa file 'RealisticNeedsAndDiseases' to your 'x:...SkyrimData' folder.
3. When starting Skyrim, click on data files, and make sure the 'RealisticNeedsAndDiseases.esp' is checked. If you use Wrye Bash, make
sure the file is activated and your load order corrected. Use LOOT to automatically get the correct load order.
4. Run Skyrim!!!

Features:


Basic Needs:


When you start the mod, you will gain a “Check Needs” power, so you can bind it to a hotkey for quick checking. You can also enable debug mode to
have it display needs points. There are the needs hunger, thirst, sleep and the effect of inebriation. Hunger has 6 stages, all other effects have 5 stages. You will need to eat, drink and sleep in order to survive. Drinking alcohol will get you drunk. Suffering from any form of impairment due to hunger, thirst, sleep or inebriation, will lower your attributes/stats and have visual effects. The effect stages are:

Hunger has 6 stages:

Gluttony - I have eaten too much. Speed -30%.
Satiated - Health, stamina regeneration +10%.
Peckish - Ready for a snack. (no bonus or negative effect)
Hungry - Health, stamina regeneration -30%.
Very Hungry - Health, stamina regeneration -60%. Sneak is 25% harder. Attack damage -25%.
Starving - Health, stamina regeneration -90%. Carry Weight -50. Attack Damage -50%.

Eating and drinking animations when you eat/drink:
Animations are disabled automatically while playing in first person view. New and modified recipes, alternative texture for stews.There is 15% chance eating raw food will catch diseases. Stale/spoiled food not only tastes disgusting, but will also give you diseases. Food items in barrels, sacks have been greatly reduced, and most of them you do find will be stale. Some large food items like cheese wheels will provide several servings, you don't finish the whole thing in one bite. You can also grill basic food on any campfire, fireplace and ember. Grillable food is: any meat, leek and potatoes.

For cooking: you need to convert bottled water into plain “water” (flagon), I did this so I don't have to duplicate recipes for different types of water
containers. Water conversion gives you empty bottles back. Many innkeepers now also stock everyday cooking ingredients, things like salt, garlic, honey, chicken eggs, elves ears, frost mirriam, etc.

Food Spoilage: if enabled, this mod will keep track of food items in player inventory,you can configure how long it takes for each type of food to spoil, youcan also collect (25% chance) molds and rotten flesh from those spoiledjunk, and use them in alchemy.

Seawater: If you run out of salt, you can collect seawater using empty bottles along the coastline, boiling seawater gives you salt.

Thirst has 5 stages:

Quenched- Magicka, stamina regeneration +10%.
Slightly Thirsty - Ready for a drink. (no bonus or negative effect)
Thirsty - Magicka, stamina regeneration -30%.
Very Thirsty - Magicka, stamina regeneration -60%. Time between shouts +25%. Spells 25% less effective.
Dehydrated - Magicka, stamina regeneration -90%. Time between shouts +50%. Spells 50% less effective.

Drinking ale/mead or wine will give you empty bottle, any vanilla "empty wine bottle" you pick up will also be converted into reusable ones: You can refill empty bottles and waterskins in any river (stand in water then click the bottle), or you can ask for clean water in inns and taverns. Drinking river water directly can cause diseases, boil before drinking. Spring water (currently only available from drinking fountains) is safe to drink.Herbal Tea will give you +10 speech for 300 seconds, milk is also available if you don't mind being a milk drinker. If you have installed Drinking Fountains of Skyrim, activate the fountain to refill all your empty bottles, or sneak-activate to drink directly from the fountains. You can also get dirty water, which you'll need to boil, from any well, trough and waterwheel. Simply activate it with a empty waterskin or bottle in your inventory. Buying water in Inns is also possible.

Sleep has 5 stages:


Well/Rested - Same as in vanilla
Slightly tired - Ready for a nap. (no bonus or negative effect)
Tired - Carry Weight -30, Skills improve 25% slower.
Very tired - Carry Weight -60. Skills improve 50% slower. Speed -20%.
Exhausted - Carry Weight -90, Skills improve 75% slower. Speed -30%.

