I really like the idea of this mod. I wish encumbrance was a thing for more games. I'm sort of over the over-the-top carry weight in games, especially RPGs but I compare all RPGs to DnD 2nd addition, lol.
I do wish there was a little more nuance involving the strength attribute but it looks like you'd have to make a whole new mods worth of forms for each strength level, which would just be crazy. I may play around with the thresholds and some conditions. Maybe involve the Strongback perk in there someone.
Seems the script factors the base weight of the item - so modifications for weight do not affect the result at all. Reductions on equipped armor weight via perks and such also do not have an effect.
Just saw in fo4edit it has some [errors] in the quest vmad, fancy_haggle1+2, not sure what it does
A NPC patch could be so cool too. If you look at maybe the IFC mod, he just adds a perk to the HumanRace so it affects all, maybe similar could be done here too?
Those are properties I attached to the script when testing something, and didnt remove when they were no longer needed. Unreferenced properties cause no problems and that error can be ignored.
I dont see the perk being applied to NPCs as being useful really, how often do you notice the speed of enemy NPCs? how often do you get chased by them, and honestly... if there was any noticeable effect itd be to make them even easier to kill
I was just investigating what I thought was a bug with my mod setup but which I discovered is an interesting side effect of this mod. :O
Turns out sprinting melee power attacks are affected by movement *speed*, not whether you're sprinting or not. As such, I found that while I was very encumbered by my armour I wasn't able to do the sprinting sword slash power attack I usually rely on, but if I dropped down to moderately encumbered I could use that attack again.
Now that I know it's not that I broke something in a merge I'm happy for it to stay like that, so definitely a feature not a bug, just something to note for melee aficiandos who use this mod.
On that note, I think this mod would pair well with the survival version of Equipped Armour Weight Reduction for those high STR, heavily armoured melee playstyles.
I agree with the user below, perhaps you can add a calculation that reduces the penalty to AP & movement speed for every strength point above, say, 6. For example, you could have it so every point of strength over 6 reduces the penalty by 15%, so at 10 the debuffs are reduced by 60%. Or have each point 'remove' a static 5 (or however many) points off of the penalties, essentially nullifying the penalties from an armor set if your strength is high enough.
Ive considered this, however the penalty is meant to represent two things :
1. the restriction of movement of limbs, the clumsiness associated with rigid armor over elbow and knee joints etc. a very strong person still has that awkwardness with bulky armor.
2. the added strain of sprinting in heavy armor
2 could benefit from strength and endurance, and 1 could benefit from Agility perhaps.
When you start adding benefits to choosing certain special stats, then you immediately change the balance of the game in a much larger way, I dont know if Strength and Endurance are already considered too powerful in a survival playthrough, maybe they are? and its this uncertainty that made me not want to mess with that.
Penalty value should depends on Strength of the character. It is hard to imagine that character with Strength=10 have same speed reducing as character with Strength=1
Nice one! Such a simple idea but it has far reaching effects. It makes different armour sets feel different, makes the light & ultra-light modifications all the more important, and makes light armour and clothing a practical rather than cosmetic choice for certain playstyles. The speed settings you've chosen feel appropriate too, I personally don't feel the need to tweak them.
It works pretty well, I did have one instance where 3 of the different encumbrance perks applied all at once (and they stacked! I felt like a turtle), but that sorted itself out upon removing and re-adding my armour. It was a once-off so far as I haven't been able to get it to do that again.
Just spitballing, I wonder if there's a way to use these perks to also change player movement sounds to heavier sounds? Ever since Fallout 3, it's been a somewhat poorly explained mechanic that armour weight affects player sound level while sneaking. It'd be interesting if the audible sound effects reflected that.
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I do wish there was a little more nuance involving the strength attribute but it looks like you'd have to make a whole new mods worth of forms for each strength level, which would just be crazy. I may play around with the thresholds and some conditions. Maybe involve the Strongback perk in there someone.
Reductions on equipped armor weight via perks and such also do not have an effect.
Just saw in fo4edit it has some [errors] in the quest vmad, fancy_haggle1+2, not sure what it does
A NPC patch could be so cool too. If you look at maybe the IFC mod, he just adds a perk to the HumanRace so it affects all, maybe similar could be done here too?
I dont see the perk being applied to NPCs as being useful really, how often do you notice the speed of enemy NPCs? how often do you get chased by them, and honestly... if there was any noticeable effect itd be to make them even easier to kill
Turns out sprinting melee power attacks are affected by movement *speed*, not whether you're sprinting or not. As such, I found that while I was very encumbered by my armour I wasn't able to do the sprinting sword slash power attack I usually rely on, but if I dropped down to moderately encumbered I could use that attack again.
Now that I know it's not that I broke something in a merge I'm happy for it to stay like that, so definitely a feature not a bug, just something to note for melee aficiandos who use this mod.
On that note, I think this mod would pair well with the survival version of Equipped Armour Weight Reduction for those high STR, heavily armoured melee playstyles.
1. the restriction of movement of limbs, the clumsiness associated with rigid armor over elbow and knee joints etc.
a very strong person still has that awkwardness with bulky armor.
2. the added strain of sprinting in heavy armor
2 could benefit from strength and endurance, and 1 could benefit from Agility perhaps.
When you start adding benefits to choosing certain special stats, then you immediately change the balance of the game in a much larger way, I dont know if Strength and Endurance are already considered too powerful in a survival playthrough, maybe they are? and its this uncertainty that made me not want to mess with that.
Ill think on it though.
It is hard to imagine that character with Strength=10 have same speed reducing as character with Strength=1
It works pretty well, I did have one instance where 3 of the different encumbrance perks applied all at once (and they stacked! I felt like a turtle), but that sorted itself out upon removing and re-adding my armour. It was a once-off so far as I haven't been able to get it to do that again.
Just spitballing, I wonder if there's a way to use these perks to also change player movement sounds to heavier sounds? Ever since Fallout 3, it's been a somewhat poorly explained mechanic that armour weight affects player sound level while sneaking. It'd be interesting if the audible sound effects reflected that.