[Relz Beta] Extended Game Mechanics

Post » Mon May 07, 2012 7:41 pm

Extended Game Mechanics

Different game mechanics from Total Fatigue Effects (TFE) and More Realistic Encumbrance (MRE) have influenced Extended Game Mechanics, however EGM is not 100& adopted, but completely rewritten to enforce speed, accuracy, compatibility and fault tolerance.

What are Game Mechanics you now may ask?

Game Mechanics are the algorithms or functions on which your characters stats in-game are based, or calculated. Every step you take game mechanics update your character values by calculating them on provided functions and data, like Abilities, skills or location. Oblivion vanilla didnt implement all mechanics it could have. Fatigue was completely put aside, making it really unessential, Encumbrance didnt have much inluence at all, furthermore your overencumbered character couldnt move anymore.
For example the vanilla formula for fatigue is:
fFatigueReturnBase + (Endurance * fFatigueReturnMult) with default values 10 for fFRB and 0 for fFRM. You can see were this leads to.

EGM extends this limits, while it is highly configurable, without loosing the vanilla mechanics which are implemented.
Jumping, Encumbrance and fatigue mechanisms will offer a sophisticated gameplay, additionaly your character is going to demand food.

fFatigueReturnBase is now as it says a base value, delivering the Base Fatigue Return Rate per sec.
- fFatigueReturnBase is only influenced by your PC's physical condition regarding food.
- Too less and you will starve, too much and you will get sick. (getting hungry at Strength 35 will take app. 15 - 20 hours gametime, extra timescaler modiefier for high timescalers is added to preserve gameplay compatibility)
- what Food is actually , will be determined by OBSE's isFood function.
- How much food your character requires will be determined by the Strength ability.
- different conditions like sleep/wait or active are taken into account and have iddferent food requirements.(sleep/wait will slow down the need for nutrition, the longer you sleep the more likely it is you get hungry after waking up).
- each races is going to have its favorite dish, currently 4 races are done, Khajiit, Argonian, Cute Elves, and Imperial.

fFatigueMult is completely altered by Encumbrance mechanics.
- your encumbrance will have most influence on your fatigue return ratio from endurance
- Also the algorithm for determining Ability based fatigue effects from realistic leveling is included, and taken into account.
- EGM provides 4 Encumbrance levels, all with their unique penalties, and 4 Shinji Levels, which have level condition minimums.
- Other bonuses on attributes and skills being applied in MRE have been preserved or extended like strength.
- Overencumbrance will lower your strength now, as its meant to be used for your overload weight, but your character will be able to move further, encumbrance limit is your strength available, but ecpect heavy fatigue loss.
- Better Athletics will defer the Encumbrance penalty on your Fatigue Return Rate up to 2x shinji base (athletics /shinji divisor).
- Every little pounds counts, regrdless you are overcumbered or not
- Negative Ability Based Fatigue effects do count fully, postive Ability Based Fatigue are counted against any fatigue return rate if not overencumbered (app. 25% to 10% depending on your shinji base)

Jumping was too static, sometimes too high, sometimes too low for me.
- every jump now is calculated on your current characters strength and encumbrance
- calculation is based on real world gravity (9.81g).
- fjumpHeightMax isnt static anymore, it will increase with your strength, but the amount it does decreases.
just try it, jump overencumbered, then drop the stuff and do a higher jump!

Faint and Blur:
As it says, Blur delivers Exhaustion effects and Panting sounds, many thanks to Mentalor and his MRE Blur. His blur code is outstanding and wasnt altered much.
Also faint, delivers the PCs collapse, free from any animation bugs, like in MRE or DPCA. (Character collapses and stands up in a sudden, looks like a broken animation chain. this is due the different code this mods use, many thanks to tejon as he was providing this algorithm).

Installation: -- requires OBSE 0018 b6 --
Its a OMOD file, just use OBMM, and dont forget to configure the egm_config.ini and egm_GMST.ini.
Standard values should be ok, DPCA and OMOBS are recommended, and should be configured in the egm_config.ini by setting the two switches.
Other Fatigue and encumbrance mods should be deinstalled, as this one completely manages this game mechanics.

