Same here. It happens if the cumulative leg injury penalty outstrips your speed. For example, I had speed of 42 and got a total penalty of 64, resulting in speed being set to 107. Doesn't fully make sense, but there's clearly an overflow. I assume other penalties would work the same way. It all got reset to normal values after sleep.
Hello and congratulations on your great mods! I realised however that sometimes the speed stat is fortified instead of being drained but I unfortunately I haven't noticed any particular circumstances that cause this to happen. I have the GOTY version and use OBSE 20.6. I have been trying to reproduce the bug but I only get it randomly. I hope you see this sometime, keep up the good work!
Hey Striker, Battle Fatigue and Injuries, along with NPCs Yield and a couple others are in a group of my mods that more intricate (as in they are integrated into the little cracks in the game to achieve their purposes) than others. So, they've gone through a lot (especially NPCs Yield) in their dev process.
All my mods play nice together. And they've been designed to be small enough (e.g. rather than an overhaul of a whole system) to play nice with others as well. E.g. Battle Fatigue and Injuries should play nice with Duke's combat mods. Or they used to anyway. I'm not sure what Duke has done with his mods since the last time I played with them (2008?).
And, yes, If you're not using the HUD, you won't need the Textures folder.
Also, I completely missed blackjackgarry's comment on adding my mod to theNiceOne's HUD Status bars. He's got that system correct. Unfortunately, he's also right with still requiring Pluggy. Before theNiceOne's and Kyoma's mods, Pluggy was the only way to get custom HUDs in the game. And this mod, along with my Customisable HUD Components mod preceeded HUD Status Bars.
I've just had a read through all of these comments and I must say you continue to impress me with your determination to produce a perfect product. I'm currently using your NPCs Yield mod (as well as Magicka Based Enchantment Limits). Does this mod and NPCs Yield 'play nice' together?
- Edit - Just had another look through the comments (was wondering about the comment about pluggy use vs crashes). Would I be correct to assume if I'm not going to use the HUD display the Textures folder doesn't need to be installed? I always try to keep unnecessary stuff from cluttering up my Data folder.
I've updated this mod: Changes since last updates (0.69) ================================= 0.70, 4 February 2012: Tweak: When loading a game after you die, the game may crash. However, if you quit to the Main Menu and load the game from there, it doesn't. In this version, after you die, you won't be able to load a game except from the Main Menu. You can load the game normally while alive.
I have just found that Battle fatigue and injuries may cause a crash when loading a game after dying. The work-around is to quit to the Main Menu after dying and load the game from there. It seems quitting to the Main Menu cleans the game of stuff that causes the mod to crash the game. Am working on a solution now.
Changes since last updates (0.6 ================================= 0.69, 23 January 2012: Bug-fix: Magical reliefs (gained from magical spells) may have been disabled in the previous version. Reenabled in this version. Compatibility: With Nehrim: kuerteeNehrimBattleFatigueAndInjuries.esp. Choose one ESP. Or when using OBMM, it will install the appropriate version. Bug-fix: Banked damages from previous combat does not carry on to new combats anymore. Previously, combatants would receive injuries before they receive actual hits because of this bug. Fixed now. Tweak: Health is restored faster when sitting: x2 when sitting, and x1.5 when on a horse.
Hey blackJacGarry, Nope. My mod applies its penalties with invisible and enchanted items. All of my mod's effects are displayed in the character's Active effects panel. All injuries and battle fatigue effects are listed there with an appropriate icon. If you find that your skills look like they are getting permanently adjusted, they are not.
It's possible that another mod that uses ModAV or ModAV2 (a scripting function) is corrupting it. ModAV (or ModAV2) needs to be used carefully because it's data is affects the attribute's general pool of adjustments. So each mod that use it needs to track its own adjustment. If only one mod doesn't and willy-nilly removes or adds to that pool, the attribute's value gets corrupted. http://cs.elderscrolls.com/constwiki/index.php/ModAV
If you want more info, post a question in Bethesda's Official Oblivion forum and post your full load-order there. http://forums.bethsoft.com/index.php?/forum/25-oblivion-mods/
To get a log of all your character's data in a text file, get my Actor Details mod and Conscribe mod (search for them on TESNexus).
Again, because the effects of my mod are applied with invisible enchanted tokens, there is no way my mod can permanently remove Attrtibutes. It is more likely that another mod that uses ModAV or ModAV2 has not kept track of its own data and so has corrupted your character's Attributes.
It seems that my vigilance against the use ModAV and ModAV2 has backfired. The cleaner method of using invisible and enchanted items has maybe highlighted Attributes when they get corrupted. You should have seen how the injury mod I used to use before I built this truly corrupted your stats. Examining its code will give you an insight of how ModAV and ModAV shouldn't be used.
well, I tried it and - not so sure - there seems to be a problem with the attribute penalties.
I am using MMM,OOO,FCOM, Race Balancing, Oblivion XP, Duke Patriks Hypothermia II, and quite some others. But first used/mention mods also add penalties to the attributes.
But they differ in one thing. Their penalties will not go onto the basic attribute, theirs are on top of it.
