Description

This mod reworks hunger thirst and/or sleep with associated items to match real life needs (modifiable). Based on research and scientific articles. Don't mind the blood on the preview image!

Preview
[1.5.1/1.5.2] Banjaji's Realistic bodily needs v3.8
Post comment Comments  (50 - 100 of 283)
Guest
Guest - - 694,021 comments

Hey first of all incredible mod btw!! Finally something that I can add to my playthrough.

It looks like its conflicting with Artefact Renovation and New Mutant Icon parts. Its overwriting AR utils_ui.script and NMIP items_monster.ltx

Any workaround for this?

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Banjaji Author
Banjaji - - 389 comments

utils_ui.script modifies exactly 1 line (and only 1 variable in that line) in my mod. In case of conflict with utils_ui.script use the other mod's script and just write on line 304 (starts with "["eat_satiety"]") "magnitude= 20000" instead of "magnitude= 1000". Basically nothing breaks if you overwrite the file, only every food item shows 20 times smaller kcal values.

As for items_monster.ltx it seems that NMIP only touches icons and meshes. In other words you can merge the files and both mods work. I think the easiest way to merge them is to use DLTX: Moddb.com (you'll have to convert NMIP to DLTX version yourself but this can be done with the tool that comes with DLTX mod download).

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Guest
Guest - - 694,021 comments

Hey thanks for the reply. I did the above change on artefact renovation. Also I just let NMIP overwrite yours since it only touches icons and meshes anyway.

I've been testing it in game and I've been eating constantly. I've been trying to remove minor hunger icon but its still there even after eating so much. I wonder if this is a bug? I don't have any other mods besides yours that touch hunger, thirst, and sleep

Do you think it might be in conflict with alternative icons?

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CrimsonVirus
CrimsonVirus - - 83 comments

I get the permanent grey hunger icon too.

Also, when in 'yellow' sleepiness I got a reduction of my maximum stamina, that didn't get replenished even after 10 hours of sleep.

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Banjaji Author
Banjaji - - 389 comments

CrimsonVirus, what do you mean by maximum stamina? Max stamina is only touched by satiety in the engine ("max_power_leak_speed" in actor.ltx) although from tests it actually looks like simple stamina drain just like satiety drain with time.

If you meant reduction of ordinary stamina like when you sprint with a full bag then it shouldn't be a problem with my mod since I tested the mod when I was red with needs and carry weight was yellow. I still regenerated stamina when standing. I can give you 2 explanations: a) you have some equipment that lowers stamina regen or b) some other mod conflicts mine (can be a sneaky conflict by changing one script through another). In case of a) (take everything off and see if stamina regens when standing) what armor and attachments were you using?

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CrimsonVirus
CrimsonVirus - - 83 comments

Hey,

For some reason, immediately after I hit yellow sleepiness and being already overburdened, my stamina slowly drained on its own, even without moving, up to a roughly 90% of its maximum (reflected as such in the actual bar on the bottom).

I'm aware of the stamina mechanics and I'm always careful when merging mods, patching whatever necessary by hand. Now if there was a sneaky reason like you mentioned, then I raise my hands up :P

I will try the new version and report if the issue persists.

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Banjaji Author
Banjaji - - 389 comments

Well yellow is the start of effects by default. So gray is just an indicator but nothing bad. That's why stamina started to suddenly drain when you hit yellow.

I forgot to turn stamina loss factor option in vanilla game difficulties back to 1 (I played with 0.2). As I said stamina calculations are convoluted especially if any script can intervene. However, this setting only touches stamina drain from moving not gain from standing. I tested the situation when all needs were at max and I was overburdened. I still regenerated stamina when standing, barely. The vanilla option explains why my tests with sprint gave longer sprint times and math was correct after all, yay!

So it must be that some other mod makes stamina drain extra. Eg maybe radiation mods do that or maybe the armor or artifacts have stamina drain. Right now you can just tweak the stamina drain/gain factors in the MCM if you use v2 of this mod.

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bercerus
bercerus - - 25 comments

wait. happen to me too but mine is thirst icon.