Load order currently would be best after real sleep extended, but also after Bashed patch should be ok.

these values shouldnt be touched by any other mod:
fFatigueReturnBase
fFatigueReturnMult
fJumpHeightMin
fJumpHeightMax
fActorStrengthEncumbranceMult


http://www.tesnexus.com/downloads/file.php?id=30790

My aim is to evaluate the code further and make changes where necessary. this wont be a one-time release, I will try to stick with the mod and implement improvements you suggest
(at least those which can be done in days, not years! ;) )
Any help is very welcome! I hope this mod will be improved and evaluated further by community. many thx to all other modders for their incredible work! :)

Currently I am trying to add Panting animations, but I seem to get stuck in Idle Animation Traps, making me nutz. Really, could give this mod further to add the visual freshness it needs.!! :(
Also I am adding other races and the fav dish, setting bonuses on them which will help especially lower characters.
And if possible, perhaps some high level char palyers are able to evaluate on the mechanics, my char is still low in skills and attributes.
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Euan
 
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Post » Tue May 08, 2012 2:28 am

Update 1.71 Beta Release:
- player base weight is determined by OBSE's getraceweight function for male or female, some little difference regarding jump abilities should appear, if the weight is not offered by a custom race mod, standard base weight 75 for male and 72.5 for female will be valid. (actually 75 * getracebaseweight determines the chars base weight)
- recoded 3 quest routines, initialization determines now race of player and its possible to add a lot of race specific features for encumbrance, fatigue, jumping, faint, food, blur. (errr...)
- not determined races will have standard favorite dish now
- updated config files


does anyone know where to find or contact modders experienced with race related stats?
I dont wanna set them all myself, dont have this much background and knowledge on TES Lore.
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Bloomer
 
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Post » Tue May 08, 2012 4:12 am

Update 1.71 Beta Release:
- player base weight is determined by OBSE's getraceweight function for male or female, some little difference regarding jump abilities should appear, if the weight is not offered by a custom race mod, standard base weight 75 for male and 72.5 for female will be valid. (actually 75 * getracebaseweight determines the chars base weight)
- recoded 3 quest routines, initialization determines now race of player and its possible to add a lot of race specific features for encumbrance, fatigue, jumping, faint, food, blur. (errr...)
- not determined races will have standard favorite dish now
- updated config files


does anyone know where to find or contact modders experienced with race related stats?
I dont wanna set them all myself, dont have this much background and knowledge on TES Lore.

Hey!

This is looking good!

For race stats and stuff like that you might try the lore forums here. At least that would get you faster on the way to having all the information in one place.

Why do you need these though? I mean, I like the idea, but the way the races are in Vanilla should give you a pretty clear understanding of what are the strengths and weakness of each particular one.

I'm too bogged down for time or I would offer to make some race stats changes for you.

Cheers!

cc
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Jamie Moysey
 
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Post » Mon May 07, 2012 8:52 pm

Extended Game Mechanics (version 1.8 Beta)

Update 1.8: Beta (a thousand quenching gulps release)
- new feature: water requirements ( vanilla and optional COBL) (..see down below for detailed description)
- recoded complete favorite food dish to be more efficient and running in its own quest
- updated encumbrance effects, no more WaterWalking if character is in overencumbered condition
- updated complete Food/Thirst message system, to work only with Hunger or thirst or both
- recoded food routine (no liquid will count as food anymore, timercheck had a bug, etc.)
- added 3 thirst level spells, Thirst, Bad Thirst!, Dehydration! each with its own penalties, expect the worst!
- added 4 new sounds for audible water effects by male/female
- updated blur code to include BadThirst and Dehydration effects
- updated all configuration files
- updated configuration menu (not tested!)

this mod already reached a state where I would dislike to maintain it further!!
but as the author im arsing myself to keep the self esteem at least the same level a blog biotch should be able to. :P <-- you see, this smile shouldnt smile, but massage my dors!
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Mr. Allen
 
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Post » Mon May 07, 2012 7:23 pm

You said in that update post that liquid was counted as a food (as a bug)...that leads me to think that your mod doesn't look for specific items from a list. So, it would be compatible with all mods that add food? I'm using Simple Essentials Beta 2 because mod added food is edible and satiates my hunger. I don't think it's available anymore, anyways, and this one has some features I'm real interested in.

