Skyrim

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Original upload

Created by

Inari Whitebear

Uploaded by

Pinkishu

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About this mod

Fixes stamina drain when using telescopes.

Requirements
Permissions and credits
Changelogs
This is a small fix that keeps Requiem's stamina drain effect from triggering when using a telescope.

The telescope functions as a "shield" in the game files, Requiem thinks the player is blocking with a shield when using it and applies the stamina drain effect. This patch makes Requiem ignore the telescopes for this effect.

Requirements
  • Dawnguard DLC

Load Order
Place like other requiem patches, after Requiem.esp, Requiem - Legendary Bugsmasher Edition.esp, KFR/COR/Forzard Dragonborn patch.

Installation
Just install and place the esp according to load order. Install after Requiem and choose "Yes" if NMM asks you to overwrite the Requiem script files.


How it works
The changes this mod makes in detail:
  • Create new Keyword REQ_KW_ShieldNoDrain
  • Add REQ_KW_ShieldNoDrain to all telescopes
  • Change script Requiem\gamemechanics\playerscripts\REQ_StaminaConsumption.psc to ignore telescopes when player rightclicks
  • Change Quest REQ_Playerscripts to pass new Keyword value into the modified REQ_StaminaConsumption.psc script
  • Change Spell REQ_Mechanics_Stress_Exhaustion, adding the condition that no item with REQ_KW_ShieldNoDrain is worn for the stamina exhaustion effect to apply on blocking

Known issues:
  • Changing the .esp name (possibly only without uninstalling and making a clean save first) appears to break something and returns Requiem to draining stamina when using the telescope
  • The stamina exhaustion effect will not be applied when holding rightclick on the telescope while opening the inventory and switching to a shield without interrupting the block. When doing this the telescope does not seem to zoom out either, though that bug should not be caused by this patch but by the original telescope mod. The stamina exhaustion effect will start applying once the player stops blocking and blocks again then. I'm not sure how to fix this and one has to really want to exploit it in order to do so, so I don't see it as critical. Suggestions are welcome though. 

Changelog:

v1.0.0 - 2017-01-02
  • Release

Credits: