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Tonycubed2 and MTichenor

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tonycubed2

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  1. tonycubed2
    tonycubed2
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    all: 2.6 is up!

    1. fixes missing data in one debuff, only affected one of 32 debuffs so many of you did not notice.

    2. Added notifications as the player gets more encumbered. No more having to check status manually every time. They can be toggled off.

    3. BOUND WEAPONS can now be equipped at any time no matter what. After all their vanilla weight in skyim is zero ( 0 ). Any item with zero weight can be equipped.

    4. Optimized code with STATES to avoid scripts running over themselves.

    5. Mod will now not swing into full mode if player has not left Helgen , the initial quest when game starts. With Live Another Live this will be when you sleep in the bed to start your life.

    enjoy you ungrateful wenches





  2. tonycubed2
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  3. tonycubed2
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    Let the dark embrace me, so that I may kiss its sweet ecstasy
    It seduces me with its gentle caress, and as I lay back in its arms it steals from me my last breath





    An ENB brought to you by the Sands of Time team.

    ---If you haven't done so yet, please visit our Acclaimed Mods list---






    SUMMARY:

    This modded enbseries.ini is for ENB users who want immersive, realistic dark nights that simulates real life surface night time lighting as much as possible. Nearby objects are fairly plainly visible, and combat with npcs in front of you is fine. However, if the night is cloudy or the moonlight is limited where you are you will not be able to make out enemies accross a typical bridge, mixed with trees, shrubs, etc. Archers will be tougher to deal with.

    I did this for myself, and took weeks of experimenting to find the "perfect" mix. I thought I woud spare other like minded gamers the time and frustration of re-inventing the wheel.

    Please check it out at: http://www.nexusmods.com/skyrim/mods/71157/?
  4. SpartanXZero
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    Hello Tony,

    I loved this mod in Oldrim LE, even if I tweaked the settings back slightly so the scaling effect was less severe. I still enjoyed it, as it provided a realistic assessment of my sojourns an adventures in regards to treasures or what I chose to haul along with me. Sure companions helped I did appreciate the realistic immersion to overburdening oneself, especially the dangers when it came to combat.

    First question, any plans to port this to SSE? Or, have you or anyone else SSEdited the mod form 43 to 44 without it breaking functionality?

    Second. Is there a mod that partitions inventory into separate containers, ie for example a sack/satchel/backpack that can hold X weight, that still occupies the characters carry capacity. So, when a burdened character is faced with a sudden threat, they could theoretically dumping the bag(s) to drop weight so they could be more combat capable. Versus dumping 10-50+ items onto the floorspace so they can free up penalties.

    If there isn't such, it may be an idea of possibility to combine such an element in with this mod to expand it's useful immersive concept. :)
  5. alexx2005
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    Hey tonycubed2! Sorry took quite a while to see the reply, thanks for the words:) Hope I can live up to them :)) ATM I'm in the process of figuring out how to make the scripts return the ability to dual wield after unloading the inventory, and soon I'll figure this out I hope, and my savegame is a mess, but I have come to tell a different tale :)) well, to throw in an idea perhaps. I don't know if it's of any use, but anyway it turned immersive and I thought I'd share.

    ...on top of making excellent use of functional bags with Hardcore Encumbrance (as I wrote earlier:)) ), I have accidentally stumbled upon the following, I guess the folks at SoT might like it :))) (well, maybe this'd better go to the Campfire or Frostfall folks tho or maybe not here but someplace like reddit even)

    [This paragraph is a foreword; TL;DR -- due to atrocious on-the-fly weather mod change burning embers disappeared in some firepits including the flames themselves,]
    As I said, this was pure accidental, due to my habit of doing atrocities to savegames, but it turned awesome suddenly. :)) Namely, I changed my weather system from NLA to NLVA+Aeon and back to NLA. All goes well EXCEPT for just one thing: the embers in some firepits in some houses permanently disappeared, guess Aeon replaces them and doesn't give back, I don't know. And I mean here that the mesh and the textures disappeared, the heat is there and the lightbulb is there and the firepit is there, so it's just the embers that are gone.
    So my (werewolf) character lives in a woodsman's hut near Morthal from "The Marshlands" mod, not deep into the swamps and not far from the town. ....Just studying the environment, nothing big or special. I've pledged my allegiance to Idgrod the Ravencrone time and again :\
    And we slew the men who were wicked...
    And we slew the beasts that creepeth...
    And we slew the abominations that haunteth...