So, to the point: Does this mod recognize modded food and modded drinks as able to satiate hunger and thirst?
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Star Dunkels Macmillan
 
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Post » Tue May 08, 2012 2:59 am

You said in that update post that liquid was counted as a food (as a bug)...that leads me to think that your mod doesn't look for specific items from a list. So, it would be compatible with all mods that add food? I'm using Simple Essentials Beta 2 because mod added food is edible and satiates my hunger. I don't think it's available anymore, anyways, and this one has some features I'm real interested in.

So, to the point: Does this mod recognize modded food and modded drinks as able to satiate hunger and thirst?

It does recognize all food, that is stated as food (look in TES4EDIT). Thats because it uses OBSE'S is Food function.

It does only recognize water, which has been added seperately. Thats almost all bottles, like beer, vine, mate, etc, but not all (like some hardcoe brandy alcohol stuff).
Ingredients may have a isFood Variable set, but no isWater. Its a lack of design from the Creator Beth. (the programmers might have recieved their payment before thinking bout that, frank and earnest, ;p )
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Caroline flitcroft
 
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Post » Mon May 07, 2012 4:50 pm

So in theory I could still use Shad's Water bucket? (Adds a nifty waterskin system that was meant as a companion for Simple Essentials) Then I'm all for this. I especially like the new fatigue system. I can finally remove the several mods I have affecting it. Thanks for your time!


:EDIT: Something you may or may not remember, if you played Morrowind, was a mod that allowed you to regenerate fatigue faster if you were in sneak mode without moving or having a weapon out. I'm positive that it was called Take a Breather, but I can't remember who made it (it was a really well known name). It was really handy when you had the fatigue mods and such.
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Tessa Mullins
 
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Post » Tue May 08, 2012 3:43 am

So in theory I could still use Shad's Water bucket? (Adds a nifty waterskin system that was meant as a companion for Simple Essentials) Then I'm all for this. I especially like the new fatigue system. I can finally remove the several mods I have affecting it. Thanks for your time!


:EDIT: Something you may or may not remember, if you played Morrowind, was a mod that allowed you to regenerate fatigue faster if you were in sneak mode without moving or having a weapon out. I'm positive that it was called Take a Breather, but I can't remember who made it (it was a really well known name). It was really handy when you had the fatigue mods and such.

thx for the reply, this adds some good ideas.

The water skin system im downloading right now and going to take a look into. i do not know simple essentials, the link is dead, maybe you could provide a new one.
Im sure EGM can be done compatible to this one, if its good.

The sneak refresher is really a good idea, would probably make best results in conjunction with the FSneakNoticedMin threshold, so it wont be too easy and do a player.modav2 fatigue 1 or 2 every second.
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Stryke Force
 
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Post » Tue May 08, 2012 3:02 am

Simple Essentials isn't available anymore, as far as I know. I know Skycaptain's had issues with other people digging into his mods before, as well, so I'm a bit iffy about tossing it out there. Maybe PM'ing him might be more lucrative and cause a lot less issues for you. And plus, he might have worked on it since, and it would be more useful than the version I have.

And it was Kirel's mod Take a Breather. It was bothering me a bit there, not knowing.
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Emma Pennington
 
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Post » Mon May 07, 2012 1:17 pm

Simple Essentials isn't available anymore, as far as I know. I know Skycaptain's had issues with other people digging into his mods before, as well, so I'm a bit iffy about tossing it out there. Maybe PM'ing him might be more lucrative and cause a lot less issues for you. And plus, he might have worked on it since, and it would be more useful than the version I have.


I already coded the StealthFatiguePerk, its configurable in the egm_config.ini, you can set the value the fatigue raises per second yourself, if set to 0 the feature is disabled.
Wasnt to complicated, but i had a ctd twice, might have been due the additional variable the save game gone corrupt.
a reload of a less recent game was ok. I will upload it until tomorrow.

