Skyrim Special Edition

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LeucisticDinosaur

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LeucisticDinosaur

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About this mod

Buffs and debuffs for drinking, eating, sleeping, and keeping warm. Fully configurable, activate only the features you want.

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This mod adds buffs for drinking, eating, sleeping, and keeping warm, and debuffs for ignoring those needs for too long.  I've tried to keep things as lightweight, unintrusive, and configurable as possible.  Individual needs can be turned off from the MCM if you're only interested in some of them, and how quickly you get thirsty/hungry/etc is also configurable.

Needs advance (1) as time passes and (2) as you move around the map.  You can control the relative rates of those two from the MCM.  The idea is to encourage getting supplies and preparing for longer journeys while not intruding too much on dungeon diving, inspired by Vitality Mode.  Distance traveled by fast travel is not accounted for; personally I play with fast travel off, but mods like HZD Fast Travel or Journeyman that require preparing supplies before traveling may synergize well too.

As a vague gesture towards realism, each need has two internal stats that record how your character is feeling: (1) an 'external' stat, which can be displayed with a widget if desired and represents whether your character feels hungry/thirsty/etc, and (2) an 'internal' stat which represents a more underlying long-term health.  For example, your external hunger stat reduces gradually over time / distance traveled; the internal hunger stat reduces only if the external stat depletes and you continue not eating.

Generally speaking, if at least one of these two stats is in decent shape you won't get any debuff from a need.  You need to avoid eating for a while to actually start starving. If you get to the point of starvation and then continue not eating, you'll also eventually start to accumulate a reduction to your maximum health that can eventually kill you. Again, the rates on this are pretty generous-- I had to make it happen on purpose when testing, and it gets less threatening as your character levels up and gains health-- but this can also be reduced or turned off via the MCM if you'd prefer not to worry about it.


Features


Thirst
Spoiler:  
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Basics:
  • Thirst is decreased by drinking beverages.
  • A 'Jug of Water' can be crafted for no ingredients at any cooking station.  It has no value and weighs 3 pounds, but hydrates you very effectively.
  • Other beverages hydrate you as well, including alcoholic beverages.  However alcoholic beverages slightly reduce your internal hydration, so if you drink twenty bottles of mead and no water, you may find yourself getting thirsty quickly afterwards.
  • Potions also hydrate you slightly, but similar to alcohol, if you drink many in quick succession without any normal beverages mixed in it'll be a bit easier to get thirsty for some time afterwards.
  • Some foods hydrate you slightly, including fruits, vegetables, and soups.
Buffs and debuffs:
  • Hydrated - Stamina recovers 10% faster and you are 10% more resistant to disease.
  • Thirsty - No effect.
  • Very Thirsty - Stamina recovers 25% slower and shouts recover 10% slower.
  • Dehydrated - Stamina recovers 50% slower and shouts recover 25% slower.
  • If you are dehydrated and remain so for a while, you'll begin to accumulate a debuff to your health and stamina. This debuff will gradually reduce after you drink. If it gets high enough, the health debuff from this effect can kill you.

Hunger
Spoiler:  
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Basics:
  • Hunger is decreased by eating food.
  • Food is roughly categorized by how filling it is, with a meat pie or cabbage potato soup restoring more hunger than an apple.
  • Raw meat can be safely eaten by Khajiit, Argonians, Bosmer, or vampires of any race, for whom it's generally as filling as the cooked version. There's also a toggle in the MCM to control this for your character. If raw meat isn't safe for your character, eating it will restore only a little hunger and harm your internal hunger stat.
  • Some non-meat items, mostly raw alchemical ingredients such as mushrooms, are also considered unsafe food; they can be consumed to briefly restore a little bit of hunger, but will increase how quickly you get to more intense hunger debuffs if your character doesn't also eat some real food.
Buffs and debuffs:
  • Full - Stamina recovers 10% faster and you are 10% more resistant to disease.
  • Hungry - No effect.
  • Very Hungry - Stamina recovers 40% slower.
  • Starving - Stamina recovers 80% slower.
  • If you are starving and remain so for a while, you'll begin to accumulate a debuff to your health and stamina. This debuff will gradually reduce after you eat. If it gets high enough, the health debuff from this effect can kill you.

