I notice you (Taddeus) keep mentioning burden "curse" as a penalty... I'm wondering if you really intend it to be a curse as a spell type. If so, you should know there are glitches involved with the use of curse and remove curse, though I can't recall just what they are at this moment. I know toccatta (among others) know exactly what the issues are, as he's the one who informed me about it. so you might want to ask him.
I read through the old NoM threads and I noticed a discussion on curses, but it was about the buggy behaviour of the Remove Curse effect. I don't use that effect, but simply add and remove the curses with the AddSpell and RemoveSpell commands, which should give no problems. I have to use the curse type of spell because otherwise the script doesn't add the effect on the PC, but makes the PC learn the spell instead.
Oh, Taddeus, my friend. I just noticed a drunken shader to MGE. I'm sure that you could do some fun things with it using MWSE.
Yes, I'm planning to add that (or something like that) in an MGE version of the mod. That shader could be used instead of the current Blind effect. However, I have to finish the basic release first.
I checked out the grills. I guess it all depends on what they're "made of". They strike me as cement and heavy iron. If that's the case, even the smaller round one would be the first thing out of my rucksack. What I'm talking about, _Taddeus_, is somthing like this: http://www.tpwd.state.tx.us/learning/hunter_education/homestudy/outdoor_skills/images/spit.gif. This is the most likely cooking setup anyone traveling on foot would use. With such a setup, one could roast anything they could skewer and depending on the solidity of it, hanging pots and dutch ovens could be used (though these would also add to a hiker's weight.
At the very least, a fighter might stick a fish on a spare arrow like a marshmallow. I'm not suggesting you do it for this release, but I think it would make a realistic add-on for the player to be able to spit-roast that rat he/she just killed.
Uhm, I like that fire setup... maybe I can alter a bit the current campfire to make it look like that. Then you would be able to cook simple meat/fish with it. But no ribs or beef. And the nutritional values of the meat/fish cooked this way would be inferior to the ones of the grilled meat/fish, let's say halfway between the raw meat and the grilled one.
What kind of issues are there with the drain attribute spells? Would scripts that permanently alters your attributes and resetting them when you have eaten also mean issues?
I've thought about using damage fatigue for the more severe levels of hunger, but that effect seems bugged when used as abilities, diseases etc. It always reduces both the maximum fatigue and the current fatigue until it is reduced to zero. But when the ability and disease is removed the fatigue springs back to its original value (both current and maximum).
Sometimes when the spells are removed, the PC's attributes don't return to their original values. The error is usually small (2-5 points), but you have to use a restore potion or a shrine to bring it back. This issue happens rarely with hunger, thirst and sleep, but it's quite recurring with drunkenness. I want to remove it by transforming the penalties into something else. Modifying the attributes via script can be a bit dangerous and create incompatibility with mods doing the same thing, I remember trying that way in the old days, but then discarding it.
I won't add drain health or fatigue effects on the player. I'll make a script that removes a bit of health or fatigue every few seconds and stops when you're sated or when your health or fatigue level drop under a certain safety limit. For example, after 3 days without food the character can't keep more that 70% of his health and fatigue. He can be cured to 100% but they will return to 70% in a few time. It's just an example, numbers are not refined yet. I think this idea, along with a little burden and the loss of run/jump ability can give a good feeling of hunger effects and at the same time be very controlled since the majority of it is handled directly by script.