Does just about everything, most other needs mods do but with only 1 small script and was designed to be lightweight on you system. Alcohol will get you drunk (with visuals), you need to sleep, stay hydrated, and eat, you need meat and fruit in your diet. Vampires only need to sleep, water can be gathered from wells Werewolves supported.
Requirements
This mod does not have any known dependencies other than the base game.
Patches, fixes, and updates that require my main file do not need my permission - upload and earn 100% of the donation points and live your best life. I am very laid back about permissions but If you want to use my assets in your mod just ask me first. I am very quick to respond to messages as well.
File credits
Thank you volvaga0 for allowing me to use your waterskin mesh and texture for the water collected from wells in my mod. Also special thanks to Tobby72 (not on nexus) for allowing me to use his meat texture in my mod.
Immersive Needs - For The Conscientious Modder Spanish
Changelogs
Version v23.1
See version 23.0 change-log since its more important - this update came out like 5 min after I released version 23.0 and I don't want you to miss the big updates and changes - This small update happened after the fact. I noticed xEDIT didnt like that i set the cooking station to null for the extra USSEP boar meat in the USSEP patch - so I set it to the cooking station but made variables that will never happen to hide it that way. I already account for boar meat no need to do it twice.
Version v23.0
Im excited about this update. I created a hyper lore friendly book called "The Great Breton Baking Book" which can be found next to cooking stations in skyrim in Inn's and for sale by some traders or in homes. It details how to make every meal in Skyrim - the point was I prefer to play the game with the command "set CleanCookingMenu to 1" which is a command I added to the game with this mod (description page) which hides all recipies from you at the cooking station unless you have the food item on you. Without seeing food items I want people to know what they can cook and what effects those items have so I made the cook book which details this in a fun lore friendly way with hand drawn images for each section!
I also made a unique system which will allow Argonians, Kajiit, and Bosmer to eat raw meat and suffer no penalty. Only these races are affected. The best part of this is you can also turn this off if you want by entering the command "set RacialFoodImmunity to 0" by default its 1 so by default they can eat meat without penalty but yea you can turn this off so they get a penalty - your choice. This also meant I could delete the optional file because I naturally support these races now.
I also included the Apothecary patches into the installer so I updated the installer too and removed them as optional files since they are just built in now.
I re-reviewed foods and recipes and noticed 3 stand out items - wolf and dog stew required more meat than any other recipie and gave more - that inconsistency was corrected. They will now require only 1 wolf or dog meat and give only 1 soup. Same with Venison.
Last I split out USSEP from the mod and made it a option ESL patch. Some users had issues with my mod because they dont use USSEP and dont want to use USSEP - I split the patch from my mod so its a option to use it or not. No other way to be modular like this other then to make it a separate patch. The patch has 4 records.. its stupid and light.. and dumb to make but hey its there.
Version v21.5
IMPORTANT! This update is required for every user that used my mod since version 21.0. The debufs that occur when you are hungry or thirst etc were not being applied to the player on a new game because they were trying to associate to the player right away when the game starts before the player technically existed (im watering down this explanation but this is a high level). Now this issue didnt really cause any major problems in your save you will be fine but it did result in no debufs ever being assigned to the player. That said working with ferrari365 we were able to fix this quickly once it was identified by the user TSND who made a steller report and tested this for us. The fix is just to ensure the player is loaded into the new game before we apply the script to them. (please stop by and give TSND and ferrari365 a kuddos for all their hard work and help!)
The best news about this is that this fix will work on your existing save. So if you were using this mod and using version 21.0 you can safely update to 21.5 and the fix will start working right away. If you still have a issue you can go to a interior wait 1 day and then save - uninstall my mod - load the game and save again - then re-install my mod and that will fix it too. BUT the updated version should work right away for you no issues and just naturally tie the script back to the player once you load up the game again. Anyway all that said its imporant you update if you were using v21.0
Version v21.0
Although there are not really very many new features in this update - the biggest change in this update is to the script itself. Its massively optimized and overhauled. The mod author ferrari365 took a interest in my mod and work and offered to update my scripts. You likely recognize his name because every mod he makes becomes a hot file and he is a master level professional development scripter. He completely overhauled my script to make it more efficient, use even less resources, etc. and showed me how to measure my mods impact in the game using a skse tool which showed me that my original mod is very very low impact to the game but after his updates my mod has a neglageable impact to the game... its like you get the effects of my mod but the game doesnt have to do any work to run the mod. This optimization and overhaul puts it over the top. All of this is backend you wont notice anything other then my mod might run a few microseconds faster. What this really means is if you run a script heavy game my mod will not impact those other heavy scripted mods and will quietly do its thing in the background. This is how my was before this update as well.. but its just... supercharged efficient and lightweight now...I cant express how much he optimized my script he just is such a steller scripter.