What I mean. Say, you play with strengh 66 (the 'blue' values in the attribute view). Now I get a penalty by Duke Paticks Hypothermia -5, so I have now only 61 strengh. After resting or (in case of hypothemia waiting near fire) I get my 66 strengh back. All as it should be...
Now, in case of yours - here I get an injury with penalty -4. My strengh is now 62. Now I rest, and I can see, that after resting 10h I have no injury left, BUT MY Strengh is also now 62 as basic value (the 'blue' one). So what happend - your mod subtracted 4 strengh point for ever! I cannot get them back - even not with help of the UOP Attribute repair function.
Could it be, that your mod affects the basic values directly? So that you changes the attributes in a way, that they are reset to a lower value, and not only as the injury occurs.
48 comments
My crippling leg injury is giving me a 89-point speed BONUS rather than a penalty.
I think something somewhere screwed up a bit.
All my mods play nice together. And they've been designed to be small enough (e.g. rather than an overhaul of a whole system) to play nice with others as well. E.g. Battle Fatigue and Injuries should play nice with Duke's combat mods. Or they used to anyway. I'm not sure what Duke has done with his mods since the last time I played with them (2008?).
And, yes, If you're not using the HUD, you won't need the Textures folder.
Also, I completely missed blackjackgarry's comment on adding my mod to theNiceOne's HUD Status bars. He's got that system correct. Unfortunately, he's also right with still requiring Pluggy. Before theNiceOne's and Kyoma's mods, Pluggy was the only way to get custom HUDs in the game. And this mod, along with my Customisable HUD Components mod preceeded HUD Status Bars.
- Edit - Just had another look through the comments (was wondering about the comment about pluggy use vs crashes). Would I be correct to assume if I'm not going to use the HUD display the Textures folder doesn't need to be installed? I always try to keep unnecessary stuff from cluttering up my Data folder.
Changes since last updates (0.69)
=================================
0.70, 4 February 2012:
Tweak: When loading a game after you die, the game may crash.
However, if you quit to the Main Menu and load the game from there, it doesn't.
In this version, after you die, you won't be able to load a game except from the Main Menu.
You can load the game normally while alive.
Changes since last updates (0.6
=================================
0.69, 23 January 2012:
Bug-fix: Magical reliefs (gained from magical spells) may have been disabled in the previous version.
Reenabled in this version.
Compatibility: With Nehrim: kuerteeNehrimBattleFatigueAndInjuries.esp.
Choose one ESP. Or when using OBMM, it will install the appropriate version.
Bug-fix: Banked damages from previous combat does not carry on to new combats anymore.
Previously, combatants would receive injuries before they receive actual hits because of this bug. Fixed now.
Tweak: Health is restored faster when sitting: x2 when sitting, and x1.5 when on a horse.
Nope. My mod applies its penalties with invisible and enchanted items.
All of my mod's effects are displayed in the character's Active effects panel.
All injuries and battle fatigue effects are listed there with an appropriate icon.
If you find that your skills look like they are getting permanently adjusted, they are not.
It's possible that another mod that uses ModAV or ModAV2 (a scripting function) is corrupting it. ModAV (or ModAV2) needs to be used carefully because it's data is affects the attribute's general pool of adjustments. So each mod that use it needs to track its own adjustment. If only one mod doesn't and willy-nilly removes or adds to that pool, the attribute's value gets corrupted. http://cs.elderscrolls.com/constwiki/index.php/ModAV
If you want more info, post a question in Bethesda's Official Oblivion forum and post your full load-order there. http://forums.bethsoft.com/index.php?/forum/25-oblivion-mods/
To get a log of all your character's data in a text file, get my Actor Details mod and Conscribe mod (search for them on TESNexus).
Again, because the effects of my mod are applied with invisible enchanted tokens, there is no way my mod can permanently remove Attrtibutes. It is more likely that another mod that uses ModAV or ModAV2 has not kept track of its own data and so has corrupted your character's Attributes.
It seems that my vigilance against the use ModAV and ModAV2 has backfired. The cleaner method of using invisible and enchanted items has maybe highlighted Attributes when they get corrupted. You should have seen how the injury mod I used to use before I built this truly corrupted your stats. Examining its code will give you an insight of how ModAV and ModAV shouldn't be used.
well, I tried it and - not so sure - there seems to be a problem with the attribute penalties.
I am using MMM,OOO,FCOM, Race Balancing, Oblivion XP, Duke Patriks Hypothermia II, and quite some others. But first used/mention mods also add penalties to the attributes.
But they differ in one thing. Their penalties will not go onto the basic attribute, theirs are on top of it.
What I mean.
Say, you play with strengh 66 (the 'blue' values in the attribute view). Now I get a penalty by Duke Paticks Hypothermia -5, so I have now only 61 strengh. After resting or (in case of hypothemia waiting near fire) I get my 66 strengh back. All as it should be...
Now, in case of yours - here I get an injury with penalty -4.
My strengh is now 62. Now I rest, and I can see, that after resting 10h I have no injury left, BUT MY Strengh is also now 62 as basic value (the 'blue' one). So what happend - your mod subtracted 4 strengh point for ever!
I cannot get them back - even not with help of the UOP Attribute repair function.
Could it be, that your mod affects the basic values directly? So that you changes the attributes in a way, that they are reset to a lower value, and not only as the injury occurs.