Yes, its always a bit of a hassle, i noticed, since EGM originally is "intended" by Total Fatigue Effects and more realisitc encumbrance. they had so many problems, since EGM i totally forgot them.
Even Strategymasters try was hazardous, if you look into the code, he tried to unify three mods, MRE, RR and another one. in fact, someone asked me to implement something similiar running revised, because he wanted to run faster, when not encumbered, ...he didnt notice that its already vanilla game mechanics. you always have to keep this stuff in mind, i guess thats the reason, why they are so picky about "using" their mods.
btw, EGM actually consists a few code lines that came from TFE or MRE. yet nothing is unaltered, in fact encumbrance is totally new, food, water, jump also, the complete fatigue system is done from scratch.

And it was Kirel's mod Take a Breather. It was bothering me a bit there, not knowing.

And what that might be, if I may ask?
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suzan
 
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Post » Mon May 07, 2012 6:50 pm

I've been playing with it on, for a while now. I can't complain at all. I'm actually rather pleased with how jumping works now - I'm not walking around with Spring Heel Jak's shoes on constantly. It also works a lot more friendly with P-Froggy's climbing mod. I can make it up a wall without face planting now, but my character knows the effort it took though. Very respectable changes.

I was just saying, that the mod I was telling you about that let you regenerate fatigue faster when sneaking was Kirel's. It was one of those annoying "I need to find out or I'm not going to sleep well" things. I usually remember the names of modders who make the mods in my mod list, even from back in the day.


I was wondering, though. Does this mod allow the player to "push themselves"? I was thinking that it would be neat that the player didn't collapse when fatigue hits zero. It just sets a timer. The longer you push, the more drastic the effects are when you stop. And after so many seconds the player will flat collapse and (reference the timer) lay there for a time depending on how hard they pushed. To offset it, maybe it could add a slight increase to how fast the skill accrues. I'm just talking out my cheek, tossing it out there. It might be better to disregard that.

In all, though, I like very much how you did you mod.
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Albert Wesker
 
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Post » Mon May 07, 2012 1:05 pm

I've been playing with it on, for a while now. I can't complain at all. I'm actually rather pleased with how jumping works now - I'm not walking around with Spring Heel Jak's shoes on constantly. It also works a lot more friendly with P-Froggy's climbing mod. I can make it up a wall without face planting now, but my character knows the effort it took though. Very respectable changes.

I was just saying, that the mod I was telling you about that let you regenerate fatigue faster when sneaking was Kirel's. It was one of those annoying "I need to find out or I'm not going to sleep well" things. I usually remember the names of modders who make the mods in my mod list, even from back in the day.


I was wondering, though. Does this mod allow the player to "push themselves"? I was thinking that it would be neat that the player didn't collapse when fatigue hits zero. It just sets a timer. The longer you push, the more drastic the effects are when you stop. And after so many seconds the player will flat collapse and (reference the timer) lay there for a time depending on how hard they pushed. To offset it, maybe it could add a slight increase to how fast the skill accrues. I'm just talking out my cheek, tossing it out there. It might be better to disregard that.

In all, though, I like very much how you did you mod.

Hello Ashven,

please don't forget this mod is still beta.
this means
- still there are problems adding the water stuff correctly due esp modifying esp, and EGM probably becoming an esm, to avoid resolving conflicts ( just i wish the isWater field in the objects data vaiables....)
. jumping had some bugs not using the racebasedweight properly and the base strength for maxiaml jumpheight calculation did change to 200 instead 250 (should be a little better, but I just need to know at what strength high level chars are common to be, currently i have no data ...probably I should change the base routine to include level and stength, just to disallow chars with high strength not to jump with boosters on)
- probably some bugs not detected.

The fatigue based collapse you mention can be altered, though I idnt really understand what you want to describe. Something like a memory, an exhaustion tank, that lets you only collapse if its is full, and the tank content is leveling up with your char? Fatigue collpase doesnt involve ability penalties currently, just because you are fainted and fresh meat in case a troll is trolling you.
to let the player collpase for different amount of times maybe be an idea, but should be configrable at least, for all those who dont want their char to lounge around for a while.
the current collapse would be the shortest time (but my impression is that it isnt always the same time until my char gets up again, strange..)
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Laurenn Doylee
 
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Post » Mon May 07, 2012 11:32 pm

I'll keep following this mod for as long as you're updating it. I like where it's going, and I'm pleased with the effects. Even if it's still beta it's changing things I've always wanted changed, and to my tastes as well.

