Skyrim you look sick. Treatment of special diseases

Scrolls of Xanathar / Research

~ Diseases of Vvardenfell ~

During my many years of service at Fort Pelagiad, I have researched most of the diseases that are prevalent in Vvardenfell. Before considering them in detail, I will dwell a little on the conditions in which the spread of diseases occurs.

Climatic conditions

The climate of Vvardenfell is not favorable to a human or a mer. The western part of the island is covered with swamps with their poisonous fumes and high humidity. The northern part, called the coast of Shigorad, is a scorched plateau, devoid of vegetation, with sharp penetrating winds reigning here. The central part (Red Mountain region, Molag Amur) is a heap of mountain spurs, foyads and lava lakes. Only the western (the coast of Azura and the southern part of the island) can be called relatively favorable, but even here pestilence storms raging in the central and northern parts of the island sometimes reach. Recently, a plague storm hit the capital of Morrowind, Mournhold, causing panic among the population of the southern part of the province. From this we can conclude that the climate of the island directly and indirectly affects the number of diseases, creating favorable conditions for the development of diseases and, at the same time, exhausting the body, making it more vulnerable.

The social structure of the dark elves

One of the factors influencing the increased number of diseases is the cult of ancestor worship. Tombs and family crypts abound throughout the island, serving as bait for adventurers of all stripes to plunder them in search of valuable artifacts. Descending into the depths of the dungeons, they clash with various forms undead, which often leads to infection with various forms of diseases that the undead bodies carry.

In addition, most of the island's population lives in poverty, unable to buy a potion or spell to cure the disease. Ashlander tribes living in the area of ​​the coast of Shigorad suffer especially from this. The population of cities belonging to the great house of Redoran is subject to frequent plagues due to their proximity to Red Mountain. Also, the spread of the plague is influenced by constant pilgrimages to the area bounded by the Phantom Reach and campaigns of individual knights in order to fight the creatures of the corprus.

Slavery, eradicated across Tamriel but left intact in Morrowind, is also doing its bit. Slaves live from hand to mouth, in unfurnished huts, deprived of the opportunity to receive the help of a healer. Their exhausted body becomes easy prey for various diseases.

Thus, the combination of unfavorable climatic and social factors causes a large number of various diseases common throughout Vvardenfell. Diseases are carried various types animals or undead.

Diseases

Now let's go directly to the diseases that threaten the traveler in the vastness of Vvardenfell. They can be divided into two groups - ordinary and pestilent.

Common illnesses
There are sixteen types of common diseases in Vvardenfell: stone gout, infernal gout, liquefaction of the brain, fever, serpentine dementia, green spore, wet worm, brain ulcer, exhaustion, ataxia, withering, swamp fever, indigestion, brown rot, yellow tick and hoarse . Healers divide them into three classes: mild, severe, and acute. Serious and acute are the most dangerous, but not fatal. And yet you must treat them, otherwise they greatly weaken the body.

hellish gout- a common ailment affecting the patient's motor joints. Symptoms include constant irritation and inflammation of the joints. The carrier of the disease is a rock rider. Ataxia- a common ailment that does not cause complications, affecting the strength and dexterity of the patient. Symptoms: general pain and muscle tension. You can get infected from killer fish.

brown rot- a common ailment that affects the strength and behavior of the patient. Symptoms include necrosis and drowsiness. Carriers are walking corpses, skeletons, large walking corpses, or bone lords.

Brain liquefaction is a common ailment that affects the victim's memory and thought processes. Symptoms of the disease include memory loss and disorientation. The disease can be contracted from a rat.

swamp fever- widespread disease moderate, affecting the strength and behavior of the victim. Symptoms - heat bodies and nonsense. Sometimes the carriers of the disease are mud crabs.

brain ulcer is a widespread disease that affects the agility and behavior of the victim. Its symptoms include dizziness, as well as severe muscle spasms. Carriers of the disease are sometimes garbage rats.