In terms of new features or gameplay effect changes there really isnt much. I made it so when you are thirsty a sound effect of clearing a dry throat plays. I also made it so sound effects will play once you get the warning that you are becoming Thirsty, or Hungry, etc. Before the sound effect only played once you had the detrimental effect and were in fact Hungry or Thirsty. Now when you get the message warning you that you are *becoming* Thirsty or Hungry a sound effect will play at that time so it will play at 5 hours since your last meal in addition to playing once you are hungry/thirsty and every hour after without food or drink.
Version v20.6
Fixed a typo that was present on the alcoholic drinks description. Specifically the word alcoholic was misspelled.
Version v20.5
Very minor update - But I think its cool. Basically the charred meat texture used for all the new charred meat recipes was the vanilla charred meat... it looks terrible like supper bad. To that end I created a HD charred meat myself to be used in the mod so it should look pretty good. Also special thanks to Tobby72 (not on nexus but has a profile on openGameArt.org who gave me his meat texture albiet for a couple bucks but hey thanks man)
Outside of that I noticed that the texture path for cooked salmon was broken by the Hearthfire DLC and uses texture set mapping to map cooked salmon to a raw meat salmon texture. I fixed this vanilla bug. I noticed it when using another mod that retextures salmon and noticed my salmon never got the texture - so vanilla bug fix
The other change is I created a HD chicken breast texture based off of the vanilla texture - upscaled by AI and then created my own custom normal map for it. Now I did this for a reason. Again in the vanilla game bethesda never mapped a normal map for the chicken breast and re-uses the pheasant breast normal map. The issue is that they don't look the same so the normal map looks like shit - that and great mods out there that re-texture the pheasant breast and normal map make the chicken breast look even worse. So with all that said I updated the texture set mapping bethesda created and created a new entry just for a individual chicken breast normal map making it look better especially if you use mods that re-texture the pheasant breast. So again a vanilla behtesda bug fix. Dont expect any more in this mod - this was a unique 1 off and I was on the fence about including it.
Version v20.3
Major update - gosh I dont know where to start okay so first off a few vegetarian/vegan people requested that i make a version that supports their lifestyle to this end I made it so that mushrooms that have healing properties actually also count as meat and food. This update I think is still lore friendly and immersive. Please note that only 2 mushrooms provide health benefits so mushrooms that hurt you wont feed you.
I updated the ingredients list so that more ingredients provide proper nourishment so like a giants toe for example will count as a meal and will feed you.
USSEP Added meat pies by the way into the game like a totally new entry new food item to the game and to that end I now support that food item and you will have your hunger stasified by it.
I integrated my own removal of grass around hearfire homes so that my wells can be added there - this is something also done by mods like "Landscape Fixes for Grass Mods" which works in tandem with my mod but is no longer required by the water add-on which will add wells to your hearthfire home you can draw water from. Also better harvesting is no longer required so the patch was removed because I just created my own system for the animals affected. Meaning a Sabre Cat which has 2 eyes will drop 2 eyes with a chance for only getting 1 eye because they lost a eye in combat or something. same with teeth. Also Mammoth Tusks etc. its basically exactly like better harvesting in that it allows a few animals to contain the correct amount of items on their bodies when you loot them. Again you can use that mod with mine (highly recommend its a great mod) they will work in tandem for those specific animals were we overlap we do the same thing so no patch is needed.
I also added a charred recipie of basically every meat - I created a custom charred texture for the meat too and just made everything feel more natural and native to the game.
Oh Near forgot - I also made all of the patches available in esl and updated them so that they match the updates made in my main mod file.
I also added Campfire support meaning now if you have water on you which you got from one of my wells it will show up on your Campfire backpack which is pretty cool. This synergy addon is also .esl and optional.
I also added a power command for the user. You can now type in the council command " set cleancookingmenu to 1" and that will clean the entire cooking menu for you (*This is disabled by default so you have to enter the command*). Meaning no recipes will show up at a cooking station unless you have the ingredients for the recipe. I plan to add a cookbook to so that you can use if you plant to clean your cooking menu like I do.