Werewolf will get a "Restless Beast" stage instead, just to keep it lore friendly: You must sleep for enough hours to get fully rested. There is no need to sleep consecutive hours though, if you wake up still tired, you can simply go back and take another nap. The "dirty bedroll" disease chance is actually location based, not which bedroll you use. The name itself is a bit misleading. Because if the place is filthy you bedroll is doomed to get dirty once you throw it down on the floor. ;) Avoid locations like dungeons, bandit camps, animal dens etc., pick a clean spot and you will be fine.

If you don't like the carry weight malus on sleep and hunger, you can turn it off inside the MCM menu.

BodyWeight has 5 stages:


Will have a visual impact on your characters body. You will get thinner and loose weight when not eating enough, and get thicker and gain weight
when satiated or eating to much. Loosing weight will have an impact on your "physical" strength as you will likely resist blows much better when trained or muscular. This plays very well with Pumping Iron. Can be toggled off and on in the MCM menu. It's off by default. The widget and text notification reflect your weight in kilograms, in MCM however it's counted in units. 1 kilogramm == 2 units. The weight changewill have the effects statet downside.

Muscular - You're very strong and physically resistant, but your stamina and speed is low
Trained - You're fit, endurant and physically resistant
Wiry - You're fit, very endurant and fast
Slender - You gain on speed what you miss in strength and resistance, your stamina is fine
Skinny - You are not resistant and strong, but your speed and agility is unmatched

Negative Effects:

Inebriation has 5 stages:

Has visual and stumbling effects. You can turn them off in MCM menu.

Sober - I'm sober. (no bonus or negative effect)
Dizzy - Good stuff, just a bit dizzy. Unarmed Damage +5, Damage Resist +10.
Drunk - My head is spinning. Unarmed Damage +10, Speech -15, Magicka regeneration -15, Spells 50% less effective, duration -50%.
Wasted - I'm completely wasted...Magicka and Stamina regeneration -25, Spells 85% less effective, duration -85%.
Blackout - Knocks you out right on the spot, only to wake up 4 hours later head spinning.

Additional Features:

Camping Gear: This mod provides a set of basic camping gear, including tent, bedroll,tinderbox, and cooking pot. The camping equipments are craftable, also available for purchase from general merchants. The bedroll can be used standalone, or with a tent. To use, drop it on the floor, sneak-activateto unpack the bedroll. To pitch a tent with a bedroll, you must have both Traveller's Tent and Bedroll in inventory, then pitch the tent. Drop it, sneak-activate to pitch, a cot will be placed inside the tent automatically. To build a campfire, you must have at least 3 firewoods and a tinderbox. Drop the tinderbox, sneak-activate to build campfire. If you have a Cast Iron Pot in inventory, a cooking pot will be placed by the fire as well. Campfire lasts for 6 hours, you can activate the fire to add more firewoods, add/remove cooking pot, or sneak-activate itto put out the fire. If left unattended, campfire will burn out then remove itself after 24 hours.

Beast Compatibility: This mod is compatible with vampire, werewolves and cannibalism. Vampires have no need for food or water, and werewolves/cannibals feeding will satisfy hunger and thirst.

Progressive Diseases: Diseases are no longer easily ignored nonsense. Initial syndromes are still mild (as in vanilla), but without treatment, things get worse, much worse, over time. Find a cure as soon as possible! But if you can'tafford a cure, you can always rest and hope for the best, there is a chance your body will slowly fight off the disease by itself if you get enough rest. By rest, I mean a clean bed and warm fire, you're likely tocatch more diseases sleeping in a dirty bandit camp!

Disease Fatigue: if enabled, you will get tired more quickly, also can't sleep well whendiseased. Please check for disease effects first if your character suffers sleep disorder.

