[WIPZ/Relz] Imp's More Complex Needs

Post » Fri Sep 24, 2010 2:36 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.


Egad! Some random Joe would eat junk and I would get vomiting and projectile diarrhea. Yay for fixing it!
Is it possible to have the NPC effect by it instead? I can already see myself sneaking into the fiend camp and replacing their stakes with raw meat as I cackle maniacally as they try and fail to hold it in.

EDIT: Raw Meat - Launcher! Die infidels die!! bwuahahaha. Going overboard here?


Nope no joy, tried loading it last and using a merged patch along with my bash patch and still the same thing happened :(


Yep, Just like Imp said, patch might be the reason for it. To the best of my knowledge Arwen have only one model released for NV. Are you using the right mod? All that ART does is change the scale from 30:1 to 4:1 by the default and back up for sleep. IMCN if I am not mistaken uses 1:1 scales thus if loaded last overwriting and having need accumulate faster. Which in theory have no conflicts with ART.

Does "You are starving" message comes from vanilla need or IMCN? Your vanilla needs might show 0 but according to IMCN you might need to eat, that's why you need to check IMCN needs screen and make sure to eat more until you are on + 30 percent, preferably on +50 % on all the scales. It is possible to have Vanilla needs to show that you are starving or thirsty while IMCN claims you to be full. It is easily solvable by console command resetting the vanilla needs or by having your Pipboy screen(inventory) open for couple of minutes, during that time the vanilla needs won't change cause the game is effectively paused but as the feature lists state IMCN would still count time even , thus you would be able to eat/drink again and even out vanilla/IMCN needs.

I hope that you get it sorted out :)
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Mélida Brunet
 
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Post » Thu Sep 23, 2010 10:11 pm

All needs, or just calories?


When I check it I only looked at the Vanilla stats from the pipboy and it was just the food and thirst shooting from 0 to around 281 or something like that.

Yep, Just like Imp said, patch might be the reason for it. To the best of my knowledge Arwen have only one model released for NV. Are you using the right mod? All that ART does is change the scale from 30:1 to 4:1 by the default and back up for sleep. IMCN if I am not mistaken uses 1:1 scales thus if loaded last overwriting and having need accumulate faster. Which in theory have no conflicts with ART.

Does "You are starving" message comes from vanilla need or IMCN? Your vanilla needs might show 0 but according to IMCN you might need to eat, that's why you need to check IMCN needs screen and make sure to eat more until you are on + 30 percent, preferably on +50 % on all the scales. It is possible to have Vanilla needs to show that you are starving or thirsty while IMCN claims you to be full. It is easily solvable by console command resetting the vanilla needs or by having your Pipboy screen(inventory) open for couple of minutes, during that time the vanilla needs won't change cause the game is effectively paused but as the feature lists state IMCN would still count time even , thus you would be able to eat/drink again and even out vanilla/IMCN needs.

I hope that you get it sorted out :)


Thing is I'm sure I did try it both with and without the parch, when it was part of it, it was part of the merged patch not the bash patch.
Yeah it does, I did change it from 4 up to 10 along with Imp's hoping that would help but it had no effect...Far as the message goes I'm not sure it was actually the first time I got a pop up message about being starving so I don't know if it was default message or from Imp's :unsure:
The thing is though when I eat its the vanilla needs that drop and shoot back up so even if i used the console to reset would that actually work?

I'm posting my L/O hopefully that will make it easier for you guys to maybe point out what might be wrong...
PS I don't currently have IMCN activated but where it sits in the L/O is I had it loading same goes for Ambient Temperature.esm.

