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Realistic Encumbrance and Burden
Version 1.0
OBSE required (compiled with 21beta3, but 20 should be enough)

-------------------------------------------------------------------
1 - FEATURES
1.1 Encumbrance system
1.2 Burden system
1.3 Penalty for being fatigued
1.4 Other features (sprinting, slower running
backwards/sliding/casting, concentration)
1.5 More messages
1.6 Changes to combat AI
1.7 Actors cast restoration spells

2 - (UN)INSTALLATION
3 - COMPATIBILITY AND KNOWN PROBLEMS
4 - INI SETTINGS
5 - FUTURE PLANS
6 - CREDITS
-------------------------------------------------------------------


===================================================================
QUICK OVERVIEW
===================================================================

This mod was initially inspired by SM Encumbrance and Fatigue, I decided to make
it because SM's is mostly incompatible with Realistic Fatigue, that I overall
prefer, morever I experienced some bugs in that mod, so I decided to make my
own. Most features you see here are optional (except the first two).

1. Encumbrance system where there isn't a carrying limit, but a speed and agility
penalty if you carry more than you should.
2. Same system applies to all actors, that aren't nailed by burden spells, but
slowed down
3. Optional fatigue drain system for encumbrance and burden spells
4. Penalty to speed for being fatigued
5. Sprinting, slower running backwards/sliding/casting
6. Concentration (press a key while immobile to regenerate slightly faster
fatigue and magicka)
7. More messages related to encumbrance conditions
8. Combat AI improvements: enemies flee, fight defensively when fatigued,
concentrate, can dispel burden spells and cast restoration spells.


===================================================================
1 - FEATURES
===================================================================


1.1 Encumbrance system
-------------------------------------------------------------------

From SM's mod I imported the same encumbrance concept, that is, you aren't
limited anymore to your carrying capacity, but if you carry more than you would
be allowed, a penalty ensues. In my mod there aren't fatigue or health penalties
like in SM's (at least not directly), there is instead a penalty to speed and
agility, that progresses linearly as you carry more and more stuff (over the
amount you'd be normally allowed to carry). There aren't penalties for remaining
under your encumbrance limit (if you want those, check Realistic Fatigue). The
penalty depends on your strength; at default values, with a strength of 50 you'd
take a penalty to speed equal to the excess in Kg you're carrying, the penalty
for agility is 1/10. Note that agility also affects maximum fatigue, so this
means an active (small) drain on your maximum fatigue too. With strength 100, the
penalty would be half as much. You can set the penalty multiplier in the INI
file, though, or deactivate the penalties.
The penalty isn't affected by your GS setting for the encumbrance multiplier
(it's the same whatever multiplier you use).


1.2 Burden system
-------------------------------------------------------------------

The main difference with SM's mod is that this change affects other actors (NPCs
and creatures) too. The main practical consequence of this is how burden spells
work: they don't make the actor immobile if they are burdened over their
encumbrance limit, they get a penalty to speed and agility instead, the same
that you would get. Burden spells haven't been changed, this only works through
script, so all burden spells from all mods are affected by this change, no
matter the load order.

In vanilla the same burden spell doesn't stack, but different spells stack with
each other. In this mod, all burden spells stack (even repeated castings of the
same spell), but there's a limit to the number of burden spells that can stack
on the same actor, depending on your alteration skill. Before Journeyman, you'll
be limited to one burden spell for actor, after that two, and three at master
level. Since vanilla spells are very weak, you may consider using Supreme
Magicka or LAME, or burden spells will be rather useless. Alternatively you can
set a multiplier for the spells' magnitude in the INI file (but the altered
magnitude won't be showed in your spellbook). Optionally, burden spells can
cause an immediate fatigue damage (can be resisted with high strength), and if
the victim is already very fatigued this can make them collapse (sounds may come
in the future).

Note that if you change the encumbrance multiplier (fActorStrengthEncumbranceMult),
this change will reflect also on actors: if you can carry more, they can too, and
they will be much more resistant to burden spells.

Burden spells can be dispelled: the dispel will succeed if the magnitude is
greater of the burden magnitude, a message will tell you if you have succeeded or
not. You can set a multiplier for dispel magnitude, that only works relatively
to burden spells, so that it works better depending on the mods you have
installed. The actual spells aren't changed, nor their magnitude when dispelling
other spells. Other actors can dispel it too: they will try dispel it if they're
skilled enough in Mysticism, because every creature or NPC that is skilled in
magic will have a chance to receive one or more dispel spells, according to
their Mysticism skill, and will be forced to cast it if they are burdened and
have an adequate dispel spell. The spells aren't really 'added' to the base
actors, to avoid compatibility problems.

