[WIPZ/Relz] Imp's More Complex Needs

Post » Thu Sep 23, 2010 8:04 pm

As Jerom just said, i got effected with food poisoning also at a weird time. I had cooked a bunch of food, had to use a +survival book, and stored it in my handy fridge. Saved game, went over a ridge and got into a fire fight that i didnt make it through.

Ended up going and cooking breakfast in RL, came back and loaded up the game, my save, and got food poising within 5 or so steps that put me over weight so i was moving slowly.

It wasnt until jerom said he got it at a weird time that it was making me thing something might be odd. Ill try a few more tests on it in a bit to see if i can recreate it. I could be totaly wrong and did eat something and saved, but what got me is that it didnt effect me untill i reloaded.
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Amie Mccubbing
 
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Post » Thu Sep 23, 2010 5:24 pm

Just started a new game after adding this to my list of mods, really loving the added depth to the survival aspect of the game so far. However, I started noticing purified water mysteriously disappearing from my inventory. A few quick tests seem to show that this happens when drinking from a (Goodsprings) water source while having dehydration sickness (it doesn't happen if you're hydrated). Is this a bug?
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Sophh
 
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Post » Fri Sep 24, 2010 4:17 am

Just started a new game after adding this to my list of mods, really loving the added depth to the survival aspect of the game so far. However, I started noticing purified water mysteriously disappearing from my inventory. A few quick tests seem to show that this happens when drinking from a (Goodsprings) water source while having dehydration sickness (it doesn't happen if you're hydrated). Is this a bug?



I think so because i was just coming to report it also, lol. I thought i was going crazy so i evened out my bottles so i would know how many i had for sure and discovered it.

I had dehydration sickness and did a fast travel there and was missing a bottle also. I didnt receive a empty bottle eather.
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X(S.a.R.a.H)X
 
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Post » Fri Sep 24, 2010 3:07 am

Yay, done sorting the latest version. I've sent you the PM with the link. I hope that it is up to your liking.

Alright! Updated to the newest version. Can't wait for the HUD options patch.
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Eduardo Rosas
 
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Post » Fri Sep 24, 2010 6:08 am

I think i found a bug actually..
When i reach moderate hunger/thirst, instead of getting a charisma decrease, i actually get a boost of +12 charisma, as well as a speech bonus of ten ... now unless th player character is trying to be extra nice in order to get some free food ( :P ), i guess this is a bug ;)
Once i ate or drank something, the charisma boost goes away by the way :)
Another thing i noticed is, that occasionally, when i want to wait or sleep, that after completion, i get a crash. It doesnt happen often, but sometimes it does happen...

Arwen′s mod is (not yet) conflicting with your′s , right ? :)

Other then that i am looking forward to more features and a compatibility patch for intuitive cooking...i want all that meat and bread :D
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Marcus Jordan
 
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Post » Fri Sep 24, 2010 4:26 am


Arwen′s mod is (not yet) conflicting with your′s , right ? :)



Yes, so far they are playing nice together.
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Kaylee Campbell
 
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Post » Thu Sep 23, 2010 9:29 pm

I just stepped through all of the things that involve any of the various components of food poisoning by checking their use info in the GECK. There is no normal way that the mod could be applying food poisoning at the wrong time - it is only applied via the Food Poisoning base effect, which I've verified is only attached to the appropriate raw foods. So either you accidentally clicked on a raw food while browsing in your pipboy, or there's some sort of bizarro world engine bug to blame.

That'd also have to explain the bottled water disappearing - I checked the purified water use info, and only my water bottling script, a hardboiled egg recipe, and an "all ingestibles" leveled list reference it. All three (very short) water bottling scripts are written correctly, and would not remove bottled water from your inventory even if they were triggering at the wrong time.

The most minor hunger penalty does give +1 perception (intentional), which might effect your speech, but apart from that all hunger related base effects are appropriately debilitating.

I'd like to get to the point where I can test out the power armor related features, so I'm going to be playing towards acquiring power armor training, and hopefully some of these oddities will pop up during the process so I can maybe get a chance at figuring out what might be happening.