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Guest
Guest - - 694,021 comments

If you are using this in an existing gamesave, you first need to replanisch quite a lot of kcals/liters befor you are in the green. In my case I had the grey hunger icon in a vanilla playthrough. After installing this mod, I had to eat like 8000kcals before it changed. This is like eating 24 pieces of old meat. I guess this comes from the recalculation of the actor values. In a new game, this should not be an issue. Still need to play several ingame days to see if the mod works as intended.

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Banjaji Author
Banjaji - - 389 comments

Correct. Basically hunger is a value from 0 to 1 and sleep and thirstiness are from 0 to 10 000. I left the min-max ranges the same (for mods + save game compatibility) but tweaked the meaning of the value. In other words if you had satiety of 0.8 before (200 kcals to full stomach) then after installing the mod you still have satiety of 0.8 but that means you have 4000 kcals to full stomach. That's why I recommended satisfying all you needs before installing. You can uninstall, satisfy needs and install at will. I decided against some program that modifies savegames to match the new scale because it would be a lot of complexity for little gain.

Since gray icon starts at 0.9 and yellow at 0.7 satiety then if you are nearly at yellow icon (6000 kcals lost from 28 h of being awake) then you would need 4000 kcals before gray icon disappears. That's 12 sausages or 88 cans of tomatoes (tomatoes really have that low kcals).

If you want to see whether stuff works like it should then you can install HyperionSTG's "Exact satiety, hydratation and sleepiness status". Overwrite with my mod and you have the functionality of both. Also use the patch in my compressed file for the new scale. By default pressing "8" with that mod you should see how many kcals, ml H20 and hours of sleep you need to satisfy the needs.

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Banjaji Author
Banjaji - - 389 comments

By the way, Guest, you have to merge NMIP with my mod not overwrite. If you overwrite then you lose one mod's changes.

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Banjaji Author
Banjaji - - 389 comments

Artefact Renovation patch included in v2.

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Great_Day
Great_Day - - 133 comments

Well, I guess that soaked underwear will make more sense now ;)

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hiipandanaserver
hiipandanaserver - - 60 comments

Level Transition Travel Simulator and this mod is brutal. I'll look at this again when the values are more easily changed.

edit: I just changed the thirstiness values of the waters, weight, and price so the character is drinking a litter each time instead of less. It also helps with not needing to spam mineral water animation 12+ times a day with FDA.

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Hoping to see some compatibility patches soon, I use Level Transition Travel Simulator and am trying this addon now, bummed to hear the effects aren't optimal.

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Banjaji Author
Banjaji - - 389 comments

Weird. Level Transition Travel Simulator should have transition times of 3 h or less (scrolled through the code and LTX). That would mean about 600 units of water which is about 1 l of water. That is 3 sips from water flask. Or was the problem just that 3 sips in a row is annoyingly much?

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Guest
Guest - - 694,021 comments

Hi, with Food+Drug+Drink animations, 3 sips can be quit annoying since the drink animation is longer and you have a bagpack open animation between each sip as well. But honsestly this is more a FDDA issue and not yours.

By the way, I´m the fittness guy from a few comments earlier. I did some small modifications to the food.ltx, basically bumped up the weight of cans and factored the prices and kcals accordingly. Beans now come in 415g cans, was arround 300g and so on... Balance wise this fits perfectly for me. I was used to play with ARO and there medicins and bleeding take a heavy toll an your thirst and hunger. On average I don´t think my actor needs to consume more, but it is now better streched over the ingame time and not concentrated during combat. I had the feeling that this was your intention, so I would say 10/10 :) Thanks again for your work and contribute to this game.

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Banjaji Author
Banjaji - - 389 comments

Ah, I see. Well chasing total reality would be quite tedious since there would need to be larger, heavier foods and that's going to be annoying because of the carryweight etc. Also it would be a huge undertaking to balance my mod for FDDA and surely there are those that don't use FDDA and prefer frequent but small snacks. I'll think about it but won't promise anything.

However, I'm currently working on v2 which has MCM support. That means everyone can set their own need amounts and resource drain rates. You gave me an idea to include a multiplier to LTX values too if people want to deviate from realistic values.