Stomach upset- this is serious illness, affecting the strength, stamina and agility of the victim. Its symptoms include uncontrollable shaking and chronic fatigue. You can get infected from a pissed off shalk.

stone gout- a common ailment affecting the patient's motor joints. Symptoms include painful swelling and numbness of all joints. The disease can be contracted from a tamed guar or alite.

Exhaustion- a serious common ailment that affects the strength of the patient. Symptoms: weakness and flabbiness of muscle tissue. You can get infected from kwama in all forms and stages.

Fever- an incredibly dangerous disease that affects the victim's mind and coordination. Symptoms include clumsiness and mental disturbances. This disease is carried by walking corpses, skeletons, large walking corpses, or bone lords.

Wither- a common ailment that does not cause complications, affecting the strength and endurance of the patient. Symptoms: loss of strength and shortness of breath. You can get infected from dreughs.

wet worm- a common ailment that affects the mobility of the patient. Symptoms include uncontrolled muscle spasms. The carrier of the disease is the nixhound.

Khripunets- This is a mild ailment that affects the willpower and dexterity of the victim. Symptoms of the disease include muscle spasms and lethargy. This disease can be contracted from a Nyx Hound.

yellow tick- a disease of moderate severity, affecting the strength and agility of the victim. Symptoms include dark, bruised tumors that are tender to the touch. Carriers of the disease can be small kagoutis.

Serpentine dementia- it's serious common illness, which affects the mind and behavior of the victim. Symptoms include hallucinations and a feeling that the sufferer is covered in invisible, itchy, snake-like scales. You can contract this disease from a male netch and a female netch.

Green spores- a serious but common illness that affects the behavior of the victim. Symptoms include irritability and outbursts of rage, as well as dementia. Carriers of the disease are killer fish.

pestilence
Sea sickness is one of the most dangerous diseases. Unknown outside of Morrowind, these diseases are caused by plague storms that originate in the Red Mountain region. The four pestilences that I encountered in Vvardenfell are ashen plague, chizva, black heart, ashen sorrow. They are all spread by plague creatures or ash storms. But you don't need to worry about the Plague until you're in the Red Mountain area. That's where you need protection from pestilence.

Ash ulcer - acute illness influencing the behavior of the victim. It can be carried by corprus creatures and other pestilence monsters.

Ash Sorrow is a pestilence that affects the will and thought processes of the victim. The disease can be contracted from animals with corprus and other affected creatures with pestilence.

Black Heart- an acute disease from the category of Mora, affecting the strength and endurance of the victim. It can be carried by corprus creatures and other pestilence monsters.

Chiazva- this is an acute pestilence, acting on the dexterity and mobility of the patient. Carriers are corprus creatures and other pestilence monsters.

Corprus- a rare form of pestilence. Knights sometimes become infected with it while fighting corprus monsters inside Wraithreach. Symptoms of the disease include dementia, violent behavior, and deformed, ugly tumors on the skin. We cannot treat her. The victims are sent to the Corprusarium below Tel Fyr, the tower of the Telvanni wizard Divayth Fyr. Victims go crazy, You go crazy, and the body becomes fat and disfigured by unnatural growths. It's always deadly. Sometimes it develops slowly, sometimes it's a matter of days.

Methods of treatment

One of better ways treatments available to everyone are healing potions. Healing potions eliminate ailments and various adverse conditions. Healing potions include: Heal Poison Potion, Potion of Common Ailments, Heal Paralysis Potion, and Heal Pestilence Potion.

Alchemists, apothecaries and healers sell so-called commercial potions as well as ordinary merchants. Such potions are simple and reliable, however, quite expensive. If you are trained in alchemy skills or are engaged in it, then with the necessary apparatus and ingredients, you can make homemade potions on the spot. There are eleven types of potions: potions of restoration, potions of resistance, poison potions, potions of change, healing potions, potions of enhancement, water potions, potions of illusion, potions of mysticism, potions of search, potions of protection.