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* PitchBlackNights.esp* Sorter - Combined - Weighted.esp* Sorter - Combined.esp* Weight_Balance_v07.esp=== Active Mod Files:* 00  falloutnv.esm* 01  Ambient Temperature.esm* 02  classicpack.esm* 03  mercenarypack.esm* 04  tribalpack.esm* 05  caravanpack.esm* 06  more perks.esm* 07  mikotobeauty.esm* 08  fook - new vegas.esm* 09  Goodsprings Hideout.esm* 0A  Thermal Vision.esm* 0B  darnifieduinv.esp* 0C  centered 3rd person camera.esp* 0D  BugFixes.esp* 0E  Weight_Balance_v07.esp* 0F  Sorter - Combined.esp* 10  Sorter - Combined - Weighted.esp* 11  Readius_NV.esp* 12  Inventory Sorter - Moddable Unique Weps.esp* 13  CASM.esp* 14  bobblehunt.esp* 15  goodsprings filler.esp* 16  fallout heroes.esp* 17  savecass.esp* 18  NewVegasBounties.esp* **  MikotoBPWastersOverhaul.esp* 19  fook - new vegas.esp* 1A  PitchBlackNights.esp* 1B  StrongerLight.esp* 1C  HeadWearShaderFX.esp* 1D  NoSneakWarnings.esp* ++  NoWeaponZoom.esp* 1E  LootOverhaul.esp* ++  Food&DrinkDontHeal.esp* 1F  RecipeOverhaul.esp* 20  Arwen_NV_Realism_Core.esp* ++  Improved Sound FX.esp* 21  more perks update.esp* 22  PerkEveryLevel.esp* 23  animated prostitution.esp* 24  companionde-equip.esp* 25  level cap 100.esp* 26  lfox bottle that water.esp* 27  LightweightSanitizer.esp* 28  Military Explansion Program.esp* 29  Oven Cooking.esp* 2A  Goodsprings Hideout (Mojave Express Patch).esp* 2B  Weapon House.esp* ++  Better Casinos.esp* ++  Better Binoculars Max.esp* 2C  xcalibruniverse_impulsepurchasepack.esp* 2D  xcalibruniverse_mo'guns.esp* 2E  qs_blackwolf_nv_backpackmod.esp* 2F  Advanced Recon Gear.esp* ++  Advanced Recon Gear-Power Armor.esp* 30  Advanced Recon Gear-Locations Doc Mitchell.esp* 31  Advanced Recon Armor.esp* 32  Advanced Recon Armor-Location Doc Mitchell.esp* 33  tailor maid - nv.esp* 34  tailor maid black retex - nv.esp* 35  thearmorer.esp* ++  Thermoptic Power Helmets.esp* ++  Companion Sandbox Mode.esp* 36  max followers 12.esp* 37  unlimitedcompanions.esp* 38  dd - enhanced blood main nv.esp* ++  CompanionsImproved.esp* 39  fellout.esp* 3A  urwlnv.esp* 3B  africanamericanaalbino.esp* 3C  fingerofgodnv.esp* 3D  RepairOverhaul.esp* 3E  mikotobeauty.esp* ++  MikotoBPCCFull.esp* ++  realistic headshots.esp* 3F  clanf_bt.esp* 40  Imp's More Complex Needs.esp* 41  Ambient Temperature - IMCNNV.esp* ++  Merged Patch.esp* 42  Bashed Patch, 0.esp


EDIT:

There's also a handful of mods BOSS didn't recognise so I had to guess where they might go so if anything stands out point them out to me as well.
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Stat Wrecker
 
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Post » Fri Sep 24, 2010 2:34 am

When I check it I only looked at the Vanilla stats from the pipboy and it was just the food and thirst shooting from 0 to around 281 or something like that.



Thing is I'm sure I did try it both with and without the parch, when it was part of it, it was part of the merged patch not the bash patch.
Yeah it does, I did change it from 4 up to 10 along with Imp's hoping that would help but it had no effect...Far as the message goes I'm not sure it was actually the first time I got a pop up message about being starving so I don't know if it was default message or from Imp's :unsure:
The thing is though when I eat its the vanilla needs that drop and shoot back up so even if i used the console to reset would that actually work?

I'm posting my L/O hopefully that will make it easier for you guys to maybe point out what might be wrong...
PS I don't currently have IMCN activated but where it sits in the L/O is I had it loading same goes for Ambient Temperature.esm.