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hiipandanaserver
hiipandanaserver - - 60 comments

Liking the mcm options. I don't think there is a variable from your mod that can't be tweaked.

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Banjaji Author
Banjaji - - 389 comments

MCM support makes it possible to edit most values in v2.

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TacoWithChela
TacoWithChela - - 306 comments

can you make a patch for this addons, Moddb.com, (modifies items_drugs.ltx, items_drink.ltx, items_medical.ltx), Moddb.com (modifies actor.ltx) and Moddb.com, (modifies actor_status_sleep.script, actor_status_thirst.script), i really like to try your addon seems interesting and game changing.

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Banjaji Author
Banjaji - - 389 comments

I'll see what I can do but right now MCM support has higher priority than new patches. I haven't looked at the files but DLTX might solve some problems in the meantime.

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TacoWithChela
TacoWithChela - - 306 comments

sadly i don't use dltx mainly just MO2, also no problem man keep up the great work

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Banjaji Author
Banjaji - - 389 comments

By the way DLTX isn't a mod installer. It's a mod that makes it possible to automate mod merging so you wouldn't have to do it by hand (copying one file to another line by line). It's kind of on the same level (but with a different function) with mod configuration menu (MCM).

If you install the DLTX then it's possible to use mods that have DLTX as a requirement. Also if other mods' authors decide to convert the files into DLTX format then you, the user, can just install both mods through MO2 with less conflicts.

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TacoWithChela
TacoWithChela - - 306 comments

i know, i try it once but is so much **** to merge also MO2 is good enough for me, if i can merge things like gun animations and properly merge it to work along with EFT weapon reposition then i do it myself but other things like searching into the code in a script and merging it so it can work along with another mod, well is a bit of work but i know the basic about anomaly modding so is not so bad

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Banjaji Author
Banjaji - - 389 comments

Patches included in v2.3. I made patches only for main mods since eg. Bazingarrey's Actor Rework V1.21 has 4 different versions and my mod has 4 different versions so in total I'd have to make 16 patches. If you want a different version then you can compare my patch with my main file and with the other mod's main file and merge that specific version.

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Banjaji Author
Banjaji - - 389 comments

Updated the mod to v2. Added MCM support (modifying variable logic a bit) where you can edit most values. Russian speakers can enjoy the wonders of Google Translate.

Unfortunately it seems that MCM has a bug with float input type box so I had to put sliders everywhere. If it gets fixed then I'll change the sliders into text boxes. Also added a few patches.

I only got to test the biggest stuff in "everything" version. If you see some bugs then let me know!

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mrsoysauceiii
mrsoysauceiii - - 64 comments

I get this crash when using your mod with this: Moddb.com

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 544
[error]Description : fatal error
[error]Arguments : Can't open section 'medkit_cheese'. Please attach [*.ini_log] file to your bug report

stack trace:

Not quite sure where and why it conflicts when running these two together.

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Banjaji Author
Banjaji - - 389 comments

The problem comes from overwriting the other mod's item LTX files with my mod. The other mod has new sections eg. "[medkit_cheese]" which are used in scripts. A solution is to convert the other mod to DLTX format (instructions are on DLTX page and in DLTX download) and use my mod's DLTX version. That way you merge the files but if there are still some conflicting variables then let my mod overwrite the other. Another way to merge the files is to manually copy-paste the new sections from that mod into my mod's LTX files.

If the new items have eat_satiety, eat_thirstiness or eat_sleepiness variables then multiply the values respectively with 0.05, 0.112 and 0.323!

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mrsoysauceiii
mrsoysauceiii - - 64 comments

I see, I managed to miss the fact they both have medical.ltx. Fixing that now I don't get the crash anymore! Is there a good way to test if I get your mod to work alongside the medical overhaul?

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Banjaji Author
Banjaji - - 389 comments

I think HyperionSTG's Exact satiety, hydratation and sleepiness status is a decent way to test it as a player if you don't want to dig through the script and uncomment/add some debug logging. Overwrite with my mod and you have the functionality of both mods. Also use the patch I added for the new scale.