Commercial potions are 100% effective. Most of them are divided into five categories - cheap, discounted, standard, high-quality and exclusive - efficiency and duration grow in direct proportion to quality and price. Some potions only go in one category, they only do one thing and are guaranteed to work. Adventurers who lack magical skills can rely on potions or scrolls if they need magical effects.

You can pray at the healing altars of the Imperial Cult and receive a blessing that heals common ailments and pestilence, removes the effects of poisons and restores bodily qualities. Non-members pay 25 drakes. Beginners pay 10 drakes, and higher ranks receive blessings for free. Healing altars are located: in the Foreign Quarter in Vivec; at Wolverine Hall in Sadrith More; at Fort Motley Butterfly; at Moonmoth Fort; at Fort Pelagiad; at Fort Darius; in the Guild of Mages Ald "rune; and in the Imperial Chapel in Ebonheart.

Igfa, Healer of Fort Pelagiad Adept of the Imperial Cult

Player character. Diseases are simple and special.

How to find out about the disease

A journal where you can see about your illness.

  • Your character's illness can be seen by his movement while running or any other movement. You can check the presence of a disease in the active effects in the magic menu (active effects) and if you see some negative effect there highlighted in red, then you are sick.
  • The NPCs surrounding you (guards, merchants, etc.) can also signal about the character’s illness, who will say the following phrases:

"...Don't be offended, but you look lousy." Are you sick?
-... Are you okay? It doesn't look like much.
-... You look ugly. Look, don't infect me.
"...You look worse than I feel."
-... You look bad. Are you okay?
"...You'd better lie down." You look unhealthy.

  • About the disease can be viewed in your journal in the "Active Effects" section.

Simple diseases

Disease English title ID Description Source
Ataxia Ataxia 000b877c wicked rats
0010a24a Lock picking and pickpocketing become 25% harder. Traps
Bonebreaker Fever Bone Break Fever 000b877e The Bears
0010a24c Loss of 25 points of stamina. Traps
Zaum Brain Rot 000b877f Loss of 25 points of magic. soothsayers
0010a24d Loss of 25 points of magic. Traps
Khripunets Rattles 000b8781
0010a24e Stamina regeneration is 50% slower. Traps
stone gout Rockjoint 000b8782 Wolves
0010a24f You are 25% less effective with melee weapons. Traps
Sanguinare Vampiris Sanguinare Vampiris 000b8780 Decrease health by 25 points. Progression vampirism. Vampires
Brain liquefaction Witbane 000b8783 saber teeth
0010a250 Magicka regeneration is 0.5% slower. Traps

Treatment of simple diseases

In Skyrim, there are several ways treatment of diseases :

Special diseases

Vampirism- a disease similar to the one in the last three parts of TES, but with a different name for the "virus". The principle is the same as before. Infection can occur when falling under the effect of the vampire spell Life Drain (10% chance) You can become a vampire 72 in-game hours after infection.
Lycanthropy- a disease that came from Daggerfall, allows the diseased (transformed) to become Werewolf once a day. Werewolf Mode lasts a little over an in-game hour (originally 2 minutes, each corpse eaten extends Beast Mode by 30 seconds).
Cannibalism- not quite a disease, but rather an ability, after killing the victim, you can eat it, thereby restoring your health, as well as increasing its maximum value.

How to find out about the disease

  • When a character becomes ill, new options for life activity open up.
  • If your character is sick, people around you will say phrases related to the illness - for example:

if you are a vampire, you can say: "Your skin is as white as snow, are you afraid of the sun?" or "Some strange eyes you have, some kind of hunger in them".
if a cannibal "What did you eat? Your mouth stinks like garbage".
if a werewolf - the guards can say: "You smell like a wet dog and I don't like your bestial grin" or "We heard a werewolf howl and you have fur sticking out of your ears".

