Sorry for problems with version 1.0 and 1.1 ... only the Staminadraining worked ..
- for 1.3 I added some additional features (and this time all features work xD) - also the effect, which drains stamina works better (less "lag" ). - I cleaned up description page - old Version 1.0 and 1.1 are not longer available for download, use Fighting Fatigue instead (link in description)
6 years later... if you can change the perk into a constant spell effect instead then you can add that to every race. This way every NPC in game will get the effect.
Edit: ok this was really easy. You need to copy each spell effect into a single spell effect in xedit. Then load all of your mods and find the last one that's editing races and add this mod to it as master. then add this spell w/ 3 magic effects to each race's spell list. Hope that makes sense.
I've got a rather similar mod (Fighting Fatigue), which I intend to overhaul soon.
But regardless, nice work. You can automatically add the perk to the player by creating a Start-Game Enabled Quest (Run Once), add a script to the quest, which, OnInit (a Papyrus event, not sure how familiar you are with the scripting system), will add the perk to Game.GetPlayer().
Technically, you may want to add a RegisterForSingleUpdate(0.5) within the OnInit and then call the perk adding within the OnUpdate event, but with a small function it shouldn't matter much. If you need more explanation, feel free to ask. Like I said, I"m not sure how familiar you are with Papyrus.
Ha! I didn't knew about your mod - but would totally have used it xD I've been searching for a mod like this for like two years know - I was glad, when yesterday I finally found a way to make it on my own xD Funny, because you released it just 43 days ago xD
I know nothing when it comes to Papyrus Thanks for the offer, but I think I will look up a guide, if need to know somewhen. Creating Mods isn't really my passion, I just try to get things work, when I see no other way to get what I want xD
I assume you wouldn't mind, if I add a link to your mod in my description, because your Mod is way more polished than mine, especially with the 2.0 announcement you've made ^^
You may want to implant the second feature of my mod in your 2.0: doing more damage if stamina is high, I think it would fit well and makes sense in a realistic way (if someone knows how to manage his stamina, he is more likely to do a very well placed hit ^^) (If you do so, theres no need to credit me, many others came up with that idea, too ^^)
But it's perfectly fine to have more than one mod that does the same thing, it all comes down to a matter of preference. And of course, it means more choice for the users. In the end though, it's great that you did this at all. Increases the chances of people finding something like this, and gives more choice. No downfall whatsoever.
Since you offered it .. I realized, I ran into a problem .. the features in my Mod which changes the damage based on a percentage of Stamina don't work - and I can't see why xD
you may could take a quick look on it? perhaps you know why it is not working
if you don't do so, don't worry ^^ then I will just wait untill your 2.0 version is released =D
edit: I found my mistake xD also I reworked the mod a little bit and added another feature ... just one last thing I got to figure out
I like your updates! My updates for FF also had plans for the bow drawing, so it's good to see it can be accomplished (I was 99% sure but hadn't cracked the CK open to check yet). I may also incorporate the crossbow reloading.
didn't planed it this way .. its a classical "it's not a bug, it's a feature" xD xD of course it would be easy to deactivate it ... but it turns out just fitting =D
Just updated Fighting Fatigue with all the new features. I took the concepts for some features from your mod, since they were quite nice. The bow draw/reload and the exhausted/fresh feature for extra/decreased damage.
no, this is only affecting the player ... good point, I'll add this to description
spreading this amongst npc's would take scripts or editing every npc manually... first, I don't know how to script .. second, this would conlflict with most other npc-affecting mods.
There may be a mod like this, but atleast you made something worth using and put your time and effort into it. Great work, Kudos for the effort, and willingness to tell others that your mod is similar to one thats already out there.
19 comments
Sorry for problems with version 1.0 and 1.1 ... only the Staminadraining worked ..
- for 1.3 I added some additional features (and this time all features work xD)
- also the effect, which drains stamina works better (less "lag" ).
- I cleaned up description page
- old Version 1.0 and 1.1 are not longer available for download, use Fighting Fatigue instead (link in description)
Edit: ok this was really easy. You need to copy each spell effect into a single spell effect in xedit. Then load all of your mods and find the last one that's editing races and add this mod to it as master. then add this spell w/ 3 magic effects to each race's spell list. Hope that makes sense.
But regardless, nice work. You can automatically add the perk to the player by creating a Start-Game Enabled Quest (Run Once), add a script to the quest, which, OnInit (a Papyrus event, not sure how familiar you are with the scripting system), will add the perk to Game.GetPlayer().
Technically, you may want to add a RegisterForSingleUpdate(0.5) within the OnInit and then call the perk adding within the OnUpdate event, but with a small function it shouldn't matter much. If you need more explanation, feel free to ask. Like I said, I"m not sure how familiar you are with Papyrus.
I've been searching for a mod like this for like two years know - I was glad, when yesterday I finally found a way to make it on my own xD
Funny, because you released it just 43 days ago xD
I know nothing when it comes to Papyrus
Thanks for the offer, but I think I will look up a guide, if need to know somewhen. Creating Mods isn't really my passion, I just try to get things work, when I see no other way to get what I want xD
I assume you wouldn't mind, if I add a link to your mod in my description, because your Mod is way more polished than mine, especially with the 2.0 announcement you've made ^^
You may want to implant the second feature of my mod in your 2.0: doing more damage if stamina is high, I think it would fit well and makes sense in a realistic way (if someone knows how to manage his stamina, he is more likely to do a very well placed hit ^^)
(If you do so, theres no need to credit me, many others came up with that idea, too ^^)
But it's perfectly fine to have more than one mod that does the same thing, it all comes down to a matter of preference. And of course, it means more choice for the users. In the end though, it's great that you did this at all. Increases the chances of people finding something like this, and gives more choice. No downfall whatsoever.
Good luck with the rest of your mods!
you may could take a quick look on it? perhaps you know why it is not working
if you don't do so, don't worry ^^ then I will just wait untill your 2.0 version is released =D
edit:
I found my mistake xD
also I reworked the mod a little bit and added another feature ... just one last thing I got to figure out
edit: solved ^^
Nicely done!
of course it would be easy to deactivate it ... but it turns out just fitting =D
thanks
no, this is only affecting the player ... good point, I'll add this to description
spreading this amongst npc's would take scripts or editing every npc manually... first, I don't know how to script .. second, this would conlflict with most other npc-affecting mods.