I just fixed an issue where any "resist magic" active effects were diminishing the carry weight buff. (replaced versions 2.0 and 3.0 with 2.1 and 3.1 respectively)
ANNOUNCEMENT - There are now 2 main files to choose from, the regular Exertion, and also Hardcore Exertion. You only need to choose one. See the description under the new file for more details.
PS - I want to say a huge THANK YOU to metalburner for chatting with me over the last 2 days, we pretty much brainstormed on this stuff, and I can truly say that the Hardcore version is as much his creation as it is mine (if not MORE!) Thank you so much brother metalburner, I hope we can collaborate again in the future!
ATTENTION - Anyone who downloaded version 1.0, you may notice that the spell (power) is inconveniently absent from your powers menu. Oops, lol, doesn't do much good when you can't access it. Version 2.0 I believe will automatically add it to your powers. I just tried it on an existing character on vanilla and it showed up no problem. If anyone has any problems though let me know, I'm trying to avoid having to go the whole "create a spell tome" or whatever, so hopefully this works for everyone. Again, if you have version 1.0, just download 2.0 instead and replace 1.0 with it. Thanks, and sorry for the mistake. ~tcbflash
I'd love to hear some feedback from anyone trying out the hardcore version, i was playing last night on my game with it, and I'm loving it, feels like it's balanced fairly well, not something you'd want to spam all the time because of the penalties that follow, but at the same time useful after clearing a dungeon or whatever, but yeah I'd love to hear what others think! ~tcbflash
great! Very useful for us playing with realistic carry weight capacity. tho i would make it 30 CW bonus instead of 50 cause im hardcore like that haha.
Yessir, let me know if you really need a 30 cw version i can make it for you. (My justification was just picturing like say in real life my wife will ask me to retrieve the 50lb bag of dog food from the car, i throw that over my shoulder and can move pretty well just fine, at least for a short distance...)
I know right haha. Well for now I'm gonna use the 50 and see how it goes.
It's funny cause I was recently looking for a more realistic encumbrance system and I didn't find anything that I'm pleased with. And I was thinking of when I go pick up the dogs food just like you, and I started writing down some ideas. One of which kind of encompass your mod.
Don't know how interested or willing you would be, but since I have 1000 creative ideas and 0 modding abilities, I'm kinda down to collaborate with someone with more talent to create something more interesting in the encumbrance department. Let me know if you'd like me to pitch you my ideas, and if it would be feasible. In any case, thanks for your mods!
Yes! Pitch away! I have limited skills myself, i never use scripts, i only create content using esp files, so some ideas may be more difficult than others, but im open for suggestions!
Well thats okay! its just fun to brainstorm ideas regardless haha. Let me know what you think and if its doable and whatnot. bare in mind that i probably didnt think ahead on some of the stuff where issues would arise, you tell me haha. there it is
Spoiler:
Show
first of all, these ideas have been thought out with role-playing in mind without fast travel of course and are meant to be semi-realistic only. It would make perfect sense if used alongside other immersive mods. Im using mods such as "Trade And Barter", and "Trade Routes" for exemple. I set my base carry weight lower and im using backpack mods. So i was thinking about what happens when i go to the grocery store, and have to come back my hands full of bags. Do i walk slower? No, i dont! I walk faster! Because im in pain, and i want to hurry home before i get sore arms all day. BUT, i might be more tired and in pain but i got more stuff! Thats the trade off we dont get in the vanilla game that id like to introduce here. With that in mind, here's how it translate into these features\changes.
I present to you: Encumbrance - Balance & Consequence
:Exceeding the Carry Weight capacity no longer locks you in slow walk. (Personally i already use the mod "Pace" to lower my run speed, in combination with "Player physics - Acceleration - Friction - Smooth Movement" so i already feel heavier by default. But also, disabling this is the only way for the rest of the features to make sense. hopefully that part is doable lol.
:Your energy is focus on carrying and you have none to spare - Your stamina stop regenerating, and is steadily draining. Use it wisely and once it hits 0, it stays 0 until you remove your extra weight.
:This represent the vulnarable and painful state you find yourself in - Your total health is reduced by (50%)? when encumbered.