Treatment of special diseases

You can learn about the treatment of these diseases on separate pages of this disease.

Note

  • After healing, only one Arcadia from whiterun will continue to speak phrases about the disease, even if the character is completely healthy.

Lycanthropy

Werewolf, he's a werewolf, he's a lycanthrope.

Lycanthropy. So. The werewolf gains the ability to take on the form of a wolf. At the same time, in normal times, you will look like a completely ordinary person, or whatever you are. You also gain 100% disease resistance. And stop getting a bonus from sleep. Werewolves don't sleep. Surrounding characters can make comments about your appearance.

How to become a werewolf? You can become a werewolf in the course.
How to transform? To use the transformation, through the Magic menu, open the Talents section and select the one you need. Now with the scream key (Z) you can turn into a werewolf. You can’t turn back yourself - wait a certain time.

Pros of using the wolf form:

  • New gameplay. Inventory and magic disappear. But there is an opportunity to tear the victims with claws.
  • Increased health and stamina.
  • Wolves don't touch you.
  • You can become stronger by quenching your thirst for blood.
  • Fast movement speed and increased jump height.
  • While in werewolf form, crimes do not count against your character.

Minuses:

  • Infection with lycanthropy cancels lifesteal. You can't be a vampire and a werewolf at the same time.
  • Third person view only.
  • After transformations, you need to put on all things again.
  • The werewolf is weak until you satisfy his bloodlust.
  • Health does not regenerate over time.
  • People attack you.
  • You can not collect items, open containers, talk.
  • If someone sees you transform, your penalty will increase by 1000.
  • Sleep does not give rest and the positive effects associated with it. And during the whole time while you are infected with lycanthropy.

Werewolf abilities. These are spells that can only be used in wolf form using the shout key.

Howl of Rage.

Effect: For 30 sec. fear takes possession of all nearby enemies 25 lvl. and below. After completing a few tasks for Aela the Huntress, she will instruct you to collect " Totems of Hircine". These are two more abilities:

The smell of blood.

Effect: Detect Life at a large radius for 60 sec.

Call of the Pack.

Effect: Summons two wolves to fight at your side.

How to increase the number of conversions? For these purposes, you can pass, which will give you the Ring of Hircine if you save the life of a werewolf. The "Ring of Hircine" will appear in the Talents section - use it after the first transformation is completed. Without a ring, you can only transform once a day.

How to extend the transformation? You have to eat corpses. From each +30 seconds to stay in the form of a beast. This will also restore health.

How to be healed? At the very end of the Companions storyline, you can throw the head of the Glenmoril Witch into the fire. Then the wolf essence will separate from you and you can kill it. You need to throw the head a second time - the first is counted as helping Kodlak. It will be possible to recover even after leaving the tomb. You can go back and throw the witch's head into the fire as many times as you like.

Vampirism Vampirism is nothing more than a disease - Porfiry crowned. Symptoms are as follows: cardiac arrest, deathly pallor, enlarged eye teeth. If you no longer recognize yourself in the mirror and notice these symptoms - congratulations, you are a vampire! How to become a vampire.
To do this, you need to be a wounded vampire and become infected with vampirism. And in a few days, there will be one more vampire in Skyrim! Vampire Thrall is not a vampire.
And one more, more reliable way: - wearing it you will become a vampire, details in the description. See the FAQ for instructions on how to install mods.

Where can you find vampires? Yes, a lot of places. But the easiest way is to find Movarth's Lair. It's northeast of Morthal, here's the map:

You can find out about infection by adding active effect - Sanguinare Vampiris. If you do not want this, you have the same few days after infection to take a "potion of healing diseases", or pray at the altar to any of the deities. If you don't, you will become a vampire.