Also, good to hear that I'm still compatible with Arwen's Tweaks. Thinking about the way mine's written, it might even be able to survive another mod altering the hardcoe mode rates via script.
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sophie
 
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Post » Thu Sep 23, 2010 5:06 pm

I'm really interested in this mod so far. The concept of having to balance out what you eat seems pretty appealing to me, especially since I found the vanilla hardcoe system... lacking. One thing I was hoping for in a mod though was the simulation of blood sugar levels. So if you eat something really sugary like a Nuka-Cola, the effects are powerful but short-lived, and then you'll crash. That would be great. Looking forward to seeing how this develops. :celebration:
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matt
 
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Post » Fri Sep 24, 2010 7:26 am

At the moment there's just the one broad "Carbohydrates" category, so it won't differentiate between simple carbs that would cause a sugar rush and complex carbs that wouldn't. I'm also right at the limit with some of the foods as far as the number of effects I can attach to an object without literally crashing the game. Most of the sugary foods still have some room left though...
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BRAD MONTGOMERY
 
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Post » Thu Sep 23, 2010 10:22 pm

How complicated is this going to get? Are you going to model infections and gangrene after bullet wounds? It seems strange to have such a focus on nutrition...but then have a character be shot up multiple times and walk away :)

This is excellent work, just worried that the mod is going to become very, very complicated.
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ShOrty
 
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Post » Thu Sep 23, 2010 10:35 pm

About the water bug, it seems this is not confined to using water sources, I had one purified water disappear from my inventory while walking around Novac (I was dehydrated at the time), although I haven't been able to reproduce this, so maybe I imagined it. I have also stumbled across the food poisoning bug, I got it when loading a save. Strangely, after I fiddled around a little, trying to reset all the needs in the hope it would make my food poisoning go away (it didn't), I reloaded that same save and the food poisoning was gone.

I came across another strange thing while sleeping for the first time in my new game. It was just before midnight of the first day, and I think my SLP level was still below 100. I slept for six hours (I believe this is the recommended amount of downtime per day in this mod), and when I woke up I got the "past your bedtime" debuff. I'm pretty sure this isn't supposed to happen.

Also, I've noticed that when I get dehydrated, the minor and advanced stages follow in quick succession (advanced sets in no more than three minutes after minor). I haven't noticed this with starvation.

edit: Ok, this is really starting to get annoying. Every time I get this food poisoning bug, it cripples my chest (I'm assuming this is because the reduction in stats causes the health of the chest to drop sharply and thus become crippled). And the food poisoning seemingly never goes away. Or maybe it just gets reapplied all the time, because my chest gets crippled at rather regular intervals, even if I heal it back up to about half health with a Doctor's Bag.
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Dona BlackHeart
 
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Post » Thu Sep 23, 2010 11:18 pm

How complicated is this going to get? Are you going to model infections and gangrene after bullet wounds? It seems strange to have such a focus on nutrition...but then have a character be shot up multiple times and walk away :)

This is excellent work, just worried that the mod is going to become very, very complicated.


Thanks. Trying to memorize all of the rules or anolyze the code to figure it all out would be complicated, but the realism makes the mod itself intuitive. Everything is based on real foods and real nutritional models, so if you follow real life guidelines you should be OK. Calories and Hydration work more or less the same way they do with hardcoe mode, eat or drink more when they're low. It's the same for protein and nutrients - meat provides protein, veggies provide nutrients.

As for diseases and injuries, when I originally made Imp's More Complex Needs, it was made to supplement Real Injuries/Primary Needs and its more recent patch, RiPnO. FWE also had its own version of that mod's injuries overhaul, so making my own didn't really seem necessary. There doesn't seem to be much out in that vein for New Vegas yet though, so maybe I'll give it a shot. I'm sure I could come up with something.



@Krhanol

It's a little complicated to explain the "rules" of the sleep code, but if you sleep the way most normal people do you'll avoid penalties. If you went to bed before 12 and slept for 6 hours, you woke up before 6. The downtime lasts from 1 to 7, at least until your sleeping habits have readjusted, meaning you woke up too early. In addition to being asleep at the right time, you'll also need 8 hours of sleep per day to keep your sleep debt from building up, so if you sleep from 11 to 7, or from 1 to 9, or anything in between, you'll be covered - no exhaustion related penalties, and no "past your bedtime" penalty.

The only really complicated part is some new code that makes your character's internal clock adjust to their sleeping habits. The hour that you wake up every time you sleep gets averaged with your current wake up time, so over time, sleeping in or waking up early will make that wake up time later or earlier. It takes time though to go from being a night person to being an early morning person, just like it does in real life.