If you have installed it then by default pressing "8" (Geiger counter key?) it shows how many kcals, ml H2O and hours of sleep you need before all needs are satisfied. At default MCM values everything should have intuitive values.

It's a lot easier to test stuff in debug mode. Check "debug mode" on Anomaly launcher and then launch the game. Then press "f2" on the main menu (it loads debug area which is just a faster way to load some map). Then in the game press "f7", this opens options. Press "g" until last row on the printed text is "... g_god 0", this ensures god mode is off and needs start rising. Pressing "1" opens item spawner. There you can easily see what items exist and read their descriptions.

1st option: if there are no crashes then check the values of items. Eg. purified water doesn't give kcals but gives 333 ml H2O equivalent of hydration, Russian combat ration gives 500 kcals and 43 ml H2O per use and sleeping pills have 20 ml H2O loss and increase sleep needed by 0.5 h.

2nd option: use MCM options and set max days without food to min (0.1), satiety loss avake to asleep ratio to max (20) and uncheck death from starvation. It's best if you don't do that in ironman mode in a real game. That way hunger starts rising very fast (2.4 in-game hours (24 real life minutes) to max cap 20 000 kcals but since you get 20x more hunger when awake the time is approx 16 minutes). You should reach hunger of approx 1000 kcals in about 1 real life minute.

3rd option: read through the scripts and see what which mod changes. This isn't really an option for players since you'd need some experience with scripts. However that's the only way to be 100% sure that everything is as intended and nothing breaks. This mod simply is that big that even I haven't been able to test everything.

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mrsoysauceiii
mrsoysauceiii - - 64 comments

Scratch my previous comment, looks like none of the food variables are multiplying by 20. Looking through all my mods I don't have any that conflict with utils_ui.script or actor_status. Besides going in and multiplying all the variables by 20 myself, would there be any other cause for the kcals to not be properly scaled?

As well with MCM, whatever variables set will be reset to default each time you load a save. You have to reapply the changes you make in MCM even when MCM shows they are still what you set last time.

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Banjaji Author
Banjaji - - 389 comments

If you use HyperionSTG's Exact satiety, hydratation and sleepiness status then don't forget to use the included patch for it. That might simply show 20x smaller values otherwise.

Some mod might overwrite stats_table from utils_ui.script without touching the latter so conflict doesn't show. I even have a patch for Ishmaeel's Nitpicker's modpack - StatsDisplay since it does the sneaky modification.

utils_ui.script is the only place where satiety multiplication takes place (or atleast where multiplication factor is held). It is on line 304 "eat_satiety" row and the constant is "magnitude= 20000". Through the code you can access it with utils_ui.stats_table["booster"]["eat_satiety"]["magnitude"].

Also don't multiply the variables yourself in item LTX files! The LTX files are correct and the magnitude multiplication is only cosmetic. Satiety is hardcoded in the engine to be from 0 to 1 and satiety from eating is also calculated in the engine (almost 100% sure). So if you put eg. 200 in LTX then engine adds 200 units and clamps it back to 1. In other words everything in the game would fill your stomach completely. Right now even if you see 20x smaller value in the item description then the item still fills your stomach as much as it should (20x more than it shows).

I saw the problem with MCM. Saved the variables, saved-loaded the game and variables had default values but MCM showed the values I had previously set. I looked into it and the problem was that I didn't load the variables on every game load but only every time options got changed. So if you changed the options in a different time and loaded the game my script initialized the default values without checking MCM. v2.1 has that problem solved as far as I can see.

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mrsoysauceiii
mrsoysauceiii - - 64 comments

Dang nice work being on top of things! Turns out I totally forgot I had nitpickers modpack in my mods lol, so that could have definitely been the culprit. Also with the mcm thing, it works for me as well now! A few recent mods that incorporate mcm seem to get this same issue as well and it is usually an easy fix for them to patch, glad it was the same here. Cheers for helping me out!

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Would this conflict with FAMINE? Moddb.com

If so should I load your addon after FAMINE or before?.