Spoiler
= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* PitchBlackNights.esp* Sorter - Combined - Weighted.esp* Sorter - Combined.esp* Weight_Balance_v07.esp=== Active Mod Files:* 00  falloutnv.esm* 01  Ambient Temperature.esm* 02  classicpack.esm* 03  mercenarypack.esm* 04  tribalpack.esm* 05  caravanpack.esm* 06  more perks.esm* 07  mikotobeauty.esm* 08  fook - new vegas.esm* 09  Goodsprings Hideout.esm* 0A  Thermal Vision.esm* 0B  darnifieduinv.esp* 0C  centered 3rd person camera.esp* 0D  BugFixes.esp* 0E  Weight_Balance_v07.esp* 0F  Sorter - Combined.esp* 10  Sorter - Combined - Weighted.esp* 11  Readius_NV.esp* 12  Inventory Sorter - Moddable Unique Weps.esp* 13  CASM.esp* 14  bobblehunt.esp* 15  goodsprings filler.esp* 16  fallout heroes.esp* 17  savecass.esp* 18  NewVegasBounties.esp* **  MikotoBPWastersOverhaul.esp* 19  fook - new vegas.esp* 1A  PitchBlackNights.esp* 1B  StrongerLight.esp* 1C  HeadWearShaderFX.esp* 1D  NoSneakWarnings.esp* ++  NoWeaponZoom.esp* 1E  LootOverhaul.esp* ++  Food&DrinkDontHeal.esp* 1F  RecipeOverhaul.esp* 20  Arwen_NV_Realism_Core.esp* ++  Improved Sound FX.esp* 21  more perks update.esp* 22  PerkEveryLevel.esp* 23  animated prostitution.esp* 24  companionde-equip.esp* 25  level cap 100.esp* 26  lfox bottle that water.esp* 27  LightweightSanitizer.esp* 28  Military Explansion Program.esp* 29  Oven Cooking.esp* 2A  Goodsprings Hideout (Mojave Express Patch).esp* 2B  Weapon House.esp* ++  Better Casinos.esp* ++  Better Binoculars Max.esp* 2C  xcalibruniverse_impulsepurchasepack.esp* 2D  xcalibruniverse_mo'guns.esp* 2E  qs_blackwolf_nv_backpackmod.esp* 2F  Advanced Recon Gear.esp* ++  Advanced Recon Gear-Power Armor.esp* 30  Advanced Recon Gear-Locations Doc Mitchell.esp* 31  Advanced Recon Armor.esp* 32  Advanced Recon Armor-Location Doc Mitchell.esp* 33  tailor maid - nv.esp* 34  tailor maid black retex - nv.esp* 35  thearmorer.esp* ++  Thermoptic Power Helmets.esp* ++  Companion Sandbox Mode.esp* 36  max followers 12.esp* 37  unlimitedcompanions.esp* 38  dd - enhanced blood main nv.esp* ++  CompanionsImproved.esp* 39  fellout.esp* 3A  urwlnv.esp* 3B  africanamericanaalbino.esp* 3C  fingerofgodnv.esp* 3D  RepairOverhaul.esp* 3E  mikotobeauty.esp* ++  MikotoBPCCFull.esp* ++  realistic headshots.esp* 3F  clanf_bt.esp* 40  Imp's More Complex Needs.esp* 41  Ambient Temperature - IMCNNV.esp* ++  Merged Patch.esp* 42  Bashed Patch, 0.esp


EDIT:

There's also a handful of mods BOSS didn't recognise so I had to guess where they might go so if anything stands out point them out to me as well.


Wow.. Quite a long list.

I think I have an idea.. I am not sure how Wrye Bash/Flash works yet. Just installed it yesterday night and haven't had the time to poke at it. First remove Sorter - Combined from the load order (if only for the test) or at least the bashed patch as it loads last. It might overwrite the food values for IMCN.(Bah! All that blasted technology*Shakes fist* What happened to the good old FOMM?!) if you absolutely must have a sorter use the optional file from the http://www.newvegasnexus.com/downloads/file.php?id=37254 (Shameless self advertisemant :D) on fallout nexus, It basically does the same for IMCN.

I might be mistaken ( I am writing this while at work and can't check to be sure ) but IMCN needs (calories and proteins in specific) affect the vanilla need screen. For example your IMCN needs are at -80% and you have reset vanilla needs to 0, IMCN will bring it back on the next counter ticks. This could explain your issue. Make sure to look at your IMCN need screen and get back to us.

EDIT: Food&DrinkDontHeal.esp, FOOK and Weight_Balance_v07.esp is another possibility it changes the weight and meshes -> messes up with IMCN values. Not to mention that FOOK appears twice on the load order list.

EDIT2: For the sake of finding the conflict load IMCN at the very end. and if possible with as little other mods as possible. I realize that most of them are "Beauty" mods but they just clutter the Load Order and make it hard to find the real trouble maker.
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Prue
 
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Post » Thu Sep 23, 2010 10:34 pm

A number of the mods you have installed would conflict with IMCN if they were loading later, so it's possible that your bashed or merged patches are causing the problem. The sorter, water bottler, blood overhaul, recipe overhaul, and Food and Drink Don't Heal mods are not necessary and could cause conflicts.