Sleep
Spoiler:  
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Basics:
  • Tiredness is decreased by sleeping.
  • Sleeping in a bed restores this need depending on how long you sleep, up to full.
  • Sleeping in an inn / house (where you'd be able to get a Well Rested bonus) can oversaturate this meter, up to 120%, so it takes you longer to get tired again.
  • Optionally, you can enable a lesser power from the MCM that lets you sleep anywhere.  This is less efficient (only restores up to 50% and less per hour than sleeping in a real bed) but may be useful especially early in a playthrough if you can't find anywhere else to sleep.
  • Stimulants, like skooma, will restore some tiredness but debuff your 'internal' tiredness, so you'll get very tired faster afterwards.
Buffs and debuffs:
  • Alert - Magicka recovers 20% faster and you are 10% more resistant to disease.
  • Tired - No effect.
  • Very Tired - Magicka recovers 40% slower.
  • Exhausted - Magicka recovers 80% slower.
  • If you are exhausted and remain so for a while, you'll begin to accumulate a debuff to your health and magicka. This debuff will gradually reduce after you rest. If it gets high enough, the health debuff from this effect can kill you.

Warmth
Spoiler:  
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Basics:
  • Warmth depends mostly on the current weather and time of day.
  • Unlike the other needs, the warmth stat shown in the widget represents the current temperature and doesn't increase/decrease over time.
  • How quickly your character loses warmth when it's cold depends on how many items of armor/clothing they're wearing, whether they're swimming, and their frost resistance.
  • Warmth is lost very gradually if you're staying still, but much faster if you're traveling (configurable by MCM).
  • Entering a warmer area immediately warms you back up to that level.  (I considered having this take time, but didn't want to create situations where you're just waiting passively to warm up.)
  • All interior areas are considered to be warm.
  • Inhabited areas (cities, towns, military/bandit/forsworn camps) have a cap on how bad the weather can be considered to get, to prevent you freezing to death on the streets of Windhelm while doing your shopping or while clearing out a bandit encampment.
  • There's no campfire / fire spell / etc functionality.  (However, using a piece of furniture limits how cold you can get, so you can keep from freezing if you have a mod that lets you set up a basic campsite with a place to sit down).
  • Perhaps it'd be more accurate to call this an 'exposure' mechanic; the idea is to incentivize keeping an eye on the map and stopping in inhabited places, caves, or other sheltered areas if the weather worsens.
  • Alcohol makes you feel warmer temporarily, but makes it significantly easier to freeze to death.
Buffs and debuffs:
  • Warm - You are 10% more resistant to disease.
  • Cold - No effect.
  • Very Cold - Magicka recovers 25% slower and you move 15% slower.
  • Freezing - Magicka recovers 50% slower and you move 30% slower.
  • If you are freezing and remain so for a while, you'll begin to lose 1 health per second until you warm up again.


Favorites

The first time you consume each food or drink that's safe for you to eat (as in, not raw meat or poisonous) there's a chance for it to be selected as a favorite.  Favorite foods restore a bit more hunger/thirst and are able to oversaturate those meters to 120%, so it'll take longer for you to get hungry or thirsty again.  This is an optional feature and can be deactivated from the MCM.


Compatibility

This mod shouldn't directly conflict with anything, it doesn't alter any existing records.

For mods that add new food, drinks, or other consumable items including potions and ingredients, the mod won't know how effective each food or drink is, so you'll get a pop-up dialog the first time you eat or drink it.  If you have PapyrusUtil, your choices will automatically be saved for your next character, and you'll also get my default selections for the various food mods I use on my personal game so you don't have to re-do those if you have them too.  If your saved food settings get messed up at any point, you can restore them to default by removing SKSE/Plugins/StorageUtilData/NondescriptNeedsEdibleItems.json and replacing it with SKSE/Plugins/StorageUtilData/NondescriptNeedsEdibleItemsBase.json.


Requirements & Recommendations

  • SkyUI and SKSE are soft requirements; they're needed in order to configure settings by the MCM and for some mod features, respectively.  I'm pretty sure you can still use the mod without them, but it's not well tested.
  • PapyrusUtil is a soft requirement.  If you don't have it, you'll need to set how filling mod-added foods are the first time you eat them on every playthrough.  It also allows for saving settings from the MCM to be automatically loaded on a new game.
  • iWant Widgets is not required, but if you have it you can activate widget icons on the screens to keep track of needs.
This mod was made to work alongside Opaque Diseases for my own game (but it's not required in any way).