I would suggest making the manual eating script configurable. For example, when the PC sets up the fire hurting script, he/she can also turn on/off automatic eating. If they turn off automatic eating, then the messagebox that says "Dinner time is approaching . . . " can be the warning to stop and eat. If the PC doesn't eat, then they get the same penalties as if they didn't have food in their inventory for automatic eating.
Yes, the manual eating will be configurable. You'll be able to choose between:
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automatic eating, the current method
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semi-automatic eating, where you have a couple hours to manually eat, if you don't the scripts will do it for you
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manual eating, where you can starve your PC for a limited amount of days, after which the automatic scripts will eat for you
How the PC eats is a matter of determining what is actually possible. Most people would expect to just be able to drag a food item from their inventory onto the paperdoll, just like any potion or alchemical ingredient. I'm assuming, since this would be simplest for the player, it isn't actually possible due to engine limitations? I think that this is what most people really want when they talk about manual eating. Barring that, I would say having an actual equippable 'mess-kit' in the player's inventory might be the most realistic. The PC equips the mess-kit and gets a box with the option to eat/drink. If the player selects "yes" then they get a list of NoM food/drink items to choose from (meat, fish, snack, raw ingredient, etc); if they don't have that type of item, they get a message that says they don't have it. If they select "no" then the hunger/thirst counter resumes.
I've never liked the idea of messageboxes simply popping up on their own as a result of some unrelated action (like opening or closing the inventory). It feels a bit like nagging. If the PC doesn't heed the one reminder, the ability drains will get their attention.
That's how I'd prefer to play it, anyway.
Well, since it's impossible to determine with a script what kind of menu is active (inventory, console, dialogue, ...), I have to abandon the idea of asking the player if he/she wants to eat when he opens the inventory.
Eating grabbing the food directly on the paperdoll can be done, Toccatta did it for Morrowind Crafting, but all foods must be converted to alchemy ingredients and I don't really like the idea.
So, discarding these solutions, it seems that the only way is the simplest one: let the player equip some kind of item to trigger the eating process.
Oops, almost forgot. The Food Route outposts look and sound fantastic, _Taddeus_! I especially like the idea the caravaners will take the PC to their next stop on the route. I think that was Red Eye's idea? Really great!
Thanks!
The caravaners will take you to several destinations along the Food Route. For example, the caravaner from the Southern Outpost can take you to Ebonheart, Pelagiad, Fort Moonmoth and Caldera. The doubt I have on the caravaners is: should they be always present at the outposts, giving you fast travel whenever you happen to arrive there, or appear only from time to time, working more like an easter-egg? I started with the second solution in mind, but now I'm more inclined towards the first one. Giving a reliable fast travel option seems a strong reason for which everyone would want to visit the outposts.