- fixed left over MCM description for removed timer slider - changed perk descriptions to match the BAA changes - fixed crouch regen not correctly working under certain conditions
version 0.3.1, 18.11.2022:
- slightly recalculated the speed formula to (player.level / 2), which in return fixes silly amounts of high speed with high levels, and very low inventory weight - fixed crouching AP regeneration not always working...it will still be neglected by better AP values - fixed mod couldn't be activated again after deactivation - fixed wrong mcm version display
New version has been uploaded, changelog:
version 0.3, 23.7.2022:
- jumping will now consume action points. the amount can be configured in mcm - you can no longer configure the timer multiplier, the mod is balanced around 1.0 now(potatoe setup) - added a MCM option to activate/deactivate the mod for proper deinstallation - added a button that will show body data(body weight in kg, body fat %) after exiting the menu - added the first implementation of gain/lose weight feature, see new description for insights - various code optimizations - fixed typo in MCM description - if you crouch and stand still you will now regenerate AP faster
release version 0.2, 27.5.2022:
- fixed weird speed behaviour when inside power armor - when inside power armor now, all speed and jump settings are set to vanilla - added new feature: Super Power Armor, configurable in MCM -> it will allow you to have increased speed, jump height, and fall height when in Power Armor, regardless of how many stuff is inside your inventory. Your overall athletic&acrobatic performance is even bigger when you sprint in Power Armor - added proper formating to MCM description text so it becomes readable again
Yes and when I removed this mod I'm a permanent turtle even when barely anything in inventory, third person sprint still works. Going to reinstall and see if the scripts fix my pc
So let me reiterate. You've removed a Mod during active playthrough, then have it reinstalled, and then complain why your play character is f'ed up, and in a second post complain why your game crashes? You're around since 2009, a Mod creator yourself, and want to make me believe you do not understand the basics of how to use Mods?
Also, during my testing, turning on debug verbosity, the SpeedMult, and in return the sprint speed does not get reset or changed in 3rd person. So I assume there is another Mod that is changing any of the values. To fix that I'd need your mod list, or info on what could potentially conflict with BAA. I'm not omnipotent, I can't magically see your game content, but it's easy to predict what happens if people don't use Mods with responsibility. Like a Guy Fawkes mimic should know the equation, right?
Also, also. It might very well be that I completely fail to comprehend what exactly you mean by "switching to 3rd person resets sprint speed". A little more detail might help me and you nailing and fixing the bug, that I do not experience and thus can not recreate.
The reason sprint speed gets "reset" in third person is because SpeedMult just straight up does not affect sprinting while in third person. There is, however, a mod that fixes it now (3rd Person Behavior Fixes), and it's probably worthwhile to list it as a requirement for this mod.
Great idea, and I couldn't find anything similar on Nexus, but I wish there was an option to tweak the running speed/jumping height formulas (especially the inventory weight penalty) in the MCM Menu
Sorry to post this here but whatever happened to the "Workout in the wasteland" mod. Anyone remember that one? Where it changed your physical appearance based on how much you used the gym equipment?
;we use 0.3 as base so we have a range of 30-130kg ;we are using the minimum of 7% body fat(0.0), even though there are examples for even lower than 7% body fat(like for example Jan Frodeno), and woman technically can't have that low amount of fat % ;the base of 7.0 and the multiplierof 35.0 is giving us a range of 7-42% body fat ActorBase:BodyWeight bodyWeight = PlayerREF.GetActorBase().GetBodyWeight() as ActorBase:BodyWeight bodyWeight.Thin = bodyWeight.Thin bodyWeight.Muscular = bodyWeight.Muscular bodyWeight.Large = bodyWeight.Large Debug.Notification("Body weight is: " + (bodyWeight.Muscular + bodyWeight.Large + 0.3) * 100.0) Debug.Notification("Body fat % is: " + ((bodyWeight.Large * 35.0) + 7.0))
Unfortunately it is a bit more complex in comparison to Skyrim. In Fallout 4 body weight is determined by a triangle of body weight, body fat, and muscular mass. Bringing this together with a single global is a bit complicated and asks me to dive into some Pythagoras'ish logic. Unfortunately I'm not 16 anymore and didn't practice geometry in quite a long time, so this is going to take longer than expected I'm afraid.
The problem is also I'd need to have the code running(QueueUpdate()) on a timer occasionally, and according to the Wiki, even when using flags, this might be very demanding for weak systems. So I can set it up in full yolo mode, blatantly ignoring all the Consoleros and users that can't accept the fact, that you'd need a decent computer for a decent and demanding game. But I guess that's not what some users prefer?
