I don't know how SDR takes into account hunger, thirst, sleep, etc. but it seems quite easy to support BPN by just reading the BPN.HUDhunger, BPN.HUDthirst, BPN.HUDsleep, BPN.HUDcaffeine and BPN.HUDalcohol variables (0 to 100). So, if BPN.HUDhunger == 100 you would be 100% hungry, so higher penalties or whatever.
SDR doesn't naturally take it into account, it pulls data from other mods based on their mathematical algorithms and thresholds. With the other two mods, the equations were fairly simple: after x number of hours without sleep/food/drink, you would start accruing penalties, which would increase each game hour until it topped out a certain limit.
Basic primary needs has a much more complicated system, so I can't really use that as a model. My goal is that regardless of which mod you use, the penalties should be about the same for however long you are deprived. I overlooked the HUD status bar outputs, because I was specifically looking for parallels to the other two mods I have patches for so that they would all be treated about the same.
Even with the HUD outputs, I would need a "translation" of what those numbers mean in terms of at which point do penalties kick in. Optionally, I could just make something up, but I don't really plan on playing the mod, so it's a lot of work for a bells and whistles request that I'll never use. The other two were easy because the mod author spelled out exactly what the math was, and provided all the info I needed to adapt to it. BPN is much more vague in its description of it's inner workings.
If someone wants to reverse engineer it and figure out how the penalties should apply, and make sure those penalties are in balance with the patches I have for the other two similar mods, I'll throw in the programming, but I don't have the time or inclination to do the research myself.