oishii - Dynamic Needs
By S1nderion
Community Rating
Features
• Multi-stage Needs with realistic progression using UT time. • New Need for Rest with unique gameplay interactions. • Trigger Combo effects when all needs are Met or Neglected. • Healing items, Chems, and Caffeine integrated into Needs system. • Configurable notifications and difficulty. • Compatible with just about everything.
Needs
Nutrition
Satiated: +10% Carrying Capacity and Melee Damage Hungry: -20% Carrying Capacity Starving: -40% Carrying Capacity and Melee Damage
Hydration
Hydrated: +10% O2 + CO2 Recovery and +5% Reload Speed Thirsty: -20% O2 and CO2 Recovery Dehydrated: -40% O2 + CO2 recovery and -15% Reload Speed
Rest
Alert: +10% Healing and +5% Damage Resistance Tired: -20% Healing Exhausted: -40% Healing and -20% Damage Resistance
Progression
All Needs take the same number of hours in Universal Time to Advance from 100% to 0%. Needs will advance to the next stage at different percentage thresholds. Hunger and Thirst advance at a slower rate while sleeping.
Restoration
• Food restores Nutrition between 25% to 50%, varying on the food item's value. • Drinks restore Hydration by 30%. • Each hour UT of sleep restores Rest by 10%.
Consumables
• The new Caffeine effect restores Rest by the amount displayed in the interface. • Medpacks advance Rest by 10%. • Chems restore Rest by 10%, but advance Thirst by 15%. • Affliction Cures advance all Needs by 5%. • Drink Pack: Water will appear more commonly as loot, via scripted injection.
Mechanics
Combo State
These can trigger when all three main Needs are Met (Green) or Neglected (Red). Dynamic: +10% to Stealth, Piloting, Accuracy, and Persuasion. Drained: -20% Stealth, Piloting, Accuracy, and Persuasion. Drained applies an additional 50% penalty to restoring Needs which stacks with Efficacy Loss.
Efficacy Loss
Using any Consumable to restore a Need lowers the Efficacy of the next consumable used by 20%. Efficacy can be reduced to a minimum of 40% and is restored over time. Caffeine has its own unique Efficacy value.
Caffeine Addiction
Caffeine is now Addictive. While addicted to Caffeine, suffer -5% XP Gain and -10% Caffeine Efficacy. Addiction can be removed by visiting a Doctor, and its effects can be ignored by using Addichrone.
Nerve
• While in combat, Needs will not advance to the next stage from the passage of time. • Medpacks used in combat will advance Rest by 20% when combat concludes.
Long Rest
• Sleeping 24 hours UT or more will reset all Needs to random values. • A unique Reset message is displayed when this occurs.
Compatibility
Gameplay Systems
oishii is generally compatible with any other gameplay mods. It is generally incompatible with Peak Performance (and similar Needs mods) unless overlapping systems are disabled via configuration.
Consumables
Vanilla keywords are used to detect all consumables. Mods adding new foods, drinks, or chems are all compatible out of the box. Caffeinated Drinks are directly modified to add the Caffeine effect.
Installation
oishii can be installed anytime and will begin running immediately.
Configuration
Main: Enable or disable the Needs system. Mode: Choose which Needs are active. Notification: Choose how Needs advancement is indicated. Advancement: Choose how rapidly Needs advance.
Release notes
PC
-
5Add new Caffeine Addiction mechanic
Add unique Caffeine Efficacy multiplier
Add Long Rest mechanic with new unique message
Minor script fixes
Fix progression pausing after sleep
Update Help Menu entry to reflect Caffeine system
Adjust Medpack rest advancement downwards to 20%, or 10% while out of combat
Adjust Affliction Cure Needs advancement to ~5%
Adjust Chem thirst advancement to 15% and Rest recovery to 10%
Add PE2:Library script so other mods can simulate Caffeine, Food, and Drink ingestion as needed -
4Disable and re-enable via Gameplay Options when updating.
Add Caffeine effect to drink items
Add Needs Advancement Rate option
Note: Dynamic reflects the v3 advancement rate, not Standard.
