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  (150 - 200 of 283)
Shizukesa
Shizukesa - - 23 comments

Outfit Attachment Overhaul's from 03/02/2022 conflicts with bodily needs with this error:

[error]Arguments : LUA error: ...стол/Новая папка\gamedata\scripts\camelbak_binder.script:78: attempt to call global 'print_dbg' (a nil value)

Installation sequence followed and compatibility patch installed

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Banjaji Author
Banjaji - - 389 comments

It's a bit much for me to install all mods and patches and try to understand OAO's inner workings by experimenting so I'll try to help you by guessing stuff and solutions.

At a glance it seems that print_dbg() function gets called and it is loaded at the start of camelbak_binder.script. The function comes from arti_slot_control_mcm.script. Somewhy Anomaly thinks that either arti_slot_control_mcm.script doesn't exist or that print_dbg() function doesn't exist in arti_slot_control_mcm.script. However if arti_slot_control_mcm.script didn't exist then I think another error would have been thrown at line 3.

First, did you also install OAO along with my mod and the patch? If not then arti_slot_control_mcm.script doesn't exist but again it's probably not this case.
Second, the problem might come from script load order. If the function gets called before the other script gets loaded then it gets a nil value (nil means empty, doesn't exist). Since the function is for debugging for modders I think it's safe to comment it out. I'll upload the new patch with lines 62 and 78 commented out in the next mod update (in a moment).

Let me know if the problem got solved! If not then please post the new error!

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Shizukesa
Shizukesa - - 23 comments

After the patch everything worked, thanks for the work done

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Banjaji Author
Banjaji - - 389 comments

Updated to v3.1.
* Fixed MCM values resetting on game load (again).
* Improved my patch for HyperionSTG's Exact satiety, hydratation and sleepiness status. 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!

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mareksokolll2
mareksokolll2 - - 18 comments

after installing the new version my game has a problem with the ghost pig mutant I always get two

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Banjaji Author
Banjaji - - 389 comments

If it's only fleshes (ghost pig mutant) then you are seeing hallucinations from hunger. If there are also other phantoms (eg. ghost dog) then you are seeing hallucinations because you are either thirsty or sleepy.

If you don't want those hallucinations then change MCM settings. If it's hunger then change "lost kcals until hallucinations start" higher or "chance to hallucinate when starved (%)" lower. If it's thirst then change "chance to hallucinate when parched (%)" lower and if it's because of sleep then change "chance to hallucinate when dead tired (%)" lower.

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paramutvalentin
paramutvalentin - - 63 comments

Thanks for the mod! Great job!

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Rambito0
Rambito0 - - 166 comments

I don't know if i did something wrong, but i got cans of tomatoes only giving 47cal or can of beef only giving 270cal, while a bag of nuts give 600+cal and a loaf of bread 400cal...

I reset the values in mcm and everything.

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Banjaji Author
Banjaji - - 389 comments

You're doing everything right.

Those values come from real world nutritional facts and the mass of the food. Tomatoes just are so energy-sparse, nuts so energy-dense and meat somewhat intermediate. Before I too was unaware of the vegetables and nuts being so different. Do note that some items quench more thirst that others. For example tomatoes have 90% of their mass as water so can of tomatoes gives 216 ml of water (2/3 of a sip of purified water). Also note that I assumed plastic bag weight to be 5 g and tin can weight to be 70 g from some cans' info on the internet so some items have less food than their mass states.

You did direct my attention towards Tushonka which has weirdly small value for its mass (1 kcal/g while sausage has 3.3 kcal/g). Thanks! That's because I mistook "corned beef" to be beef with corn while it's actually salted beef. In other words currently tushonka has beef soup value and I want it to be 2.4 times more nutritious. I'll modify it in the next update but if you're brave you can modify tushonka's eat_satiety value in items_food.ltx into 0.0297.

You can check my calorie calculations eg. from here: Nhs.uk. It's difficult to say which specific item is the generic food that's in the game but if you adjust the portions amount so that the total mass is eg. 100 g in total then you can compare different types of foods. I used the site to have the right order of magnitude for the nutrition.

The game is different from real life in that for example chocolate is excellent food ingame due to its calories. However, in real life you'd die from only eating chocolate due to not having vitamins and stuff.

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Rambito0
Rambito0 - - 166 comments

Thx for the response!

What really sparked my curiosity was the discrepancy between bread and the the canned beef, the rest so far many perfect sense.

Really liking the mod, i am cooking mutants like never before and actually using the anomalous bread artifact for something!

thx for the work into the mod!

