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I have considered making the hunger rate configurable with an options menu, but I honestly don’t have a PC to work on it at the moment. Thanks for the feedback and I hope to continue to use and enjoy the mod.
This mod should be repaired now. I realized that in my version-update logic, I was stopping the quest which controls the hunger feature. That has been corrected.
You may need to do a clean re-install of this mod to correct the issue with the quest being stopped, but it should work after that. I tested a situation where the quest was not properly restarting after updating the mod, but a clean install fixed it.
That being said... I have implemented this feature in an SE mod in a better way, and I plan to update this version with a similar solution. I haven’t had time to do so, but I did get my modding environment for standard Skyrim set up again this past weekend. I hope to get working on this soon.
It’s been a LONG time since I visited this mod. I have since created a special edition compatible version with a much more stable and elegant solution. Since there is still some interest in this mod, I’ll look into updating it this weekend. However as I mentioned it has need a long time and may only get as far as setting up my modding environment for OG Skyrim again.
Good luck, I will be coming back to this mod in the future when it is updated again!
Damn. That's a bummer. I was working on this mod about a month ago creating a version that is compatible with Requiem, and I noticed some similar issues. I use a hidden quest to manage logic for this mod. I think some quest data is stored in your save file whenever a quest is activated, and it remains saved even if the mod/DLC for the quest is removed. In my case, this resulted in some difficulty restarting the quest which manages the mod, even after uninstalling and reloading it. I recall fixing it for that version, but I forget exactly how (again, this was months ago). If I get a chance, I'll look into how I fixed those issues in the Requiem version and try to do the same for this one.
I'm sorry you can't enjoy the mod. I imagine it would work fine with a new character, but I know that's probably not what you would like to do. There are a couple other good mods that add a similar feature; I think one is call Complex Needs.
As far as not seeing an option to enable starvation...
There should be a power added to your spells called "Enable Starvation". You can cast that to enable actually dying from starvation. Once you cast it, it should be replaced with a spell called "Disable Starvation", which should do just that when you cast it. If you think you are in fact never entering the "hungry" state, you can test this by waiting/sleeping for about 72 hours. That should guarantee you at least become hungry. There is a chance that the message might not be displayed, namely when just resuming from waiting/sleeping, but you should still see a harmful effect if you check your active magic effects.
I hope that helps and that you enjoy the mod. Thanks for the comments!
I also released a new hunting module for this mod which includes the removed edits to hunting. It is titled "Waste Not Want Not" and is available in the Workshop.
I might consider building that functionality as a sepate add-on mod to this one. I am already working on moving the edits related to hunting to separate mod for better compatibility with other hunting overhauls. A similar approach may work well for modifying the vampire and werewolf feeding abilities.
I'm glad you like the mod. Thanks for the comment.
You should be able to use this mod with any previously saved game. You can also safely disable the mod at any time if you wish to no longer use it.
I had a look at the mod details to search for the "dirty edits" you had mentioned. This mod has undergone significant changes since it was first posted, so perhaps I missed something in cleanup. However, I believe all the edits are intentional and support actual functionality in this mod.
I admit, there are edits to a number of game objects, but they should in fact be used by the mod. I used this approach in favor of an script solution because it was simple to execute and less error prone. However, that means that this mod may conflict with others.
Please let me know which objects in the list of edits seem like they are dirty edits. Perhaps I did miss something.
Just to let you know, I was last working on an update which would include a SkyUI menu to enable/disable the mod as well as display addition debug messages. I'll post again when that is up, so you could try using the debug messages to investigate.
Thanks again for the feedback.
Thanks for your input. I just uploaded a new version which I have been working on for quite some time now. It includes some fixes for more consistent time calculation and adds the possibility to die from starvation. However, I regarded your feedback, and made death from starvation optional. It is initially disabled and can be activated by using a spell.
... BUT if you are to make this mod more complicated could you please leave this really simple version alive for those of us who don't wish to complicate the process of eating food.
With the starvation idea you chaps seems to be bouncing around I would make the suggestion that lack of food and thus starvation need not kill or debilitate the player but simply reduce their health regeneration, such that a player can always save themself be it food or potion.
That can't happen yet, but I am drafting a way to make that happen. I plan to make something like that in my next update for this mod. There are some minor things I want to fix and clean up in it first though, so it may be a while before I implement changing the character's weight.
Either way, I like the idea of applying starvation effects according to week. If starvation in fact kills the player, I will need to implement plenty of clear feedback to the player, like falling down frequently and other visual effects. Otherwise people may hit a point where they save the game with imminent death from starvation.
Thanks for the help guys.