:You stumble around and are noisy - (30%)? less good at sneaking
:You are clumsy and lack precision - (30%)? chance to miss your attacks
:Your hands are full - You can only fight with one handed weapons in one hand only or your fists. (Maybe),(feasable)?
:Pay the price! - After the facts, you are going to suffer from post-effect debuffs on your health and stamina and total carry weight proportional to the amount of extra weight you carried and for how long you stayed that way. Can be severe and last from a few in games hours to days! Sleep can decrease the time needing to recover from the debuffs, works once a day only.
Well metalburner, first of all, I love the way you think. It's good to know I'm not the only one that thinks up stuff like that. And your ideas here I think are awesome. I also would be willing to bet that most or all of these aspects you bring up would indeed be possible to pull off without the use of scripts. The magic effects (like 30% worse sneaking) are actually super easy, although I don't know about making an effect that causes "misses" on attacks, not sure if that's possible, but I suppose it would be the same difference to just have attacks only do 70% damage, which would be easy. The part about connecting these effects to a "past history" of weight carried....hmmm... that I'm not sure if I could figure out a way to do... but I will keep it in mind as I continue to tinker around with different things, might even print out a copy of your message, to keep it fresh in mind when I'm surfing around in the forest of internal Skyrim files... which is actually how I usually come up with the things I make, is by STUMBLING onto something, whether from another mod, or even vanilla, seeing how some creative process was used to execute a certain function in the game, sometimes that can trigger a realization for me, and I can translate the same principle towards another process or effect. Anyways, like I said I will keep all of your ideas in mind, and if I am ever able to put together something with any or all of your ideas encompassed I will let you know, and of course upload! Thank you so much for taking the time to share those ideas, and if any more come to mind, please don't be shy, I'd love to hear whatever you got! Take care and talk to you later brother, ~tcbflash
Im glad to hear your positive feedback. yes, ill be around. Im really worried about removing the slow walk since it almost feel like cheating but thats why the punishment needs to be hard to compensate. if anything, maybe we can implement an actual hard limit on taking items (cant pick up anything) passed 100 extra weight carried, i dont know... The % i gave are only suggestions but they should probably be even harsher, espacially if we take in consideration higher lvls character. The post - effect i think is really important because that's what represent the tiredness and soreness that you gave yourself, it's the sacrifice you made for that extra gold. Now you gotta lay low. If it can't be added proportionally to how much, and how long you carried extra weight, it should either be eleminated since a fixed value will be very annoying. Picking one too many flowers and now youre stuck with serious debuffs for 3 days lol. Nope! Or instead, the debuff themselves are fixed but every 10 extra weight, we increment the duration of those debuff. whatever is easier for you. as long as it makes sense. Alright, end of babbling! Good day!
Honestly i think the slow walk could be replaced with a "no walk" if you get to a certain amount over your limit... to use real life again... sure, you can grab on to that 1000lb piano, but you aint walkin nowhere with it, lol. Anyways, all cool ideas, definitely not cheating, just potentially better systems... great stuff to ponder on... maybe one of these days I'll be able to put it all together somehow... Great talking to you my brother.
Wow, your ideas just made me think of a very simple way i can improve this Exertion mod... Currently, "exertion" lasts for 60 seconds, while the 3 points/sec stamina drain only lasts those same 60 seconds. Well, like you've been saying, lasting after effects is what we need, sooo... i simply need to extend the time on the stamina drain! (Duh, lol) So, what are your thoughts on the amount? 3 minutes? 5 minutes? (also, add a hit to health?)
(EDIT) - Should we go ahead and replace the slow walk with a no walk while we're at it? (then you won't be feelin so guilty about that 50 lb bump, hehe)
Damn bruh, i was just thinking to myself, maybe all we need to do is tweak Exertion and extend its impact instead of making a new mod, because the core idea is already in your mod. I agree, make the debuff last longer than exertion, but you shloud increase exertion time as well to make it worth while. add health hit, and decreased weapon damage like you suggested and we're good to go i guess haha
Edit: yeah the more penalties you add, the more worth while exertion needs to become. you need ennough time to carry some stuff out of a donjon for exemple. No ill take that slow walk at this point, but feel free to try anything you want!
maybe exertion last 3 minutes and the debuffs 6 minutes? is that too long you think?
