This mod uses a script to calculate and apply a fatigue drain to the player. This mod has a very good fatigue model, but it only applies to the player. It is nearly impossible to have scripted fatigue mods apply to all NPC's and creatures, but you can do very fancy things with scripts.
For an alternative, see my Realistic Fatigue (http://www.tessource.net/files/file.php?id=10925) mod which uses game settings to adjust fatigue restore/burn instead of scripts. These settings apply to all NPC's and creatures.
This mod, at least for me, has a problem with Overfatigue. Every time I level up, it seems, I have to use the Unoffical Oblivion Patch's "fix broken stats" function to get my fatuge back to normal.
I wonder the same thing does this affect the NPC's? If so, I would most definitely like to incorporate this. Though I have a suggestion, I think your strength should vs the amount you carry vs the amount you are fatigued.
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For an alternative, see my Realistic Fatigue (http://www.tessource.net/files/file.php?id=10925) mod which uses game settings to adjust fatigue restore/burn instead of scripts. These settings apply to all NPC's and creatures.
Nice, I might check it out. Does it affect NPCs too, when they run around?
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