As for the relation between vanilla needs and IMCN needs, IMCN sets the vanilla needs rates to zero and gets rid of all of the vanilla food effects via a conditional, then sets the vanilla levels directly via a script based on IMCN's levels. Having an IMCN level greater than adequate (0%) means the corresponding vanilla level will be less than 200 (the vanilla hardcoe zone for no penalties). As your IMCN level falls below 0%, the vanilla readout will climb above 200, giving you a penalty like it would in hardcoe mode. When I initially wrote this mod, I tried to disable the hardcoe mode penalties and just use IMCN's, but neither deleting the hardcoe mode penalty levels nor deleting the hardcoe mode penalties worked, so instead I just renamed the hardcoe mode penalties to match IMCN's, and let the engine apply them rather than my script.
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Damien Mulvenna
 
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Post » Fri Sep 24, 2010 10:39 am

I really like this one, makes the game more immersive, although i'm not a food scientist and have to learn a bit about this subject.

BTW:
Anyone with bigger knowledge of IMCN, Wrye Flash NV and bashed patches has a suggestion for bash tags for this mod? At the moment i use "Stats", "Scripts" and "Script-Content", is this correct or are there any other i should tag?
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:)Colleenn
 
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Post » Fri Sep 24, 2010 4:57 am

Okay I think it might be working, loading it after the bash patch as suggested seems to have done the trick, and the fact I didn't fully understand the eating and drinking orders didn't help ether.

@Imp:
The sorter, water bottler, blood overhaul, recipe overhaul, and Food and Drink Don't Heal mods are not necessary.

How so...does your mod already cover these?
And blood overhaul...I have no such mod where do you see that? If your referring to * 38 dd - enhanced blood main nv.esp that's part of the enhanced blood textures mod.
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Flesh Tunnel
 
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Post » Fri Sep 24, 2010 5:57 am

I am glad to hear that you got it working!

Okay I think it might be working, loading it after the bash patch as suggested seems to have done the trick, and the fact I didn't fully understand the eating and drinking orders didn't help ether.

@Imp:
The sorter, water bottler, blood overhaul, recipe overhaul, and Food and Drink Don't Heal mods are not necessary.

How so...does your mod already cover these?
And blood overhaul...I have no such mod where do you see that? If your referring to * 38 dd - enhanced blood main nv.esp that's part of the enhanced blood textures mod.


The sorter - changes values for consumables items and adds prefix to their name - if you look at the http://www.newvegasnexus.com/downloads/file.php?id=34950 page on fallout nexus it tells you that it is not working with IMCN and that you need to use optional IMCN file instead.

Water bottler - overwrites the values of water and refilling. 1) Conflicts with IMCN values 2) If I am not mistaken IMCN already have refilling system .

recipe overhaul - IMCN changes recipes and adds new ones on top of it. Those two might not play well together.

Food and Drink Don't Heal - IMCN by default removing the healing affects from all the foods and drinks, running those two together might have conflicting references.

I hope that it helps :)
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Melissa De Thomasis
 
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Post » Fri Sep 24, 2010 1:08 pm

Woops, misunderstood what Enhanced Blood was. The FO3 version of IMCN had a bunch of changes to bloodpacks based around the hematophage perk, I was thinking Enhanced Blood was something similar.

The sorter has a compatibility patch that comes with IMCN, but be careful, maybe make you bashed/merged patches without any IMCN related files in your load order, then add the files afterward.

IMCN includes water bottling, so other bottling mods aren't necessary and might cause problems.

The recipe overhaul won't directly conflict, but any new foods it adds won't satisfy your needs. Also, IMCN tweaks the recipes so that the yields equal the sum of their ingredients, so any changes it makes should probably be preserved for balance.

IMCN disables food and drink healing by default (like most needs mods) so the mod that does that specifically isn't needed, and might conflict. There's also an option to re-enable food healing from the config menu.
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Lily Evans
 
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Post » Fri Sep 24, 2010 1:02 am

@ Imp & Jerom:

Thanks for all the info and help on that, all recommended mods had been deactivated accept the sorter and have installed compatibility patch so hopefully that will work OK...I was having an issue with the water canteen thing so removing the water bottle mod I'm hoping will fix that too, I'll report back with how things turn out :)
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Sarah Edmunds
 
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Post » Fri Sep 24, 2010 2:27 am

There's a new release available. It adds:
  • Coffee
    • new recipe category that uses coffee brewers
    • fresh coffee, instant coffee, and UHT brahmin creamers available from vendors

  • Stimpak overhaul
    • Stimpaks now raise your blood "StimGel" levels
    • StimGel is addictive, and you will develop a resistance over time if you use it too frequently
    • Base healing rates and amounts are roughly the same as vanilla hardcoe
    • Popping multiple stimpaks at once increases your rate of healing, but decreases the total amount of health regained

  • NoDoze, Multivitamins, and Rum (oh my)
  • New Big Bottled Waters - rebottling can now be done with soda bottles as well
  • New power armor reclaimed water menu (you can now check your hydration level and reservoir reserves rather than just ingesting without any notification)

