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 i tested the sleeping pills with EXACT SATIETY, HYDRATATION AND SLEEPINESS STATUS and they were only giving 0.5 instead of 1hr of awake time
It's intentional because tooltip says "h awake equivalent" and geiger counter button press says "h sleep needed". They are different things.
I dug through the code and tested things because I've been away from this mod for a long time but came to the same conclusion I came a year ago. Tooltip and LTX values need to be awake time because 1 h awake always increases sleepiness value by that amount. However, sleep needed is adjustable value and talking about that in tooltip and LTX files would be unnecessarily complicated. The reason I made geiger button press display sleep time, not awake time, is because that's intuitive and the info we need when we want to sleep. If it says that you need 8 h of sleep then you sleep 8 h instead of calculating how many days you have been awake and how many hours per day you need to sleep. Why the values were 0.5 vs 1 h was because you had default values: 16 h awake + 8 h sleep = 24 h. So, you need 2x less sleep than being awake.
Purified meals don't provide hydration, is that intended?
Yes. Purified meals are crafted using alcohol. Surprisingly large amount of alcohol is retained in the meat after cooking and it's enough to counter the water amount in the meat. If you want to take a look then I have calculations in items_monster.ltx
Ammmmmazing mod, and all that research! Damn bro!
Have a snag though, could this work with Cold System?
Yes, it works with that but the food heat calculations are off. I added a patch for Cold System in v3.8.
:O you're back? Hope you've been well!
I had to ditch Cold System due to it messing with the health/stamina bars, probable conflicts with other mods, plus, I haven't played in a while.
hi am using HTS bar addon and it overwrites sleep and thirsty script, does it affect anything?
I can't find the mod. But if it overwrites actor_status_sleep.script or actor_status_thirst.script then that's an issue. I have added functions to those scripts be compatible with many other mods, so you can try and see whether it works. Just you have to let my mod overwrite that one.
Edit: if you mean Bvcx's Hunger, thirst, sleepiness bars ( Moddb.com ) then you need to apply my patch as of v0.71 of that mod. v0.61 and Legapon's Patch Hunger, Thirst, Sleepiness Bars ( Moddb.com ) worked with my mod overwriting that one.
Why does the character lose health when the water indicator is orange and how to fix it?
Because I coded it that way. By default damage starts with red indicator but you can tweak it with "Lost liters of water until start of damage" under thirst section in MCM settings. If the setting is larger than start of red indicator but you still have damage with orange indicator then it's some mod conflict.
Sorry if already answered but will this work with 1.5.2? I was using with Dark Signal Mod and very much like this but upgraded to 1.5.2 my own mod and unsure of status for this one. It seemed VERY hard to get any hydration in the last experience I had but hoping to try again.
Thanks!
At least v3.7 does. Be sure to update patches too! I didn't get a direct hit with "Dark signal", so I'm not sure whether that mod is compatible.
You can test whether stuff is working as intended with HyperionSTG's Exact satiety, hydratation and sleepiness status ( Moddb.com ) or the vanilla way. Basically sip from a canteen is 333 ml. One full canteen (3 sips) is 1 l. By default gray indicator lights at 1.5 l lost water and yellow at 3 l lost water. So, when yellow indicator lights you should drink 5 sips from canteen to get rid of gray indicator. If it's not like that even with 6 sips right after yellow indicator came on then there's a mod conflict.
With the GAMMA Style UI (which includes better thirst, hunger and sleep bars) and some of the mods that are already provided patches for, like Arszi's Rads Overhaul, etc. and Better Stats (with compat option enabled) the thirst and hunger bars don't work. They always stick to somewhat 90%, never change and Better Stats also doesn't show predicted changes to them when hovering over certain consumables. I've tripple checked that there's nothing else conflicting and all options are properly set. It only happens with Realistic Bodily Needs. Any idea?
EDIT: I've just read you answer to a similar post: Moddb.com
This could be mentioned in your description I think. Because it's a bit misleading when you read there that "Hunger, Thirst and Sleepines Bars" work fine with the mod.
I can't see the comment you linked and therefore don't really understand what you mean. I did notice today that Bvcx's HTS bars has been updated and I added a patch for it.
Patches don't work. Apparently a boar chop is 10,000 calories. Kinda defeats the purpose. I tried looking for the line to edit as per an older post and it is not as described. Have to uninstall sadly
If it helps, I have (had)
Campfire roasting
New Mutant Icon parts
Campfire roasting and Icon parts patch
Immersive sleep
Realistic bodily needs and patches for above
Tried it in different orders. Vanilla mechanics are fine I guess. Have to keep campfire roasting and NMIP and cut the rest. Wish it would all work but it's just too much working differently.
I think you got something in load order wrong. Eg Mutant icon parts gets loaded after my mod or something like that because it only overwrites the items_monster.ltx. So, my script is working and makes max hunger 20 000 kcal. In the other mod's ltx file the boar chop is 0.5 units (1 is max and 20 000 kcal). Therefore it would show ingame as 10 000 kcal. Usually if my mod scripts are broken by the load order then the values would be instead 20 000x smaller because ltx files have smaller values.
I think you can use the load order that you showed but install my mod's DLTX version. That way nobody has to tediously compare and copy-paste lines in the ltx files.