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jimmystankovic2021
jimmystankovic2021 - - 2 comments

Can you move this to anomaly addon section by any chance?

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Banjaji Author
Banjaji - - 389 comments

What do you mean? Isn't it already in the Anomaly addon section? I've checked and it shows when you open anomaly page and click addons. Also the location of this mod (first line after heading at the top of this page) says " Games : S.T.A.L.K.E.R.: Call of Pripyat : Mods : S.T.A.L.K.E.R. Anomaly : Addons ".

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DimitriVedmak
DimitriVedmak - - 45 comments

nvm for some reason I saw it in regular CoC

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AyeBlin
AyeBlin - - 365 comments

After playing the game with this addon for a while I noticed that my character keep hungry and thirsty every 5 seconds (it keep shown hungry and thirsty icons) even I eat big chunk of purify chimera meat and drink full bottle of water....are these normal with this addon? or something wrong with it?

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Banjaji Author
Banjaji - - 389 comments

When updating from v2 to v3 did you reapply the default values in MCM settings?

Otherwise you probably just now got to gray icon range. If you're playing with default MCM values in v3 (and you reapplied default values when updating to v3) then you lose 100 kcal/h even if you aren't moving. That's 100 kcal every 10 minutes of real life time. That means you need to eat a sausage every 33 min of real life time when standing still. When moving (standing vs walking, running or sprinting) you'll lose even more satiety per hour.

When gray icon lights you're lacking 2000 kcals. It will take some time to reach that hunger level. So lets say you need 2130 kcals and you eat a sausage then you still need 1800 kcals. After standing still (100 kcal/h) for 20 min of real life time or sprinting (1770 kcal/h) for only 1 min of real life time the indicator will light again since you are lacking 2000 kcal again. If hunger rises too quickly for your taste then most stuff (eg. how filling is the food or how fast moving drains satiety) can be edited with MCM.

Thirst has similar mechanics only with different values.

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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AyeBlin
AyeBlin - - 365 comments

I already reapply value by delete them in axr_option file

Thank you for your answer!

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Rekkhan
Rekkhan - - 32 comments

Hi,

Will you create a patch for this mod: Moddb.com

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Banjaji Author
Banjaji - - 389 comments

The patch is already in the script files. No additional stuff needed.

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Rekkhan
Rekkhan - - 32 comments

Oh, thank you very much.

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Guest
Guest - - 694,021 comments

i mate, do you think that immersive sleep will complement this, or should i just forget it?

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Banjaji Author
Banjaji - - 389 comments

It will complement this mod. Be sure to apply the patch from the patches folder! I haven't thoroughly tested the combination but if my memory serves me right then Immersive sleep has new gameplay elements.

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Molix1981
Molix1981 - - 113 comments

Can i enable arsi radition in the script file, i dont use MCM....

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Banjaji Author
Banjaji - - 389 comments

If you mean the entire Arszi's Radiation mod then no but if you mean the thirst related part of the mod then yes. I merged (and a bit changed) only Arszi's thirst content into this mod.

Right now you're missing out on a lot of content. Using MCM does nothing bad even if the other mods don't need MCM. Similar thing is with DLTX. Having those mods provides more functionality but no drawbacks (well maybe as for DLTX that LTX conflicts don't come out that easily).

Anyways, yes you can enable/change all the MCM stuff through my scripts. My script logic is that first I wrote default values for variables and then if MCM is installed the script reads the MCM values. So you can edit the default values.

In order to change the Arszi's content's MCM variables through the script you need to edit "actor_status_thirst.script". In the file I separated different code sections with hyphen lines "------------". The changeable variables are under "-- Modder-defined variables" at line 99 and under "-- ARSZI" at line 185.

Arszi's features can be toggled at line 132 and at line 187 ("local enable_thirst_bleeding_features = false" and "local Arszi_enable_thirst_radiation_features = false"). Simply write "true" instead of original "false". The former variable isn't under ARSZI section since I edited that part of Arszi's code.

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Banjaji Author
Banjaji - - 389 comments

This post is regarding the fact that you have to eat/drink more than in vanilla.

I finally got around to playing Anomaly (a.k.a testing this mod) properly. I don't see more frequent eating/drinking as a problem in my game but keep in mind that I play with animations switched off. I actually like that now all the food that I loot gets used (previously most of it I just sold or kept in stashes). I even needed to buy some extra but that wasn't too much considering the amount of income from sales and quests. Moreover, I like that when I loot a food item I can immediately eat it, thus keeping inventory lighter. So I'll leave the default settings as they are.