The collapse thing was just me running off. It's nothing to worry about.
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danni Marchant
 
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Post » Mon May 07, 2012 9:13 pm

Extended Game Mechanics (version 1.83 Beta)

Update 1.83: Beta (horray, I'm brave! release)
- EGM has become a master! ...it's an ordinary .esm file now, with the according .esp file for doing initialisation stuff
- updated Food calculation, removed last known calculation bugs, all food and water should be calced on proper basis ( EGM will only detect food and water stuff tagged as such, probably all cobl & vanilla)
- updated jump mechanics, racebasedweight wasnt implemented properly, base strength at which maximum jump height is determined has been reduced from 250 to 200
- updated all configuration files (egm_config.ini, egm_GMST.ini)
- a link has been added to another water supplement mod, its working and compatible with EGM and recommended (http://www.tesnexus.com/downloads/file.php?id=30087)
- etc., etc. .... ~_~



EGM is a master file now.
This had two reasons, first was my struggle with other mods for compatibility, until I decided to try it that way.
Second, other mods are able to override stuff into EGM now, as they want to change something without altering the mod itself.

Food/Water:
All Food and Water is determined by OBSE isFood function, every item not tagged as food, but named like food or even intended so, is not recognized.
This grants the best compatibility for all other Food and Water supplement mods, adding their stuff, but being recognized by EGM without altering other records (and I think its really good now)

Jumping:
Had two quirks. the first one was that the maximum jump height bias was calculated by focusing on the maximum strength a character could obtain (as strength itself should determine the highest possible jump.), but the value was too high, i reduced it from 250 to 200. every jump should be initially a bit higher now, but growing steadily with strength increases.

... the other stuff was mostly because of structural changes.
- a new egmV Quest for game variables
- food and water run in the same quest now, without conflicting each other
- added blur effects for thirst conditions
- the sneank modifier pushing your fatigue return ratio if in stealth mode, unarmed, not moving and not overencumbered state! .... hope you wont mind the last one ;)
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Sabrina Schwarz
 
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Post » Tue May 08, 2012 1:01 am

Extended Game Mechanics (version 1.84 Beta)

Update 1.84: Beta (a waterskins life release)
- update on Water functions, to play quenching sounds if thirst is stilled (male / female sound added)
- updated jump mechanics to include different fall velocities based on encumbrance ratio (the more load, the faster)
- removed bug from message system
- update food/water calculations
- updated sounds effects, lots of them to differ between male and female now
- waterskins are detected, if EGM's water bucket override esp is used

The additional esp does override Shads Water Bucket esp, and only alters the potion zwaterskin 2 to zwaterskin20.
zwaterskin16 wasnt signed as food item, and I set the duration of the attended script effect drink from 0 to 1, so EGMs food/water detection will catch them.
This modification wont alter anything really, in terms of gameplay or else, it is just a technical issue.

A lot of sounds have been updated, to differ between male and female, and actually to fit better to the message itself. This is the main reason why EGM grew in size.

The food/water calculations have been changed slightly, if there is a way to save cycles, always try to use it.

Next alteration involves jumping, its only a little change, but it is.
the velocity when falling after reaching your maximum jump height, or better the acceleration downwards has been altered,
a function is determing it dynamically based on your encumbrance ratio. your character is goin to fall faster, the more he is loaded.
two static game settings within EGM have been removed therefore.

ok, as always, have fun! :rofl:
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Chris Guerin
 
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Post » Mon May 07, 2012 2:27 pm

Extended Game Mechanics (version 1.89 Beta)

Update 1.89 Beta (cleanup release)
- recoded complete message system, this one wasn't easy and a lot of work, but probably all releases since 1.84 are buggy regarding message and food condition handling
- updated food calculations, tweaked some settings for food & thirst requirement
- added imessageinterval switch to be set to 0, in order to disable interval status messages completely (ONLY interval messages!)
- updated egm_config.ini
- this release is close to a first release candidate, all calculations are setup, only condition & message handling needs beta testing (new features wont be introduced until a new beta opens)
- after closing first beta, I will try to gather more ideas in the forums (a combat balancing system, to make skilled players doing more damage especially in lower levels ??)
- please post any bugy you might find, thx!


