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!
Features
General features:
- Intuitive values that relate to real life.
- Most values an be changed in the MCM options menu.
- By default you need 2 l of water/day, 2100 kcal/day and 8 h of sleep per day. Values come from high sitting lifestyle.
- In addition to base needs you'll need more food and water depending on how much and how fast you move (walking, running, sprinting).
- Your game will be miserable with default settings (just like in real life).
- You can survive 6.25 days without water, 9.5 days without food when not moving and will pass out (for certain) after 3 days without sleep. Before max values were respectively at 28 h, 14 h and 31 h. However, if you sprint all day long you'll die after 6.9 h and 11.3 h without drink and food respectively.
- Resource caps are now higher (less wasted resources): 12.5 l of water, 20 000 kcal of food and 72 h of sleep (before they were respectively 1.1 l, 1000 kcal and 31 h). Gray indicator is now a reminder not start of penalties.
- Normal values apply only if you are otherwise healthy. Eg. if you don't sleep 8 h/day then you will use more water per day and without drinking or eating you will die from dehydration or hunger in less time. Note that everything is about in-game time. Anomaly 1.5.1 has 6x faster time than in real life.
- LTX values make more sense. Now 1 unit is 1 l of water (before was 0.336 units), 1 unit of sleep is 1 h awake (before was 3.09 h) and 1 unit of satiety is 20 000 kcal (sorry, scale is hardcoded in engine, before was 1000 kcal).
- You can walk (not run which is the default movement) with backpack full even when you are hungry, thirsty and tired. Before in some conditions you would be stuck.
- I didn't touch values that I knew nothing about (eg. drugs, medicine or smokes etc. although I did research and add some nuances). I just scaled those to the new scales.
- I didn't touch item costs. Those can be modified with game difficulty sliders anyways. And sometimes people make wrong judgements and think something is very good if it is in fact pointless in their situation (glucose).
- Non-DLTX version has associated comments with calculations and references in every file.
- I don't chase absolute realism. If I have to choose between fun and realism I choose fun.
Hunger:
- Adult outside of the Zone needs 2100 kcal per day with a sitting lifestyle but you'll need more because of exercise.
- Just being alive burns 100 kcal/h and walking, running and sprinting burn extra 170, 820 and 1670 kcal/h respectively. I didn't include energy loss from carrying weight since the game needs to be fun too.
- You will die after 9.5 days of no food even if you don't move. If you sleep more than 8 h/day you'll die later.
- You lose less calories while asleep so you can postpone death by starvation when sleeping extra. You lose 100 kcal/h while awake and standing still and 65 kcal/h while asleep.
- Maximum stamina (also referred to as max power or max strength) is 20% lower after 48 h without sleep (before it was about the same). Any sleep fully recovers max stamina.
- Milestones: gray icon = 2000 kcal, yellow icon = 6000 kcal, orange icon = 10 000 kcal, red icon = 16 000 kcal, 18 000 kcal energy deficit is the start of small amount of damage, 20 000 lost kcals = death.
- Hallucinations of fleshes when red indicator lights. Hallucinations get worse the more near you are to death.
- I modified everything that had satiety to match real world values according to its mass. Eg. mineral water doesn't give calories but chocolate gives a lot more.
- Modified cooked meats to be consistent with (vanilla) recipes and real life effects. Again everything is based on research.
- You have 3000 kcal fat reserve. Excess energy goes into that.
Thirst:
- Adult outside of the Zone needs 2 l of water per day with a sitting lifestyle (about 1.5 l without food intake) but you need more because of exercise.
- Walking increases water loss (relative to body weight) by 0.3 %/h (150 ml/h), running by 0.5 %/h (300 ml/h) and sprinting by 2 %/h (1.7 l/h). I didn't include water loss from carrying weight since the game needs to be fun too.
- You will die after 6.25 days of no water even if you don't move. If you sleep more than 8 h/day you'll die later.