I edited the script timeframe for sleep so now you will be notified that you are getting sleepy at around 12am if you woke up at 8am which is the same as before but *you will not become tired until 7am - so after about 24 hours of being awake you will become tired and get a penalty. Now doing it this way I think makes sense still from a logical or lore perspective like we do something like this when we go hard out at night drinking with friends. But the massive benefit of this is that you no longer will hit that script loop. Meaning before if your sleep cycle was way off and went to bed and slept for like 10 hours or something you could wake up tired that wont happen anymore. The fix was just sleep for 1 more hour and your good. But yea thats fixed up. If you sleep for like 24 hours yea you likely will totally mess your sleep cycle up and wake up tired but otherwise normal gameplay living that wont happen.
I also reviewed and fixed minor inconsistencies with some of the food that I had. so minor fixes and improvements.
Really in total this is like a backlog of me playing the game and fixing this mod or improving it in terms of compatibility or whatever and play experience over the last 2+ years. Thats why the version jump is so big, its because I kept working at the mod over the years and changed the version number with each update on my own game on my own PC and never really released the update until now - now that its in a final state.
Oh near forgot I also removed the 1 time reminder option from the fomod so now once you become hungry or thirsty etc anyhting - you will be reminded every hour. The most common complaint was forgetting that you were hungry etc. So now with hourly reminders that really shouldnt happen. You will see a notification in the top left seamless to the vanilla game and a sound effect will play.
raw Skeever meat was added can be cooked into Skeever meat to eat OR charred hide for alchemy - charred meat for every single meat in the game was added (with new texture in clutter>food)
Raw beef - Weakness to poison was missing - I added it to it to keep it in line with other raw food items
Water added to soup and stew recopies (in the Water addon .esp if you use it)
Reduced weight of a lot of the meats - 2.5 pounds for mammoth - 1 pound for snout - bear, etc for other meat types.
all raw meat had the vendor item food keyword removed (Keep this in line with USSP - its a fair move)
Version 6.6
Small update that just puts the 3rd optional file Hunterborn MCM patch into the 2 main files. If you dont use the Hunterborn MCM menu mod, OR If you already downloaded the Hunterborn MCM Patch I provided as an additional download then you dont need to download this.
Version 6.5
Small update and I think this should be the final update - I made it so when you feed in werewolf form or use the ring of namira to eat a corpse you are fed and it counts as meat. thats all.
Version 6.4
Small Update - I updated the FOMOD so now the option reminder script update is no longer a separate file to download and install. I also removed the meal keyword on the red apple - that apple should have never had that keyword it was just missed - apples do not satisfy hunger they do count and a fruit however as always. Also the potato soup didnt have the drink keyword so that was added but thats all super minor. I also deleted the boar meat recipe because the latest Unofficial Skryim patch actually has a boar meat recipe already so users were seeing double. Last the bigger more fun changes were adding my well activator to wells in the Solesthiem DLC and I added wells by each of the player houses that users can now use too (if they download the well water addon). Last I added my drink keyword to like 3 or 4 items from CACO that i missed in my initial patch. Now I dont use that mod but I offered hours/days worth of work to help the community support it. If I missed like 1 other food item and its missing my keyword which may be the case its really not a big deal as i have patched for over a 100 food items for that mod already and I expect the community at this point to change or fix up what they need or want moving forward there. Thats it its not a big update. Mostly just a update to the wells which i did for myself.
Version 6.1
This is just a optional script update that adds hourly reminders when you have a need that is not being met - you wont get the hourly reminders until you are actually legit hungry etc - until then the only notification you get will be when you are *becoming hungry which will happen 5 hours after eating, and then a hour later you will get a notification with a sound effect once you are actually* hungry. After you are actually hungry then you will get a reminder notification with a sound effect every hour until you eat etc.
Version 6.0
-FOMOD overhaul which now includes the optional Immersive Needs Water from wells file
-Waterskin mesh and texture for water gathered from the wells in skryim provided by volvaga0
-New Optional 1st person messages version of the mod in the optional files
-Optional sound effects for Hunger (stomach growl), tiredness (yawn), and illness (productive cough), in both male and female voice for associated cough or yawn, as well as a no sound effects option
-Updated the Complete Alchemy and Cooking Overhaul so now my food recipes will no longer show up at a cooking pot
-An Immersive Needs Mod for the Conscientious Modder-
Needs mods out there today for me do too much with dozens of different unnecessary huge scripts, or too invasive. This mod does just about everything those mods do but in 1 simple small script. This mod is lightweight, easy on your system, and ensures the best game performance and compatibility with other mods. As of Version 1.1 Vampires no longer require food or drink but they still require sleep. As of version 6.5 Werewolves and cannibals (using the ring of Namira) are supported too and their needs will be met when they feed.