I have a problem with this mod. The sleeping is broken for me. It is impossible to sleep until I'm at 50% sleepiness or lower, which can take a long time to reach. Otherwise I get a message "You don't need to rest" and the console prints out:
#Immersive Sleep | last_sleep: 27
The strange part? I don't use Immersive Sleep. I tried it but decided it's too tedious and removed (I'm using Mod Organizer 2). Can there be some leftovers somewhere? Also the issue happens on new game too, it's not some corrupted save file.
I noticed that this issue happens when:
1) I have "full" Banjaji's mod installed, no matter what, or
2) I install only hunger and thirst, AND any mod which displays the values. Such as Hunger Thirst Sleepiness Bars, or HyperionSTG Exact Status. The sleep part of Banjaji's mod is not installed but the problem persists.
I can avoid the problem by playing Banjaji's mod with only hunger & thirst and avoiding those value-displaying mods. But it's kind of inconvenient, with this mod there's need to eat and drink quite a lot, and it's hard to tell how much more is needed without those values displayed.
Anyone has any ideas what might it be and how to fix it?
There's probably some remains then. My mod doesn't prevent sleeping and if error log says "Immersive Sleep" then my script doesn't output that either.
A fix? If MO2 shows that you have properly uninstalled Immersive Sleep then also check Anomaly/gamedata folder for the files that come with Immersive Sleep. Maybe you did a manual install at some point but forgot about it. And then maybe search and clear MO2 cache (I don't know about it). Other than that I don't have ideas.
I think there is a conflict with the new version of Hunger, thirst, sleepiness bars, I am getting this error:
FATAL ERROR
[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitProgressBar
[error]File : ui\UIXmlInit.cpp
[error]Line : 538
[error]Description : XML node not found
[error]Argument 0 : equipment:actor_state_info:thirst_sensor:state_progress
[error]Argument 1 : ui\ui_inventory_16.xml
bvcx, author of the mod replied this:
"Cause you have compatibility patch for old version, new version does not need it anymore. "
This mod is the only one with something like that in my load order.
I couldn't replicate the error or any crash. So, probably there's another conflict on your end. But you did direct my attention to the fact that Bvcx updated the mod. There was a bit perverse implementation and I added a patch to show correct values with my mod. Btw, I'm using Legapon's Patch Hunger, Thirst, Sleepiness Bars ( Moddb.com ). Don't use the patch for that one!
I'm not sure but Bvcx might have meant in the reply that you updated HTS bars mod but left some old remains ("compatibility patch for old version") in your installation.
Updated to v3.8. It includes 2 patches for other mods and one bugfix. Or... quality of life, if not passing out when drinking water while almost dehydrated to death fits in that category.
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im playing expedition repack with this mod and my health wont reach full neither my stamina is this something with your mod? if so what values do i tweak to prevent this?
This might be from the Cold System addon, if you have it.
This addon is utterly incompatible with Drugs That Make Sense addon, even though both use DLTX. Both addons will try to change meds effect on thirst, sleep and hunger in a way that I find difficult to reconcile. Someone will have to go over Drugs That Make Sense DLTX file (it's surprisingly small) and figure out which of those changes can be adjusted to fit into Bodily Needs.
has been done :)
Right. Forgot to post this here.
BRBN with Drugs That Make Sense compatibility - Moddb.com
Drugs That Make Sense with BRBN compatibility - Moddb.com
Yes, you need both.
Is there a chance for a patch for this mod: HUD icons time Moddb.com ?
Hi!
The same problem as in some comment above:
I can't fall asleep until the yellow sleep icon
I am using the "Immersive sleep" mod and I have applied a patch
If the sleep icon is gray or even yellow for some time, the character still does not sleep with the inscription "I am not tired"
Hello, I seem to have a problem where the game doesn't recognize the mod at all...
I play Anomaly with around 40 addons, where the only addons that conflict with this one are Immersive sleep(disabled), HTS bar and FDDA. I first installed the mod in MO2 by choosing the latest version (3.8) and the "everything" option (i set that as the anomaly folder). Afterwards, I install the patches (for hts and fdda only, also tried with sleep patch too) as separate mods (I also tried istalling on top of the mod with the replace option). No matter what I did (I would max out the sliders in options) the speed I lost calories and water was slow, and I would, for example, lose the gray indicator after only one sip of water. I then tried installing a clean Anomaly instance, with only mods being this one and MCM. Tried everything and it still does not work...
Any ideas what might be happening?
Hello, I found an incompatibility while using real_leaper's DTMS compatible version of this mod along with TheMrDemonized's DLTX version of Arszis Radiation Overhaul Demonized Edition (Update 5). It seems that both mods contain some patches/function in order to be compattible with Immersive Sleep and while each mod alone works fine, when they are used together they result in a bug that prevents the player from sleeping (In-game message "You don't need to sleep").
I managed to find a workaround by changing "if (last_sleep < 3000) then.." to "if (last_sleep < 2) then.." , in line 83 of aaarszi_radiation_monkeypatches.script that comes with DLTX Arszis Radiation.
FATAL ERROR
[error]Expression : xml_doc.NavigateToNode(path,index)
[error]Function : CUIXmlInit::InitStatic
[error]File : D:\a\xray-monolith\xray-monolith\src\xrGame\ui\UIXmlInit.cpp
[error]Line : 154
[error]Description : XML node not found
[error]Argument 0 : thirst_sensor
[error]Argument 1 : ui\ui_new_bars_16.xml
I think it has something to do with HUD Icon Timers and/ or DynaHud. is there a patch to use these or is there any plan on one being made?