Regarding the missing water and out of place food poisoning, I've gone over the code multiple times and there is nothing that could explain it, so I'll have to wait until it happens to me before I'll have any chance of figuring it out.
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Sunny Under
 
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Post » Fri Sep 24, 2010 12:00 am

Actually I gathered the part about the sleep mechanics (or something in that general direction) when I thought about it a bit. Something along the lines of there being a default assumed downtime which I missed slightly. Not really a problem because the debuff faded away pretty quickly, but it was still somewhat strange to wake up and be greeted by the message that you're up past your bedtime ;)

Apparently I edited my previous post as you were writing yours, just wanted to let you know that that food poisoning thing is becoming a serious problem for me since it's apparently always active (if it fades sometimes I haven't noticed so far).
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Big Homie
 
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Post » Fri Sep 24, 2010 8:28 am

I just posted the Inventory Sorter compatibility patch on the Nexus if anyone's interested. Thanks to Jerom for putting it together.

@Krhanol

Yeah, it should really read, "You're up way too early" in that case, I'll look in to tweaking it.

Have you tried going to a doctor to cure it? It can also be dispelled via console:

player.dispel XX00EF9D

where XX is IMCN's load order prefix, two hex digits.

It should also wear off after (13 - Endurance) game hours. The effect causes continues damage to your torso - 3 points every five real seconds. So you're better off just leaving it crippled until it wears off or a doctor can cure it.
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Travis
 
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Post » Fri Sep 24, 2010 7:35 am

I'm also getting the Food Poisoning bug, and for some reason that dispel command isn't working; just comes up with an error.

Also, what are the conditions for getting paragon of health? Cause I seem to have spontaneously gotten that, too.
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Kevan Olson
 
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Post » Fri Sep 24, 2010 5:08 am

Paragon of health is tough to get, it's condition is an average nutrient level of above 100%. It would take several days of maintaining your nutrient level above 100% to achieve it through normal means (actually seems kind of harsh now that I've been play testing, I'll probably lower the number of days it takes to 1 or so).

One thing you could try, if you have FNVEdit, open up IMCN and delete the quest: IMCNAppraiserMM.

That's the only major change from the FO3 version, applying the penalties during menu mode as well as game mode, and it could be that repeatedly trying to apply the same effect bugs out the game. It won't break anything, so it can't hurt to try. I'd try it myself, but haven't experienced the bugs you guys are getting so I wouldn't know if it helped or not.
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Conor Byrne
 
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Post » Fri Sep 24, 2010 12:31 am

I'm still not having any errors. <.< But I am playing with minimal mods since my incident. Will update today and continue playing with this mod. ^.^
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Tikarma Vodicka-McPherson
 
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Post » Fri Sep 24, 2010 1:33 am

Is the any chance in possibly making a compatibility patch for Arwen's NV Realism Tweaks, as you said in the readme there will be conflicts with other mods that adjust timescale and that's one of them...and yeah...things got a little crazy with them both installed.
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Tyrel
 
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Post » Fri Sep 24, 2010 7:51 am

I've heard they still work together, if you load mine last things should be OK, though I have yet to test it out (I'd like to get a full playthrough done on very hard before I install a mod that will most likely force me to lower my difficulty setting.)
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butterfly
 
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Post » Fri Sep 24, 2010 10:25 am

I didn't have it loading last in my list but it was loading after Realism Tweaks, should I still put it at the bottom and see if it makes any difference?
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Kaley X
 
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Post » Fri Sep 24, 2010 8:47 am

It might help. What kinds of problems were you seeing though?
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GPMG
 
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Post » Fri Sep 24, 2010 10:45 am

OK I'll give it a shot...it was the needs they kept on shooting up right after I would eat or drink anything, message would pop up saying I'm starving.
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Lisa
 
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Post » Thu Sep 23, 2010 11:05 pm

Nope no joy, tried loading it last and using a merged patch along with my bash patch and still the same thing happened :(
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Del Arte
 
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Post » Thu Sep 23, 2010 10:22 pm

All needs, or just calories?

*Edit - Also, isn't the point of a bashed patch to preserve changes that would otherwise be overwritten by things later in your load order? I'd go through the patch to make sure the right changes are being preserved.
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Dan Stevens
 
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Post » Fri Sep 24, 2010 8:04 am

Think I figured out the food poisoning bug. It happens when an NPC eats something raw - the effect still targets the player, and I forgot to put an "if ID == player" conditional on the effect, or an "if this == player" condition in the effect script. I'll upload a fix as soon as possible. On the upside, the food poisoning disease works, as does treating it via doctor.

*Edit - Update 1.0.2 uploaded.
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BaNK.RoLL
 
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