Please see the video below for any questions or concerns regarding this mods effects At 5:51 I showcase how my mod is different from other needs mods out there
Power Commands and Cooking:
As of version 20.x+ users now will be able to type the command "set cleancookingmenu to 1" to clean the entire cooking menu so that it only displays food you can cook based on the food in your inventory. This option is disabled by default but can be enabled by typing the command.
A cookbook has been created and added to Skyrim as of version 23.0+ the book details how to make every recipie and what benefits each food item provides - this is for users like me who use the command above to clean the cooking menu.
As of Version 20.x+ users can now create a "Charred" variant of all meat complete with a custom texture.
As of Version 20.x+ raw Skeever meat was added can be cooked into Skeever meat to eat OR charred hide for alchemy
As of Version 20.x+ if you use the water add-on with this mod then stews and soups will require water as a extra ingredient to create the strew or soup.
As of Version 20.x+ mushrooms that heal you will also provide nourishment as a meat making this mod potentially vegan or vegetarian friendly. Mushrooms that poison you will not count as food.
Racial Food Adaptations
As of version 23.0+ I have added racial adaptations. Bosmer, Argonians, and Kajiit can eat raw meat without a penalty. Other races will still get a penalty for eating raw meat. That said this can also be turned off like a switch if you like so that Bosmer, ARgonians, and Kajiit get a penalty when eating raw meat by typing the command, "set RacialFoodImmunity to 0".
Messages
Third person non evasive messages will display when you are hungry, thirsty, etc.
As of version 6.1 there is now hourly reminders with a sound effect when you have a need that is not being met reminding you of your negative detriment and your need to eat etc. This eliminates the need for a wedget system cleaning up the HUDto be less intrusive but still remind the user about their needs.
Food
You will get hungry every 6 hours and will be notified that you are getting hungry after 5 hours. This will result in needing to eat breakfast, lunch and dinner.
-When hungry output damage is reduced by 25% and stamina recovers 50% slower. You will be too hungry and weak to hit your enemies at full strength.
After 3 and half days without consuming meat you will be notified that you are becoming anemic, after 4 days without meat you will be anemic.
-When anemic power attacks will cost 25% more stamina and stamina will recover 50% slower. Without iron your red blood cell count is down and you are in a weakened state.
After 3 and a half days without consuming fruits or vegetables you will be notified that you are getting scurvy, after 4 days without fruit or vegetables you will have scurvy.
-Damage taken is increased by 25% and health regeneration is reduced by 85%. Scurvy gives you open sores and wounds all over your body, and your body will take longer to heal.
Raw meat will make make the player 10% weaker to poisons for 5 real time minutes and reduce stamina regeneration for 5 real time minutes.
-When sick your body is weakened from fighting off the bacteria infection thus you will be weaker to poisons and your upset stomach makes moving around difficult.
Drink
You will get thirst every 6 hours and will be notified that you are getting thirsty after 5 hours. This will result in needing to have a drink with breakfast lunch and dinner.
-When thirsty buying items will cost you 25% more and Speechcraft is reduced by 10. Vendors will see your cracked lips and hear your hoarse voice, they know they have leverage.
Water can be obtained from any well in skryim. the water provides a small stamina buff but is otherwise worthless since water from wells is freely available. As of version 6.0 water taken from wells will now appear as a waterskin. To keep the script light I am only providing wells as a source of water - for lore reasons you could rationalize this as spring fed wells are a safer source of water then from streams.
-Water obtained from wells is a completely optional file you do not need this file if you don't want it.
Weak alcoholic drinks are cheap, will not get you drunk, and will quench your thirst, soups, stews etc will also quench your thirst.
-When drinking a weak alcoholic drink, your speech skill will be increased by 5% and you will regenerate Magicka 5% slower then normal. A little alcohol loosens your lips and makes more friends, but it clouds your judgement slightly.
Strong alcoholic drinks will not quench your thirst and can easily be identified by its expensive price.
-When drinking a strong alcoholic drink you become drunk which will result in a altered visual effect, 20 pound increased carry capacity, 10% frost resistance, but you will recover Magicka 10% slower then normal. A lot of alcohol alters your vision, makes you feel stronger then ever, and you wont feel the bite of the cold, but you mind is muddled.
Skooma now has a withdraw effect that will reduce magicka regeneration for 8 real time minutes.
-During withdraw your magicka regeneration is servery impacted, you cannot think straight due to the worst hangover of your life.
