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
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Banjaji Author
Banjaji - - 389 comments

Updated to v2.1.
* I solved a potential crash with HyperionSTG's Exact satiety, hydratation and sleepiness status patch.
* I fixed MCM values resetting on game load (at least it seems it's fixed now)

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stalkeralpha
stalkeralpha - - 16 comments

Can you give me a rough estimate as to how many cans of Tushunka or Baked Beans I would need to eat in a in-game day to stay topped-up? How many sips from the canteen to stay topped up?

Basically, I want hunting and cooking to be important part of the game, and I want supplies to be scarce, food to be expensive. but I don't want to constantly have to eat and drink every few minutes. By increasing calories to 4000 per day, I am wondering if this would make it to where I have to constantly eat and drink way more than normal, cause that would be a deal breaker for me.

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Banjaji Author
Banjaji - - 389 comments

v2 introduced configurable settings with mod configuration menu (make sure you have updated the mod). So a short answer would be: however many you want.

Tushonka gives 247 kcal and beans give 195 kcal (calculated from its mass in LTX item file). 4000 kcals/day and food satiety together are hardcoded because of engine limitations and realistic mass-satiety values in LTX files. Therefore, in a day you would need to eat 17 tushonkas or 21 beans.

It's a lot yes, that's why you can adjust "max days without food" and "multiplier for satiety from food and drink" in the MCM menu. Max days makes satiety drain at a different speed so max days of 10 (default is 5) would require 2000 kcal/day. Multiplier multiplies food kcals with that value. Multiplier of 10 means tushonka gives 2470 kcals. I forgot to update the item descriptions with this multiplier (will do in a next mod update) but that's only cosmetic so math behind satiety should still give 10x more.

Sip of water from the flask gives 333 ml of H2O equivalent thirst reduction. Since default liters per day is 6 l then you'd need 18 sips from 6 full flasks in a day. Again you can change max days and multiplier but since thirst and sleep came from LUA script not the engine then you can also adjust how many liters of water per day you need.

The reason I didn't balance LTX values is that it defeats my primary purpose of having intuitive (real-life) values. Ideally I'd want to make (or that someone made) copy-paste new items that are simply heavier, cost more and give more satiety/hydration/sleep.

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stalkeralpha
stalkeralpha - - 16 comments

Thanks for your reply. I do not have MCM yet, I use JSGME. I am worried about messing with swapping to MCM right now because I don't want to mess anything up with my current playthrough.

Well it sounds like I can edit some of the values to make it suit a playstyle that I prefer, so that might actually be viable. I'll give it a go when I start using MCM.

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Banjaji Author
Banjaji - - 389 comments

By the way MCM is Mod Cofiguration Menu (a mod) not Mod Organizer 2 (a mod organizer like JSGME).

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vegas96
vegas96 - - 14 comments

after i remove this mod (dltx) from mo ,when i use modern ui and this: Moddb.com , i get this crash :

! [LUA] ...lker anomaly/bin/..\gamedata\scripts\ui_inventory.script:1777: attempt to call field 'get_last_drink' (a nil value)
! [SCRIPT ERROR]: ...lker anomaly/bin/..\gamedata\scripts\ui_inventory.script:1777: attempt to call field 'get_last_drink' (a nil value)

FATAL ERROR

[error]Expression : <no expression>
[error]Function : CScriptEngine::lua_error
[error]File : ..\xrServerEntities\script_engine.cpp
[error]Line : 191
[error]Description : fatal error
[error]Arguments : LUA error: ...lker anomaly/bin/..\gamedata\scripts\ui_inventory.script:1777: attempt to call field 'get_last_drink' (a nil value)

stack trace:

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Banjaji Author
Banjaji - - 389 comments

Problem isn't related to my mod.

The problem is that "HungerThirstSleepUI ModernUI Patch" requires 2 mods (it doesn't contain the mods but simply patches one file that the mods share). You installed only Modern UI and not the other. The patch tries to call for a function that doesn't exist since the function is added with the other mod. My mod contains those functions and that's why you didn't get the crash with incorrect installation while also having my mod.