Healing from vampirism. Suppose you didn't have time to do it, or you missed the message about the infection. Or maybe you're tired of being a vampire. You have exactly two paths. The first is an infection with Lycanthropy. As mentioned above, a werewolf cannot be a vampire. Second. Proceed to Morthal, in the tavern you will find Falion, who studies vampires. He can also be cured with subsequent infections. If you are reading this text further, then you want to play the role of a vampire.

Benefits of vampirism:

  • Active effects that give immunity to diseases, immunity to poisons, 25% bonus to Illusion magic, 25% bonus to stealth, resistance to cold (+25% at each stage, up to 100% at stage 4).
  • New spells at each stage. They will give you the ability to night vision, absorb health, revive bodies, calm enemies with vampire seduction.

Minuses:

  • Health, stamina and magicka are reduced when you are in the sun (+15 at each stage, up to 60 at stage 4) - from 5 am to 9 pm.
  • Weakness to fire (+25% at each stage, up to 100% at stage 4)
  • Bad relations with the townspeople. At stage 4, you will be attacked.

What are stages and how to drink blood
This is the progress of your transformation, depending on the time since the last "feeding". To "eat", you need to sneak up on any sleeping person in stealth mode and select feeding from the dialog menu. Immediately after, you return to stage 1. In a few days you will move on to stage 2, and at the end you will reach stage 4.

Cannibalism The ability to eat human meat and replenish your health appears if you put on the Ring of Namira, which can be obtained by completing it. If you are caught doing this by a pious citizen, you will be reported by the guards.

Review:

This mod improves the gameplay and realism of the game by adding vital human needs to the game. Now you will have to drink from time to time, eat 2-3 times a day, and also sleep at least 7 hours a day. In this regard, it becomes necessary to constantly have a supply of food and drinks in the inventory. But do not forget that food spoils over time. By consuming raw meat and fish, you can pick up some kind of disease. Water can be extracted independently from various reservoirs, as well as stored for future use, gaining in wineskins.

Peculiarities:

You get a small buff while keeping your needs in good condition. And you get one of three types of penalties if you ignore needs. But you won't die from it (unless the "Death" option is enabled). There are also no penalties for excessive consumption of food, water and sleep.

During the battle, the growth rate of needs will increase (primarily fatigue).

Drinking alcohol more than 3 times in a short time will make you drunk, which will affect your condition, cause visual impairment of vision and may cause you to trip. Eating skooma will also worsen your performance and affect your eyesight.

All non-transforming diseases will now be much more difficult to cure. The disease passes in 4 stages at random intervals. If you are subject to the "fatigue" condition, you get an additional debuff. Altars no longer heal. Instead, you must pay a priest, use a cure disease potion, or eat a food item that has "cure disease" as one of its effects. After treatment, the diseases do not disappear immediately, but regress over time. The first stage of the disease or "Light" has a chance to be cured without your participation.

You can assign hotkeys for automatic consumption of food and drinks. You can set up automatic food consumption even without the participation of the player, the main thing is to keep the inventory filled with products.

Saturation occurs faster, the heavier the food. Water and alcohol quench thirst. Water can be stocked up using waterskins, which can be crafted at the tanner, purchased from innkeepers or haberdashers, and also found on the bodies of dead NPCs.

Waterskins can be replenished in the following ways:
- purchase from innkeepers, or from travelers with wineskins.
- replenish stocks with your friends (for which you, for example, completed some quests).
- using any open container (bucket, kettle) in the rain.
- from barrels and kegs with water or with the help of any tub from wells. Barrels and tubs can be crafted at forges or purchased from merchants. They don't disappear unless they are dismantled.
- get water from the collected snow, from reservoirs or from waterfalls, using the "Drink" hotkey / clicking on an empty wineskin.