Yeah there's no cooldown on exertion so we can prob keep it at 60 sec, but just extend the penalties. Im at work til late tonight anyways so I'll continue to marinate it all in my head and probably start work on it tonight... we'll call this one the hardcore version! :-)
I like those numbers! I'm guessing the duration of those debuffs doesn't need to be too long either since they are going to stack when I use the power again, right?
That part I'm not sure, in fact i almost hope they DONT stack... because if you are "exerting" for a long trip home... the stacking could get out of control... but, truth is I'm not sure how to control whether these effects stack or not... so... i guess we'll just plug in the numbers and see what happens, lol. (I actually got off work early, just got home and diving into TES5edit right now, so hopefully I'll have something ready to share (and test) soon!
Alrighty! Let me know how it goes I would almost certainly want them to stack xD! That's why we might want to keep them timers low enough if they stack. Or have them diminished with food and sleep
You know what, you're right. I keep forgetting that this only adds 50+ CW. Not infinite. No stacking indeed. But Im still wondering if it should have 30s cooldown at least, cause you need a short break before using all your strength again
Launching new game on vanilla right now (vanilla + Hardcore Exertion)... going to test if all effects working, whether they stack... etc... as soon as i get through this dam wagon ride to Helgen... haha
Test = SUCCESS ALL effects working The question of stacking - none of the effects stack EXCEPT for the lingering stamina drain... I have no idea why.. but, almost seems good that way. So like, after casting "Exertion" a second time (while my penalties from first time are still active) , instead of 6 active penalties, i now have 7... the same 6 from before (all with the timer started over) PLUS the stamina drain from #1 still counting down, while #2 stamina drain stacks over it (so stamina draining at 6 per sec rather than 3 per sec, whilst they overlap) hopefully that made sense... Anyways, i think I'll go with it and upload shortly... i am going to take a quick look if i can figure out the cooldown thing, but if not i don't want to spend all night trying to figure it out... will update soon hopefully!
EDIT - Yeah i see how to do a cooldown on *shouts*, but other than that IDK, and i definitely don't want Exertion to be a shout... so we'll have to bench the cooldown idea for now, but looks like the rest is smashing success... so I'm pretty excited, just gotta upload now...
Agreed! Hey man, thank you again, i guess the saying is true , two heads are better than one, you really helped bigtime in the creation of the hardcore option, which is what's going on my game for sure! Bless you brother, talk to ya later! ~tcbflash
Amen! thanks for being open to suggestions and making it happen. And you know what? this is the last mod that im installing before finally starting a new game. Im around 500 already. Time to play lol
It didn't need a new game on vanilla. I'm guessing there's interference from another mod (one of your other 499... lol) , i could prob patch it super easy if i had your machine in front of me... (where did you place Exertion in your load order?)
31 comments
~tcbflash
PS - I want to say a huge THANK YOU to metalburner for chatting with me over the last 2 days, we pretty much brainstormed on this stuff, and I can truly say that the Hardcore version is as much his creation as it is mine (if not MORE!) Thank you so much brother metalburner, I hope we can collaborate again in the future!
Hope you all enjoy...
God bless,
~tcbflash
~tcbflash
~tcbflash
Last Resort
https://www.nexusmods.com/skyrim/mods/109372
Slower Regen
https://www.nexusmods.com/skyrim/mods/103496
tcbflash HARDMODE
https://www.nexusmods.com/skyrim/mods/109293
Legend of the Ancient Scrolls (a Bible mod)
https://www.nexusmods.com/skyrim/mods/102713
Horses of the Holds and Their Unique Qualities
https://www.nexusmods.com/skyrim/mods/102686
Dawnguard Knight Dagger
https://www.nexusmods.com/skyrim/mods/102066
Bible Load Screens -The REAL Ancient Scrolls
https://www.nexusmods.com/skyrim/mods/101914
Higher Prices
https://www.nexusmods.com/skyrim/mods/101605
Battle Cry Fix LE
https://www.nexusmods.com/skyrim/mods/101584
Oiled Arrows
https://www.nexusmods.com/skyrim/mods/101176
Infused Poisons
https://www.nexusmods.com/skyrim/mods/103324
Weapon Balance Overhaul and Specs Displayed
https://www.nexusmods.com/skyrim/mods/103171
Clear Weather Spell
https://www.nexusmods.com/skyrim/mods/103578
It's funny cause I was recently looking for a more realistic encumbrance system and I didn't find anything that I'm pleased with. And I was thinking of when I go pick up the dogs food just like you, and I started writing down some ideas. One of which kind of encompass your mod.