Now I also considered making a settings preset for those that use animations (especially FDDA). The problem with animations is that eating the required amount of food takes much time. So I was testing whether I can make a "vanilla feel" preset for the MCM settings. In other words that preset would require you to eat/drink the same amount of times per day as in vanilla. I can make it (with radio button option) but the problem is that the values depend on how and the amount you move around each day.

Lets say I made a preset for someone who sprinted 2 h/day and the rest of the day tinkered with gear. The preset would be drastically different from someone who sprinted 10 h/day (the latter needs a lot of kcals/day). Therefore, I can't balance the amount of times you need to eat/drink per day, only you can because only you know how you like to play.

Balancing can be done with "multiplier for [satiety/hydration] from food and drink" options in MCM. I calculated that on average you need to eat 4 times (average of bread, tushonka, tomatoes and corn) and drink 3.5 times (purified water) per day in vanilla if you sleep 8 h/day. In order to eat and drink the same amount of times per day with this mod you need to do the following calculation (depending on the values you set in MCM and your movement habits).

For satiety:
times_to_eat = 4
average_food_kcals = 314
satiety_loss_in_day = base_kcals_in_day + hours_of_sprinting_in_day * extra_kcal_loss_sprint + hours_of_running_in_day * extra_kcal_loss_run + hours_of_walking_in_day * extra_kcal_loss_walk
satiety_multiplier = satiety_loss_in_day / (times_to_eat * average_food_kcals)

For example if you change all requirements from movement to 0 then with default base rate of 2100 kcals/day the multiplier would be 1.65.

For thirst:
times_to_drink = 3.5
liters_per_sip = 0.33
water_loss_in_day = base_liters_in_day + hours_of_sprinting_in_day * extra_water_loss_sprint + hours_of_running_in_day * extra_water_loss_run + hours_of_walking_in_day * extra_water_loss_walk
hydration_multiplier = water_loss_in_day / (times_to_drink * liters_per_sip)

For example if you change all requirements from movement to 0 then with default base rate of 2 liters/day the multiplier would be 1.75.

If you calculated the stuff then put the satiety_multiplier and hydration_multiplier in the respective MCM settings and you need to eat/drink on average the same amount of times as in vanilla. Again I could do the calculations in the code but this will give totally different results depending on the play style so the work would be pointless.

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Guest
Guest - - 694,021 comments

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Guest - - 694,021 comments

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Guest
Guest - - 694,021 comments

Also figured out how to make dirty water (the OG material, not the metal, but probably be able to convert it into the metal FDDA compatible)

TL:DR Super long process...

So what i did was... I went to FDDA OG, and overwrite the fillable container, but before the realistic and patch in the mod manager. In the the FDDA folder go to

>gamedata>config>items>items>anims_list and added

[dirty_water]:vodka_quality
snd = interface\item_usage\drink_flask5
anm = item_ea_dirty_water

Save.
Then go to (ea_anm_prefetch) and added

t58 = item_ea_dirty_water

Save.
Then go to (ea_snd_prefetch) and added

t28 = interface\item_usage\drink_flask5

Save.
Then go to (items_anm_drinks) and added

[item_ea_dirty_water_hud]
hands_position = -0.0275,-0.03, 0.14
hands_position_16x9 = -0.0275,-0.03, 0.14

item_visual = dynamics\weapons\wpn_eat\drinks\wpn_flask_eat.ogf
anm_ea_show = drink_flask_hands, drink_flask

Save.
Then go back to the FDDA gamedata section.

>gamedata>sounds>interface>item_usage

Copy drink_flask4 and label it as drink_flask5

Save.

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Guest
Guest - - 694,021 comments

Lastly, just noticed this, but the dirty water in the fillable patch is set to

eat_thirstness = -0.033

while the purified is at

eat_thirstness = -0.333

Don't know if that was intentional or not

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Banjaji Author
Banjaji - - 389 comments

These comments are better suited for the patch mod's comment section. I encourage you to comment there and leave here only the relevant comments to Realistic bodily needs. I won't comment on FDDA here since it's specific to the other mod.

Anyways, yup I hadn't made a patch for this and my Fillable canteens and Campfire roasting patch since the latter is meant as a lightweight addition to the original mods.

In order to make a patch for the patch, Guest is right. You need to merge the differences in the LTX files. Basically take the hunger, thirst and satiety values from this mod and put them into other mods.

The value -0.333 means that each sip of water (0.333 l from purified water flask which is also 0.333 kg due to metric system) reduces water need by 0.333 l. Doesn't matter whether you drink dirty or purified water, water is water. In dirty water there are simply germs that are bad for health.