Could you not use the way Rad Morphing Redux, or FO4 NudeBasics does it. They just use any named, and configuration of body morphs. No limits to the morphs...
They are on the other site, aka LL. So I wont post a link, but I've used them a lot, and they can morph any body parts.
I am not a coder, so it's just an idea...
I've used all of the weight gain and loss mods, that I've found on both Skryim and Fallout 4. Balancing them, takes a bit of time. Between Calories in, How fattening the foods are in groups of Low, Medium, High and Very High fattening foods. Along with Calories expended with exercises and tasks.
I used to spend hours, setting up their MCM's.
They are a lot of fun, you'd have to choose the more healthy foods. On Fallout 4, it would be even if its Rad-Soaked. Do you want better, but more fattening food. Alternatively, living on low calorie foods, but they are giving you debuffs...
Possible weight gain afflictions...
Severely Overweight... - Loss of VATS. - Can't crouch. - Less Action Points. - Can't jump. - Slower - Gaining Weight = Breast Size Increase, as well as your body. Clothing breakages, as your clothes can't take the strain. FO4 NudeBasics and Radmorphing Redux does this.
Severely Underweight... - Random Blackouts. - Weakness. - Faster. - Get drunk on very little alcohol. - Loss of weight = Breast Reduction. Clothing un-equipping, and dropping to the floor. As your waist reduces. Forcing you to find, pick-up and re-equip your clothes in the heat of battle.
I haven't been on Skyrim for a while, so I don't know if there any new Weight Gain mods on there...
I haven't used a Weight Gain / Loss mod for a while.
I'm afraid I know nothing about .esl'ifying. I do know there's a list floating around on the internet, that gives you information what forms and references disqualify to turn plugins into .esl's. Google it?
I actually prefer merging, so I'd never get even close to my max plugin number.
Two questions (at least one has probably already been asked): 1: Does it work retroactively, i.e.: would it apply the benefits for points already put into SPECIAL/perks chosen/etc? (EDIT: As in adding it into a game already in progress) 2: Is it compatible with mods/console commands that disable the 11-point limit on SPECIAl (such as the Cheat Holotape mod), or do values >11 get silly powerful (EDIT: or just not work at all/lock the effects at 11)?
I do have a couple of wishlist items if at all possible: - A keybind to display what the new stats are - An MCM menu with the option to tweak the formulae of each new stat
Wouldn't the strong back perk make more sense then lone wanderer perk? Second, instead of inventoryweight/5, a percentage value of max carry value seems like a better alternative. If your character can carry a max of 500, then carrying 50 around should have less of an effect your characters run speed.
This sounds like a neat mechanic to manage... although I can't help but think that slowing down a game where traversal is already limited (particularly in survival) might end up feeling kind of lame... But I wonder how beneficial the inverse benefits of making a lightweight, high-mobility build are? Compared to vanilla values, I mean.
23 comments
- fixed left over MCM description for removed timer slider
- changed perk descriptions to match the BAA changes
- fixed crouch regen not correctly working under certain conditions
version 0.3.1, 18.11.2022:
- slightly recalculated the speed formula to (player.level / 2), which in return fixes silly amounts of high speed with high levels, and very low inventory weight
- fixed crouching AP regeneration not always working...it will still be neglected by better AP values
- fixed mod couldn't be activated again after deactivation
- fixed wrong mcm version display
New version has been uploaded, changelog:
version 0.3, 23.7.2022:
- jumping will now consume action points. the amount can be configured in mcm
- you can no longer configure the timer multiplier, the mod is balanced around 1.0 now(potatoe setup)
- added a MCM option to activate/deactivate the mod for proper deinstallation
- added a button that will show body data(body weight in kg, body fat %) after exiting the menu
- added the first implementation of gain/lose weight feature, see new description for insights
- various code optimizations
- fixed typo in MCM description
- if you crouch and stand still you will now regenerate AP faster
release version 0.2, 27.5.2022:
- fixed weird speed behaviour when inside power armor
- when inside power armor now, all speed and jump settings are set to vanilla
- added new feature: Super Power Armor, configurable in MCM -> it will allow you to have increased
speed, jump height, and fall height when in Power Armor, regardless of how many stuff is inside your
inventory. Your overall athletic&acrobatic performance is even bigger when you sprint in Power Armor
- added proper formating to MCM description text so it becomes readable again
Also, during my testing, turning on debug verbosity, the SpeedMult, and in return the sprint speed does not get reset or changed in 3rd person. So I assume there is another Mod that is changing any of the values. To fix that I'd need your mod list, or info on what could potentially conflict with BAA. I'm not omnipotent, I can't magically see your game content, but it's easy to predict what happens if people don't use Mods with responsibility. Like a Guy Fawkes mimic should know the equation, right?