Don't know how interested or willing you would be, but since I have 1000 creative ideas and 0 modding abilities, I'm kinda down to collaborate with someone with more talent to create something more interesting in the encumbrance department. Let me know if you'd like me to pitch you my ideas, and if it would be feasible. In any case, thanks for your mods!
So i was thinking about what happens when i go to the grocery store, and have to come back my hands full of bags. Do i walk slower? No, i dont! I walk faster! Because im in pain, and i want to hurry home before i get sore arms all day. BUT, i might be more tired and in pain but i got more stuff! Thats the trade off we dont get in the vanilla game that id like to introduce here.
With that in mind, here's how it translate into these features\changes.
I present to you: Encumbrance - Balance & Consequence
:Exceeding the Carry Weight capacity no longer locks you in slow walk. (Personally i already use the mod "Pace" to lower my run speed, in combination with "Player physics - Acceleration - Friction - Smooth Movement" so i already feel heavier by default. But also, disabling this is the only way for the rest of the features to make sense. hopefully that part is doable lol.
:Your energy is focus on carrying and you have none to spare - Your stamina stop regenerating, and is steadily draining. Use it wisely and once it hits 0, it stays 0 until you remove your extra weight.
:This represent the vulnarable and painful state you find yourself in - Your total health is reduced by (50%)? when encumbered.
:You stumble around and are noisy - (30%)? less good at sneaking
:You are clumsy and lack precision - (30%)? chance to miss your attacks
:Your hands are full - You can only fight with one handed weapons in one hand only or your fists. (Maybe),(feasable)?
:Pay the price! - After the facts, you are going to suffer from post-effect debuffs on your health and stamina and total carry weight proportional to the amount of extra weight you carried and for how long you stayed that way. Can be severe and last from a few in games hours to days! Sleep can decrease the time needing to recover from the debuffs, works once a day only.
Take care and talk to you later brother,
~tcbflash
(EDIT) - Should we go ahead and replace the slow walk with a no walk while we're at it? (then you won't be feelin so guilty about that 50 lb bump, hehe)
Edit: yeah the more penalties you add, the more worth while exertion needs to become. you need ennough time to carry some stuff out of a donjon for exemple. No ill take that slow walk at this point, but feel free to try anything you want!
maybe exertion last 3 minutes and the debuffs 6 minutes? is that too long you think?
Exertion - 60 sec
-3/sec stam - 180 sec
-10% movement speed - 360 sec
-35% one handed - 360 sec
-50% two handed - 360 sec
-25% archery - 360 sec
I would almost certainly want them to stack xD! That's why we might want to keep them timers low enough if they stack. Or have them diminished with food and sleep
I'm the one stuck at work until later lol
ALL effects working
The question of stacking - none of the effects stack EXCEPT for the lingering stamina drain...
I have no idea why.. but, almost seems good that way. So like, after casting "Exertion" a second time (while my penalties from first time are still active) , instead of 6 active penalties, i now have 7... the same 6 from before (all with the timer started over) PLUS the stamina drain from #1 still counting down, while #2 stamina drain stacks over it (so stamina draining at 6 per sec rather than 3 per sec, whilst they overlap) hopefully that made sense...
Anyways, i think I'll go with it and upload shortly... i am going to take a quick look if i can figure out the cooldown thing, but if not i don't want to spend all night trying to figure it out... will update soon hopefully!
EDIT - Yeah i see how to do a cooldown on *shouts*, but other than that IDK, and i definitely don't want Exertion to be a shout... so we'll have to bench the cooldown idea for now, but looks like the rest is smashing success... so I'm pretty excited, just gotta upload now...
Edit: in fact, the stamina rate stacking is basically replacing the cooldown haha
~tcbflash
Peace!
I added it through console command, no biggie
and this mod is released on my birthday! so yeah, that's pretty cool?
~tcbflash