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Valley_of_Snow
Valley_of_Snow - - 39 comments

Sorry that this question isn't entirely related to the mod, but would you happen to know what exactly to remove to hide the radiation level display from the geiger counter keybind? I've been using your mod (v3.1) and tweaking it here and there to balance it with my gameplay setup, but since I play without as much hud info as I can get away with, I'd like to encourage myself to rely more on the physical geiger counter device while equipped instead of the need's values display when I check them. I've been trying to find these values myself but I just don't have the time to be messing with them rn due to IRL circumstances.

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Banjaji Author
Banjaji - - 389 comments

I made a patch for HyperionSTG's Exact satiety, hydratation and sleepiness status and it modified the geiger counter in item_device.script starting from line 233 in the patch. From a quick glance it seems that you are after the line
msg = tostring(rads) .. " " .. rad_unit

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TheWorstDude
TheWorstDude - - 81 comments

Is the Fillable Canteens add-on featured in the DLTX MiniModPack compatible with this add-on?

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Banjaji Author
Banjaji - - 389 comments

For others reading this: we're talking about Themrdemonized's modified "Fillable canteens" and not HarukaSai's original "Fillable canteens". The existing patch is for HarukaSai's version and will cause a crash if used with Themrdemonized's version.

So if you don't install the patch for HarukaSai's mod then you won't get a crash. However, hunger, thirst and sleepiness values will be off for dirty_water, boiled_water and water_pills. If a few more people want a patch then I'll add it to the files (might be confusing to have 2 similar patches).

For now I'll walk you through how to patch Themrdemonized's mod. Just open Themrdemonized's gamedata/configs/mod_system_fillable_canteens.ltx and under [dirty_water] change the original values into
eat_satiety = 0
eat_sleepiness = -0.019
eat_thirstiness = -0.333

then under [boiled_water] change the original values into
eat_satiety = 0
eat_sleepiness = -0.019
eat_thirstiness = -0.333

and under [water_pills] change the original values into
eat_satiety = -0.0039
eat_sleepiness = 0.024
eat_thirstiness = 0.0078

Also you mustn't use my patch which is for HarukaSai's mod! Now you're all set. I think Themrdemonized's mod needs to be of higher priority than my mod in mod load order so that the DLTX file overwrites my mod's purified water instead of vanilla purified water. In other words Themrdemonized's mod needs to be loaded after my mod.

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Dhatri
Dhatri - - 584 comments

"why you make OG starve, bruh?"

i love this, many thanks for this dearly needed addition. :D

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Noxilian
Noxilian - - 65 comments

There's a bit of a soft compatibility issue with ***. It has a feature that lowers your current maximum health based on bleeding, and requires you to eat or take glucose shots to raise it back. This mod seems to make the amount of max health restored almost nothing for most foods, making it very hard to restore.

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Banjaji Author
Banjaji - - 389 comments

It's probably about the new scale (before 1 unit was 1000 kcals but now it's 20000 so you'll get 20x less health from eating). I'll look into making a patch.

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Coverdrave
Coverdrave - - 85 comments

Adding to this, I think that the entire scale seems to be broken. Food and water barely restore any hunger and thirst (up to 1 tick as shown by the hunger, thirst and sleepiness bars addon: Moddb.com). Then I tested sleeping for 24 hours through the debug menu. When using the mod, only thirst increased by 2 ticks and hunger didn't change. I also tested the non-DLTX version just in case, but it was the same.

EDIT: I tested running only this addon and the bars addon on vanilla Anomaly and got the same results. I did make sure that the MCM settings were the defaults. I also tested v2.3, which was the same.

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Banjaji Author
Banjaji - - 389 comments

Just in case: Bvcx's/Legapon's Hunger, thirst, sleepiness bars needs to be lower priority in load order. Overwrite with my mod and you have the functionality of both.

There's also the fact that if god mode is enabled then the stats don't decrease. So watch out for that.

Anyways if you installed the mods correctly then I think you just aren't used to the new calculations (that come from real life). I'm using both mods constantly and haven't seen an issue.

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 with the default settings.

Since gray icon starts at 0.9 and yellow at 0.7 satiety then if you are nearly at yellow icon (6000 kcals lost) 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). But don't worry, you still need to eat constantly to keep your reserves where they are.

So yeah, the stats bars need to decrease really slowly because if the bars are depleted it means death. In real life you die (according to scientific articles not random web-pages) in around 6 days without water and around 10 days without food if you sit in one place. By the way, the stats decrease even more slowly during sleep.

