Skyrim

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dylbill

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dylbill

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  1. dylbill
    dylbill
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    Sticky
    As it says in the description this mod is out of date! The current version is here: http://www.nexusmods.com/skyrim/mods/64289/?

    Changes:

    *Added MCM
    *Got rid of the tier system and added a ratio system. This is more dynamic.
    *Your carry weight limit will be buffed to 1 above your inventory weight, instead of by 10,000
    *You have the option to reduce your speed, weapon speed and jump height, as well as drain your stamina.
    *Added an exhaustion feature. If your stamina get's below x percent, your speed is reduced by x percent, where x is the amount you set in the MCM.
  2. dylbill
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    Hey Guys, just letting you know an update is coming soon. I'll probably make a new page for it as I've completely overhauled how it functions and added some new features.
  3. Lucas78
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    Hey there, first of all, nice mod: it works as intended and it's a nice alternative to the much older "SkyRealism - Encumbrance". Paired with http://www.nexusmods.com/skyrim/mods/48929/? (More Believable Carrying Weight), it makes for quite realistic experience.

    Still, I think that the decrease rate of the Stamina is maybe a bit too harsh (definitely harsher than the older SkyRe one, as far as I remember): I tried it with a brand new, lv1 Redguard, and following Hadvar to Riverwood while being over encumbered is already quite a chore. Of course there are workarounds, like mods that allow for extra storage (in the form of backpacks, horses, etc.), but I feel that the stamina decrease percentages could be tweaked a little bit more .
    1. dylbill
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      Hey thanks, glad you like the mod. Yeah I use this with bandolier's bags and pouches and works well for me. I could make a lighter version that drains your stamina less though. Would you want to be able to carry more per each tier? Or have your stamina drain less per each tier? Either one is easy to do.

      I also thought about making a version that doesn't have tiers, but drains your stamina by the actual amount you are over encumbered. So let's say you are over encumbered by 10, it would drain your stamina by 10 per second. This would require a script on the magic effect though, which could cause a delay between when you start running and when your stamina starts draining, due to Skyrim's slow scripting engine. I dunno, what are your thoughts?
    2. Lucas78
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      - Regarding the first part of your post, yes, I would like to see some more fine tuning to the stamina drain, so that it's a bit (not some drastic change anyway) slower across all tiers (even at tier 2, my personal opinion is that you empty the stamina bar too quickly). Stamina recovery rate can stay as it is: after all, you have drinks in order to enhance it (and if you play with a food/drink needs mod, like INeed, you have to carry them with you).

      - About the second part, hmm, I think that's how SkyRe - Encumbrance worked? Infact, when fatigue kicks in (in that mod), you have a magic effect appearing. (http://www.nexusmods.com/skyrim/mods/21211/?)
    3. dylbill
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      Hmm I've never used skyRe Encumbrance so I'll have to check it out. And yeah I see what you're saying, the stamina drain would be a bit much for lower level characters. What if instead it was 10, 20, 35, 50 and 75? Not too drastic a change but would be easier for lower level characters. I like having the upper tiers pretty high so that it feels like you're really being weighed down the more you carry and higher level characters can take advantage of the ability more. Thanks for the feedback!
    4. Lucas78
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      Sounds good I've just tested (sorry for the lack of videos, but anyway it's easy to replicate and get an idea if anyone has played Skyrim) around a bit with the current settings.

      I'm in Riverwood, in front of Sven and Hilde front door; I'm lv1 with 100 Stamina

      - 1st Tier Stamina Drain; I've managed to run (not sprint) from that front door 'til the far side of Alvor's(blacksmith) house, basically in front of the fence of the inn.

      - 2nd Tier Stamina Drain; same starting spot as before; this time I barely managed to arrive to Alvor's *front door*
      ---

      IMO (other ppl mileage may vary, of course), on the 1st tier of Drain you should manage to run *at least* from one side of Riverwood to the other, using the main road that crosses it, or maybe even a little farther away. Yeah sure, you'll be shorter of breath, but even at lv1, as an adventurer you possess superior physical qualities compared to any commoner.

      Another solution: would it be possible to create an MCM menu where we can tweak the stamina drain values (plus other encumbrance settings you may come up with) ourselves?

      Thanks
    5. dylbill
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      Hey again, this is my first mod so I've never done an MCM menu before. It should be possible I think and I like the idea so I'll look into it. For now though I added two more variations to the main file. The medium one has the stats from above and the light one drains as follows: 5, 10, 20, 35, 50. Hopefully one works for you! If not though it's not hard to edit in the CK. Look for the NaturalEMOD spells under Magic/Spells/Abilities. 1 through 5 correspond to tiers 1 through 5. The first magic effect is for how much your stamina drains while running. Adjust the magnitude to your liking. Thanks again for the feedback.
    6. Lucas78
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      Ok, tried the Medium and Light variations, for the first two tiers of Stamina Drain; Light hits the right spot for me at least for a brand new character. Even if you don't end up creating settings in MCM (but I encourage you to at least look into it, since it's a great tool for modders), it's easy enough to uninstall your current setting and switch to an higher or lower one via the NMM.

