Skyrim

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DavidJCobb

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DavidJCobb

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  1. DavidJCobb
    DavidJCobb
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    Now that my other projects are out of the way, I've found the time to port Cobb Encumbrance. It's also been remastered for both platforms, to add some oft-requested features! If you're already using v1.6, the remaster should be able to seamlessly pull your settings from the old installation.
  2. metalburner
    metalburner
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    so im using a mod called PACE to change various speed stuff in the game. im only using it to change horse speed and weapon speed. i tried your mod but for some reasons the speed seemed bugged out. i put it at -95% speed. that worked. but then reverting to 0% made me as fast as a car or something. do i need to uninstall PACE completly for this mod to work properly?
  3. Duriel7
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    Hi mister Cobb,

    Would I be mistaken if I say that your (beautifully inspired) mod is not optimized for dynamic carry weight ? Such as, for example, Campfire and Frostfall backpacks, Bandolier Bags and Pouches, or simply races/classes specific values ?
    1. DavidJCobb
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      Not sure what you mean by "optimized" in this context.

      Cobb Encumbrance should be aware of any carry weight buffs or nerfs you have from other mods, and should factor those in when determining how encumbered you are. The default encumbrance thresholds for each encumbrance stage aren't designed around any particular mods, but those can be changed via the MCM if you tend to have more or less carry capacity than is typical in a vanilla game.
    2. Duriel7
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      Hi,
      I meant for example, if I have a backpack, it adds +50 and put on a shoulder bandolier, which adds +20 or something. I then have +70 max carrying capacity. Thus, the % of my carry weight is lowered because of this, over 200 base max for me, I now have +35% of max capacity, and let's say I have 100/200 encumbrance, I am at 50% encumbrance, which means, with +70 max carrying capacity, I am now at 37.5% something like that. Do your mod detect this or have I to constantly go into MCM to indicate that I put on my backpack and bandoliers ?
      Then, if an enemy cut my backpack/bandolier and destroy it during battle, same question.
      That's what I meant by "optimized" and "dynamic" : real time detection of max carrying capacity increases/decreases.

      Otherwise I think you answered my question, if your mod is aware of those buffs, then it should work perfectly, so I will see it in game when I'll test it and edit/repost to keep you informed.

      EDIT : Yes I tried with console commands on a new game when testing for other mods. It responds dynamically to my commands, it works as intended, thnaks for this mod and your reply.
  4. OutlawShark
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    Does this mod affect any of your other mods? 
    1. DavidJCobb
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      It's not specifically scripted to affect them, nor are they specifically scripted to affect it. I don't really know how to answer this question otherwise; are there specific issues that you're worried about?
  5. asterlacnala
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    Long time user/endorser and first time commenter...

    I really love your mod and especially some of the upgrades you have made to it over time. However one problem I have that persists still... I can't carry my presets!

    I recently got back into Skyrim and have been adjusting my mod list (seriously I don't remember it freezing this much ever) and keep having to remove mods to lighten my script load. CE is one I always keep though but it is a pain to set up every new game.

    I have FISS and the option to save is active; I can give a file name, but the options to load a file remain greyed out and I cannot find the XML file in my SKSE folder (either under the base plugins or in the FISS folder). I know it is not a write permission issue with my OS because I have other mods where similar functionality does work. And a quick glance through the comments shows only one other person with a similar problem who apparently didn't have FISS.

    I don't know if you still check this but I would appreciate any help!
  6. MrSega13
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    Thanks for 2.2 update. I don't know why, but when I was create a copy of mcm translation file it just didn't work.
    1. MrSega13
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      Heh, just found out that problem was because I merge this mod. =(
  7. tonycubed2
    tonycubed2
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    Does this eliminate the 300 hard limit?
    1. DavidJCobb
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      On percentages? No. Slipped my mind. I apologize.

      If I'm not utterly mistaken, I've talked you through changing that limit yourself, before? The same method should work.
  8. Samss22
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    If I use a custom perk mod that increases my speed (5% per light armor piece for example), will this work fine?
    Even if I have several perks increasing or decreasing my speed active at the same time?
    1. DavidJCobb
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      If the perk relies on the "SpeedMult" actor value, then it should be fine.
  9. GioGr
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    works flawlessly


    ty for such great work at skyrim <3
    1. DonProtein
      DonProtein
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      Can only double that :)
  10. Baxty
    Baxty
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    how do i remove this
    1. DavidJCobb
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      If you used a mod manager program, such as Vortex or Mod Organizer, then please refer to its documentation or look for a guide. If you installed the mod manually, then delete the mod's files.

      Note that it is not safe to uninstall scripted mods if you are continuing from a save file that was made after the mod was installed. You should either use a save cleaner to remove all traces of this mod's scripts, or simply disable this mod through the MCM (and then uninstall it later, whenever you finish your current playthrough of the game).
  11. johnwhite92
    johnwhite92
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    Hi
    is it safe to merge this mod using mergeplugins?
    edit: i merged it and it's working perfectly
    thanks for this great mod, absolutely amazing