In case you aren't satisfied with how the mod works you can modify the MCM settings. I provided almost all setings I could so you can basically tweak them so that you get the vanilla feel back (death in 1 day without food).

Finally, if you doubt the maths and 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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Coverdrave
Coverdrave - - 85 comments

I see, thank you for this detailed explanation. I did load your mod last and god mode wasn't enabled. I guess I'm just not used to the new scale at all.

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Banjaji Author
Banjaji - - 389 comments

Added a patch in v3.2.

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inna1643491613
inna1643491613 - - 24 comments

based

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inna1643491613
inna1643491613 - - 24 comments

this is art

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TwoBitSprite
TwoBitSprite - - 2 comments

Not sure what I'm doing wrong, but if I use the patch for HyperionSTG's Exact satiety, I seem to be getting a CTD when going into my inventory. If I remove the two files from the patch and disable HyperionSTG's mod(which actually shows as redundant in MO2 with this patch), the CTD no longer happens. Is there something I can do to fix this?

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Banjaji Author
Banjaji - - 389 comments

1. install HyperionSTG's Exact satiety
2. let my mod overwrite the other one (my mod gets a priority/is loaded later)
3. install the patch

If you did that correctly then I think you might be having a sneaky conflict that doesn't show anywhere. It means that some other mod is modifying the same functions with a monkeypatch. You can try disabling all mods besides this one, HyperionSTG's Exact satiety and the patch and see whether the crash keeps happening. If not then you'll need to try out mods until you find the one that is causing the crash. You could fix it by digging deep into the code but that probably requires some know-how for merging the codes. In case the crash is caused by some other mod and you find out which one then please let me know!

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Banjaji Author
Banjaji - - 389 comments

Updated to v 3.2. Fixed tushonka kcals, added a patch for TheMrDemonized's Advanced Stamina System (***) and changed utils_ui.script into a monkeypatch so that there are less conflicts. Patches for Ishmaeel's Nitpicker's modpack - StatsDisplay and Swergdach's Artefact renovation are now redundant.

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TheWorstDude
TheWorstDude - - 81 comments

Sorry for disturbing you once again, but...
Found a conflict between this addon's actor.ltx file and ARX's (both the main addon and its 2º module - ABF) one and I am still trying to find out what lines I should merge. Could you help me, please?

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Banjaji Author
Banjaji - - 389 comments

For these cases you can get a text comparison program (eg. a plugin for Notepad++ or an online tool) and compare the mod LTX files with the vanilla one. This way you can see what mod changes what lines. In case you haven't done it then you can unpack the vanilla files with db.unpacker.bat program in Anomaly tools folder.

This mod changes the following variables in the file:
satiety_v
satiety_power_v
satiety_health_v
satiety_critical
satiety_v_sleep
satiety_power_v_sleep
satiety_health_v_sleep
max_power_leak_speed_sleep
stand_power

You can always use the DLTX version for more possible mod combinations.

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tlghuy
tlghuy - - 14 comments

i got a bug where hydration didn't increase even though i drink all 3 mineral water bottle

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Banjaji Author
Banjaji - - 389 comments

I tested the mod again (testing hunger and thirst with both Exact satiety mod and Hunger bars mod) and this mod doesn't produce the bug.

I have 3 explanations. One is that you have overwritten this mod's files with some other mod's files (incorrect installation). It's easy to fix. Just give my mod higher priority and in case some DLTX mod overwrites hunger, thirst or sleep then use the DLTX version of this mod and still give my mod higher priority.

Another is that you messed with MCM settings and forgot to set normal values back (eg reduced thirst reduction with consumables to a low value). Just reset to default MCM values (click "default" and then "apply").

But the most probable explanation is that you drank water but the thirst indicator didn't change (eg from yellow to gray). This is because my mod has a different thirst scale from vanilla. Before you had to drink a few times to go from max thirstiness to min thirstiness over ca 1 day (from beyond red icon to icon disappearing). Now it would take 25 sips of mineral water (over ca 6 days). So you still have to constantly drink water but the icons change over bigger steps. If you want a bit more thorough explanation about satiety (similar concept) then read my reply to Coverdrave on Apr 16 (few comments above).

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sticknou
sticknou - - 74 comments

After I install version 3.2 my character keep hungry and keep see hallucinations spawn around me need to back to version 2.3 now I have Nits stats display install

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Banjaji Author
Banjaji - - 389 comments

Wait are you talking about updating from 3.1 to 3.2? I didn't change anything that touches satiety decrease speed in the update.

In case you're talking about updating from v2 to v3 then you need to redefine the MCM values. Step 6 from installation: "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."

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