Was using this mod on a new game with Eating Animations and Sounds and was literally starving to death while stuffing my face. Every 20 minutes I got a popup that I was hungry and then malaised. Turns out the health restoration effects of drinks are overwritten by the animation mod. If anyone can figure how to patch it in xEdit please let me know -- I know how to patch, but the animations are on the same effect line as the restorative effects, and I'm not enough of an xEdit guru to figure out how to drag it to separate line.
I like some of the features in this but I don't want the whole thing. Is there anyway possible install just these: -Areas that are abandoned or have no npcs that are of a playeable race have zero food. -Barrels and sacks have no food (V2), but have a chance to receive salt (V2.1), garlic or wheat (V2.1.1). -Each inn has different selections of food that it can and cannot sell based on location (V2.1). -Crops disabled in abandoned farms and destitute residences (V2). -Giant camps won't have mammoth cheese if there are no mammoths (V2).
This is a good idea, but unfortunately iNeed already has this feature in the Alpha build, but on a much less severe scale. I find YH makes the world far too barren for my tastes and becomes a problem when enabling the Followers needs. I can see you're updating the mod so you can choose the severity in a modular fashion with MCM and I'm looking forward to the new updates. iNeed alpha also has a feature that allows you to purchase crops and fish from farmers, which is incompatible with YH.
So what I'm going to do is disable YH for now and roleplay so I don't ever take food from dungeons, mines, bandit camps etc because you don't know how long it's been there. I'll also make sure that I do not take/steal food from peoples homes because that food is for them unless they allow me to take some, within reason.
I've played with YH before and agree. Sure, bandit camps and poor houses should be low on food, and there is certainly an added difficulty with this mod installed, but it does affect the look of the game when you remove the hanging horker from the Skaal village, for example. That particular spot makes little sense anyway as the Skaal hunt for sustenance.
The incompatibility with iNeed's 'buy from farmers' function is also a reason I won't be installing this mod again. I like the concept but don't always enjoy the execution.
I love the mod and have played with it for years along side ineed also frostfall, campfire, hunterborn. And I use the ineed setting that further “owns” valued crops.
I'm confused, can you actually starve to death? or are you saying that for role playing purposes? ...I just made a topic on this subject, Skyrim has way to much food laying around.
"Since this mod contains cell edits, if you load it after a sound/lighting overhaul mod, it will overwrite the lighting and acoustic space edits made by that mod."
What does that mean? Will it disable lighting and sounds? LOOT sorts You Hunger after ELFX and Sounds of Skyrim, is that fine or not?
Every mod that edits a cell overwrites some general settings that control light level, climate, echo level, and other settings. Adding, editing, and removing objects within the cell will affect these settings whether if it was your intention or not. As a general rule for lighting, weather, and sound mods, always load them after any mods that physically add, edit, or remove something in the world.
@evrymetul If I manually make compatibility patches for said mods, then I'm gonna be fine, right ? Also, one more noob question please answer if you don't mind: When I check mod conflicts in SSEEdit and uncheck "Hide no conflict and empty rows" , I see some mods that edit cells have same data, what does it means ? I always thought whenever a mod edits cell records, it "needs" to change some data in that cell (like this mod) ... Thanks in advance !!!
You shouldn't need to with the correct load order. There are two types of mods that edit cells, ones that intenionally edit the cell settings (lighting, weather, sound mods) and others that add, edit, or remove objects in a cell, but unintentionally create an unavoidable identical to master record of the cell settings. Most of the time, when the cell settings are the same across mods, it means the mod wasn't trying to edit it in the first place.
Thank god, finally all needs mods arent redundant because of the abundance of food / drink....as needed as any mod for the hardcore player. PS. did you remove the deer..not seen any?
77 comments
https://www.nexusmods.com/skyrimspecialedition/mods/24712?tab=files
-Areas that are abandoned or have no npcs that are of a playeable race have zero food.
-Barrels and sacks have no food (V2), but have a chance to receive salt (V2.1), garlic or wheat (V2.1.1).
-Each inn has different selections of food that it can and cannot sell based on location (V2.1).
-Crops disabled in abandoned farms and destitute residences (V2).
-Giant camps won't have mammoth cheese if there are no mammoths (V2).
https://www.nexusmods.com/skyrimspecialedition/mods/41920
This is a good idea, but unfortunately iNeed already has this feature in the Alpha build, but on a much less severe scale. I find YH makes the world far too barren for my tastes and becomes a problem when enabling the Followers needs. I can see you're updating the mod so you can choose the severity in a modular fashion with MCM and I'm looking forward to the new updates. iNeed alpha also has a feature that allows you to purchase crops and fish from farmers, which is incompatible with YH.
So what I'm going to do is disable YH for now and roleplay so I don't ever take food from dungeons, mines, bandit camps etc because you don't know how long it's been there. I'll also make sure that I do not take/steal food from peoples homes because that food is for them unless they allow me to take some, within reason.
The incompatibility with iNeed's 'buy from farmers' function is also a reason I won't be installing this mod again. I like the concept but don't always enjoy the execution.
I love the mod and have played with it for years along side ineed also frostfall, campfire, hunterborn. And I use the ineed setting that further “owns” valued crops.
What does that mean? Will it disable lighting and sounds?
LOOT sorts You Hunger after ELFX and Sounds of Skyrim, is that fine or not?
Every mod that edits a cell overwrites some general settings that control light level, climate, echo level, and other settings. Adding, editing, and removing objects within the cell will affect these settings whether if it was your intention or not. As a general rule for lighting, weather, and sound mods, always load them after any mods that physically add, edit, or remove something in the world.
Also, one more noob question please answer if you don't mind: When I check mod conflicts in SSEEdit and uncheck "Hide no conflict and empty rows" , I see some mods that edit cells have same data, what does it means ? I always thought whenever a mod edits cell records, it "needs" to change some data in that cell (like this mod) ...
Thanks in advance !!!