oishii - Dynamic Needs

⭐ — (30 endorsements) 📥 541 downloads 📌 v4 📅 6/20/2026
🟡 Updated this year

By rbt · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/31/2026 📅 Created: 6/20/2026
⚠️ Install Order · 2 steps
1🛠️ SFSE — Starfield Script Extender Download ↗
2🔧 Community Patch — Starfield Community Patch Download ↗

Install in this order, then this mod last — most mods fail to load without their framework and dependencies in place.

🔍 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.

📖 Full step-by-step install guide for Starfield →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Starfield commands, item IDs, and more.

Keep browsing — more Starfield mods await

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