Read about the INI settings near the end of this file.


1.3 Penalty for being fatigued
-------------------------------------------------------------------

The same concept is applied to fatigue. You are fatigued, you are slowed (no
penalty to agility, though). The slowdown happens in steps. How soon you will
reach the onsets depends on your endurance: with 100 endurance you'll receive
the first penalty to speed when your fatigue is 50%, with 0 endurance you would
get it at 75%. The extent of the penalty depends on your willpower instead: more
willpower means that your speed will be less affected by being fatigued.
Penalties are configurable in the INI.
When you reach a critical value (default is 15, you can adjust it in the INI),
no matter your endurance or your willpower, you will receive a big penalty: your
speed will drop to -100. Note that speed below zero doesn't mean you can't move,
you're just very slow. When very fatigued (or very encumbered, this is tied to
your speed, that must be below zero) you'll be also unable to jump.

When you suffer also from penalties for being over-encumbered, the penalties
stack, but you can never go under -100 speed. If this would happen, the actor's
fatigue is damaged instead, and the bigger the penalty, the bigger the drain,
that can make you also collapse. I made it so because when speed is very low
animations look awkward. Configurable (and deactivable) in the INI.

Also other actors receive the same penalties, so they will benefit from AI
improvements, or they'll be easier to defeat than normally, because in vanilla
they keep attacking even totally exhausted.


1.4 Other features (INI toggleable)
-------------------------------------------------------------------

- Sprinting: default key is 'g', configurable. You must have at least 40% of
your fatigue, and the speed gain is equal to 3 x Athletics skill. It modifies
directly your speed value, so it's compatible with Duke Patrick's Melee Combat
mod (for momentum bonus to damage). While sprinting your armor rating is halved,
and your mouse and sliding controls are disabled (so you can't change
direction).

- Slower running backward/sliding : the speed penalties are 100 and 50 respectively,
not cumulative (if you run backwards and sideways at the same time, 100 is the
total penalty). Additional penalty to speed while casting too (-25).

- Concentration: default key is 'h'. While you hold the key pressed, you receive
a slight bonus in your fatigue and magicka regeneration, even in combat, but you
must be completely still (no movement, no attacking, no blocking, no casting),
and your armor rating is halved while concentrating. Magicka won't recover if
you have the Stunted Magicka trait.


1.5 More messages
-------------------------------------------------------------------

Instead of the always-the-same "You are over-encumbered." you'll get messages
depending on your condition: if you're burdened, if you dropped something but
are still over-encumbered, if the burden effect has ended, if it has been
dispelled, if you aren't over-encumbered anymore (for non-magical reasons) etc.
They are slightly delayed compared to the original (3 seconds, otherwise they
wouldn't show up).


1.6 Changes to Combat AI (Optional)
-------------------------------------------------------------------

You can choose between 3 modes (select it in the INI, default is 0 because I
didn't test this that much):

0 - Disabled

1 - Non-intrusive AI changes: when this option is active, living actors
(non-undead) will always flee when below 15% of health; if they are very
fatigued (<10%) they will stop to rest if they are at a safe distance (with
faster fatigue regeneration while resting). This AI mode shouldn't interfere
much with mods that change the AI, if you run into problems disable it.

2 - Intrusive AI changes: same as in mode 1, but there are three new combat
styles. The first replaces the default combat style (for actors that don't have
a definite combat style set), that is slightly more defense-oriented (actors
will block more often); the second and the third come in when the actor is
fatigued (at <50% and at <30%). When slightly fatigued (30-50%), actors will
attack less and block more, and the chance of executing power attacks and
rushing towards you are reduced. When very fatigued (10-30%) they will greatly
prefer passive blocking, without power attacks. Also their hold timers are
slightly longer, so that they can rest more. These combat styles are only used
if the actor doesn't have a custom combat style (common for NPCs in vanilla).
If the actor has its own combat style, this isn't replaced, but its main values
are stored, and if the actor becomes fatigued, they are modified through script
to make the combat style progressively more defense-oriented (higher block
chance, less attack and power attack chance, higher hold timers). When (if)
their fatigue turns back to normal, the previous values are restored.

Undead aren't affected (they ignore stamina, they just attack you), and
creatures or NPC who don't have a weapon ready won't have their block chance
raised.

These changes should be compatible with most mods that alter combat styles or
introduce new ones, but if you have a mod (such as Duke Patrick's mods) that
already make extensive changes to combat styles, also taking account fatigue,
you'd better deactivate this feature because it would do more harm than good
(Duke Patrick's combat styles are much more detailed than mine).