- You lose less water while asleep so you can postpone death by dehydration when sleeping extra. You lose 100 ml of water per hour while awake (without exercise) and 42 ml/h while asleep.
- Now food contains water. In real life we get 25 % of needed water from food and even peanuts and chocolate have some water that our bodies absorb.
- Exponential damage function starting at red icon. The more thirsty you are the more damage you get. It becomes successively harder to stay alive.
- Milestones: gray icon = 1.5 l of water deficit, yellow icon and start of penalties = 3 l, orange icon = 5.5 l, red icon and damage start = 8 l, 10.5 l chance to pass out and if you do then chance to die, 12.5 l = death.
- Chance to hallucinate when red indicator. Chance rises at 11.5 l.
- I modified everything that had thirstiness value to match real world values according to its mass. Eg. 1 l water gives 1 l water equivalent of thirstiness reduction and 200 g of bread gives 70 ml water equivalent of thirstiness reduction.
- Took into account the diuretic effect of alcohol and caffeine.
- Diarrhea (water loss) from old meat, can of tuna and raw meats. Old meat isn't the best/cheapest thing anymore if you consider water loss. However, the character has a very strong immune system and diarrhea lasts only for a day (balance between engine coding and game fun).
- Cooking makes meat 33% lighter (water loss) and decreases satiety 1.05 times.
- You have 500 ml water reserve. Excess water goes into that but you'll pee the rest after 500 ml.
Sleep:
- You need 8 h of sleep per day.
- You will pass out after 72 h of being awake.
- Now passing out and sleeping that way actually reduces tiredness.
- Milestones: gray icon = 16 h of being awake, yellow icon and start of penalties = 20 h, orange icon = 30 h, red icon = 40 h, 48 h chance to pass out, 60 h more annoying effects, 72 h = pass out for certain.
- Chance to hallucinate when red indicator (40 h). Chance rises at 60 h.
- Added an empirical (not researched) rest function (rest effectiveness is log-norm function so rest gained is like slanted "S"). Sleep is most effective in the middle of the sleep but long sleeps are still more effective than short ones. I made it that way instead of decreasing exponent in order to prevent players from taking three 1 h naps to get their 8 h need fulfilled.
- Sleepiness has smaller impact on stamina. You are able to run when dead-tired and not carrying too much stuff.
- Tweaked energy drink, caffeine pills, Beard's tea and sleeping pills according to research findings.
- Fixed energy drink: now it removes 1 h of awake time (before it was 2x less potent than water).
- Buffed sleeping pills by 15%. Now 1 pill gives 1 h of awake time equivalent for convenience.
Stamina
- I had to tweak stamina values because of the new scale but stamina isn't based on research. I tried to leave things mostly as they were since I don't feel confident with stamina stats (too many variables in a convoluted form). I also tried not to be on the walking simulator side.
- Stamina regeneration is influenced by the 3 needs, movement style and inventory weight (overweight is extra bad). Sprinting with full backpack without drinking and eating will drain stamina quickly.
- It makes a huge difference whether your backpack is 1/3 full, half full, etc.
- You won't get stuck when almost dead due to hunger thirst and sleep (previously you would a long time before death). You will slowly gain stamina when standing still. with 75% full backpack you can sprint about 10 s or run about 15 s and recover in 40 s.
- When backpack is 75% full and all stats are half-way to the end then you can sprint about 10 s or run about 40 s and you will regain stamina in 15 s when standing still.
- When all needs are satisfied and backpack is 75% full then you can sprint about 25 s or run infinitely. If backpack is 50 % full then you can sprint for 60 s.
- Stamina might not be balanced if you use only one of the stats install. I calculated and somewhat tested only the "everything" version.
More fun facts (both in real life and in game)
Food:
- Cooking shrinks meat mass by 33%
- Considerable amount of ethanol remains with cooked food (after 30 min of cooking at least 10%).