The errors in the message and condition handling system where due a lot of changes to the food calculations since several releases. Condition changes and the message handling are different systems, and the first controls the later. After updating the food calcs to run continously a lot of cleanup and recoding was necessary.
All messages went to an own quest, simply because script size wouldnt allow anything else. This makes such things unnecessary complicated and complex, and a lot of work.
Hopefully Beth takes the advantage of our funeral to improve any upcoming Elder Scrolls and its scripting/modding framework.

Messages are constructed through three stages reflecting the two food calcs, hunger and thrist, and each of them able to run completely on its own.
Sound updates are seperated too, but within the food script quest, as its noticeably easier to play a soundfile, than mixing up messages.
Its very likely I would use icons for passing information about conditions or stats to the player, its way easier!!

Conditions like Sickness are handled by both food calcs, hunger and thirst, this can cause lot of confusion when scripting the sh..
I havent looked at the new function abilities obse 18bx brought, but any procedural paradigma would be very helpful here.
The whole work on EGM reminds me of ancient times with my atari 800xl and the funny 'spaghetti code', terrible and awful long basic listings, mainly consisting of for/ if statements
and line numbers at the beginning, even the goto found its way to obse!

Extended Game Mechanics 1.89 is the last to introduce a new feature, even if its was just a small one.
A new Beta is likely after removing the worst bugs, and hopefully lots of new ideas! Wasnt there an animator around doing the eating and panting animations with ease??
thx to all help so far, pls update on any bugs you may find, whether here or on TesNexus (the neat little comment box!)

And as always, have fun! :woot:
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Richus Dude
 
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Post » Mon May 07, 2012 1:40 pm

How does the food handling work? This is a really interesting mod, and I'm curious. Is it like other needs mods? Does it work with Cobl? These are the things that run through my mind with this :P
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luis ortiz
 
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Post » Tue May 08, 2012 4:01 am

How does the food handling work? This is a really interesting mod, and I'm curious. Is it like other needs mods? Does it work with Cobl? These are the things that run through my mind with this :P

:blink: Thought the first question might be about the atari 800....

you can read all about the food system at http://www.tesnexus.com/downloads/file.php?id=30790

the main difference is its complexity and interaction with the fatigue system.
Thus making this Food system very different to others,
simply because it is implemented into fatigue, encumbrance mechanics, making it a very necessary part of EGM.
EGM doesnt determine if you eat meat or vegetables, as I didnt find any information about this in the lore. if, i would try to implement it.
Food is calced by its weight, but rather a bit more complex than just adding the weight values.

And EGM is the only hunger/thirst mods to update food calculations within the menumode,
giving the appropriate messages and feedback immediately to the player,
not only after closing the inventory ( the main reason why I abandoned COBL Diner plate)

but here an excerpt:

Solution 1: Fatigue Return Rate is always 10!
***********************************************************************
fFatigueReturnBase is max default 6 now, but it is fully dependent on how much your character uses food
The daily amount of Food required is determined by your characters strength ability, the stronger you get, the more you'll have to eat.

Food requirements are biased on a char with strength 80:
- your char gets hungry after 12 hours (sleep and wait will defer this duration), the fatigue return from fFatigueReturnBase is declining
- after additional 60 hours your character is going to starve, the fatigue return from fFatigueReturnBase is 0
- for stronger or weaker characters the duration defers to shorter or longer times for the later
- Eating too much might result in a state of sickness, draining your overall condition:
- duration of sickness is randomly and limited

