v0.31
* Adds a Character tab to the MCM menu with cannibalism, werewolf and vampire adjustments:
adjustable werewolf metabolism & satiation reduction multipliers
set cannibalism on/auto/off (does not effect Namira's bonus)
select vampire needs mode (moved there from the options tab)
Bugfixes:
* Limited the hotkey to only working in appropriate menus (inventory, barter, container) when in menumode
* fixed "Reset Statistics" in the actions menu
* fixed the condition identifiers listed in the Active Effects menu
* added a check to account for Ill Met By Moonlight's time jump
Compatibility:
* Automated mod food inclusion for non-SKSE users, as well as some other formlists useful for compatibility
* Added in check a for the MagicSummonFrost keyword to player spoilage script, so that mods can designate containers as being cold (food will not spoil in them.)
* made compatibility patches for Dawnguard, Hearthfire, Dragonborn, Drinking Fountains of Skyrim, and Babette's Feast, included in the main download
v0.30
Gameplay:
* Werewolves:
* Feeding on bodies while in wolf form will now satisfy needs
* Rate of metabolism for substances, calories, and hydration is doubled when in wolf form, but:
* Food is 1/4th as filling when in wolf form, and satiation also decreases twice as fast (so you can pig out)
* Morale boost from appeal is calculated from unaltered satiation, and flesh has high appeal and a big portion size, so:
* going on a werewolf massacre will not only satisfy your needs, but will boost your morale, protein, and nutrients
* Cannibals:
* Have the option to taste (just namira's bonus), feed (bonus + satisfies needs) or butcher (bonus + receive a human heart and human flesh)
* Get a big appeal boost from foods and ingredients containing human flesh
* Having the Ring of Namira in your inventory, or being a Bosmer, qualifies you as a cannibal
* Human heart and human flesh ingredients now provide nutrition
* Vampirism
* Substances are now tracked for vampires
* Skooma now tracked similarly to caffeine: boosts speed, carryweight, and weapon skills, but penalizes crafting skills, magic skills, and speechcraft
* Caffeine and moon sugar now follow a more realistic half-life model of metabolism
* Traveling by cart will now burn fewer calories and tire you out less (equivalent to sitting, rather than running as it was before)
* Sleep debt is now capped at 24 hours
Foods:
* Many ingredients will now satisfy your needs if eaten
* Skooma, moon sugar, and elseweyr fondue will increase your blood moon sugar levels
Interface:
* Added MCM support (MCM is optional)
* Added a hotkey if you have SKSE installed (SKSE is optional)
* Consolidated "Use Water" and "Check Needs" into a single +IMCN Actions+ power
* Added option to remove original menu tokens if you're using MCM and SKSE (menus can be accessed via MCM and the hotkey)
* In Game: tap hotkey to check needs, or use water if there is some nearby
* In Menus: tap hotkey to bring up vitality menu with advanced needs status information and actions
* Hold hotkey for ~1 second to bring up the more detailed penalty/bonus status menu
* Hotkey is "N" by default, configurable via MCM
Configuration:
* Added control over whether vampires eat and sleep, drink blood only, or both
General Code and Structuring improvements:
* Changed Nexus version from an .esm/.esp pair to a single .esp (see update instructions)
* All needs related scripts and menus are now generic rather than player-specific, so optional needs for followers is a step closer
* New system for linking foods to their nutrition info makes patching easier, and allows ingredients and potions to provide nutrition
* New keyword system for quick food compatibility patches - just attach an appropriate IMCNgeneric... keyword to each food
Bugfixes:
* recompiled all scripts for the latest game version
* eliminated potential divide by zero error in IMCNqsMain (avoid zany division by small floats...)
* fixed spoilage array initialization error (gotta check for array length 0 instead of comparing to "none" now)
* cleaned up residual deleted properties from... lots of stuff
* fixed spoilage container script's obnoxious, vague ::temp1 error (void function was declared as float)
* improved performance by eliminating gross overuse of slow Game.GetPlayer() calls by substituting in a property
* adjusting rate multipliers no longer changes penalty/bonus levels, so things should scale more intuitively