oishii - Dynamic Needs
🟡 Updated this year⚠️ Install Order · 2 steps
Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.
Preview

🔍 Analysis
- 👍 5.5% endorsement rate — high engagement, a strong quality signal
- ✅ Updated 50 days after the latest game patch — actively maintained
- 🏆 #261 of 468 Gameplay mods in this game by downloads
📋 About This Mod
A simple, Vanilla+ Needs system designed to seamlessly replace Sustenance.
• 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.
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.
• Medpacks advance Rest by 20%.
• Chems restore Rest by 15%, but advance Thirst by 25%.
• Affliction Cures advance all Needs by 25%.
• Drink Pack: Water will appear more commonly as loot, via scripted injection.
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.
The Caffeine effect does not suffer from Efficacy Loss.
Nerve
• While in combat, Needs will not advance to the next stage from the passage of time.
• Medpacks used in combat will instead advance Rest by 10% when combat concludes.
Compatibility
📊 Mod Details
- Game
- Starfield Mods
- Author
- rbt
- Version
- 4
- Downloads
- 541
- Endorsements
- 30
- Category
- Gameplay
- Created
- 6/20/2026
- Updated
- 7/31/2026
🔧 How to Install Starfield Mods
Download from Nexus.
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Visit the official mod page for specific installation instructions for this mod.
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