1.7 Actors cast restoration spells (Optional)
-------------------------------------------------------------------

If active, actors (NPCs only) will not only receive dispel spells, but also
restoration spells (restore health, fatigue and fortify strength). Spells are
added randomly, based on skill (e.g. a novice in restoration will get novice
restore health 50% of the time; a master will get it 90% of the time, plus the
master restore health 35% of the time, and the other spells at values
in between). The spells aren't really 'added' to the base actors, to avoid
compatibility problems. Expect NPCs with good restoration skill to cast their
spells fairly often, there is a 5 second pause after they cast a spell before
they can cast a new one. If the NPC casts one of his levelled spells (or spells
not added by this mod), the pause will be there too, so that they can only cast
one spell at a time. If the combat AI is active and the NPC is forced to flee,
they will try to heal themselves after they gain a safe distance, and they'll
come back for your hide!

Note that actors can only cast these spells if they have enough magicka. They
will cast the highest level spell they know, if they don't have enough magicka
they will cast another one, among the ones they know.

Combat AI and restoration spells make combat with spellcasters and NPCs much
more difficult. You've been warned!


===================================================================
2 - (UN)INSTALLATION
===================================================================

Install preferably with Wyre Bash and use the wizard to configure it.
To install manually, copy the content of one of the folders in the Data folder.
There are only 3 files: the esp, this readme and the INI file in the Ini folder.

WHEN UNINSTALLING: if you decide to uninstall this mod, make sure your character
doesn't carry more than he would be allowed to, before you do it. I didn't test
it, but the encumbrance change should be permanent. Also, make sure your speed
isn't currently altered by sprinting, casting, running backwards etc.


===================================================================
3 - COMPATIBILITY AND KNOWN PROBLEMS
===================================================================

Ranged dispel spells won't work for dispelling burden, so right now there's
no way of dispelling a burden on a companion.

Default INI settings (very) probably aren't perfect, and won't fit all play stiles.

Technically it shouldn't incompatible with SM Encumbrance or Fatigue and Running
Revised (the sprinting and backward running feature), but since they share many
features, I don't see the point in using them together.

The running backwards feature is also present in SM Enc&Fatigue, Running
Revised, and Duke Patrick's Combat Archery. Only have one at the time. This mod
reduces the speed also while sliding left and right.

Sprinting is also present in SM, RR and Duke's Melee Combat. In this mod it is
greatly dependent on your athletics skills, you can configure the hotkey and the
fatigue drain, and should be compatible with Duke Patrick's momentum damage.
Your choice, but you should choose only one.

I hope there won't be bad bugs, your stats shouldn't be messed up by this mod
(crossing fingers), things like attributes being permanently damaged and such.

The load order shouldn't be important, there aren't new cells, conflicting
spells or else, just 3 scripts.


Realistic Fatigue and REB
-------------------------------------------------------------------

This mod should compatible with Realistic Fatigue (I actually thought it
as a complement to RF).

By the way, RF has a setting that regulates the fatigue drain related to
encumbrance (encumbDrainGain), so that encumbrance limits your max available
fatigue.

Also REB has a setting (deactivated by default) that does the same thing.
Don't use them together. As for the rest, REB doesn't modify fatigue settings
or else related to it, so they should be totally compatible.


===================================================================
4 - INI SETTINGS
===================================================================

4.1 Most important Settings
-------------------------------------------------------------------

There are three INI values that you should set with relative care, also because
the best values for these aren't clear for me either. These are:

fBurdenMult: it's the multiplier to the magnitude of all burden spells, applied
to the value that is used in the scripts.
fDispelMult: it's the multiplier to the dispel magnitude, only when dealing with
burden spells.
sDispelSetting: it's the table of magnitudes that is taken in consideration when
assigning dispel spells to actors. You can see them in the table
below (Dispel column)

IMPORTANT NOTE: base burden magnitude depends on your mods, or on vanilla
values, plus the multiplier. Dispel magnitudes instead depend on the sDispelSetting
you choose: the values shown in the table are the magnitudes for vanilla, SM and
LAME, but the values that will be used only depend on sDispelSetting, not on your
mods. So you should take the value from the left column, multiply it for
fBurdenMult, and confront it with the sDispelSetting column you want to use,
multiplied for fDispelMult.

E.g. you have vanilla burdens, fBurdenMult 5, fDispelMult 2, sDispelSetting 1.
A burden of novice level will have base magnitude of 75, and a novice dispel a
magnitude of 50. Also consider that after the burden magnitude has been reduced
normally by the Oblivion formula, the actual magnitude that will be used will be
further reduced, the resistance is given by (Willpower/2 + ResistMagic)/200.
Therefore having 100 Willpower and 100 Resist Magic will nullify more than 75%
of the burden effect.