Also, also. It might very well be that I completely fail to comprehend what exactly you mean by "switching to 3rd person resets sprint speed". A little more detail might help me and you nailing and fixing the bug, that I do not experience and thus can not recreate.
;we use 0.3 as base so we have a range of 30-130kg
;we are using the minimum of 7% body fat(0.0), even though there are examples for even lower than 7% body fat(like for example Jan Frodeno), and woman technically can't have that low amount of fat %
;the base of 7.0 and the multiplierof 35.0 is giving us a range of 7-42% body fat
ActorBase:BodyWeight bodyWeight = PlayerREF.GetActorBase().GetBodyWeight() as ActorBase:BodyWeight
bodyWeight.Thin = bodyWeight.Thin
bodyWeight.Muscular = bodyWeight.Muscular
bodyWeight.Large = bodyWeight.Large
Debug.Notification("Body weight is: " + (bodyWeight.Muscular + bodyWeight.Large + 0.3) * 100.0)
Debug.Notification("Body fat % is: " + ((bodyWeight.Large * 35.0) + 7.0))
Unfortunately it is a bit more complex in comparison to Skyrim. In Fallout 4 body weight is determined by a triangle of body weight, body fat, and muscular mass. Bringing this together with a single global is a bit complicated and asks me to dive into some Pythagoras'ish logic. Unfortunately I'm not 16 anymore and didn't practice geometry in quite a long time, so this is going to take longer than expected I'm afraid.
The problem is also I'd need to have the code running(QueueUpdate()) on a timer occasionally, and according to the Wiki, even when using flags, this might be very demanding for weak systems. So I can set it up in full yolo mode, blatantly ignoring all the Consoleros and users that can't accept the fact, that you'd need a decent computer for a decent and demanding game. But I guess that's not what some users prefer?
They are on the other site, aka LL. So I wont post a link, but I've used them a lot, and they can morph any body parts.
I am not a coder, so it's just an idea...
I've used all of the weight gain and loss mods, that I've found on both Skryim and Fallout 4. Balancing them, takes a bit of time. Between Calories in, How fattening the foods are in groups of Low, Medium, High and Very High fattening foods. Along with Calories expended with exercises and tasks.
I used to spend hours, setting up their MCM's.
They are a lot of fun, you'd have to choose the more healthy foods. On Fallout 4, it would be even if its Rad-Soaked. Do you want better, but more fattening food. Alternatively, living on low calorie foods, but they are giving you debuffs...
Possible weight gain afflictions...
Severely Overweight...
- Loss of VATS.
- Can't crouch.
- Less Action Points.
- Can't jump.
- Slower
- Gaining Weight = Breast Size Increase, as well as your body. Clothing breakages, as your clothes can't take the strain. FO4 NudeBasics and Radmorphing Redux does this.
Severely Underweight...
- Random Blackouts.
- Weakness.
- Faster.
- Get drunk on very little alcohol.
- Loss of weight = Breast Reduction. Clothing un-equipping, and dropping to the floor. As your waist reduces. Forcing you to find, pick-up and re-equip your clothes in the heat of battle.
I haven't been on Skyrim for a while, so I don't know if there any new Weight Gain mods on there...
I haven't used a Weight Gain / Loss mod for a while.
I actually prefer merging, so I'd never get even close to my max plugin number.
1: Does it work retroactively, i.e.: would it apply the benefits for points already put into SPECIAL/perks chosen/etc? (EDIT: As in adding it into a game already in progress)
2: Is it compatible with mods/console commands that disable the 11-point limit on SPECIAl (such as the Cheat Holotape mod), or do values >11 get silly powerful (EDIT: or just not work at all/lock the effects at 11)?
I do have a couple of wishlist items if at all possible:
- A keybind to display what the new stats are
- An MCM menu with the option to tweak the formulae of each new stat
Second, instead of inventoryweight/5, a percentage value of max carry value seems like a better alternative. If your character can carry a max of 500, then carrying 50 around should have less of an effect your characters run speed.
Just my .02 cents