      One more recommendation: now that you included variations, see if you can create an install wizard when someone activates the mod with the Nexus Mod Manager; during the wizard, you'll be able to choose the regular, medium and light version on the fly.

      As it stands, you have to manually arrange the files inside the Data folder, and that's a big no-no for those relatively new to the modding scene,
      ----

      Some data about medium and light variations (lv1 character, 100 stamina):

      Medium Stamina Drain - Tier I:

      * Starting Spot: Riverwood, in front of Sven & Hilda front door; I managed to run 'til the stairs leading to the Sleeping Giant front door (compare it to the regular version feedback I posted in a previous message)

      Medium Stamina Drain - Tier II:

      * Starting Spot: same as above; I managed to run 'til the far end of Alvor's blacksmith house, in front of the fence of the Sleeping Giant inn.
      -------------

      Light Stamina Drain - Tier I:

      * Starting Spot: Riverwood, in front of Sven & Hilda front door; I managed to run 'til well past the Riverwood exit on the opposite side of the main road, almost halfway to the bridge leading toward Bleak Falls Barrow or Whiterun.

      Light Stamina Drain - Tier II:

      * Starting Spot: same as above; I managed to run 'til the stairs leading to the Sleeping Giant front door.
    7. dylbill
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      Groovy, I'm glad one works for you, and other users will probably appreciate being able to customize it for their specific gameplay. I probably won't make a Fomod installer for this as it would require me to learn a lot more coding. Before making this mod I've had zero scripting or coding experience. You can leave all the versions in your data file though, and just check one in your load order at a time. I'll put that in the description. I might mess around with the MCM as it uses papyrus and would be easier to wrap my head around, but for a small mod such as this I don't think it's really necessary, and I know having skse as a requirement is a turn off for some users. Anyways happy modding Cheers!
    8. Sahji
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      Speaking of using this mod with other mods--

      I'm using Movement and Stamina Overhaul [http://www.nexusmods.com/skyrim/mods/60077/?] alongside Version 1 Medium Variation. Insofar nothing has exploded, and I'm actually enjoying the effects.

      Also using Functional Bags [http://www.nexusmods.com/skyrim/mods/50589/?] and Convenient Horses [http://www.nexusmods.com/skyrim/mods/14950/?] for a nice well rounded storage space use experience.
    9. dylbill
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      Wow nice,

      I'm already using Convenient Horses, but Functional Bags and Movement and Stamina Overhaul look awesome. Just when I think I've modded Skyrim to where it's perfect, something new comes along that I have to try out. Thanks for the recommendation!
  4. kbzobtr
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    hi dylbill
    it's so simple so i wonder it took so much time to realize it
    but is it really necessary to increase carry weight limit by 10.000?
    there's some mods that make countings according to encumbrance/carryweight ratio and such enormous buff is not fair for gameplay
    in fact for me 25 would be enough)
    is it free for any issues if i change it manualy in CK?
    1. dylbill
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      Hey, it is necessary to increase it by so much because the 10,000 amount acts as a threshold for the script. It's intended to act as a "blanket." It's set up so that it doesn't actually let you carry that much, because your stamina drain is based on your original carry weight limit. I chose 10,000 so it would be easier to see your actual carry weight limit. If you carry more than 25% of your original carryweight limit it will be returned to normal. For example, let's say your carry weight limit is 300, you will be able to carry up to 75 more weight, but your stamina will drain more and more up to that point, but if you go above 75 your carry weight limit will be returned to normal and you won't be able to run anymore. Specifically, let's say your inventory weight is increased to 310, which is roughly 3% over encumbered. This mod will change your limit to 10310 and add natural encumbrance drain tier 1 to your character, which will drain your stamina by 15 per second while running. Let's then say you pick up more items increasing your inventory weight to 10376, the mod will change your carry weight back to 300, you will be over encumbered and won't be able to run any more. I hope that cleared things up.
    2. dylbill
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      Side note, the carry weight limit is changed via the script, so if you want to edit it do it there. I included the source file. Originally I was going to make it increase your speed so that your walking speed was more like your running speed, instead of increasing your carry weight, but I decided against it so as to make it compatible with other mods that affect speed. I could make another version that does this, it wouldn't be hard to do and would be more compatible with the mods you are talking about.