Installed through wyre bash but not seeing anything after starting a new game, f7 not working, I must be missing something extra. have all the required mods already. This mod looks amazing though, the depth of its systems is really something.
EDIT: Ok so even without Alternate Beginnings, EGM doesnt kick in until after getting your class from Baurus, but I'm still unable to get the F7 config menu to come up.
Hello, I'm not sure if you're still supporting this mod or not. If so, I'd like to make a request that the fire damage drains thirst feature be disabled as an option in the ini file. This is definitely the best needs mod out there, and the thirst is very realistic. But it can be a little frustrating getting killed by a scamp at high level because you're thirsty. Also, please be advised that if you load a game saved before exiting the sewers, EGM never initializes for that character. Thanks for a great mod.
The mod doesn't seem to launch, after creating character and launching into the gameworld using RolePlaying Oblivion : New Beginnings mod. I suppose there's something that's conflicting between two?
im about to try this mod again this playthrough. I had this same issue using alternative beginnings by arthmoor back in the day.
I *think* i got around it by not installing the mod until i got into the normal gameworld with whatever start youre using completed, but i really dont remember
I'm not sure if this is a bug or conflict, or if it's an option in the config, but i tried disabling everything i think could have to do with jumps. I don't mind the jumps being a little more limited than vanilla - but as SOON as EGM started in the beginning sewers, a single jump immediately drains my fatigue bar to 0. Tried to turn certain things off in config and i don't see anything else that could be related to jumps and it's still happening that way. How can i change this?
Got the same issue here, whats your mod-list look like? FWIW I just hit F8 and turned off jump, then went into .\Data\ini\egm_config.ini and set egmMain.bJump to 0
Hey, thanks for a great mod but I'm stuck. I can't seem to figure out how to open up the in-game configuration menu. I'm not sure if the mod is even working. I installed it with Wrye Bash, no problems. Pressing F7 does nothing. Adjusting the ini file to another key that I know works for a different mod (map marker overhaul) does nothing as well. Not sure if you still support this mod or not. Also, you're waterbuckets and landscape esp files are not recognized by BOSS. The mod doesn't seem to be kicking in after leaving the Alternate Beginnings dungeon.
Ok, after some troubleshooting I determined that this mod, Extended Game Mechanics, is not compatible with the combination of Kvatch Rebuilt, Alternative Beginnings, and the Alternative Beginnings - Kvatch Intact.esp patch. It seems you can run both Kvatch Rebuilt and Alternative Beginnings with this mod, but if you activate the Alternative Beginnings - Kvatch Intact.esp patch included with Alternative Beginnings, the Extended Game Mehcanics mod never initializes after leaving the first dungeon..
My character collapses after sleeping when having Hunger module activated and being hungry to some extent, can't even get up to get to the nearest muffin. The status menu shows -5000 fatigue, so that may be causing that issue. Any way to fix this problem?
I encountered another problem - I installed new mod (CNRP, assigns clothes and armor to NPCs) to my current playthrough and every time I load the previous save my game crashes after few seconds in, when All Natural changes weather settings and EGM initializes ini. After uninstalling EGM I don't encounter crash.
+ My character seems to faint 50/50 when getting off horse. It doesn't seem to have anything to do with horses fatigue level, I checked it with getfatigue command and it says it's 1.0, but I can be wrong here.
My Oblivion installation was not working anymore, due a new release of Better Cities. I deleted everything, and have to setup a completely new installation. For that time, i am not able to look into the mod, but of course being curious about this issue.
Certainly I have heard about fatigue issue with the horse, but it is explicilty excluded, from any mechanics. A faint is possible when falling from a too step high, and when fatigue is below a threshold of 5%. As I stated before, I do use animations from Vanilla Combat Enhanced. I don't think thats related, but i never met this issue myself.
I am using both VCE and OR and have been using mounted combat. I remember that turning fainting feature off solved that issue, my character can faint when his fatigue reaches 0 (must come from another mod) and it doesn't use EGM faint which I have to say is a bit too exagerrated - my char fainted for more than 5 sec. and that meant that every time he did that in combat it meant he's dead.
I haven't tried to turn off the mounted combat in OR while having fainting enabled, I can check that out.
Hmm. It seems this mods initialization ingame depends on going through the vanilla tutorial dungeon. So if you use any alternate start mods (at least alternative beginnings), the mod doesnt do much...wonder if theres a way around that. oh well. i can live with a vanilla start in order to use this.
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EDIT: Ok so even without Alternate Beginnings, EGM doesnt kick in until after getting your class from Baurus, but I'm still unable to get the F7 config menu to come up.
I'm not sure if you're still supporting this mod or not.
If so, I'd like to make a request that the fire damage drains thirst feature be disabled as an option in the ini file. This is definitely the best needs mod out there, and the thirst is very realistic. But it can be a little frustrating getting killed by a scamp at high level because you're thirsty.
Also, please be advised that if you load a game saved before exiting the sewers, EGM never initializes for that character.
Thanks for a great mod.
The mod doesn't seem to launch, after creating character and launching into the gameworld using RolePlaying Oblivion : New Beginnings mod. I suppose there's something that's conflicting between two?
I *think* i got around it by not installing the mod until i got into the normal gameworld with whatever start youre using completed, but i really dont remember
FWIW I just hit F8 and turned off jump, then went into .\Data\ini\egm_config.ini and set egmMain.bJump to 0
I can't seem to figure out how to open up the in-game configuration menu. I'm not sure if the mod is even working.
I installed it with Wrye Bash, no problems.
Pressing F7 does nothing. Adjusting the ini file to another key that I know works for a different mod (map marker overhaul) does nothing as well.
Not sure if you still support this mod or not.
Also, you're waterbuckets and landscape esp files are not recognized by BOSS.
The mod doesn't seem to be kicking in after leaving the Alternate Beginnings dungeon.
The status menu shows -5000 fatigue, so that may be causing that issue.
Any way to fix this problem?
I will look into this.
After uninstalling EGM I don't encounter crash.
+ My character seems to faint 50/50 when getting off horse. It doesn't seem to have anything to do with horses fatigue level, I checked it with getfatigue command and it says it's 1.0, but I can be wrong here.
I deleted everything, and have to setup a completely new installation.
For that time, i am not able to look into the mod, but of course being curious about this issue.
Certainly I have heard about fatigue issue with the horse,
but it is explicilty excluded, from any mechanics.
A faint is possible when falling from a too step high, and when fatigue is below a threshold of 5%.
As I stated before, I do use animations from Vanilla Combat Enhanced.
I don't think thats related, but i never met this issue myself.
Do you use Oblivion Reloaded by the way?
I remember that turning fainting feature off solved that issue, my character can faint when his fatigue reaches 0 (must come from another mod) and it doesn't use EGM faint which I have to say is a bit too exagerrated - my char fainted for more than 5 sec. and that meant that every time he did that in combat it meant he's dead.
I haven't tried to turn off the mounted combat in OR while having fainting enabled, I can check that out.