- Cooking reduces kcals by 10% in birds and 5% in land-animals
- Cooking is good for plants because it makes them easier to digest (higher kcals) and for meat because it kills bacteria.
- Body uses about 5% of kcals to convert food into glucose therefore glucose gives about the same amount of energy as same mass of sugar.
- Primarily point of glucose injection is to get energy fast.
- Tobacco and marijuana smokers eat tiny amount more.
- Alcohol doesn't increase appetite and probably just leads to higher energy intake. However, there's no clear evidence for the latter.
Water:
- 1 ml of pure alcohol removes 10 ml of water.
- Low % alcohol (beer) actually hydrates. Sure you pee more but you still keep some extra water. Also beer has minerals in it so that improves its hydration in Stalker sense.
- With normal diet 25% of water intake comes from food.
- Food doesn't dehydrate. Your mouth may dry when you eat crackers but in your whole body nothing changes or you even gain water. Think about eating cucumbers and extrapolate to sausages.
- Diarrhea increases amount of shit (normal is 100 g) from 100 to 1500 g (excess water) depending on severity.
- You pee 1.25x more with energy drinks (400 mg of caffeine).
- Some poor lady did a painful suicide by dehydration. It took about 9 days.
- Adult has about 7% of his body mass as blood.
- 2% of blood volume loss per minute is heavy bleeding.
- Usually people die when they have lost 40-50% of their blood.
Sleep:
- 400 mg of caffeine = 1 h of extra awake time on average
- If you drink coffee in the morning about 20 % of caffeine is still in your body in the evening.
- People don't feel when they have sleep debt (they get used to it) but performance is lower.
- Alcohol consumption decreases sleep quality.
Similar mods
Those mods did similar thing with different values and goals. Check them out too!
- Tkcrits' Immersive sleep - It makes too much sleep impossible. My mod needs to overwrite Immersive sleep and patch needs to overwrite my mod.
- PossuM's FAMINE - Food Economy - it balances foods and makes game harder. Unfortunately attempts similar thing from different angle so files conflict. It would require a large joint effort to combine the features of both mods.
- PossuM's TRAUMA - Health Item Rebalance - it balances medical items. In strict sense that mod isn't compatible but the only problem is that hunger, thirst and sleep scales are different (well that and my calculations about caffeine and glucose). PossuM told me not to make a patch yet.
- Arszi's Thirst overhaul - Included in this mod and patrially taken over/modified.
- TheMrDemonized's Advanced Stamina System (ASS) - modifies stamina somewhat (apply the patch).
Conflicts
I'm willing to look into conflicts and make some patches but I need your input. I won't patch the whole Moddb on my own initiative just because maybe someone wants something someday.
- Soft conflict (no crash): everything that adds new items that have hunger, thirst or sleepiness values. They are probably using the vanilla scale so eating 2 cans of (new) chilli would drain (Vanilla behavior) approximately 2 l of water from you. Just need to multiply hunger, thirst and sleepiness with appropriate constant. By default the respective constants are 0.05, 0.11174 and 0.32323.
- Soft conflict: everything that tries to modify hunger, thirst and/or sleepiness values in item_*.ltx files and actor.ltx. Problem is with different scales and balance but why would you install my mod if you plan to overwrite it?
- Conflict: everything that tries to modify actor_status*.script (* is a wildcard character) files. In case of conflict with actor_status.script (without *) merge/overwrite my changes into the other mod.
Patches/merges/already contained
- HyperionSTG's Exact satiety, hydratation and sleepiness status. Overwrite with my mod and and apply the patch.
- Bvcx's Hunger, thirst, sleepiness bars. Overwrite with my mod and you have the functionality of both. As of v0.71+ you also need to apply my patch.
- Legapon's Patch Hunger, Thirst, Sleepiness Bars. Overwrite with my mod and you have the functionality of both.
- Tkcrits' Immersive sleep. Overwrite Immersive sleep with my mod and then apply the patch! Patch includes also Food drugs & drink animations patch for Immersive sleep.
