...A pack of wolves would not just stand around if you walked though them...
hey psymon! all creatures are as per the vanilla game. their confidence are just adjusted everytime they are hit. so you'll still have to fight-off packs of wolves. they just don't fight to the death anymore.
...So when I sleep for 24 hours my exhaustion would be 0 then I'd wait 3 hours and it would be 5?? Then I found that if I ate even though I was told my hunger was 0 I could sleep/wait through the threshold where I crashed - As if the readout was wrong...
the 5 readout may be correct.
in the previous version sleep/wait any number of hours (even 1) would reset your sleep requirement to 10 pm and your food requirement to 6 pm.
this was a bug that is fixed in the new version where a only jump in time of 24 hours or more will reset the requirements.
"requirement reset" is actually 1 hour of exhaustion at 10 pm and 1 hour of hunger at 6 pm - a typical (in my view) day's requirement.
this keeps the cyclical sleep and eat routines to (what we humans find as) acceptable times.
so the numbers: 5 hours exhaustion after only 3 hours of waiting and being able to wait through the assumed "threshold" without eating may be correct.
it'll depend on what time you came out of sleep/wait.
also, the messages "you are no longer tired. exhaustion 0." and "you are no longer hungry. hunger 0." displays the penalties which are at 0 exhaustion and 0 hunger.
they don't display the actual sleep or food "stored" in your character.
what i mean by this is that the player may have 0 exhaustion but only have 2 hours left before he gets exhausted again.
for example:
the player pushes through with 6 hours of exhaustion before going to sleep.
waking after the 8 hours will only give the player 2 hours of energy before feeling exhausted again.
the penalties at the 1 hour mark are really the point at which the player needs to actually sleep or eat.
pushing through those penalties (which is doable because the penalties are actually diminished for a time depending on the player's willpower/endurance)
will mean that the player needs to sleep longer and eat more to make-up for those active hours while exhausted or hungry.
willpower and endurance is a factor for how long the actual penalties are halved on the player.
after this time, the full amount of Fatigue penalty is applied.
there is no slow-gain of penalties. this is a hit.
which simulates the time when, in RL, a person crashes immediately.
in the default setting:
time hunger is halved = Endurance / 100 * 12
time exhaustion is halved = Willpower / 100 * 12
so the number against the player's Fatigue score is not a direct indication of the amount of the penalty tracked by the mod.
only the messages "Exhaustion: 5 hours" and "Hunger: 3 hours" are a true indication of the amount of the penalties.
by the way, in my HUD mod TES page, there is an INI for Eat and sleep - for those that missed this.
i only mentioned this INI release in my update posts - which i have since changed with newer updates.
does that make sense, psymon (and others)?
...So I have Vows and Covenants loaded and am not sure which of the dialogue options I should choose - or if it will be overridden anyway because V&C is loaded.
the V&C dialogue options shouldn't be affected - unless they are displayed depending on the npc's disposition to the player.
the dialogue options in NPCs yield mod WILL affect a lot of the vanilla quests dialogue options.
in previous versions, an npc surrendering to the player is like the player coercing (bullying) the npc to give up information.
but the only way (without actually changing the dialogue options on all the quests) i could get the npc to give up the information is to raise their disposition.
the problem with this is that their reaction to the player is friendly. they should either be angry or afraid but with the information-giving dialogue options.
so, in this version, i let the user decide how npcs who surrendered will react to the player.
1 will set the npcs disposition back to before the mod started to change it. this is the vanilla game. the player can't coerce/bully the npc to give up information they are hiding.
but at least their reaction to the player will be as the quest designer meant it to be.
the player will need to raise the npcs disposition (so that they give up their information) the normal way - with the persuasion mini-game.
2 will set the npcs disposition to 10. this is the most realisitic reaction.
the npc will be angry at the player (may even leave the conversation) for beating him.
the player will need to work harder to persuade the npc to give up information.
3 is basically 1. except that the npc's greeting will be aggressive.
but any information they were hiding will be given in the friendly tone.
this is the most unrealistic reaction from npcs.
...oh and it just struck me what seems odd about no looting during combat - seems you ought to be able to if your are successfully hidden and that it should make hiding more difficult.
actually, No looting during combat has checks for when the player can actually loot during combat. e.g. not in the line-of-sight of ranged-based opponents.
...and wanting to try out just a few of the features in auto-save. Question though: Are these auto-saves and not whole real saves? Isn't the general advice not to use quick saves or auto saves because they could be saves ontop of old saves. Or said differently - isn't the prevailing wisdom on these forums that only real saves (like you'd make by hitting esc) the only really safe saves? Are these saves recycled to write over or are they deleted and new ones created?
these auto-saves are real saves. there are 15 rotational slots for timed-saves (timed, visiting an triggered map marker, or changes to fame/infamy - a test for when a quest is updated) and 15 separate rotational slots for after combat saves. so yes, the auto-saves will overwrite older auto-saves.
these were meant as safe-guards to your game: i.e. a crash that removes hours of game-time.
it is still recommended to do a manual save before ending your game-session.
...I've now implemented a "move time forward" awareness into Real Sleep Extended, and wanted to hear your view on it. I check for any jump forward in time (of 2 hours or more) detected in gamemode, but I also at the same time check that the mod has been in gamemode before this, since the last frame in Sleep/Wait or Map menus. The Map menu check is to prevent fast travel to be taken as a jump forward....This means that if the player opens the map menu, and then for some reason has a jump forward in time without having been in gamemode in the meantime, RSE will assume that this was fast travel and therefore make the player more tired. But I cannot imagine any script advancing the time in this way, so I guess it should be safe.
sounds good, theNiceOne.
users of my Eat and sleep mod however, found that sleeping/waiting for only the time i checked would cause their eat and sleep penalties to reset.
so i changed my code to not reset unless a time-change of 24 hours or more is detected.
this one check should also address the issue of fast-travel so that keeping track of time before and after Map menu mod is not really needed - i think.
most fast travel only puts time forward by a handful of hours: 2 to 3.