Anyone ever think of modding in food and drink?
As I imagine it would involve
- adding some 'artifacts' that would function as food and drink, respectively (like meats, grains, bread and water and the like)
- adding 'food' and 'drink' indicators to supplement the 'health', 'fatigua' and 'magicka' bars
- adding some places where food and drink could be bought (or adding these items to some existing shops' inventory)
- designing and implementing the underlying mechanics
It could work like:
- you start out with a full 'food' and 'drink' indicator
- these deplete as time progresses
- eating / drinking something recharges these bars
- if 'food' or 'drink' are at zero for a longer period of time, it could have some adverse effects on 'health', 'fatigue' and perhaps even 'magicka'
This could increase realism because food and drink have their own weight... if you go on a long adventure, you would need to carry these around with you or risk starving.
food and drink?
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food and drink?
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.
My main quest in the DFU community is my (Mostly) Magic Mod.
My main quest in the DFU community is my (Mostly) Magic Mod.
- Jay_H
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Re: food and drink?
We had talked about it a little awhile ago, but only in concept:
Jay_H wrote: ↑Fri Aug 28, 2015 3:24 amFood vendors: If a food/hunger system is implemented, it would be reasonable to have food vendors in general stores and taverns. This would presumably function independent of the tavern food option, which currently only restores health. Texture 213 offers some fruits, and other things could be reappropriated into new food sprites for the inventory. A very small and novice collection is here.
Hunger system: If the character has no food in the inventory, stamina will drop quickly (1/in-game minute perhaps). Depending on the food the character has in inventory, stamina may stabilize or increase over time. Every 6 or 8 in-game hours a food item is consumed, determining the character's new hunger and stamina disposition. Food is not be consumed during fast travel, and hunger disposition will remain as it was until 6 or 8 in-game hours have passed.
AFAIK, this is the first dedicated thread on the topic.jayhova wrote: ↑Wed Jan 30, 2019 1:53 pm I really like the idea of food vendors. I also had this idea in reference to an expanded commerce add-on. The idea would be that at the beginning of the day, carts would spawn outside the city gates and make their way to the town square and similar areas. The number and size of the carts would be determined by the number of people to feed. Large cities would have a large number of good quality carts.
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Re: food and drink?
One of the things that should be addressed is how to handle drinking and water. I think it best to assume that the PC has a canteen and that as of now it adds no extra weight. Any time the player clicks a fountain, well, water pump the canteen is refilled. Resting in an inn does not count against used water and the canteen if full when you leave. Travelling refills your canteen once a day. You should be able to keep a water jug in your wagon. A create food and water spell would be useful. These are some ideas off the top of my head.
In any case the use of food and water should be automatic with a message when supplies are low.
In any case the use of food and water should be automatic with a message when supplies are low.
Remember always 'What would Julian Do?'.
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Re: food and drink?
Thank you, Jay_H. I am planning to go through your thread, which already seems to me a treasure trove of ideas, in the next couple of months. (Need to budget the time to process all those ideas )
Thank you too, jayhova. Your ideas seem to be better than my original ones. By keeping things as automatic as possible we can achieve optimal results without food management using up too much of the player's time. I'll try to get back to this topic by the end of June with an updated plan.jayhova wrote: ↑Mon May 27, 2019 1:07 pm One of the things that should be addressed is how to handle drinking and water. I think it best to assume that the PC has a canteen and that as of now it adds no extra weight. Any time the player clicks a fountain, well, water pump the canteen is refilled. Resting in an inn does not count against used water and the canteen if full when you leave. Travelling refills your canteen once a day. You should be able to keep a water jug in your wagon. A create food and water spell would be useful. These are some ideas off the top of my head.
In any case the use of food and water should be automatic with a message when supplies are low.
UPDATE 30 June 2019: I'll try to get back to this sometime in the summer.
Interest in expanding and improving the Magic system, Capitalism and an Unleveled World.
My main quest in the DFU community is my (Mostly) Magic Mod.
My main quest in the DFU community is my (Mostly) Magic Mod.
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Re: food and drink?
Currently, if you eat food or buy a drink at an inn, you cannot buy another for another few hours. Trying to will give you a message like "Im not hungry". (I tried it on a holiday where inns have free drinks)
So there is most likely already a varable somewhere that has to keep track of the last time you ate.
So there is most likely already a varable somewhere that has to keep track of the last time you ate.
- Ralzar
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Re: food and drink?
Yeah, there is a value called something like hasEatenRecently or something. I run into it once in a while.
As long as this mod does not go too far indepth I could do it if I had some items to work with. A basic version of it would just need a "Rations" item to be sold from General Stores.
After that, it's basically just a version of my Climates & Cloaks mod. But I have to figure out how to get items into that too. So once I do that I'll probably revisit this idea with hopefully the tools I need.
Unless someone else gets there before me though
As long as this mod does not go too far indepth I could do it if I had some items to work with. A basic version of it would just need a "Rations" item to be sold from General Stores.
After that, it's basically just a version of my Climates & Cloaks mod. But I have to figure out how to get items into that too. So once I do that I'll probably revisit this idea with hopefully the tools I need.
Unless someone else gets there before me though
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Re: food and drink?
My particular ideas regarding food and drinks and how they would work.
Generally food would provide immersion and require spending money and time to maintain your character with some minor bonuses, but major maluses for not eating (up to death). It would also add interesting activities and ways to earn money and benefits to owning a house (or maybe marriage down the road).
My ideas specifically:
Food and Drink would be measured with a golden gauge next to Magicka all in one. This would presume the player is conscientious enough to carry a water skin so he doesn't die of thirst and refills it whenever he rests, ect. so you don't have to worry about the little stuff.
Food would be available at taverns and general stores. Taverns would sell high price items for convenience like restaraunts that would provide immediate gratification, while general stores would provide long term survival rations at a cheaper price but not confer the same benefits.
Hunting would be a way to make money and give wilderness camping more interesting stuff to do using the quest system.
my ideas more specifically:
Generally food would provide immersion and require spending money and time to maintain your character with some minor bonuses, but major maluses for not eating (up to death). It would also add interesting activities and ways to earn money and benefits to owning a house (or maybe marriage down the road).
My ideas specifically:
Food and Drink would be measured with a golden gauge next to Magicka all in one. This would presume the player is conscientious enough to carry a water skin so he doesn't die of thirst and refills it whenever he rests, ect. so you don't have to worry about the little stuff.
Food would be available at taverns and general stores. Taverns would sell high price items for convenience like restaraunts that would provide immediate gratification, while general stores would provide long term survival rations at a cheaper price but not confer the same benefits.
Hunting would be a way to make money and give wilderness camping more interesting stuff to do using the quest system.
my ideas more specifically:
Spoiler!
- Jay_H
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Re: food and drink?
If there's some difficulty with adding new UI inside taverns to buy food, I say add a "food sack" item to player inventory at game start or via console for existing characters. If used within a tavern, it opens a prompt showing how much food is in the sack and for what price food can be bought there. Outside of taverns, it shows the food amount. The sack could tick down over time until it's empty, at which time you start to incur penalties.
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Re: food and drink?
Even something like this would be an improvement. I mean, i'd love for things to be fleshed out fully but we'll have to see if there are any takers.