- Artifax's Outfit Attatchment Overhaul's Github newest version 1.3 (2022.01.24): Github.com. Overwrite with my mod and apply the patch.
- Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 thirst features are included (switch on through MCM). Bleeding and movement have been incorporated properly in v3.0.
- BudBone's Food Drug & Drink Visual Accuracy Tweaks v2. Apply the patch.
- Bazingarrey's Actor Rework V1.21 (default version's Actor Rework V1.21 version). Apply the patch. Didn't merge changes to stamina drain because that would mess up my stamina calculations.
- TheMrDemonized's Advanced Stamina System (ASS). Apply the patch)
- Bvcx's Cold System 0.6. Apply the patch.
Installation
Use mod manager or drop and merge gamedata folder to Anomaly main folder. Works with old saves but needs might be initially different (different scale). You could just satisfy your needs completely before installing but not strictly necessary.
- Choose type. Pick DLTX or non-DLTX version. DLTX version requires you to install DLTX (https://www.moddb.com/mods/stalker-anomaly/addons/dltx-differential-ltx-loading) but is compatible with mods that change other aspects of the LTX files (this version merges LTX files). Non-DLTX version is an ordinary mod, it simply overwrites the files.
- Choose sub-mod. Pick which part (hunger, thirst, sleep or everything) you want. If you don't pick the "everything" version then values are changed only for the picked characteristic (hunger, thirst or sleep) and everything else remains the same as in vanilla. Meant to be played with everything and otherwise stamina might not be balanced.
- Install. Drop the picked sub-mod's gamedata folder from into Anomaly's main folder or enable it from the Mod Organizer 2. If you don't set the priority to my mod then it's pointless to install (balance will be off if something overwrites my files).
- Install standalone addons. Drop the standalone's gamedata folder into Anomaly's main folder or enable it from the Mod Organizer 2. IMPORTANT!: if you install new items you probably can't uninstall them without starting a new game.
- Add patches. Add relevant patches depending on the mods you use.
- IMPORTANT!: when updating this mod from v2 to v3 redefine variables in MCM ("default" and then "apply"). If you don't do that then previous version values are used in the new system. Some things will break.
- Uninstall. Revert the files back to previous version or delete them to revert them back to vanilla. Or just disable the mod and patches from Mod Organizer 2. Again this might result in different needs (different scale).
How did I do it?
A month of article hunting, coding and calculating. It all began from the fact that I tried to make LTX values better understandable (1 unit = 1 l of water). Then I thought that while I'm at it I could scale the values more realistically. Then I had to recalculate everything in LTX files that touched hunger, thirst or sleepiness. That grew into higher resource caps and research and so on. Eventually the mod grew into this beast.
I also tried to make hunger more universal but after digging through engine code it became too big of a hassle. I could have done it only by intercepting all communications between LUA scripts and engine code. As of v2 some hunger features are editable through MCM. I made it possible by recalculating stamina and satiety periodically.
Possibilities for improvement
- Balance item costs? I really don't know whether I broke the generic balance or not. Definitely foods and drinks cost more per day now due to increased needs.
Final words
You can modify my changes or ideas in any way you want but if your mod bases largely on my mod then please give credit. If you find problems, bugs, conflicts or generally annoying things then write them in the comments! I haven't had much time to actually play Anomaly so it's possible some bugs slipped through my testing. Finally I did get some inspiration from mentioned mods, included Arszi's thirst features here and used some of Anomaly devs' code.
Used scientific articles
I made sure that everything is accessible with at least 1 click. Nothing is behind a paywall. In non-LTX version files have comments that have those references. It's easier to read comments from files than to read all the articles here. There's an article from which I calculated the kcals of snork hand (human meat). Go on, find it, its a dare!