Solution: also install "Hunger, thirst, sleepiness bars".

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vegas96
vegas96 - - 14 comments

thank you!

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SniperHellscream
SniperHellscream - - 981 comments

The plugin is excellent, but could you add a Spanish translation please, I'm good at reading English, but when using the game in Spanish the options in the MAC menu appear as commands that are difficult to read and configure.

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Banjaji Author
Banjaji - - 389 comments

Sure. I hadn't even thought about other languages besides eng and rus. What's the language folder name in gamedata/configs/text/ (eg. english is "eng")?

You managed to post the same thing 3 times. I deleted the rest.

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SniperHellscream
SniperHellscream - - 981 comments

the folder is "spa", sorry for the spam sometimes my cell phone betrays me and does not show me that the comment has already been sent, I will be very grateful for the translation :^)

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Banjaji Author
Banjaji - - 389 comments

Spanish is included in v2.2. If Google Translate is horrible then you can just copy-paste the ui_Banjaji.xml file from eng to spa and you'll have English text in the game.

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PassiveAggressive
PassiveAggressive - - 454 comments

Can you add kcal slider in hunger section? We can choose how much water to intake, but we can't choose how many calories per day we need.

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Banjaji Author
Banjaji - - 389 comments

Unfortunately no. Since hunger is hardcoded in the engine I can only do so much. I did already add the code that intercepts satiety calculations by giving more or less kcals from food and which modifies satiety drain speed (both are options in MCM). However, I didn't think of a way to modify daily intake amount so 4000 kcals/day with original satiety vs food weight is currently hardcoded.

Well actually in a way you can already modify daily intake by changing food satiety and how long it takes until max hunger. The only point is that then you get different amount of kcals per kg of food. Don't be afraid to change it if it's fun for you!

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supra107
supra107 - - 78 comments

Not sure if this was on purpose or not, but in the DLTX version some items like Pseudodog chops (stewed) have 4760 kcal, which seems to be caused by the fact it uses the vanilla satiety value. It seems that at least two items are missing the corrected satiety value.

And some values for things like Metal bottle or Russian chocolate seem oddly large compared to the rest of the items, but that might be a deliberate design choice.

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Banjaji Author
Banjaji - - 389 comments

Thanks! I didn't know that mods don't work with inheritance (inherited values aren't updated). I'll modify the LTX files in the next mod update.

Chocolate just is that energy dense even in real life. The logic behing metal bottle is that it's distilled vodka (80%). It isn't directly written but it seems strong and bad to drink. Therefore, metal bottle has twice the calorie content (per kg) compared to other vodkas (40%). Stolichnaya is just a bigger container so one sip gives more.

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Banjaji Author
Banjaji - - 389 comments

Problem is fixed in v2.2.

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supra107
supra107 - - 78 comments

DLTX only replaces and/or adds the lines you explicitly state to change, and every type of mutant meal has three separate items with separate stats. So if you want to change the stats of all Dog chops, you need to change the values in all three items separately. :)

EDIT: Oh yeah, same goes for LTX replacement, all DLTX does is it replaces specific parts of the file instead of the entire file, which helps with avoiding conflicts.

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bercerus
bercerus - - 25 comments

Hey. i have some tweak for you.

standard medkit should stop bleeding a little instead of cure radiation. (well, what kind of medkit didnt have bandage) i think it more balance and make more sense this way.

so i swap the line and give bleeding restore value 0.003

i take the value from Arszis Radiation Overhaul.

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Banjaji Author
Banjaji - - 389 comments

I agree with you but this isn't the thing for this mod. I have decided against touching health and radiation values since in my opinion they can't have realistic values while leaving the game fun.

I might research and add realism on the alcohol part (besides diuretic effect which is already implemented) in the future.

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ArtjomKalash
ArtjomKalash - - 31 comments

would love to see that mod in efp

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Banjaji Author
Banjaji - - 389 comments

Updated to v2.2.

