I made a compatibility patch for this mod and Healthy Food by ElementaryLewis (where Well Fed and Well Hydrated are two separate buffs) There are actually 4 patches because both mods have 2 different versions.
There are two ways to install it. First: 1. Download both mods 2. Merge everything except wellHydrated.ws script 3. Download the right patch for your combination and give it higher priority than both mods (like this) (don't merge wellFed.ws and wellHydrated.ws if you've downloaded Extend Potion Duration) (don't merge wellHydrated.ws and ModStackPotionDurationBonus.ws if you've downloaded Stack Potion Duration Bonus)
Second: 1. Download both mods 2. Download the right patch for your combination and copy content folder from it to modstackpotionsdurationbonus or modextendpotionduration, depending on which version you've installed, replace existing files while copying 3. Delete wellHydrated.ws from modHealthyFood
Finally got it to work, as a heads up, you miss-named two files, HealthyFoodRegularandExtendedPotionDuration has code for Healthy Food Additional perks and HealthyFoodAdditionPerksandExtendedPotionDuration does not have code for Additional perks. (aka these two have the opposite names)
I consumed white honey after finishing a battle, and its effect also paused. I had to enter combat again for its effect to activate. This potion should be an exception.
The potions you made an exception for I get about 3 times the duration right off the bat. One enhanced Cat was giving me about 6 minutes with only about 45% skill bonus. Stacking 60 second foods and drink also end up giving unlimited 3 minute bonuses for each subsequent one, though maybe that is intentional, I didn't really do the math I did notice that you can just eat a 15 vitality food last and have that override the 10 vitality ones.
eating higher food and overwriting lower one is base game behaviour. Except, game expects that duration is simply reset so that is not an issue. Well, if you are not using this mod. I am not sure (i didnt look) if that can be changed in scripts or is it hardcoded. I guess one could exercise restrain
Yeah, I agree its not a big deal, it is a RPG after all. One can choose not to exploit the mechanics of the mod. The Cat and Killer Whale potion durations do seem broken though.
Ideally I'd have it so the highest strength food or drink buff in a stack would be the one that prevails instead of having the last one added prevailing like vanilla. The 10 vs 15 hp/s difference doesn't really make a gameplay difference in practice - the interest in having the stronger buff prevail is just so that the minmax ocd player doesn't feel compelled to micromanage by eating the best stuff last. Not a priority fix.
I'll look into the killer whale etc stuff as soon as possible.
Can't test it atm, would be great if you could let me know if this fixes the issue with cat/killerwhale etc so I can update the mod page with it: https://pixeldrain.com/u/pRLaKeos
This is an awesome mod. Is there anyway to make it so that while outside combat, instead of potion timers and toxicity being stopped, the potion timers and toxicity continues to drain but much slower?
Update for next-gen: sure, just waiting to see what happens with this week's upcoming patch first so I don't end up having to update repeatedly in the same week. I'd also like to add some visual feedback to the potion section of your inventory so that when you hover over a potion it shows you whether or not the effect is already active, how much remaining duration you have and how much duration you'd have by drinking another charge.
Adding the stacking functionality to food buffs: not as easy since different types of food have different effect/different health regen buff values. Ex: some food regens 5 health per second, other types regen 15 per second - at least it was that way in oldgen, haven't had time to check it for the new one. Low priority for it, but to be able to stack them properly I was thinking one solution could be to make all food health regen buffs have the same flat health regen value (possibly set to the lowest value where it is still capable of countering/neutralizing full toxicity damage like in vanilla) and then use the existing differences between different types of food health regen as the basis for differences in duration instead. Ex: if an apple previously regenerated 2 health per sec vs a grilled chicken regenerating 15 health per sec they would now both regen the same amount of health per second but the apple would only do it for 2 minutes while the grilled chicken would do it for 15 minutes. That way you kind of preserve the original differences between food items while being able to stack them. Obviously in a separate submod.
That feature about food is awesome, looking forward to use it.
Thank you very much for your work, all your mods are a must.
Edit: only to kindly and respectfuly pitch ideas, It could be awesome to add a feature if you eat too much, enough to reach certain limit, you could trigger puke animation and reset the counter to 0 because you puked all food eaten...
Your mods are great, I'm using several of them quite some time. I noticed something about alternate ( bonus ) version, I'm playing on classic 1.31 game, this mod was the only one installed when tested:
Once chugging decoction that should last 1800 sec. (30 min) in buffs timer it says 60 min. A single decoction, without any alchemy perks active. Is this intentional behavior?
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There are actually 4 patches because both mods have 2 different versions.
There are two ways to install it.
First:
1. Download both mods
2. Merge everything except wellHydrated.ws script
3. Download the right patch for your combination and give it higher priority than both mods (like this)
(don't merge wellFed.ws and wellHydrated.ws if you've downloaded Extend Potion Duration)
(don't merge wellHydrated.ws and ModStackPotionDurationBonus.ws if you've downloaded Stack Potion Duration Bonus)
Second:
1. Download both mods
2. Download the right patch for your combination and copy content folder from it to modstackpotionsdurationbonus or modextendpotionduration, depending on which version you've installed, replace existing files while copying
3. Delete wellHydrated.ws from modHealthyFood
Stacking 60 second foods and drink also end up giving unlimited 3 minute bonuses for each subsequent one, though maybe that is intentional, I didn't really do the math I did notice that you can just eat a 15 vitality food last and have that override the 10 vitality ones.
I am not sure (i didnt look) if that can be changed in scripts or is it hardcoded.
I guess one could exercise restrain
I'll look into the killer whale etc stuff as soon as possible.
Is there anyway to make it so that while outside combat, instead of potion timers and toxicity being stopped, the potion timers and toxicity continues to drain but much slower?
Is this intentional ?
Eg: if I drink swallow Potion I keep regenarating health.
Are you sure the timer pause thing also affected your decoction effect? It's not meant to.
Edit: I see it, happens to both mods. Will try to fix it soon.
Adding the stacking functionality to food buffs: not as easy since different types of food have different effect/different health regen buff values. Ex: some food regens 5 health per second, other types regen 15 per second - at least it was that way in oldgen, haven't had time to check it for the new one.
Low priority for it, but to be able to stack them properly I was thinking one solution could be to make all food health regen buffs have the same flat health regen value (possibly set to the lowest value where it is still capable of countering/neutralizing full toxicity damage like in vanilla) and then use the existing differences between different types of food health regen as the basis for differences in duration instead. Ex: if an apple previously regenerated 2 health per sec vs a grilled chicken regenerating 15 health per sec they would now both regen the same amount of health per second but the apple would only do it for 2 minutes while the grilled chicken would do it for 15 minutes. That way you kind of preserve the original differences between food items while being able to stack them. Obviously in a separate submod.
Thank you very much for your work, all your mods are a must.
Edit: only to kindly and respectfuly pitch ideas, It could be awesome to add a feature if you eat too much, enough to reach certain limit, you could trigger puke animation and reset the counter to 0 because you puked all food eaten...
Cheers!
Once chugging decoction that should last 1800 sec. (30 min) in buffs timer it says 60 min. A single decoction, without any alchemy perks active. Is this intentional behavior?