Nutrition:
Water:
Rest:
Changelog
v1.0:
- First release for hunger, thirst and sleep
- Didn't touch radiation, alcohol sleepiness nor health
- Stamina isn't as good as I'd like but then again it also isn't worse than before.
v2.0
- Added MCM support with most values being editable. Input type options currently don't work in MCM so these are replaced with sliders. Russian speakers can enjoy the wonders of Google Translate.
- Less hardcoded variables and some extra variables for user comfort
- Tested only the biggest things in "everything" version
- Added a patch for Artifax's Outfit Attatchment Overhaul's Github newest version 1.3 (2022.01.24): Github.com. Apply the patch and overwrite with my mod.
- Included thirst features from Arszi's Dynamic Radiation Zones and Radiation Overhaul V2.1 in the files (by default switched off). If you want the features then switch it on from the MCM menu! You can merge the mods with DLTX (items and other features) but let my mod overwrite Arszi's!
- Added a patch for Swergdach's Artefact renovation.
v2.1
- Improved patch for HyperionSTG's Exact satiety, hydratation and sleepiness status
- Fixed MCM variables resetting on game load
v2.2
- Added Spanish translation. Spanish speakers can enjoy the wonders of Google Translate.
- Fixed some cooked foodstuffs that didn't inherit correct values
- Food kcal descriptions change with MCM multiplier for satiety
- Fixed the 3 MREs' descriptions for new kcals (for default values, the text is hardcoded and won't change with MCM multiplier)
- Added a patch for Tkcrits' Immersive sleep v1.2.1 (didn't change script logic). Overwrite Immersive sleep with my mod and then apply the patch!
- Added a patch for Fillable canteens 0.4.7 (weak diarrhea from dirty water)
- Added a patch for Arszi's Campfire roasting
- Couldn't test everything (v2.1 stays as a backup)
v2.3
- Fixed a comment typo (":" instead of ";") in LTX files. dltxify-ing the files (DLTX version) added an empty section which crashed the game.
- Changed my patch for Immersive sleep so that it includes also Food drugs & drink animations patch for Immersive sleep.
- Added a patch for BudBone's Food Drug & Drink Visual Accuracy Tweaks v2
- Added a patch for Bazingarrey's Actor Rework V1.21 (default version's Actor Rework V1.21 version). Didn't merge changes to stamina drain because that would mess up my stamina calculations.
v3.0
Just in case back up your save game before applying this mod! IMPORTANT!: you need to apply default values in MCM and tweak the settings again if you have used this mod before. I don't know how old savegames behave with mod updates but I didn't get any immediate crashes.
- Took movement into account for hunger and thirst. Base needs are lower (2100 kcal/day, 2 l water per day) but movement increases needs according to movement type (extra needs: walking - 170 kcal/h and 0.15 l/h, running - 820 kcal/h and 0.3 l/h or sprinting - 1670 kcal/h and 1.7 l/h).
- Introduced water (0.5 l) and food (3000 kcal) reserve. Eg. now you can build some fat reserves and still die when lacking 20 000 kcals. If you're fat it'll take longer to die.
- Researched bunch of stuff (satiety and sleepiness from alcohol, ethanol retention in cooking, water loss from movement, bleeding amount etc).
- There's speculation but no clear evidence for long-term energy gain from alcohol. Therefore, I divided alcohol satiety gains by 2 (except for 3rd tier meats since ethanol content is lower).
- Alcohol consumption decreases sleep quality but there aren't clear numbers. Calculated sleepiness increase to be 1 h per 75 g of ethanol (3 h from a bottle of 40% vodka).
- Previous estimate for ethanol retention with cooking wasn't far off so I didn't change LTX values.
- Heavy bleeding (hit from sniper round) drains 126 ml of water per minute. Max bleeding can be 420 ml/min (do not confuse with bandage bleeding reduction, it's a different thing).
- Changed Arszi's water loss from bleeding to be correlated with bleeding amount not game difficulty. Also added an MCM variable to tweak that value.
- Reworked hunger and thirst variables from hour-based to liter-based system (movement calculations are more transparent).