Water requirements are biased towards 48 hours of gametime!
- the more thirsty your character becomes, the more he/she starts to suffer
- try everything to get rid of evil dehydration! At worst, try jumping into the next pond!
- sickness raises the water requirements of your character, be careful!
- water needs are partially dependent on the suns intensity, indoors, night & dungeons = less, broad sun = sweat phat
- if caught by a fire damage effect thirst raises faster
- BadThirst and Dehydration condition make your PC weak to Fire, and Dehydration does silence the character
- for best experience use http://www.tesnexus.com/downloads/file.php?id=30087 with the optional file in the Downloads section


All Food is picked in the inventory, what food is, you'll have to find out yourself (actually it is determined by OBSE's isFood function)
----> food from other mods like COBL, or others, should normally be detected and implemented if the FoodItem flag is set. (if you should notice else, please mail me)

- the hunger/thirst requirements are calculated continuosly every minute of gametime, thus applying effects immediately
- hunger or thirst can be applied single each or both together
- High timescale compatibility is configurable in egm_config.ini.
- Status messages can be configured in the egm_config.ini to show up at certain intervals

Additionally every race has its unique favorite dish, giving special bonuses. find them!!

==> always keep your character in good condition!!
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sexy zara
 
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Post » Mon May 07, 2012 4:22 pm

Hmmm... I don't suppose you'd consider adding an option for integration and interaction with Cobl (e.g. Dinner Plate, Cobl wells, etc.)? Reading about it just makes me want it more. I'm currently using the Real xyz mods, and I must say that I like this better, save for lack of Cobl support. I hope I don't come across as demanding or anything. I know I'm one person and my opinion doesn't really matter, but I do have an opinion. I think Cobl is a wonderful resource and allows for a more cohesive and unified experience, and I pretty much resolved to only use Cobl mods for things like this XD I'm sure that there are many folks who would love to see a Cobl option as well. :)

[EDIT] Also, Atari 800? Lolwut? I was a Nintendo boy, so maybe I'm just missing it XD
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Krystina Proietti
 
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Joined: Sat Dec 23, 2006 9:02 pm

Post » Mon May 07, 2012 6:29 pm

Hmmm... I don't suppose you'd consider adding an option for integration and interaction with Cobl (e.g. Dinner Plate, Cobl wells, etc.)? Reading about it just makes me want it more. I'm currently using the Real xyz mods, and I must say that I like this better, save for lack of Cobl support. I hope I don't come across as demanding or anything. I know I'm one person and my opinion doesn't really matter, but I do have an opinion. I think Cobl is a wonderful resource and allows for a more cohesive and unified experience, and I pretty much resolved to only use Cobl mods for things like this XD I'm sure that there are many folks who would love to see a Cobl option as well. :)

[EDIT] Also, Atari 800? Lolwut? I was a Nintendo boy, so maybe I'm just missing it XD

Nintendo always gave me the "shrugs". Didnt know why anyone would prefer a simple joypad, instead using a wonderful keyboard only developed for ultima 3.
never did consider playablility or design such an important thing to have, before I was convinced by super mario world. guess nintendo rockz! :dmc: :run:

but for COBL to integrate, I have not only asked for in the forums and via email, but recieved no feedback.
without help, im rather confused than convicted bout cobl.

The DINER Plate uses a feedback system, like a listener in java. any foodmod using it, listens for variables to be set, namely
float ateCost
float ateDairy
float ateFruit
float ateGrain
float ateMeat
float ateVeggies
float ateBlood
float ateWater
float ateAlcohol

hence, all that your food mod gets, is the complete amount of food type that has been consumed, differed by type.
EGM does far more!
It updates food calculations for every food item individually, based on its weight, with some algorithm to smooth out low and big values.
this is the most authentic way i can think of, a watermelon with 5 pounds indeed does make you feel sated, though the caloric value wouldnt be that big.
but the caloric value, guess what? did beth gift us a comfortable bed with nice puffy cushions, or rather this tricky and entralling bug maze?
Im not the über modder to add caloric values only to my mod!? what for, if no one else does? at least the lore should, before I do.
COBL calls itself a "common" mod, EGM only extends :rofl:

and this food calculations made individually for each food item are necessary to update the player immediately about his needs! not only after closing the fastfood plate!
this wouldnt be possible with COBL! (unless they change that)

Conclusion:
with COBL you get a common type of food message system, proding a well made bunch of variables giving you somehow an overall state of what your character consumed. and thats it.

