Just a note, I think this would work better if it were based on the percentage of how much you're carrying compared to your max carry weight. Carrying 250 should have a different impact for someone with a max of 300 vs someone with a max of 600, I would think.
It seems the mod is a bit sensitive to other mods changes. For example: - If I'm using an Item degradation mod, and an equipped item breaks, Alternative fatigue looses track of the settings and I get none or almost none stamina drain. Re-equipping an item fixes it; - If I change weapons via favorite directly, like Bow to Sword without unequiping the previous weapon, it looses track and I get no drain. Re-equipping fixes it; - If I'm using a Realistic Needs mod, and it changes the Stamina Regen (For example, you're satiated and gains +10% Regen), it looses tracks, and no drain. Re-equipping fixes it;
Is there a way to avoid the need to re-equip every time something changes?
> - If I'm using a Realistic Needs mod, and it changes the Stamina Regen (For example, you're satiated and gains +10% Regen), it looses tracks, and no drain. Re-equipping fixes it;
lol? i don't think that's related
the rest must be bugs but idk how i would fix them since i only have 4 events i can work with (when item gets removed, added and when an object gets equipped and unequipped) and only 2 of them are viable because i don't need to call them on equipping objects, i only need to call them when an item gets added and removed because the carry weight changes
i'll look into it but no promises, changing weapons via favorite is really odd because that doesn't even trigger the events, degradation is weird too, idk what it could do to make the variables 0, even if you have a mod that adds and readds an item every 0.1 seconds this shouldn't happen xD.
edit: apparently i'm using onobjectequipped and unequipped to check for events, hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm, CAPTAIN FIX COMING TO THE RESCUE xd major woops.
Hi, since 1.2 this mod hasn't been working for me, even on a clean save with just this, SkyUI and AS - LAL installed. I was hoping someone else might post with similar results, but that hasn't seemed to happen yet. Am I alone in this? Can someone confirm or deny?
Edit: By "not work" I mean the MCM menu isn't loading and the mod isn't doing what it's supposed to. The ESP is active but it's as if the mod isn't installed.
I have and it displays the same behavior, unfortunately.. and the only DLL injection I have going on is ENB and SKSE, so there shouldn't be too much interfering with this.
Apparently the BSA file wasn't in the archive for 1.2 so if you had 1.1 and upgraded to 1.2 it would've worked for you, otherwise you'd be scriptless and the mod wouldn't have worked.
I didn't observe this all this time, and nobody else did either. <.<
Just a small question: I tested it on a new game, and at least for my perception, the stamina Drain for Both Running and Walking are the same. Is it so? Because if that's the case, there won't be any "incentive" to walk, so to speak. You'll only have to deal with running speed, and resting. By walking, you'll be spending the same stamina as running, but will cover a lesser distance!
Also, whenever I made an mcm change, it takes a goood while (more than two minutes or so) for the new values to be implemented. (At first I even thought the mod wasn't working) is that normal ? (And no, I'm not using other script intensive mods)
> the stamina Drain for Both Running and Walking are the same. Is it so?
I was lazy, I will add a few conditions to it, don't know if it will work since it's a spell and spells don't really get updated mid-game.
> Also, whenever I made an mcm change, it takes a goood while (more than two minutes or so) for the new values to be implemented. (At first I even thought the mod wasn't working) is that normal ? (And no, I'm not using other script intensive mods)
No real clue as to why, it updates almost instantly for me, if you think it takes a while just equip and unequip an item.
Thank you! The mods involving Stamina Drain were all old and outdated, and the new ones were only coming along with complete overhauls, bad for people who wants only part of the functionality. Keep it light and simple, very good!
PS: I made an accidental spoiler on the post of your other mod! They will work like a charm together!
18 comments
It seems the mod is a bit sensitive to other mods changes. For example:
- If I'm using an Item degradation mod, and an equipped item breaks, Alternative fatigue looses track of the settings and I get none or almost none stamina drain. Re-equipping an item fixes it;
- If I change weapons via favorite directly, like Bow to Sword without unequiping the previous weapon, it looses track and I get no drain. Re-equipping fixes it;
- If I'm using a Realistic Needs mod, and it changes the Stamina Regen (For example, you're satiated and gains +10% Regen), it looses tracks, and no drain. Re-equipping fixes it;
Is there a way to avoid the need to re-equip every time something changes?
lol? i don't think that's related
the rest must be bugs but idk how i would fix them since i only have 4 events i can work with (when item gets removed, added and when an object gets equipped and unequipped) and only 2 of them are viable because i don't need to call them on equipping objects, i only need to call them when an item gets added and removed because the carry weight changes
i'll look into it but no promises, changing weapons via favorite is really odd because that doesn't even trigger the events, degradation is weird too, idk what it could do to make the variables 0, even if you have a mod that adds and readds an item every 0.1 seconds this shouldn't happen xD.
edit: apparently i'm using onobjectequipped and unequipped to check for events, hmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmmm, CAPTAIN FIX COMING TO THE RESCUE xd major woops.
I may give a try!
Edit: By "not work" I mean the MCM menu isn't loading and the mod isn't doing what it's supposed to. The ESP is active but it's as if the mod isn't installed.
I didn't observe this all this time, and nobody else did either. <.<
Because if that's the case, there won't be any "incentive" to walk, so to speak. You'll only have to deal with running speed, and resting. By walking, you'll be spending the same stamina as running, but will cover a lesser distance!
Also, whenever I made an mcm change, it takes a goood while (more than two minutes or so) for the new values to be implemented. (At first I even thought the mod wasn't working) is that normal ?
(And no, I'm not using other script intensive mods)
I was lazy, I will add a few conditions to it, don't know if it will work since it's a spell and spells don't really get updated mid-game.
> Also, whenever I made an mcm change, it takes a goood while (more than two minutes or so) for the new values to be implemented. (At first I even thought the mod wasn't working) is that normal ?
(And no, I'm not using other script intensive mods)
No real clue as to why, it updates almost instantly for me, if you think it takes a while just equip and unequip an item.
Also, re-equiping an item indeed worked well to anticipate the update.
The mods involving Stamina Drain were all old and outdated, and the new ones were only coming along with complete overhauls, bad for people who wants only part of the functionality.
Keep it light and simple, very good!
PS: I made an accidental spoiler on the post of your other mod! They will work like a charm together!