- Adjusted thirst damage function to take into account MCM value changes.
- Added optional install for new 4x bigger foodstuffs (essentially copy-paste from original foodstuffs). Those are 2 tiers more rare. You probably can't uninstall this during active save unless you are prepared to start a new game.
- Tested only very basic things. You can expect some bugs.
v3.1
- Fixed MCM values resetting on game load. Problem was that I had to read MCM variables during actor_on_first_update instead of load_state callback.
- Improved my patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. Now thirst amount in item descriptions isn't hardcoded to default MCM values. Added also precise sleep amount in item descriptions.
- Removed a duplicate vodka from standalone bigger foodstuffs. If you have used the standalone before then don't update the standalone unless you want to start a new game!
v3.2
- Fixed tushonka's satiety value (2.4 times more nutritious). Mistake came from misunderstanding "corned beef" meaning in kcal calculator.
- Added a patch for TheMrDemonized's Advanced Stamina System (ASS) (update 8).
- Changed utils_ui.script into a monkeypatch which is loaded last in script load order. Patches for Ishmaeel's Nitpicker's modpack - StatsDisplay and Swergdach's Artefact renovation are now redundant.
v3.3
- Made eat_satiety magnitude (multiplier that modifies cosmetic kcals) be changed on first update and after a pause. Before it was overwritten by some mod that changed stats_table on first update.
v3.4
- Fixed a crash because stats_table wasn't initialized before monkeypatching it. Luki_Hofi helped to test and fix the bug.
v3.5
- Fixed dehydration regenerating health instead of draining it. The problem was a missing minus.
- Fixed hunger calculations acting weird on sleep. Also now there's more (but also correct) hunger drain with sleep. The problem was that I didn't update last_chk_2 on sleep and didn't account for hours slept.
- Fixed fat reserve calculations being off. The problem was that I didn't account for the satiety changes that take place in the engine.
v3.6
- Fixed satiety multiplier not changing kcals amount visually.
- Fixed patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. Satiety multiplier doesn't modify its shown value anymore.
v3.7
- Updated for Anomaly v1.5.2 (status indicator fix).
- Updated patches if parent mod had updated. I advise to do a clean install for them, especially for OAO patch.
v3.8
- Fixed passing out every time you drank if you were deep in red indicator range.
- Added patch for Bvcx's Cold System 0.6.
- Added patch for Bvcx's Hunger, thirst, sleepiness bars 0.71. It's not for Legapon's "Patch Hunger, Thirst, Sleepiness Bars" (patch for that is included in the script already).
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?
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).
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?
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.
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?
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.
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.
wait. happen to me too but mine is thirst icon.
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.
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.
By the way, Guest, you have to merge NMIP with my mod not overwrite. If you overwrite then you lose one mod's changes.
Artefact Renovation patch included in v2.
Well, I guess that soaked underwear will make more sense now ;)
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.
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.
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?
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.
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.
Liking the mcm options. I don't think there is a variable from your mod that can't be tweaked.
MCM support makes it possible to edit most values in v2.
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.
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.
sadly i don't use dltx mainly just MO2, also no problem man keep up the great work
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.
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
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.
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!
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.
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!
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?
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.
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.
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.
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!
Would this conflict with FAMINE? Moddb.com
If so should I load your addon after FAMINE or before?.
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.
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!
Fillable canteens and Campfire roasting patches are included in v2.2.
Decent stuff, I like it. Any plans to add satiety and hydration loss on taking in too much alcohol?
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.
Looks awesome!
Does it work with "Cold System 0.51" ?
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.
Thx for the reply.
I test it out the next days, would be a nice combo :)
Thank you for the new version!
Is patch for the "immersive sleep" planned still?
Yes but it might take time since I have some bad **** going on in my life.
Immersive sleep patch included in v2.2.
You have done a great service, my good sir. Thanks.
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.
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.
Yessss this works now, thank you very much :D!!!