Notices:

Widget: Three icons that indicate the degree of hunger, thirst and fatigue. They can be chosen from two different styles and can be placed anywhere on the screen. Requires SkyUI and SKSE.
Sound: Stomach grumbling, coughing and yawning will become more frequent the more hungry, thirsty or tired you are. If you hear a male voice instead of a female one, just save and restart Skyrim.
Text: Messages will appear in the upper left corner of the screen showing the current status. You will not receive penalties while you are slightly hungry or tired.

To configure the mod using the MSM menu, you need installed and Skyrim Script Extender (SKSE) .

In the mod settings there is reference information on all the features provided.

P. S. Hunger, thirst, and fatigue values ​​are randomly selected each time the game is restarted to add to the thrill of starting the game.


Compatibility:

  • The modification does not change the original game resources, with the exception of a few locations with water bodies. This mod should be compatible with almost everything, without the need for patches.
  • When using the Perkus Maximus mod and the Dangerous Diseases add-on at the same time, go to Skyrim\Data\SkyProcPatchers\T3nd0_PatchusMaximus\Files\blocklist.txt and add "iNeed - Dangerous Diseases.esp" to the list
  • When using the "iHUD" mod and the "Link ALL SkyUI Widgets" option is enabled, the display of icons can be switched with the same hotkey that turns on the display of the compass. If you want the icons to be displayed permanently, then disable the above option in the iHUD settings..
  • Supported Addons and Mods: Dawnguard, Hearthfire, Dragonborn, Wyrmstooth, Falskaar, Cooking Expanded, Hunterborn, Babettes Feast (patched versions), Improved Fish, Herbal Tea, Be a Milk Drinker, Drinking Fountains of Skyrim, Realistic Wildlife Loot and Recipes, skyBirds , Phitts Alchemy and Food Overhaul, Nernies City and Village Expansion, Expanded Towns and Cities, Harvest Overhaul, More plants and recipes, Osare Foods, 527 Food, A Real Explorer's Guide to Skyrim, Ambrosia from Valhalla, Bon Appetit, Drinks for the Thirsty, Highland Milk Farm, Real Wildlife - Skyrim, Skyrim Immersive Creatures, Farm Animals, Gromits Cooking Recipes, Zinni's Food Overhaul, Special Flora of Tamriel, Nordic Cooking, Coffee and Water, DovahCook, Yet Another Recipe Mod
  • Cooking Ingredients and Requiem do not require additional plugins.

Requirements:

Necessarily: Skyrim 1.9.29.0.8+
Optional: 3.0+
Required for widgets to work, as well as for setting up the mod using MCM.
Optional: SKSE 1.6.5+
SKSE is only needed for widgets, product modification and configuration through SkyUI's MCM. To collect water from lakes, rivers and ponds, version 1.7.2+ is required.
Optional: iNeed - Dangerous diseases
Introduces a new, more complex disease system. Present in the main archive.
Optional: 1.40+
In the cold, food spoils more slowly and you can purchase water from travelers.