+--------------------------+----------------------------+
|.....Burden.Magn..........|........sDispelSetting......|
+--------------------------+----------------------------+
|.V......SM.......LAME.....|...V(1)...SM(2)....LAME(3)..|
+--------------------------+----------------------------+
|.15.....50.......150......|..25.......25........40.....|
|.35.....100......300......|..45.......50........80.....|
|.50.....150......500......|..75.......75........150....|
|.75.....250......500......|..150......150.......350....|
|.150(T).250(T)...250(T)...|..250......200.......500....|
+--------------------------+----------------------------+

V = Vanilla sDispelSetting - choose:
SM = Supreme Magicka 1 for vanilla magnitudes
LAME = Less Annoying Magic Experience 2 for SM
(T)= Target Spell 3 for LAME

You can see from the table that:

1. in vanilla, dispel spells are usually stronger than burden spells, and in my
mod, using vanilla settings, a dispel would always cancel a burden of equal
level.
2. SM and LAME have different values, but in both cases burden spells tend to be
stronger than dispel (2x for SM, 3x for LAME)
3. vanilla burdens are weak and ineffective, and to bring the magnitudes at 2x
at least is necessary to see some effect. Actors will only try to dispel burden
if they become over-encumbered, not before.

So you should make these considerations when choosing values in the INI:

- whatever mod you use, or if you don't use any, if you want to keep the balance
you have in your game between dispels and burdens, just set sDispelSetting to the
mod you're using, and set fBurdenMult and fDispelMult to the same value (3x
minimum suggested for vanilla)
- if you use SM or LAME, and you want actors (and yourself) to be able to dispel
burden spells relatively easily, like it is in vanilla, increase fDispelMult
- if you don't use them, but you want burden spells to be stronger, increase
fBurdenMult more than fDispelMult
- keeping them at the same values, will result in stronger burdens than dispels
(with SM or LAME), or the other way around with vanilla.
- sDispelSetting is the array of the base magnitudes of dispels when dealing with
burden spells (only with them): set to 1 it uses vanilla dispels, 2 for SM, 3
for LAME. 1 and 2 are almost identical, while LAME dispels are much stronger at
high levels.
- consider also that a part of the burden magnitude is lost, because of the
target's resistance (willpower and resist magic)

Speculative settings:

Goal I'm trying to achieve with these settings: to dispel a burden spell, you
need a dispel spell of 1 level higher; I'm trying to keep dispel magnitude
around 1/2 of burden's, and burden magnitude at around 5x vanilla values (like
in LAME).

LAME: fBurdenMult 1, fDispelMult 2, fDispelSetting 3.
Or: fBurdenMult 1, fDispelMult 3, fDispelSetting 2 (maybe more balanced).
SM: fBurdenMult 3, fDispelMult 3, fDispelSetting 2.
Vanilla: fBurdenMult 5, fDispelMult 2, sDispelSetting 1.
Or: fBurdenMult 8, fDispelMult 3, sDispelSetting 1
(but the master spell would be devastating).


4.2 Other important settings and RF compatibility
-------------------------------------------------------------------

Also pay attention to these settings, above all if you use Realistic Fatigue.
Consider that, if you set them all to positive values, their effects will be
cumulative, so it's suggested that either you set only fActBurdenDrain and
fPlayerBurdenDrain, or only fActorSRFatDrainMult and fPlayerSRFatDrainMult, or a
mix of both couples with reduced values.

fActBurdenDrain and fPlayerBurdenDrain: these settings work as the
encumbDrainGain setting in RF. When these are active, your fatigue percentage
will never go over your encumbrance level (in %) multiplied this setting.
If you use RF, set these to 0.

fActorSRFatDrainMult and fPlayerSRFatDrainMult (Speed Reduction Fatigue Drain):
these drain fatigue if speed is reduced below -100 (it can only happen if you
are overencumbred, or very fatigued and casting/running backwards at the same
time), but if your encumbrance is below your normal encumbrance limit, you won't
suffer any penalty (same for actors).

fCanFall: when fActorSRFatDrainMult and fPlayerSRFatDrainMult are positive, and
this is negative, the actor can also collapse because of the fatigue drain
caused by the speed reduction (but could still collapse for other reasons).