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Banjaji Author
Banjaji - - 389 comments

Yes unfortunately it does (2nd comment here is from FAMINE's author). If you insist on using both then let my mod overwrite FAMINE since the other way balance would get severely broken. DLTX alleviates the problem (you still need to set my mod as a higher priority) but still FAMINE wouldn't be the neat package it is right now.

I'll look into Fillable canteens and Campfire roasting patches.

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StalkerAnomalyPlayer
StalkerAnomalyPlayer - - 447 comments

Thank you so much!, the Fillable Canteens and Campfire Roasting would be awesome. Those addons are pretty important for survival nerds like myself and having them work with your addon would be amazing!

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Banjaji Author
Banjaji - - 389 comments

Fillable canteens and Campfire roasting patches are included in v2.2.

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Ловчий
Ловчий - - 11 comments

Decent stuff, I like it. Any plans to add satiety and hydration loss on taking in too much alcohol?

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Banjaji Author
Banjaji - - 389 comments

Do you mean vomiting? I don't plan to include vomiting from over-drinking. That's because post-soviet countries are used to drinking and I have frequently seen that a man drinks 1 l of vodka and parties on.

Otherwise hydration loss is already in the mod (1 ml of pure alcohol = 10 ml of water loss). I haven't thought about satiety loss, thanks for the idea! If I find some evidence about it then I'll include it when I research alcohol sleepiness increase.

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~SiCK~
~SiCK~ - - 54 comments

Looks awesome!
Does it work with "Cold System 0.51" ?

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Banjaji Author
Banjaji - - 389 comments

With a quick search trough the scripts I didn't see any variables that touched the stuff my mod touches. So yes it should work with it.

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~SiCK~
~SiCK~ - - 54 comments

Thx for the reply.
I test it out the next days, would be a nice combo :)

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Anchorpoint
Anchorpoint - - 12 comments

Thank you for the new version!
Is patch for the "immersive sleep" planned still?

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Banjaji Author
Banjaji - - 389 comments

Yes but it might take time since I have some bad **** going on in my life.

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Banjaji Author
Banjaji - - 389 comments

Immersive sleep patch included in v2.2.

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stalkeralpha
stalkeralpha - - 16 comments

You have done a great service, my good sir. Thanks.

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alispostkiste
alispostkiste - - 6 comments

Hello everyone

Enjoying this mod a great deal so far :), i only have one problem: i can't get it to work with HyperionSTG's Exact satiety, hydratation and sleepiness status. Whenever i press 8 for the status the game crashes with following error:

Expression : <no expression>
Function : CScriptEngine::lua_error
File : ..\xrServerEntities\script_engine.cpp
Line : 191
Description : fatal error
Arguments : LUA error: c:/anomaly-1.5.1.2\gamedata\scripts\item_device.script:235: attempt to index field 'booster' (a nil value)

stack trace:

I tried: - Mod Organizer 2 (2.4.4)
- JSGME
- Manual merging (overwriting) of folders, then inserting the whole package

While doing the methods listed above i did respect the order that is described in the description of the mod.
I have no other mods installed. Hyperions Status Mod runs fine on its's own as well as Banjaji's bodily needs mod.

Just for the record, i understood the mod priority as follows (1 Is highest):

1. Banjaji's patch for the exact status mod
2. Banjaji's Bodily Needs Mod
3. Hyperions Exact status mod

I'm on Anomaly 1.5.1 btw.

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Banjaji Author
Banjaji - - 389 comments

You are doing everything right. This is my problem, not HyperionSTG's.

I wrote to HyperionSTG to add the same additions that I made in the patch (less hardcoded stuff) but somewhy HyperionSTG got the same crash as you although I have no problems using it. My theory is that the crash comes form script load order (not mod load order) so that utils_ui gets loaded after "Exact satiety, hydratation and sleepiness status" scripts and the mod calls a variable from a script that hasn't loaded yet.

I updated the patch in v2.1. I used HyperionSTG's solution to first check if the script exists. Even if the script can't access the variable it's still hardcoded to my original scale (20000 kcal as max cap) and it won't cause a crash.

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alispostkiste
alispostkiste - - 6 comments

Yessss this works now, thank you very much :D!!!

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