The update contains some bugfixes and new patches. Also added spanish language due to a request. I couldn't properly test the new version so 2.1 stays as a backup.

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TheWorstDude
TheWorstDude - - 81 comments

Eh...
Is this addon compatible with Grok's BHS and FDDA's Immersive Sleep Patch?

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Banjaji Author
Banjaji - - 389 comments

It's compatible with Grok's BHS. FDDA's Immersive Sleep Patch changes 3 lines relative to my patch for Immersive Sleep. I'll add it in the next update (might take awhile) but you'll need to use my patch for Immersive sleep. In my patch add:
disable_info("sleep_active")
so that it's on the lines 119 and 134 (after adding). Also move:
give_info("sleep_active")
that's now on line 430 so that it is before sleep(). In other words the code (starting from line 428) should look:
if utils_obj.npc_in_zone(db.actor, v) then
give_info("sleep_active")
sleep()
break
end

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Banjaji Author
Banjaji - - 389 comments

FDDA's Immersive Sleep Patch is included in my patch for Immersive Sleep in v2.3.

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TheWorstDude
TheWorstDude - - 81 comments

Thank you, dude.

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SniperHellscream
SniperHellscream - - 981 comments

Greetings I had this error when trying to mount the plugin, I'm not sure what the cause is, I have too many plugins, could you help me detect the problem?

FATAL ERROR

[error]Expression : S && strlen(S)
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 894
[error]Description : assertion failed

stack trace:

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Banjaji Author
Banjaji - - 389 comments

I have no idea since the error comes from the engine. You could maybe find the culprit by checking the Anomaly logs (Anomaly_folder\appdata\logs\xray_username.log). Usually if there's a problem with a script there's something like:
! [LUA] SCRIPT SYNTAX ERROR
! [LUA] ...alker anomaly\gamedata\scripts\actor_status_sleep.script:61: unexpected symbol near '1'
! [SCRIPT ERROR]: ...alker anomaly\gamedata\scripts\actor_status_sleep.script:61: unexpected symbol near '1'
! [ERROR] --- Failed to load script actor_status_sleep

So in this example I did the calculation 1 / 0 in actor_status_sleep.script on the line 61. "Failed to load script" indicates that one script is out of the line and others that depend on it might throw errors.

In this example last relevant lines in the log are:
! [SCRIPT ERROR]: ...talker anomaly\gamedata\scripts\game_difficulties.script:194: attempt to index global 'actor_status_sleep' (a nil value)

FATAL ERROR

This means that the game crashed since line 194 in game_difficulties.script tried to access actor_status_sleep.script which wasn't loaded as seen before. Hope this helps.

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Banjaji Author
Banjaji - - 389 comments

Problem is fixed in v2.3. The problem was a typo in LTX files so that DLTX dltxify-d the files so that there was an empty section at the beginning.

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bercerus
bercerus - - 25 comments

Hmm. i found something interesting after played with 2.1

if you enable Arszi's thirst mechanic in MCM. you should set water needed per day to 4.

reason. if 4 liters of water is normal requirement per day and + 2 liters with high exercise/combat regime.

that extra 2 liters needed should come from Arszi's thirst mechanic. (water loss from sprinting and blood loss)

like, if we spend the day jocking around and dont do anything much. we should not need that extra 2 liters since we dont exercise much.

but if we sprinting around all day and loss bodily fluids via blood loss from combat. (high exercise/combat regime.) this extra water needed will combine with normal 4 liters requirement per day. and will make water intake per day more dynamic , natural and balance the more you active, the more water you need to drink.


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Banjaji Author
Banjaji - - 389 comments

I agree. Right now it's just a quick patch since it took same amount of work to include Arszi's thirst mechanics than to make a separate patch for it.

I have a plan to properly take into account the movement speed in the main mod. That way the (default) base requirements would be 2500 kcals/day and 3 l/day of water if you just stand in place for a day. Those needs would go up depending on whether you walk, run or sprint.