Version 1.602

  • Disabled the message about using drinks near water sources.
Version 1.601
  • This mod's bonuses and penalties are now temporarily disabled during fights.
  • Minor fix to prevent "no gold" spamming when companions buy food.
Version 1.60
  • New skinskin look: high poly models and high textures made by volvaga0 exclusively for iNeed.
  • Visible Waterskins: Waterskins will be displayed on characters provided they have a waterskin in their inventory and slot 49 is not occupied.
  • Dangerous Diseases: Replaced the Potion of Cure Diseases with different potions for each disease. Finding the right potion becomes a difficult task. Priests are now of great value, as they are able to cure all diseases in one place. Potions to cure diseases from the Dragonborn expansion can only be found in Solstheim. To make the Perkus Maximus mod compatible with the Dangerous Diseases add-on, simply add it to blocklist.txt.
  • Sit hot key: Press the key to sit anywhere. Hold the key to crouch companions. Click "Jump" to exit this animation.
  • Staying in this position for 2 hours will reduce your fatigue. However, like walking in a wagon, it is not as effective as sleeping.
  • Companion needs are now split into two options: Normal Consumption: Companions will actually consume food and receive the appropriate effects (eg health regeneration). Food and drink sound effects will play. Simulation: Instead of actually being consumed, food will simply be removed from the companion's inventory. Companions don't get food effects, and sound effects don't play.
  • The way vampires eat is divided into three options: Mortal: Regular food and blood reduce hunger and thirst. Sleep and blood reduce fatigue. Mixed: Thirst and hunger have no effect. Fatigue builds up slowly. Sleep and blood reduce fatigue. Pure: Blood alone reduces hunger, thirst, and fatigue. Vampire companions will only consume regular food if Mortal is selected.
  • Water Kegs: Can be crafted or purchased. Functions like barrels of water, but smaller.
  • Alcoholic Dehydration: Drinking alcohol temporarily reduces thirst, but then causes it to rise faster over the next two hours. Disabled by default.
  • Paid harvest: The function can be switched through dialogue with the farmer. If you decide to own part of the crop, place a barrel of water next to the farm. The crop will be marked as yours.
  • Power hot key: Holding down will switch the priority of the consumed food (From fresher to less fresh and vice versa).
  • Drink hot key: Press this key to automatically drink from your inventory. Hold this key to fill a waterskin from a pool or waterfall. If there are no containers to fill, you will drink from the reservoir. Holding this key near small snowdrifts will allow you to collect "Snow".
  • Check Needs Hotkey: Holding the key will show the inventory status as text.
  • Soups are brought into their own category and provide an easy thirst quencher.
  • Barrels, kegs, and pails can now be optionally repositioned for more precise placement using the post-installation menu.
  • Purchasing food by companions now includes filling waterskins.
  • Alcohol intoxication now adds stumbling.
  • Added additional options for food spoilage settings.
  • Disease cure effects from other mods now affect iNeed diseases as well.
  • Empty waterskins are now displayed correctly if EFF is installed.
  • Fixed some issues with werewolves and raw food.
Version 1.51
  • The "No harvest" option has been replaced with "Paid harvest". Vegetables (Cabbage, Leek, Potato, Pumpkin, Wheat, Ash Sweet Potato) and Hanging Meat (Pheasant, Rabbit, Salmon, Horker) can no longer be harvested freely. Instead, you are presented with two options: 1. "Steal" - the item in the inventory will be marked as stolen. 2. "Buy" - gold will be spent. The opportunity to buy groceries will be only from 8 am to 8 pm.
  • Checking companion inventories using the hotkey is now more accurate.
  • The level of hunger and thirst does not increase for vampires when the option "Needs to fight" is enabled
  • Werewolves and vampires can no longer be infected with Stomach Rot. Stomach Rot no longer removes other diseases.
  • Reorganization of the selection menu when activating buckets, barrels, etc.
Version 1.50
  • Added the ability to independently determine the properties of food and drinks by consuming them (if they have the keyword VendorItemFood).
  • Added "Remove Food" function that dynamically removes some food from the world of Skyrim. Now in less wealthy settlements it will become more difficult to find food for yourself. Disabled items are selected randomly with each new game. This feature replaces most of the functionality of the ‘You Hunger’ mod, but it can be additionally used to further reduce the products in the game world.
  • Added option to disable picking vegetables (potato, leek, cabbage, ashy sweet potato)
  • Added the ability to disable the collection of meat carcasses (salmon, rabbits, pheasants, horkers).
  • Eating with Companions: Added an option to actually consume food while eating together in addition to automatically taking food/drinks when they need to.
  • Increasing Needs During Combat: Decreased default level. Now you can control the speed at which this happens.
  • Status check by hotkey: as a string, your status and the status of your companion's inventory are displayed.
  • Customizable text notifications.
  • Turning into a werewolf now disables the "Unhealthy Raw Food" feature.
  • Change the weight of food using the "Increase the weight of food" function.
  • Fixed some bugs.