Sleep
You will become tired every 23 hours, and you will be notified that you are becoming tired after 14. This will result in needing to sleep at 12am if you wake up at 8am, but you will not incur a detriment until you have gone 23 hours without sleep. You will be notified that you are tired at 14 hours which as stated before would be at 12am if you woke up at 8am.
-When tired skills will improve 25% slower and Magicka recovers 50% slower. You are too tired to concentrate and too tired to learn anything new.
New Food Items
Wolves, bears, boars, and other animals which did not drop meat in the vanilla game will now drop meat and can be used in new recipes.
Immersive Food Item Pricing and Animal Pelt Pricing
Food item prices as well as animal pelt prices have been increased for better immersion and balancing. It pays to be a hunter, and it will be harder to buy meat and other rare food items meant for the rich.
Vampire Needs
As of update 1.1 Vampires now only require sleep, they do not require food or drink. Vampires can live off blood alone and do not need fruit etc. to live, and are not susceptible to scurvy or anemia.
Werewolf and Cannibal Needs
As of update 6.5 Werewolves will have their needs met when they feed on the living. Feeding on the dead will satisfy hunger and counts as eating meat. This effect also works for cannibals who use the ring of Namira.
Sound Effects
As of update 6.0 I now provide the option to have needs based sound effects for Hunger (stomach growl), Tiredness (yawn), and illness (productive cough), and thirst (throat clearing) in both male and female voice. Users will also have the option to select no sound effects if they want.
Talking on compatibility please understand that this mod as long as its placed below mods that alter vanilla food items will always work as intended without patching required. I provide patches which really only just add my keyword to new food items a few popular mods add to the game. That said any new mods not covered by my patches that add new food items to the game will be compatible with my mod - the new food items just wont provide nourishment without my keywords that's all.
Some Specific Call-outs to Show You How Compatible this Mod is:
Mods that alter leveled lists such as You hunger are highly recommended and completely compatible.
There is a Skytest patch available in the FOMOD installer, Please note that a Skytest patch is not needed if you use the new SkyTEST - Lite mode created by me. SkyTEST Light is highly recommended but not needed.
Better Harvesting works out of the box with my mod no patch needed
Immersive merchants is compatible and recommended its a great mod.
Beyond Skryim Burma, is compatible. Burma re-uses all vanilla assets which will all have my keywords thus food there will feed/hydrate you.
Hunter-born patch is now available and is compatible with the Hunterborn MCM menu mod. All main file food items now have my keywords and will provide the user with nourishment. Please note however the Hunterborn optional file which adds 7000 soups is not covered by this patch.
Complete Alchemy and Cooking Overhaul Patch Available.
Frostfall compatible by default
VR Compatible you wont have issues with this mod.
Timescale mods have no impact on this mod and are compatible. This mod uses the skyrim clock so 4 hours is 4 hours. how fast 4 hours passes is up to you based on your Timescale.
Open Cities is compatible - however if you use my well water add-on you will not be able to get water from some of the wells in the walled off cities (i.e. cities like Whiterun). There is nothing I can do about that- that mod deletes the entire cell and replicates a vanilla only version of that cell. All other wells in forts or in the woods or in cities that are not in a closed interior cells (i.e. Cites like Falkreath) will still work with that mod.
All mods that alter Cities are completely compatible with the water add-on and with the main mod.
Other Optional Patches:
Mealtime and Immersive Needs patch can be found here
Skyrim Alchemy Fixed and Immersive Needs patch can be found here
Immersive Needs and Better Animal loot patch can be found (likely no longer needed as of version 20x) here
AuraCrimson's Pataches (provides countless patches for Immersive Needs and new Food Item mods) found here
Immersive Needs and Bottles of Skyrim Patch found here
Additional patches found under the requirements tab of my mod page
Use a mod manager to install the mod and load this mod with high priority putting it at the end of your load order. I have noticed that loot tends to load Immersive Needs as low priority so please ensure Immersive Needs is loaded with high priority setting it near the bottom of your load order as I mentioned before. Setting this mod lower in your load order will ensure it works without issue nothing else required on your part. For me personally for example I have the following load order at the bottom:
-Immersive Needs -Immersive Needs Drinking Water -Immersive Needs - Campfire Synergy -Immersive Citizens -Realistic Water 2 -Paper World Map -Dyndolod (patched for paper wold map)
None - Enjoy a lightweight needs mod that has 0 negative impact on your game with 0 bugs.
Special Thanks
Special thanks to mz1n and his mod Super Simple Needs. His mod was the inspiration of my mod, and hes a gem in the community.
Special thanks to volvaga0for allowing me to use his waterskin mesh and texture.