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AyeBlin
AyeBlin - - 365 comments

Version 2.2 crash my game :/

* loading script _G.script

FATAL ERROR

[error]Expression : S && strlen(S)
[error]Function : CInifile::r_section
[error]File : Xr_ini.cpp
[error]Line : 894
[error]Description : assertion failed

stack trace:

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AyeBlin
AyeBlin - - 365 comments

I know why it error you forgot to remove

[]
=

in mod_system_Banjajis_needs_everything.ltx

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Banjaji Author
Banjaji - - 389 comments

Hmm.. Yes thank you! It seems that DLTX dltxify-d the "everything" and "sleep" versions that way. At a glance I can't find a reason for it. I'll try to find the culprit. Anyway I approve deleting those 2 lines and will update the mod in a few days.

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Banjaji Author
Banjaji - - 389 comments

Problem is fixed in v2.3. The problem was a typo in LTX files (":" instead of ";"). Anomaly engine ignored that typo but DLTX didn't.

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AyeBlin
AyeBlin - - 365 comments

Oh wow thanks for the fix!

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Guest
Guest - - 694,021 comments

i'd happily translate it to german if you tell me how I can do it or send me the lines that need to be translated cause I got the whole game in german. Would be a blast.

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Banjaji Author
Banjaji - - 389 comments

I could batch run the whole thing through Google Translate if you tell me what is the German folder name (eg. English is "eng").

Otherwise if you want to help with a proper translation then gamedata/configs/text/eng/ui_Banjaji.xml contains the original text. Basically everything that is between "<text>" and "</text>" gets written by the game. The only exception is the formatting stings that are used in MREs' text (bulletpoints that appear in the description). You can look at what's the difference in the file between eng and rus folder. In case you want to help then register a user here so I can credit you!

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Banjaji Author
Banjaji - - 389 comments

Updated to v2.3. Update contains a bugfix for DLTX users and a few patches.

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bercerus
bercerus - - 25 comments

Hey man. if I want my character to eat more often per day. how do I set it? decrease max day without food or sumting?

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Banjaji Author
Banjaji - - 389 comments

Precisely. In v2.3 the only way to change the rate at which you need to eat are lowering "Max days without food" or lowering "Multiplier for satiety from food and drink". The first simply increases/decreases satiety drain (you'll need more filling food per day) and the second gives more/less satiety from any food/drink (you'll need larger amount of food per day).

However, if it's your first try at this mod then know that actually the food intake is rather high (4000 kcal/day). Since max hunger is also high then it might be that you simply haven't gotten to gray indicator range yet.

Also in v3.0 (uploaded a moment ago) I reworked variables from hour-based to kcal-based system so you'll need to tweak the settings again. In v3.0 you have 5 variables that you can tweak. "Base amount of kcals needed per day" sets the min amount you need regardless of activities. "Extra kcal loss while walking (kcal/h)" (same for "running" and "sprinting") sets the amount of extra energy lost from movement (base + extra). Finally, "Multiplier for satiety from food and drink" is the same as before.

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Banjaji Author
Banjaji - - 389 comments

Updated to v3.0.

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. Just in case back up your save game before applying this mod!

This update reworks hunger and thirst since I added extra needs depending on movement type (standing, walking, running, sprinting). Also hunger and thirst have a small reserve so even less resources get wasted. I also researched new stuff and included Arszi's water loss from bleeding (with a small modification) in the main mod.

I also added an optional standalone addon which has copy-paste of foods and drinks but they are 4x bigger and 2 tiers more rare. Note that since it adds new items you probably can't uninstall the standalone from an existing savegame (probably would crash). In that case you'd need to start a new game or keep playing with the new items.

Finally this version is also only very-very little tested so expect some bugs (I didn't get any immediate crashes). This is becoming a tradition (the mod has gotten really big). If you do find some bugs then please write them here!

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MarkedOneStrelok
MarkedOneStrelok - - 20 comments

Hey man love your work, great research you did for this mod. With the newest version, I have the issue however, that some foods like Chili and Purified Chimera Meat has really high satiety values, chilies have 5800 and chimera has 12000kcal: I have the DLTX everything version and no other mod installed, that affects hunger/thirst/sleep. I did reset my MCM values. Any ideas on how to fix it?

