Simple Food Spoilage includes its own spoiled foods - it's either/or, the two are not compatible.
If you want food to actually spoil in your inventory, I'd recommend that mod over this (since I just wanted very simple spoiled food items for extra variety).
How would one do this exactly? I've been fiddling around with the Spoiled_Rotten_SWAP.ini and can't seem to get anywhere.
What does the following mean, specifically the '(40)', which I assume means 40% chance, but 40% chance of what? Replacing? Not replacing?
; Replace all food in locations with these keywords [Forms|LocTypeDungeon, LocTypeDraugrCrypt, LocSetNordicRuin] FoodApple|FoodAppleBad01|NONE|chanceS(40)
and how does that tie into the other set of lines in the file?
; Chance of replacing in these locations [Forms|LocTypeClearable] FoodApple|FoodAppleBad01|NONE|chanceS(20)
Switched from the other food spoilage mod to this one because the other was simply too buggy for my taste, even if they did have a working food spoiling system. I imagine it's rather taxing on a heavily modded game. This one seems simple and all you really need to add that little extra depth of immersion.
It's a good system - but similarly I just wanted some immersion/extra diversity without the complexity. Glad you (and others!) are enjoying it for what it is!
hey rowan, i wanted to know if you could make a patch for gourmet. i wanted to make one myself but i didnt know what keywords or other stuff i should give to the records
I had a look, at it appears novel/new icons requires building a custom .swf - which is a bit out of scope (and frankly, I'm not familiar and not sure I can edit the Gourmet .swf and re-distribute willy-nilly). However, I will add the regular gourmet icons in the meantime.
You can remove the hunger effect via xEdit by deleting the respective effect. However, if you install the food poisoning module you won't want to eat the food - due to the health damage and risk of getting rattles.
I'll look into adding an optional module to remove the survival hunger gain in the future.
In regards to SunHelm, I assumed it would accept/use the vanilla survival effects to indicate if something should fill hunger.
However, the intent of this mod is to replace edible food with "junk" food items to make mods such as SunHelm a little more difficult. I can look into why the food items aren't restoring hunger for SunHelm items though.
I'm not sure what that menu is from, defo not this mod. If you're using SunHelm, it might provide that as a means to add compatibility to unknown mods. Realistic Needs and Diseases, if I recall correctly, had a very similar feature back in the day.
Does this synergize well with "garbage loot"? I don't want to lose the misc junk added by that one, but I also like how this mod handles some things as well.
It should work fine alongside it! The only "issue" you'll get is multiple spoiled variations of food, as that mod also adds some spoiled variants (not as many as spoiled Rotten).
They don't have too much overlap in what is distributed, as Garbage Loot does seem to overhaul specific containers, whilst I do my magic in a less specific, more broad scope. Best bet is to try it out!
Honestly, I was only made aware of that a few days ago - Spoiled Rotten was released a couple of years ago, in contrast.
Major difference: Simple Food Spoilage adds food spoilage. If you want food spoilage, it will be a better choice.
Spoiled Rotten is mod-friendly and is implemented differently, using SkyPatcher. It supports survival (Simple Food Spoilage does too if you use a third-party patch) and has zero performance impact/overhead. It optionally includes contracting rattles from spoiled food, if you want that too. So, if you want something more simple, Spoiled Rotten may be a better choice.
I also include different meshes/textures as of 2.1.0, based on SMIM, to blend better with most folks LO.
84 comments
If you are on Skyrim VR, which is currently not supported by SkyPatcher, the legacy distribution files have been maintained in the installer.
If you want food to actually spoil in your inventory, I'd recommend that mod over this (since I just wanted very simple spoiled food items for extra variety).
What does the following mean, specifically the '(40)', which I assume means 40% chance, but 40% chance of what? Replacing? Not replacing?
; Replace all food in locations with these keywords
[Forms|LocTypeDungeon, LocTypeDraugrCrypt, LocSetNordicRuin]
FoodApple|FoodAppleBad01|NONE|chanceS(40)
and how does that tie into the other set of lines in the file?
; Chance of replacing in these locations
[Forms|LocTypeClearable]
FoodApple|FoodAppleBad01|NONE|chanceS(20)
Thanks,
bocharuk
Please mind that it is a base object swapper "swap" so this is a swap for items on surfaces (shelves, tables), not in containers.
Thank you.
bocharuk
In your opinion, would it make more sense to have the spoiled items use the poisoned food icon, or their respective food/veggie/etc icons?
so it will literally be useless .( no benefit of eating it)
But it is good to have for immersion in dungeson..
I'll look into adding an optional module to remove the survival hunger gain in the future.
I am using sunhelm and I just realized,,
Example : Withered Cabbage literally won't give any hunger resotration at all.
I spawned 20 and ate all, my hunger is still the same,
Tho my health is decreasing which is inteded.
by "with sunhelm in mind" do you mean it's just the inspiration and the foods are meant not to give small hunger at all?
I just checkd xedit and, the hunger restore only works for CC Survival, correct?
However, the intent of this mod is to replace edible food with "junk" food items to make mods such as SunHelm a little more difficult. I can look into why the food items aren't restoring hunger for SunHelm items though.
I have a question tho.. I assume this is from your mod?
https://imgur.com/a/hSgglOS
because when choosing those options it actually restores hunger now
They don't have too much overlap in what is distributed, as Garbage Loot does seem to overhaul specific containers, whilst I do my magic in a less specific, more broad scope. Best bet is to try it out!
Major difference: Simple Food Spoilage adds food spoilage. If you want food spoilage, it will be a better choice.
Spoiled Rotten is mod-friendly and is implemented differently, using SkyPatcher. It supports survival (Simple Food Spoilage does too if you use a third-party patch) and has zero performance impact/overhead. It optionally includes contracting rattles from spoiled food, if you want that too. So, if you want something more simple, Spoiled Rotten may be a better choice.
I also include different meshes/textures as of 2.1.0, based on SMIM, to blend better with most folks LO.