Add Combat deferring medpack Rest advancement to end of combat at 50%
Add Needs advancement over time being deferred to end of combat
Change default setting of notification option to Maximum
Add Drink Pack: Water to LL_Aid_Basic_Leveled and Loot_LPI_Aid
Adjust Hydration to affect both CO2 and O2 regeneration -
3Add Hydration/Nutrition Only, Hydration/Nutrition/Rest, and Rest Only configuration options
Adjust Sustenance warning message
Add Efficacy Loss to restoration from Chems
Adjust Chem and Medpack effects on Rest -
2Only Affliction Cures cause Needs to advance
Hunger and Thirst now advance at the correct rates while sleeping
Rest stages now affect Rejuvenation skill healing
Fixed Watch notification text
Lowered Rest recovery per hour of sleep
Increased time over which Needs reach maximum value to 36 hours
Adjusted effects of all Needs stages
Remove cap on progression during long waits
Drained state now reduces Restoration Effectiveness for all Needs by 50%
Randomize the progress of Needs on mod start between 30 and 70%
Renamed Sated to Hydrated
Added help menu entry -
1Initial release.
Xbox
-
5Add new Caffeine Addiction mechanic
Add unique Caffeine Efficacy multiplier
Add Long Rest mechanic with new unique message
Minor script fixes
Fix progression pausing after sleep
Update Help Menu entry to reflect Caffeine system
Adjust Medpack rest advancement downwards to 20%, or 10% while out of combat
Adjust Affliction Cure Needs advancement to ~5%
Adjust Chem thirst advancement to 15% and Rest recovery to 10%
Add PE2:Library script so other mods can simulate Caffeine, Food, and Drink ingestion as needed -
4Disable and re-enable via Gameplay Options when updating.
Add Caffeine effect to drink items
Add Needs Advancement Rate option
Note: Dynamic reflects the v3 advancement rate, not Standard.
Add Combat deferring medpack Rest advancement to end of combat at 50%
Add Needs advancement over time being deferred to end of combat
Change default setting of notification option to Maximum
Add Drink Pack: Water to LL_Aid_Basic_Leveled and Loot_LPI_Aid
Adjust Hydration to affect both CO2 and O2 regeneration -
3Add Hydration/Nutrition Only, Hydration/Nutrition/Rest, and Rest Only configuration options
Adjust Sustenance warning message
Add Efficacy Loss to restoration from Chems
Adjust Chem and Medpack effects on Rest -
2Only Affliction Cures cause Needs to advance
Hunger and Thirst now advance at the correct rates while sleeping
Rest stages now affect Rejuvenation skill healing
Fixed Watch notification text
Lowered Rest recovery per hour of sleep
Increased time over which Needs reach maximum value to 36 hours
Adjusted effects of all Needs stages
Remove cap on progression during long waits
Drained state now reduces Restoration Effectiveness for all Needs by 50%
Randomize the progress of Needs on mod start between 30 and 70%
Renamed Sated to Hydrated
Added help menu entry -
1Initial release.
Playstation
-
5Add new Caffeine Addiction mechanic
Add unique Caffeine Efficacy multiplier
Add Long Rest mechanic with new unique message
Minor script fixes
Fix progression pausing after sleep
Update Help Menu entry to reflect Caffeine system
Adjust Medpack rest advancement downwards to 20%, or 10% while out of combat
Adjust Affliction Cure Needs advancement to ~5%
Adjust Chem thirst advancement to 15% and Rest recovery to 10%
Add PE2:Library script so other mods can simulate Caffeine, Food, and Drink ingestion as needed -
4Disable and re-enable via Gameplay Options when updating.
Add Caffeine effect to drink items
Add Needs Advancement Rate option
Note: Dynamic reflects the v3 advancement rate, not Standard.
Add Combat deferring medpack Rest advancement to end of combat at 50%
Add Needs advancement over time being deferred to end of combat
Change default setting of notification option to Maximum
Add Drink Pack: Water to LL_Aid_Basic_Leveled and Loot_LPI_Aid
Adjust Hydration to affect both CO2 and O2 regeneration -
3Add Hydration/Nutrition Only, Hydration/Nutrition/Rest, and Rest Only configuration options
Adjust Sustenance warning message
Add Efficacy Loss to restoration from Chems
Adjust Chem and Medpack effects on Rest -
2Only Affliction Cures cause Needs to advance
Hunger and Thirst now advance at the correct rates while sleeping
Rest stages now affect Rejuvenation skill healing
Fixed Watch notification text
Lowered Rest recovery per hour of sleep
Increased time over which Needs reach maximum value to 36 hours
Adjusted effects of all Needs stages
Remove cap on progression during long waits
Drained state now reduces Restoration Effectiveness for all Needs by 50%
Randomize the progress of Needs on mod start between 30 and 70%
Renamed Sated to Hydrated
Added help menu entry -
1Initial release.
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