===================================================================
5 - Future Plans
===================================================================

1. a tool-tip for speed in your stats tab, showing the kind of penalties you
have (encumbrance, fatigue or else), could be probably done with MenuQue but I
have no idea how, it totally surpasses my modding capabilities, at the time
being...
-------------------------------------------------------------------
2. sounds when actors are burdened and collapse, maybe animation for when NPCs
concentrate while fatigued.
-------------------------------------------------------------------
3. the player can cast 3 burden spells on the same actor at Alteration master
level, but NPCs mostly cast only one. I was thinking of allowing only one
burden, and make stronger burdens replace weaker ones that are already active,
not the contrary. If the magnitude is the same, the newer one would replace the
oldest.
-------------------------------------------------------------------
4. maybe integrate all features of Realistic Fatigue in a CPU-light way.
-------------------------------------------------------------------
5. Morale / Adrenaline Combat Modifiers (I will work on it soon)
-------------------------------------------------------------------

This system would introduces dynamic attribute changes during combat, and also
makes Personality an useful attribute in combat. I'm writing the provisory
concepts in case I won't do it too soon and someone else wants to make something
along these lines, and also to accept suggestions if somebody has any:

- Morale: it increases after the actor (or you) lands a shot and does a certain
amount of damage (% of your foe's health), is reduced in the opposite case.
Morale makes the actor more self-confident, thus increasing his Willpower and
Agility, but can make him also over-confident, reducing his Armor rating. An
intelligent actor will be more aware of his limits, and both the Agility bonus
and Armor penalty will be reduced (trading the Agility bonus for more safety).

* bonus to Willpower
* bonus to Agility (reduced depending on Intelligence)
* penalty to Armor value (reduced depending on Intelligence)

- Adrenaline: it increases after the actor (or you) is hit and loses a certain
amount of health (% of the total health). Sudden pain gives the actor a
short-lived bonus to Strength and Speed, and a penalty to Agility, Willpower and
Intelligence. High Intelligence can reduce the penalty to Willpower and
Intelligence itself. When an actor is hit it receives both an adrenaline burst
and a morale penalty, and the effects are cumulative, but the adrenaline effects
are more short-lived than the morale ones.

- Personality: the bonuses/penalties due to Personality last throughout the
combat, and are reset after the combat ends. It influences combat mainly in two
ways, of which only the first one applies if the combat takes place between the
player and unintelligent creatures (undead, lower Daedras, animals, trolls etc).
The basic concept is that high Personality makes the actor less easily impressed
by the opponent's strength, and if the opponent is an intelligent creature or an
NPC, can actively put it under psychological pressure.

* Personality check against the actor's level (difference): bonus/penalty
to Willpower and Luck. If there is more than one opponent, the highest
level is considered, and there's a penalty to your Personality in the
calculation based on the total number and their level. If you have
companions, or other allied actors take part to the combat, they are also
considered in the check (each side is treated as a whole).

E.g. your PER=50, your level 30; opponents' highest level 35, 5 more opponents
with level 31. Main check is made against highest level opponent, supernumerary
opponents modify you PER in the check. Opponents with level that is 80% or less
of your level are ignored. Opponents with 80-100% of your level count as a
penalty point to your PER in the check. Opponents with level higher than yours
apply a penalty of 1 + (level difference / 2), cumulative and rounded down. In
this case, the check would be made with a level ratio 35/30 (max opponent
level/your level), and a penalty to your PER in the check = 1*5 + 0.5*5 = 5 +
2.5 = 7.5 rounded down to 7, final PER=43 in the check.

* Personalities confrontation, for intelligent creatures or NPCs: actor
with higher PER has a fixed Willpower and Luck bonus, and less morale
penalties when hit. The opposite for the actor with less PER. In case of
multiple opponents, similar checks as above are made (the highest
personality counts, others apply a penalty to yours in the check if
significant). If the opponent is an unintelligent creature (lower Daedras,
animals, trolls etc), the average of their STR, AGI, WIL and END is used in
a check against your PER. Undead are totally immune to Personality effects,
or morale/adrenaline; the player is still affected, though. Therefore, the
check is still made, but only will get bonuses or penalties accordingly.

===================================================================
6 - CREDITS
===================================================================

I took the formula for the encumbrance calculation from Strategy Master's SM
Encumbrance and Fatigue and I adapted it to the different penalties that are
given with this mod.

The formula for the sprinting feature was originally contained in the Running
Revised mod, then adapted again by SM Encumbrance and Fatigue. The formula I'm
using is more similar to Running Revised's one, but a bit altered.

The default combat style replacement has been inspired by Duke Patrick's Melee
Combat No Recoil. My combat styles are similar to his, but his mod has many more
combat styles for many other actor types, so you may want to check it out if you
want a better combat AI.