Note: you are better off doing as many changes as you can through xEdit to limit the amount of random CK changes.
Open xEdit: Change parent mod Header>Record Flags to ESM
Open Creation kit:
Well: replace wells with activators.. RND_Well01 RND_Well02
Bar Keep(s): Add JobInnkeeperFaction [FACT:0005091B] to factions
Ingestible (easily identified in xEdit): CK Magic>Potion>Clutter.. (Results area) New, Effect dropdown, select RND_*
Bodies of Water (easily identified in xEdit): In the CK: CK WorldData>WaterType Flag "Causes" "0" damage per second
or, in xEdit:
%sourcemod%>Water Right click %bodyofwater% Copy as override into.. select patch file in the %patchfile%>water>%bodyofwater% edit FNAM - Flags Causes Damage
Just now, I saw that making food spoil probably involves more than just slapping a keyword onto it. The RNDSpoilageQuest also includes all perishables in one array and all the stale/spoiled foods split up into two others. How it all works, I do not know.
RNDification of MODs (2 comments)
Open xEdit:
Change parent mod Header>Record Flags to ESM
Open Creation kit:
Well:
replace wells with activators..
RND_Well01
RND_Well02
Bar Keep(s):
Add
JobInnkeeperFaction [FACT:0005091B] to factions
Ingestible (easily identified in xEdit):
CK Magic>Potion>Clutter..
(Results area) New, Effect dropdown, select RND_*
Bodies of Water (easily identified in xEdit):
In the CK:
CK WorldData>WaterType
Flag "Causes"
"0" damage per second
or, in xEdit:
%sourcemod%>Water
Right click %bodyofwater%
Copy as override into..
select patch file
in the %patchfile%>water>%bodyofwater%
edit
FNAM - Flags
Causes Damage
------------------Food Notes---------------------
Alcohol:
results
* alcohol
* bottle
RND_returnemptybottle*
Stew:
results
RND_DrinkWaterBottle01
* meal
keywords
rnd_spoilagecategory7
rnd_stsoupstew
Raw meat:
results
* meal
keywords
rnd_spoilagecategory4
rnd_strawmeat*
Cooked meat:
results
* meal
keywords
rnd_spoilagecategory6