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Join our Discord!A brief description of the survival elements
This is very important. As of 2.0, Skills of the Wild is no longer optional, and no support will be provided for removing it.
The default campfire powers are now unlocked through skills trees using the campfire skill system. These include Scrimshaw, Primitive Crafting, Sense Direction, Instincts, and Harvest Wood (more on this one later). These perks can be unlocked simply by travelling across the land of Skyrim, and taking a moment for reflection every now and again (activating a crafting station, or taking a seat). The compass and sneak meter are also perk locked behind Skills of the Wild. You can find more information on the modpage
The previous changes to cooking were removed in the newest version of Skills of the Wild, instead you gain bonuses based on the perks you've assigned through the cooking tree
Eventually, you will gain the ability to tame wild animals to fight alongside you, starting with small animals, but eventually working your way up to larger predators, suhc as bears and sabre cats!
Warmth and Coverage
Skyrim is a very cold and unforgiving region, with blinding snow storms in some regions, and torrential rain in others. You will need to keep yourself both warm and dry if you wish to survive to fulfill your destiny. Different armor and clothing provide different warmth and coverage bonuses, detailed on their item cards n your inventory.
Standing next to any flame will provide warmth (even a Flame Atronach), but without shelter from the elements, the heat is only so effective. Finding shelter of some kind, be it an overhang, a placed tent, or a large rock will provide shelter from the wind. Rain, Snow, and Swimming will increase how wet you are, and the more wet you are, the faster you get cold, so try to stay as dry as possible for as long as possible.
You have the ability to build campfires to keep yourself warm, although early on you will need to either scavenge driftwood and branches from the ground, or utilize a woodcutters axe at a chopping block. Once you've unlocked the Lumberjack perk in Skills of the Wild, you will be able to use the Harvest Wood power when you have a Woodcutter's Axe in your inventory to gather deadwood and branches from surrounding trees.
Frostfall defaults to killing you when your exposure becomes to high, although Empyrean uses the rescue feature, which will have some helpful person bring you to the closest Inn, or your companions will start a small fire to warm you.
Vitality
Last Seed introduces a new mechanic called Vitality. Vitality is an overall measure of your health and well-being. How well you eat, what drinks you consume, how (and where) you’ve slept, and how warm and dry you’ve kept yourself all contribute to your Vitality. The higher your Vitality, the better health you are in. You become more resistant to diseases (more on that later), and through the Campfire perk system, there is an ability you can gain where you trade your Vitality for a massive damage increase. Sleeping in a warm, comfortable bed in an inn or your home will be better than sleeping in a tent in the wilderness, which is better than sleeping on a bedroll in a dungeon. Foods range from filling to snack, and drinks come in multiple varieties. All of this will contribute to your overall Vitality. If your Vitality drops to zero, Last Seed defaults to death, though Empyrean, once again, sets it to rescue.
Focus
Last Seed also introduces a new mechanic called Focus. What this does is pauses the progression of needs while you are engaged in combat, conversation, dungeon crawling, purchase menus, and crafting menus. Conversations, purchase menus, and crafting menus typically will not affect your needs that much. Dungeon crawling and combat on the other hand, will. When you enter a dungeon, your needs are put on ‘hold’, so that you do not have to worry about eating, drinking, or sleeping. When you exit the dungeon, your needs resume, taking into account the length of time you were ‘focused’ in the dungeon. Generally speaking, while you may leave the dungeon starving, dehydrated, and sleep deprived, as long as you remedy those ailments promptly, you shouldn’t suffer any ill effects. Combat functions in much the same way. The longer your combat lasts, the longer your needs are ‘paused’.
Disease
Diseases have received a complete makeover with Last Seed. There are now multiple different kinds (on top of the Vanilla diseases), that can be contracted any number of way. Being bitten by a wolf, drinking water directly from the river, eating raw or spoiled food, or letting yourself get to dirty. Potions of Cure Disease no longer exist, they are now Potions of Disease Resistance. These will provide a buff to your disease resistance, making you less likely to catch a disease. Priests and wandering Vigilants of Stendarr will cure you of your ailments, and Apothecaries will sell disease specific potions. Praying at a shrine no longer curses diseases either.
Provisions
Last Seed provides a Provisions pack, which will store food for you, so that you don’t need to clutter up your inventory. This provisions pack starts at 15 carry weight, but can be increased via Campfire perk trees. You can set up an auto eat and drink function from the MCM, which will pull from your provisions pack first, and than your inventory.
Spoilage
Food can now spoil. If left in your inventory, your followers inventory, or your provisions pack for too long, food will begin to spoil. Food that would normally be found in the world (in chests, and barrels) will now be replaced by junk items, or spoiled/rotten variants. Food can be kept fresh by placing it in a player safe container (Chests, barrels, storage in a player home).
Follower Needs
If you want to experience the full Last Seed effect, you can turn on follower needs, which will mean that your followers will now need to eat, drink, and sleep, and will look to you, as the leader, to provide those things. If you decide to turn this feature on, your provisions weight will increase to accommodate your followers needs, and the auto eat/drink feature will encompass your followers as well.
Wounds
In combat, you may sustain injuries, ranging from mild bruising to shattered bones. There are a number of ways to treat these injuries. The first, and longest way to treat them, is to take a break from adventuring and let the wound heal on its own. It will take some time (The MCM is set to heal broken bones in 3 in game days). Potions of Cure Injuries are available (Cure Broken Bones, Bruises, Cuts), and these can be found in the world, or purchased from Apothecary shops. The easiest way is a gold donation to a temple in the Walled Cities (Whiterun, Solitude, Markarth, Windhelm), and a priest will be able to heal your wounds for you.