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Banjaji Author
Banjaji - - 389 comments

I can't find an error in LTX files. Chili should be 240 kcal and (1st tier cooked) chimera meat should be 593 kcal. Also I tried the same version you use (v3.0 DLTX "everything") and kcals were normal.

I suspect that some other mod actually has a conflict. For example since you use DLTX then if another mod changes chili's satiety value and the other mod has a higher priority then the satiety would be drastically different. Basically the higher my mod is on the priority list (loaded later) the better. You can test for conflicts by temporarily switching off all other mods besides MCM and my mod and then looking at the values. With MO2 it's simple but otherwise temporarily rename your "gamedata" folder and install MCM and my mod into the new "gamedata" folder. You can easily look at the values by enabling the debug mode, loading the testing area from the main menu with "f2" (faster than a new game), then pressing "f7" and "1" to bring up item spawner.

Otherwise if it's not a conflict then could you try resetting the MCM values again? You have to press "default" and then also "apply" when "Banjaji's needs" tab is open. If it's not a conflict (even a sneaky one that doesn't have same name files conflicting) and not incorrect MCM values then I have no idea what to do.

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asadsfffry
asadsfffry - - 16 comments

Really like the addon, especially with 3.0. I noticed a weired behaviour with the mcm though, from load to load, the multiplier set to food satiey in practice gets reset to 1 while in mcm its still modified, running the DLTX version.

On the other hand, from what I experienced, the core issue with gameplay experience concerns the ingame time ratio,which is 1:6, breaking the economy and gaming experience completely with the default values. Simply not enough time for everything.

From what I think, a better solution than adding bigger food item would be making the default item bigger and heavier, avoid injecting new items to merchants and loot tables, which can lead to a lot of patches to mods that affect them.

The amount of time spent on consuming animation, in my opinion, should be closer to vanilla. Player eat 2 to 5 food items and drink 3 to 6 times, at most. Normal food is simple, just bigger and heavier package, price adjustments accordingly, but I think it should take into account how much ruble for a day. As for cooking, I can imgine a more realistic approach. For example you can study the realistic amount of meat human can harvest from a real boar, or what's doable with a hunting knife, do the calculation, give the item multiple uses if needed, then if turned into a stew, include the water used and less lose of kcal, you know, the oil gets trapped with the water. I think the cooking aspect of the game has much potential to be fun and useful, seriously, there is not even an actual potato ingame, except in vodka form. Of all the staple stuff humanity been eating, only bread exists ingame, and short supplied with just a loaf or two.

Sadly I know nothing about coding, I don't even know if it's doable. But here's hoping for the best.

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Banjaji Author
Banjaji - - 389 comments

I can confirm that the food/drink multiplier gets reset on game load. Will look into it but I think the problem lies with load_state function in actor_status_hunger_Banjaji.script. I added new variables in this update but I don't know how game load works behind the scenes. As a quick fix you can try deleting everything besides "on_option_change()" in that function (only noticable difference is that fat reserve is 0 at every game load).

I know that the game balance is broken with default values but I still want to keep the default values as they are right now just to keep the "realism" part (a core value of this mod). Maybe I'll look into making preset settings for MCM. That way default preset settings would be more balanced but there'd still be a realistic preset. That's assuming presets can be made for MCM.

I don't really want to change vanilla items because that will lead to gameplay conflicts with other mods that also modify those items. Lets say I scale everything 4x larger so that the item in question is 4x heavier, cost 4x more, fills stomach 4x more etc. But now when eg. a mod changes radiation value for the vanilla item then the other mod assumes the item to be 4x lighter and cost 4x less and will set the radiation value 4x too low for the actual item size. In that way we can't have simultaneous balance for both mods.

As for the standalone addon that has 4x bigger items, would it be better if I deleted all properties besides hunger, thirst and sleepiness from the items? That way in theory no other mod should have business with the new items (well except for price-changing mods).