Wtih EGM you are updated immediately, each food item, as long as it is flaged as such ( and the first effect magnitude not set to 0, thats probably 95%). Food consumption is calculated asap,
giving you proper feedback. EGM therefore is able to notify you about over-fed state properly, making such neat things as sickness very well to have! also the favorite dish feature,
but this one is still consider best as skeleton what I am thinking of, i will explain shortly why in the next paragraph.
===> The food system does very much more than COBL allows. :tops:

the only reason for using COBL, beside seeking pure comfort, would be the diner plate, having a fast key, and urge food with a few clicks into your character.
I dont really like this FASTFOOD type of play, because i think its better to look for the right stuff and find out if something might be good to eat with no bad effects for your char!
(this could depend on race, stats, or overall ondition with a nice dynamic attitude, thus providing wonderful moments of surprise to the player)
appropriate botany skills are implemented as alchemy, you dont know every effect the ingredients have right at the beginning of your characters life.
thats where I would like to hook in, extending those ingredients by far a bit more, not only regarding their positive or negative effects. :flamed:
wouldnt it be funny to run around, looking for help, after your char ate a nice mushroom you didnt know to make him/her losing all skills points by time?

COBL indeed, would be a fantastic mod to provide this stuff. (any help I could give, I do) :confused:

Simply, some RPGs dont really attract me much because they lack depth, and I hope Elder Scrolls is one of the few RPGs not being ensnared just by fashionable features.
not all statements should be considered to be most honest, i just have not the time to play ALL CRPG's I would like to. Sorry, didn't want to question any RPG, probably they all are fun to play.
User avatar
Isabel Ruiz
 
Posts: 3447
Joined: Sat Nov 04, 2006 4:39 am

Post » Mon May 07, 2012 12:15 pm

Hello. I am using this mod at the moment and I am loving it. At first i thought it was really easy still to survive, but hell was I in for a shock when i went to a dungeon and had no food and was losing fatigue like crazy. Awesome mod. My only gripe is the messages. I don't wish to turn the messages off, but they are annoying as they come up every time i press TAB and i was just wondering if you could do the message system so that it only comes up when the player's state has changed - Example: From hunger level 1 to hunger level 2

Thanks a lot.
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RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Mon May 07, 2012 6:34 pm

Hello. I am using this mod at the moment and I am loving it. At first i thought it was really easy still to survive, but hell was I in for a shock when i went to a dungeon and had no food and was losing fatigue like crazy. Awesome mod. My only gripe is the messages. I don't wish to turn the messages off, but they are annoying as they come up every time i press TAB and i was just wondering if you could do the message system so that it only comes up when the player's state has changed - Example: From hunger level 1 to hunger level 2

Thanks a lot.

Ok, sounds like a good idea, im going add a switch in the next release, which might be 1.93.

The interval status messages are already tweaked, they only show up if your char changes condition and does require food, in case you turn off the interval messages,
only those from inventory (TAB) and those after condition changes or after sleep/wait cycles are showing up.

thx for the comment! Im glad to hear you enjoy this mod!
My char is currently only at level 3, a lot of biasing in the upper levels is just estimated and not properly evaluated. cmon elves, I need feeeedback! :tops:
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Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Mon May 07, 2012 11:12 pm

Hello. Very interesting mod. I'm looking forward to using it, but I'd like to know if this is compatible with vampirism? My main char, is a vampire, and I never sleep and only drink blood, so I was wandering if I installed this would i then be required to start eating things other than blood? I like the mod for the added fatigue effects and all that though. I'm downloading now, maybe you stated something about this in the readme i jusrt hadn't gotten to yet ;-)
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Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Tue May 08, 2012 1:12 am

How does this mod compare with Realistic Fatigue (with regards to fatigue/encumbrance features)?
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sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Mon May 07, 2012 6:55 pm

How does this mod compare with Realistic Fatigue (with regards to fatigue/encumbrance features)?

It does all of that. You will start losing fatigue if you carry more equipment etc
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Amy Siebenhaar
 
Posts: 3426
Joined: Fri Aug 10, 2007 1:51 am

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