    Now, I change from Aeon to NLA back again (because Aeon ENB is great but I like Kountervibe, or K Pure Light, with NLA by a lot more), and go to the hut, the embers are not there and suddenly I am thinking: the embers and the fireplaces in all the inns and houses are, of course, maintained. But you go away with all your followers from a shack in the woods, travel for several days, and return to a cozy warm home and the fire is still burning. This has been going round my mind for some time already but I never knew that there would be a specific occurrence that would make a lot of difference.

    So I thought: why not build the campfire from, well, Campfire? (duh) And I have. And it's great. I know that the firepit will stay there and I'll have to tend the flames myself now. Takes only an extra action, and it's really so much more immersive than all the perpetual fires everywhere. I'm now purposely not attempting to resolve the missing embers issue just because of this, being the hardcore roleplayer that I am. :)) (well, people say...) There just has to be something, a mod or so, to force-remove heat and fire in uninhabited houses and replace with the need to build the fires yourself, maybe even the campfire place already which prompts to use it to add tinder etc etc. :)
  6. Delgren
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    Great mod, endorsed. There is a way to remove the "you cannot use two hands" debuff? I tried to delete it in the source script, recompiled, but no success, its still there. Any idea?
  7. alexx2005
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    Hi! I've got a kudo and a question,
    I'll start with a kudo: well, you see I use this bandoliers mod, and at some point I've become a little angry with SOT Encumbrance for not accounting that, but my mind has managed to conform to it because if you are wearing extra bags that will help you sort out the stuff but __you are still carrying the same amount__ :-)) so as much as I understand some ppl complaining on this, I also have this counter-argument now, for myself mainly... kind of makes it an advantage instead, in terms of immersiveness. :-)) Now I'll have to seek a place in my load order for the Functional bags mod... :-)) which is a good redistribution of the inventory, making it optimal and therefore making it a bit easier ----> reducing carrying amount a little. Another potential advantage.

    And the question is, sometimes sprinting breaks the encumbrance effect and I am able to run around like naked for until uhh... reloading a save, e.g., or sleeping. I'm thinking why though, if there's any hint on where to possibly look I'd be grateful. Maybe the smashed patch has this effect? I also use the realistic humanoid movement speed mod, perhaps that one intervenes with it, via the smashed records, and I'd need to exclude it from smashing?

    again, cheers for the mod!

    PS Oh and, if, let's say, I was going to tweak it to add gradual stages of encumbrance, ... nvm I'll try to look into it myself, if I'm unable then I'll leave it be :-))


    ED: Found the answer to my question, that's my bad right there. My "Live another life" quest was marked as uncompleted yet, I'll see whether the mod going full-scale resolves that
    1. tonycubed2
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      I appreciate your tack, love the way you post. It is refreshing and inspires respect for your thougths.

      No, you are not doing anything wrong. The mod has the bug you described. While the mod does work over all, it does have glitches. And as you say it does not account for other mods that add or subtract encumbrance. It could use an overhaul. The scripts could use a careful check for logic. I have improved in modding a great deal since I made this, and wish I had time to redo it. But I do not. I have to many real life issues I need to take care off, too many commitments.

      And a MAJOR modding project I am involved with that will blow many peoples minds in a few weeks.

      I apologize i cannot help yo more with this, but if you look at the scripts and have questions please let me know.

      Kudos to you.
  8. bmsass
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    Any plans to port this to SSE?
  9. andreaskhic
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    Can you still hold a torch when you cant use both hands?
    1. tonycubed2
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      if a tree falls in the woods and there is no one around does it still make a noise?
  10. MorbidFlorist666
    MorbidFlorist666
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    Highly recommend this mod. Only encumberance mod that never gave me any trouble in the long run. Always works smoothly. Other encumberance mods either bloated my script or made me run really fast when I'm carrying too much stuff. Endorsed
  11. qwertypol012
    qwertypol012
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    Is this mod more intensive than Cobb Encumbrance (in term of script activity)?
  12. tonycubed2
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    Fast Travel Encounters is now live!

    http://www.nexusmods.com/skyrim/mods/83475/?



  13. tonycubed2
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    all: Remastered Edition in 16 hours!!!! Check out my video. Subscribe for all Remastered news in the next few days and weeks.