Morrowind

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wakkoswami

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wakkoswami

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Fatigue costs for running, swimming, and sneaking have been halved, with the result being that a level 1 character can run or swim without significant fatigue loss or gain.

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Fatigue costs for running, swimming, and sneaking have been halved, with the result being that a level 1 character can run or swim without significant fatigue loss or gain.

After trying out Speed and Stamina I was left kind of unsatisfied with the changes it makes and decided that all I really wanted was a mod that made it so I wouldn't lose so much fatigue while running since it was making the game tedious. When I didn't find one I decided to make it myself by editing a few game settings:

fFatigueRunBase= 5 to 2.5
fFatigueRunMult= 2 to 1

fFatigueSneakBase= 1.5 to 0.75
fFatigueSneakMult= 1.5 to 0.75

fFatigueSwimRunBase= 7 to 3.5

fFatigueSwimWalkBase= 2.5 to 1.25



The math:

You regain 2.5 + (0.02 * Endurance) fatigue/sec. So 30 end (lowest starting value) = 3.1 fatigue/sec, 50 end = 3.5 fatigue/sec and 100 end = 4.5 fatigue/sec.

Fatigue cost for running/swimming/sneaking is fBase + (Current weight/Max weight) * fMult (if there is a fMult value).

Using the above settings, you can see that in vanilla morrowind you spend 5 to 7 fatigue/sec running depending on your encumbrance. This has been halved in my mod to 2.5 to 3.5 fatigue/sec, which as you can see matches up quite nicely with the fatigue regen rate such that characters with low endurance will be just about breaking even, while characters who start with higher endurance can expect to gain a small amount of fatigue while travelling, making the early game less tedious without being too imbalanced.

Since I changed the fatigue cost for running I decided to change it for the other movement options as well. Even though there is no fatigue cost for walking, there is one for sneaking strangely enough, so that also got halved. Then there are 2 settings for swimming, if you are "walking" underwater you spend the amount of fatigue listed for SwimWalkBase and if you're "running" then you use SwimRunBase, which is now 3.5 fatigue/sec. Same as with running, at 3.5 fatigue/sec most new characters will neither gain nor lose much fatigue while swimming.

Version 2 doubles fatigue costs of jumping, attacking, and blocking to offset movement fatigue being halved.
Jumping from 5 to 10
Blocking from about 4 to about 8
Attacking from about 2 to about 4