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Emily Martell
 
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Post » Fri Sep 24, 2010 8:30 am

There's a new release available. It adds:
  • Stimpak overhaul
    • Stimpaks now raise your blood "StimGel" levels
    • StimGel is addictive, and you will develop a resistance over time if you use it too frequently
    • Base healing rates and amounts are roughly the same as vanilla hardcoe
    • Popping multiple stimpaks at once increases your rate of healing, but decreases the total amount of health regained



Wow, love the StimGel idea.
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Robert Devlin
 
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Post » Fri Sep 24, 2010 2:01 am

Thanks. Dynastia has started up a "More Complex Drugs" addon that we'll both be working on, it'll add a bunch of new chems, and many chems will be tracked in a similar way, so they'll work more like alcohol, stimulants, and stimgel do now. Not sure if it will be fully integrated into IMCN, or released as a compatible mod, but the two will be tightly interwoven.
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Angelina Mayo
 
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Post » Fri Sep 24, 2010 7:29 am

I just uploaded an optional, NVSE dependent HUD and Hotkeys .esp to the Nexus. It adds, well, a HUD and hotkeys.
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Robyn Howlett
 
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Post » Fri Sep 24, 2010 7:44 am

I just uploaded an optional, NVSE dependent HUD and Hotkeys .esp to the Nexus. It adds, well, a HUD and hotkeys.



Hurray! I've been biting my nails waiting for this feature.
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Sarah Kim
 
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Post » Fri Sep 24, 2010 10:32 am

Just about to update to the latest version but can't fine anything about the installation/update process and I for got it...is it ok to just overwrite the previous version or do I need to uninstall it first??
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Sakura Haruno
 
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Post » Thu Sep 23, 2010 10:43 pm

It's OK to just overwrite the previous version, I haven't made any changes to the penalties or bonuses since the beta stages. After installing though you should navigate to the Pause/Reset/Uninstall config menu and click the "Reinitialize Constants" button, it'll make sure any tweaks I made to the numbers get updated.

Also, another thing I wanted to mention (I'll be adding it to the installation instructions for the next update) I had a bit of a conversation with Kaburke the FOMM author, and apparently FOMM has a new version tracking feature that really helps with my mods, since I update a lot. What you do, when you go to install or update the mod, rather than unzipping the file and dragging the contents into your data directory, you:

Open up FOMM's Package Manager
Click the "Add FOMod" button
Navigate to the .7z that you downloaded, and open it
FOMM will automatically turn the .7z file into a FOMod that will show up in the Package Manager. Highlight the FOMod, and click the "Activate" button.

The cool part is that when FOMM creates the FOMod, it references a database maintained by the Nexus to determine the version number. Then, every time you open up FOMM, it will check to see if any updates have been released for any of your FOMods, and if so, prompts you with an update notification (in fact, if the mod author has things set up right, it will automatically download and install the update.) I highly recommend installing this way. The installed files end up in your data directory the same way they would if you installed manually (after you've selected the FOMod and clicked "Activate") so you can tweak stuff and check the files out the same way you could with a manual install.
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Krystina Proietti
 
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Post » Fri Sep 24, 2010 1:25 pm

FOMM is awesome. I've included fomod data with every mod I've put out in the hopes people will use it and added at least the current version metadata to every other mod I use, so the version checker can do its thing.

Update-aware scripting helps too:
Spoiler

// assuming current internal version is 12 and previous version was a major// release with lots of changesint iVersionbegin GameMode    if iVersion < 12        // always-run configuration        set CONSTANT_1 to         set CONSTANT_2 to         ...        set CONSTANT_N to                 if iVersion == 0  // first-time only setup            // add items, place objects, etc.            ...        elseif iVersion < 11  // updating from versions requiring manual intervention            ShowMessage UpdateInstructionsMessage            ...        elseif iVersion == 11 // updating from previous version            // replace items, remove deprecated stuff, etc.            ...        endif        set iVersion to 12    endif    ...end



Also, this is a wonderfully detailed mod. Can't image how long it took you to make this or even the original FO3 version, but I doubt the hardcoe mode of any conceivable future version of Fallout will ever match its complexity. Amazing work.
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Rach B
 
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Post » Fri Sep 24, 2010 4:09 am

The FO3 version took a lot longer than the FNV version even though the FNV version was a total rewrite - it was my first mod, at least the first one that involved scripting. That code does look like a much better solution than having my installers update things manually, thanks.
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Adam Kriner
 
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