The amount of food needed can be tweaked by for example "satiety from food/dring" setting in MCM. That way you get more kcals out of 1 kg but eating animation time is lower.

You mentioned economy and that I should take the cost of buying food for a day into account. If you have suggestions or comments about item prices then they are welcome. I've modded so much that I still haven't been able to properly play (and therefore test) my mod.

Hunting gains are big enough topic to be a mod of its own. That's out of the scope of this mod. Although I can say that I modified cooked meats so that they have realistic values for the input components. That means meat loses only 5% (that's only a tiny amount) of its satiety when cooking and if a recipe uses 2 chunks of meat then the result is 2x more filling. As for a potato there is at least one mod ( Moddb.com ) that adds a variety of new foods to the game but making a patch for it would be a nightmare due to tons of manual calculations.

Don't worry about not knowing about the inner workings of the game! I appreciate any feedback even if it's just concepts and ideas.

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asadsfffry
asadsfffry - - 16 comments

THX for the quick reply. I tried remove everything in function load_state(m_data) leaving on_option_change() alone, but the reset persists somehow.

Regarding vanilla items, I thought adding items would lead to patches for addons like b&s and trader overhaul, which can take much work to produce a patch than an addon that balance radiation for food. But perhaps dltx has made things super ez? Pardon my lack of knowledge on how items are added into the game to reach the player.

The balance issue revolves around the timescale of the game, which is 1:6, 10 min equals an ingame hour. With the default value, player have to eat 2 bread loaf and take one sip of canteen for 10 mins IRL of running on top of natural exhaust. I don't think this is really enjoyable nor very procurable ingame.

I believe realism, gameplay experience and balance can be unified here. The result of vanilla setting can be used as a reference.I guess its 1k kcal and 1 liter of water a day? Thats about 2.5 bread loaf and 3 sip of a canteen. Provide food item that is large enough to fill a day's need in 2 to 5 unit, canteen really is fine, make it go in one gulp instead of 3 sips can already make life much better.

This might make game easier than default value, cause enemy drop more kcal, but surely its more realistic, everyone needs to eat, no? How many boar must a chimera eat a day if each only grant 400 kcal of meat? Helps the immersion I say.

Economy balance wise, with famine, the base cost is about 5k rubles in total on paper, scaling with progression difficulty, sidorovich can sell a bloody can of beans at 4k rubles filling 200 kcal on survivalist, heart breaking, really, the jellyfish I picked up from tutorial sells about the same price of a can of beans. 3k to 5k in total on paper feels about right to me, as it scales automatically with progression difficulty. At the same time individual prices should be more consistant with kcal and water they provide. Different types of food could be balanced with their weight per unit, like dried meat, less weight for a unit since it's dried, but offer little to no water, tincans heavier but packed with more water.

I checked the mod you mentioned, it's not really what I thought of. What I think is lacking in game is something more basic, noodles, pasta, potatoes, things that are dense, easy to store and transport, but require a bit of cooking to eat. The zone is in locked down after all, neither the army nor smuggler would bring in all sorts of colorful pretty snacks right?

Resting and take pleasure playing is just as important, if not more so, as modding. Ultimately, the mod is for everyone, including yourself to better enjoy the game. Reflection helps with the most direct feedback as well as keeping up motivation. All the best wishes, and thank you wholeheartedly for your hard work.

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Banjaji Author
Banjaji - - 389 comments

I have an update on the bug. It seems to be caused by code being executed in the wrong order. It seems I have to read MCM variables during on_option_change and actor_on_first_update instead of load_state callbacks. I have no idea why the code worked and bug didn't show before.

Tweaking and applying new MCM settings will result in correct values and descriptions show correct values. While I'm debugging/updating the code you can change one variable, apply, then change the variable back and apply changes in MCM to bypass the bug.

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asadsfffry
asadsfffry - - 16 comments

Understood, thx for looking into it.

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Banjaji Author
Banjaji - - 389 comments

The MCM resetting bug is fixed in v3.1.

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