Configuration: You can configure Hunger/Thirst/Fatigue and weight rate, disease chanceand many other options in game, to better fit your timescale and play style. For whoever wants to do the math, here's the details:

Hunger: Gluttony(0) – Satiated(5) – Peckish(30) – Hungry(60) - Very Hungry (120) - Starving (240) (capped at 240)
Thirst: Quenched(0) - Slightly Thirsty(40) - Thirsty(80) - Very Thirsty(160) - Dehydrated(240) (capped at 240)
Sleep: Well/Rested(0) - Slightly tired(30) - Tired(60) - Very tired(120) – Exhausted(240) (capped at 240)

Take hunger for example, hunger rate 6 means 6 hunger points per game hour, so it takes about 10 hours to go from full to hungry; if you put it on
1, it means 1 hunger point per game hour, that's 24 points a game day, and will take you about 3 days to get hungry. The same applies to thirstand sleep. This mod doesn't rely on timescale, because I use in-game time in scripts, not real time. No matter what timescale you use, a gameday is still 24 game hours. But timescale does affect player perception, how frequently you need to eat and such when you play the game. The weight slider defines the treshold how fast your weight lowers/raises. Lower numbers will increase weight gain/loss.

Inebriation: Sober(0) - Dizzy(30) - Drunk(60) - Wasted(90) - Blackout(150) (capped at 150)

You can adjust alcohol level for weak/normal/strong alcoholic beverages, the higher the value the quicker you get drunk. Take weak alcohol mead
for example, the default is 10, which means, when you drink one bottle of mead, it increases your alcohol points by 10 (the actual number will vary slightly in game from bottle to bottle), when your alcohol points reach 30 (after about 3 meads), you get slightly tipsy, at 60 (after 6 meads) you get drunk. So if you lower the value from 10 to 5, you can drink approx. 12 meads before getting drunk.

Hotkeys: If you have SKSE, this mod also adds hotkeys for Check Needs <default N> and Drink from Stream<default B>, the drink key doubles as “empty” key, if you want to empty a bottle or waterskin without drinking its content, highlight the bottle/wine in inventory, then hit B; the keys are configurable in MCM.

Widget Support: Version 2.2 now features fully customizable HUD Widgets for hunger, thirst, sleep, weight and inebriation. The widgets are text based and will show exactly which current stage of effect you benefit/suffer from.Widgets are entirely configurable from inside the MCM menu. They come in two color variations, and can be set static, hotkey based and/or fading.

Third party Mod food customization: This will work virtually for every Mod that adds food. Define the hotkey inside the MC, then drop the food item to the floor, hover your mouse over the item, and hit the hotkey. This will fire a menu where you can give the food any designation you want it to be: raw food, snack, meal or abundant meal. You can also define beverages and alcoholic beverages.This will not work for the food/drinks that come by default. Once defined you can eat the food just as it was part of RNAD. You will have all the same benefits, and in case of alcohol and raw food, disadvantages.

Resting: You can define a hotkey inside the MCM that will allow you to rest. When resting the character will play an animation and the wait menu gets fired. The wait menu has been modified to allow for greater immersion. Resting will resore all health, which is specifically good when using Mods that turn off auto health regeneration. You will also tire half as fast when resting.

Compatibility&Patches:

This Mod is not compatible with same type needs/diseases mods of course. You'll also need to load this mod after any other mods that modify vanilla food.

This mod is compatible with Frostfall
This mod is compatible with Realistic Water Two
This mod is compatible with WATER - Water And Terrain Enhancement Redux
This mod is compatible with SkyTEST - Realistic Animals and Predators
This mod is compatible with Better Vampires
This mod is compatible with Skyrim Redone, please load this mod after SkyRe
This mod is compatible with Sands of Time
This mod is compatible with Harvest Overhaul
This mod is compatible with Hunterborn
This mod is compatible with Nature of the beast II
This mod is compatible with Fishing in Skyrim

Patches for following mods also available under Optional Files or a packed inside the main file:

Babettes Feast - Improved Cooking by Merilia
Destructible bottles Extended by lamer1000
Expanded Towns and Cities by missjennabee
Requiem - The Roleplaying Overhaul by Xarrian and Ogerboss
Unique Booze Bottles HD by XRC
Falskaar - Realistic Needs and Diseases Patch by Tom2681
Cooking Expanded - Realistic Needs and Diseases Compatibility Patch by born2bkilled
Improved Fish - Realistic Needs and Diseases Compatibility Patch by born2bkilled
Knapsack Enhanced by born2bkilled
Herbal Tea by Gustav Lundgren, RND Patch by Starfis
Collect water from wells - RND Compatible by Thicketford

