...Have you had a moment to figure out what the string names would be for Cobl Hunger, FF Real Thirst, or Real Hunger Extended? Or should I just ask the makers of those mods?...
sorry singeword. havenot had a go yet with these. it may be best to try their [relz] thread and see if anyone else has used my HUD mod with these mods.
Thanks for the update to Battle fatigue and injuries, kuertee

...I've played some more with that mod and it works great. I'll be using the no-NPC-effects from now on....I've also considered something else (sorry

) : It would be neat if the "auto-healing out of combat" part of the mod (which I've actually grown to like now) didn't kick in until you reached say 50% of full health. The reasoning here is that your body is too weak right after a battle to heal it self. It needs a little rest or help (magic) before you get better. ...Which kinda leads me to you other mod, Eat and sleep. I was wondering if the messages to be cut down to once per 2 hours? Currently I'm using timescale 30 in the wilds and I think the messages appear just a little too often. You've said you're using timescale 90 so it would be even worse for you.
Anyway I've also noticed what appears to be mistakes in the messages. Some have a number and a name at the end of the message? It seems like a quote but that doesn't make sense to me....
hey mercer!
i came across 2 actors (a big cat and another creature) that had a retro-active health: i.e. when i deal damage - their health went up.
i saved my game at that point and continued playing. will look into them later.
re:
Battle fatigue and injuries: heal only when health > 50%
that's a very good sugestion. i was looking for something that would add value to heal spells and potions again.
currently, their only value is DURING combat. my
Attributes-based and skills-based damage mod increases the damage in combat in my game that spells and potions are required by my healer.
but others who don't have a difficulty combat mod may find heal spells and potions useless with my
Battle fatigue and injuries mod.
i'll add this feature.
another feature that i mentioned before but put on the back-burner is for heal spells and potions act as a temporary relief from injuries.
injuries still need rest and time - but their effects can be relieved partly or fully with magic.
re:
Eat and sleep messages
the messages that you see are snippets of poems sourced from the internet. you see the same in my
Alternatives to death and reload mod.
so i give credit to their authors with a copyright on messages that appear on and after the 5th application of hunger or exhaustion.
i can add an option in the mod to disable these copyright messages, but i don't really want to.
i think these poems add a nice touch to the mods.
and i'll add an option for users to configure when message appear into the mod.
some ramblings...
re:
timescale 90 experienceyes. i play with an "increasing" timescale in the wilderness. with my
Auto-save and time mod, timescale increases from 20 up to 90 when in continual movement.
combat returns timescale to 20. when you start moving, it starts to increase up to the max of 90.
the hunger and sleepiness messages would come quicker at 90 compared to other players' games.
but i just accept it because i know that hunger and tiredness are still applied correctly in-code.
and i'm able to use the messages as "time markers".
i still find the actual timescale of 90 in the wilderness to be correct: it takes a bit more than a day to travel from cheydinhal to roxey inn.
and the effects from
Eat and sleep help in keeping my game playable.
this mod is different from other hunger and sleep mods.
the penalties are deducted from the player's MAX fatigue - rather than an actual continous drain from player's CURRENT fatigue.
and there are other features in this mod that allow for these high timescales.
last i tried other survival mods (before i built this mod), i couldn't play with high timescales.
some more ramblings...
i'm almost done: two more announcements:
i've taken back development of
Horse commands from harlanrm.
he did a good of moving my old mod forward.
this new version has been rewritten from scratch. so there will not be a need for Dude where's my horse.
and as with all my mods, i've streamlined it so that player can focus on actually playing the game (i.e. doing quests).
the new version does not have the quest to train the player to learn more about horses.
once the player rides a horse, he will acquire the Horse command skill (a lesser power) and the horse will gain the AIs.
and with the addition of my horse stealing gameplay, this mod has moved to its new iteration of version 4.

.
i found some bugs in Clothing matters.
npcs with a high standing (those wearing expensive clothes) may reject the player's offer of a conversation (and may start combat) if the player doesn't dress for the meeting.
this is caused by the mod applying the disposition adjustments in GameMode in the split instance before the MenuMode conversation.
i have an idea on how to address this. i just need to build it.
whew! this writing exercise along with my reply to the author-centric v mod-centric thread has been a fun break.
cheers, all!