Pressing the jump button while the character is busy with another action still expends stamina points. Accidentally double tapping jump will cause double the stamina amount lost as well as pressing jump while in mid swing of a weapon. Is it possible to get a fix for this?
Pages = new String[1] Pages[0] = "$General" endFunction
function OnControlDown(String control)
if control == "Jump" && !jumping jumping = true if percent Float stam = game.GetPlayer().GetBaseActorValue("stamina") Float factor = costPercent as Float / 100 as Float Float cost = stam * factor game.GetPlayer().DamageAV("stamina", cost) else game.GetPlayer().DamageAV("stamina", costFixed as Float) endIf endIf endFunction
function OnConfigInit()
self.RegisterForControl("Jump") endFunction
Int function GetVersion()
return 1 endFunction
;-- State ------------------------------------------- state COST_FIXED
function OnSliderAcceptST(Float value)
costFixed = value as Int self.SetSliderOptionValueST(costFixed as Float, "{0}", false, "") endFunction
function OnSliderOpenST()
self.SetSliderDialogStartValue(costFixed as Float) self.SetSliderDialogDefaultValue(30 as Float) self.SetSliderDialogRange(0 as Float, 200 as Float) self.SetSliderDialogInterval(1 as Float) endFunction
function OnDefaultST()
costFixed = 30 self.SetSliderOptionValueST(costFixed as Float, "{0}", false, "") endFunction
function OnHighlightST()
self.SetInfoText("Fixed stamina cost of jumping.") endFunction endState
;-- State ------------------------------------------- state percent
self.SetInfoText("Whether jumping cost should be percentage based.") endFunction endState
;-- State ------------------------------------------- state COST_PERCENT
function OnSliderAcceptST(Float value)
costPercent = value as Int self.SetSliderOptionValueST(costPercent as Float, "{0}", false, "") endFunction
function OnSliderOpenST()
self.SetSliderDialogStartValue(costPercent as Float) self.SetSliderDialogDefaultValue(20 as Float) self.SetSliderDialogRange(0 as Float, 100 as Float) self.SetSliderDialogInterval(1 as Float) endFunction
function OnDefaultST()
costPercent = 20 self.SetSliderOptionValueST(costPercent as Float, "{0}", false, "") endFunction
function OnHighlightST()
self.SetInfoText("Percent based stamina cost of jumping.") endFunction endState
;-- State ------------------------------------------- state ENABLED
self.SetInfoText("Whether jumping should cost stamina.") endFunction endState
trigger the Stamina damage on a RegisterForAnimation function instead of RegisterForControl("Jump"). I don't know enough about the CK to determine where the jumping animations are to get their names, and I'm busy with CACO, Cardio SE, Campfire, Bandolier, Scrolling Speed tweaking at the moment. This is eventually something I hope to get around to figuring out, though.
You can port this, just install the ESP manually then select it as active file in the CK, save it, quit CK, check ESP header for form number 44 in SSEEdit, archive it all back up and throw it into your mod manager and reinstall.
Pressing the jump button while the character is busy with another action still expends stamina points. Accidentally double tapping jump will cause double the stamina amount lost as well as pressing jump while in mid swing of a weapon. Is it possible to get a fix for this?
hmm, charging stamina just for the same measly little jump? a jumping charge?
How about this then?
A charged jump, that operates by holding the jump button down, draining stamina until the button is released and the longer you hold the button the higher you jump but only so high as you can fall with out being injured by the landing.
That's my basic idea for how it could work in Skyrim and by holding down the jump button, it should work just as well for people using game pads.
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https://www.nexusmods.com/skyrimspecialedition/mods/41953
There may be a way to make the script:
trigger the Stamina damage on a RegisterForAnimation function instead of RegisterForControl("Jump"). I don't know enough about the CK to determine where the jumping animations are to get their names, and I'm busy with CACO, Cardio SE, Campfire, Bandolier, Scrolling Speed tweaking at the moment. This is eventually something I hope to get around to figuring out, though.
How about this then?
A charged jump, that operates by holding the jump button down, draining stamina until the button is released and the longer you hold the button the higher you jump but only so high as you can fall with out being injured by the landing.
That's my basic idea for how it could work in Skyrim and by holding down the jump button, it should work just as well for people using game pads.