Optional third party patches:

Patch for Farm Animals


Translations:


Brazilian Portuguese translation by Lanceras
Czech translation by wyruzzah
French translation by Oaristys
German translation by CreatorX
German translation by mditsch
Italian translation by improbabile
Japanese translation
Polish translation by aragothestel
Spanish translation by criswolf09
Russian translation by Kopasov

FAQ:

1. What's the difference between this and the original version?

Version 2.2 has:

- added widget support for hunger, thirst, sleep and inebriation, they can be static, hotkeyed and or auto-fading, they also come in two color variations
- 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
- you can fill your waterskins/bottles on any well, troughs and waterwheels
- innkeepers will respond verbaly when buying drinks
- hotkey feature to customize food from other Mods...simply drop the fooditem to the floor, hover the mouse over and press the hotkey
- a MCM toggle feature to remove the nasty carry weight penalty on hunger and sleep...if you prefer cheating over suffering...;)
- added feature to allow grilling food (meat, leek, potatoe) on all campfires, embers and various other firesources
- a fully functional weight system...you will visually loose/gain weight based on your diet, this plays nicely with Pumping Iron...you will also get a weight widget showing your stature
- added hotkey based "resting" feature, replacing the vanilla wait system...you will regen health and get tired half as fast...for fun I also adapted the sleep/wait menu to allow for greater immersion

Things you will not see in this Mod!

- water from rain or snow sources...this makes you sick, stop asking...this is unimmersive and unrealistic as it can get...troughs are an exception as you can see people will frequently put water in troughs when using a Mod like immersive Citizens...so they get actually refilled with river water
- automation of eating, drinking, sleeping...then why do a needs mod? if you can't be bothered to feed yourself, needs mods are likely not your cup of tea...one one of the reasons I'm using actually is I have to interact with food in order to stay alive...to automate such a process is just nonsense
- follower/horse needs...not supposed to be a feature of a personal needs mod...this will go inside my follower mod instead, pretty much because my follower mod already has a wage feature, and also because I'm planing huge things with the follower/animal food feature...RNAD always was about personal needs and will stay this way

What's planed for future versions?

With the newest version 2.2 no further plans are made. If you bring good ideas on topic I will implement them. I will continue support in future and will also squish bugs I find or those you report. Patches for food mods are virtually obsolete with the new food customization feature. I wil continue to raise compatibility in future updates.

2. The Mod doesn't seem to work for me, what should I do?
You are using a conflicting Mod, didn't turned features on in MCM menu, didn't installed it correctly, enabled the Mod on a existing savegame and maybe at the same time removed older versions without appropriate 'clean save' procedure, or did something uncomprehentable for me to fix.
QUOTE
Maybe turn off the Mod in MCM and then turn it back on? I'd also start researching to why this happened in the first place? Added/removed Mods from your Mod list recently? Changed load order recently? Significantly increased the number of used Mods recently? Added a fair amount of texture related eye candy Mods recently?

You see, there's tons of reasons why this happens. Usually it happens because the user did something unexpected.

I'd try fixing this by moving RNAD to the very bottom of the load order andsee if helps. You'd probably need to save once after moving the mod to the bottom, and then see if it helps.
3. Will this work for controllers?
The Pagan's say yes!

4. I'm getting script lag with this. What can I do?
Try increasing the update timer interval in the widget section of the MCM menu.

5. Will there any problems with Mods that depend on this, will they still see it as master? How does LOOT treat it?
Just treat this new version as if it is an update to perseid9's work. No changes to name or plugin ID have been made. Other Mods that had RNAD as master will still detect it as master.

Credits:


Of course perseid9 deserves all the credit for the original Mod.

Sabre Gear BackpackTreasureChest and DVAted are most generous to allow me use the waterskin from their backpacks, it's a shame to rip it off the pack, so in case you're not already using the backpacks, please download and endorse their wonderfulwork ;)

Drinking Fountains of Skyrim
MannyGT has been very kind to allow me use the fountains. Please don't forget to endorse the fountains! :)