====================================================== MOD PROGRESS ====================================================== This is where my random comments & most recent progress on the mod will be. ----------------------------------------------------------------------------- Summary: Ok, ill try simplify. It changes: Movement Speed; Jump Height; Fall damage; Ramping (inertia when stopping from movement); Swim Speed; Stamina drain when doing all the above Stamina drain magnitude; Based on Race (All playable races supported and werebears), carry weight, height, current stamina etc. It takes everything in account. Removes overencumbered message. xD ----------------------------------------------------------------------------- Essentially, you will be very fast runner as a Khajiit and high jump for instance, or swim very fast as an Argonian or be uber fast as a vampire if you toggle the fast speed on X. Removes stamina drain on vampires, unless your in the sun ofc. Gives you more options other than cheating when overencumbered. Makes the sneak running more beliveable. And many more. ----------------------------------------------------------------------------- In some pictures i seem like i died. I didnt. You dont die from low heights, but sure as h*ll gonna kiss the ground now. xD ----------------------------------------------------------------------------- OK! description on the mod page changed due to popular demand. xP xD ======================================================
====================================================== MOD FEATURES PLANNING ====================================================== ----------------------------------------------------------------------------- Status on adding new features. -----------------------------------------------------------------------------
====================================================== Up hill slowdown / down hill speedup: [NOT STARTED] ----------------------------------------------------------------------------- Still researching how to do it. ====================================================== Perk support: [CANCELED] ----------------------------------------------------------------------------- I was thinking about the way a player progresses and observed some outside sources (mods,settings and more) compared stuff etc. Conclusion: Adding perks to the formula would be obsolete or take away from balancing. As i see it: The more you level, the more points you can add to stamina, balancing the drain with more base pool to drain from. Adding perks into play will brake that steady constant balance and progression by, lets say having a particular perk for heavy armor would half the drain etc. The way i look at perks, they should have a noticeable but unchanging stat or effect for this case. Using perks would either grand too much outbalance or not make any significant difference at all which makes it obsolete. While there are a lot of very good mods that use perks to nerf/buff the overall movement speed, with my mod it would supplement each other nicely. So until i give it more thought and do some more research and get more ideas on that, perk support will be canceled. ====================================================== In water slowdown: [NOT STARTED] ----------------------------------------------------------------------------- Cant find out how to make this work ====================================================== User - Custom22 Separate all features in MCM to be configurable in some way: [FINISHED] ----------------------------------------------------------------------------- (If i can, i will divide as much as i can.) So far core functions divided: (section with core functionality) KnockDown Toggle...........first for annoyance reasons. (its a treat for me tho xD) JumpFall Toggle...............second for compatibility reasons. SpeedModi Toggle...........third for functionality reasons (might swap for fourth). StaminaDrain Toggle.......for compatibility reasons but also part of the core so ........................................its fourth rather than higher up on list. MovementRamp Toggle...probably always gonna be the core feature of interest ........................................which makes it the last on the list regardless of ........................................new settings added.
(Yeah, even the config list has its logics, thats how f*cked up i am. Move on now.) xD ====================================================== User - miscdude Add rain,snow,ice formulas: [POSTPONED] ----------------------------------------------------------------------------- Postponed until i find a way to detect terrain type. Also, there are so many awesome mods that are a absolute must have like Wet&Cold that adds penalty in blizzards by default and Frostfall for the more serious players, adding such a formula would just need unnecessary compatibilities. Id rather leave that to those mods instead and focus more on everything else.
(In that context, im thinking, would be better to add Frostfall compatibility for heat/cold penalties. If im skilled enough tho.) ====================================================== Add Frostfall Support: [NOT STARTED] ----------------------------------------------------------------------------- ====================================================== User - Viper1s Lower movement ramp down: [FINISHED] ======================================================
====================================================== v0.2 ====================================================== Started on a full recoding. GL to me! xD Script too slow? Well than, ill add one more. xD (DONT QUESTION MY LOGIC) ----------------------------------------------------------------------------- Now it uses two scripts, one for heavy duty that doesnt need to be as fast and one for fast response, tho still kinda slow on non optimized INI. That papyrus integration in Skyrim.... -.-# But the performance improved at least a little bit. Also, since the core stuff are divided, i can now make better improvements in the future i hope. ----------------------------------------------------------------------------- In intensive testing and Race parameters are being redone due to the new code. Now rather than using combination of static and dynamic values, its all dynamic now. xD Like, base race stamina drain was a static value and than calculated from there. Like, base drain would be 10 and than it would be calculated and modified with different nerfs/buffs but would mostly focus on the base value assigned from the race. Now, now its a threshold and multiplier. It affects the whole calculus based on race. Now because of that, im gonna have to redo all parameters and convert it into new values. Thats gonna be a pain. ----------------------------------------------------------------------------- Stamina drain was perfect. And than.... Apparently: 0 + 0 / 0 * 0 - 0 = 0 Odd, right? xD Got "Result is undefined" with the calculator at the * xDDDD D*mba*s 1 : Calculator 0 HA! Aaaanyway.... Turns out, if i have all my HP and all my stamina, and remove all my stuff from inventory (basically naked) without at least one static base value, theres nothing to calculate. Whoops xD But the new calculation is still awesome, only have to add a static base value when ppl decide to go BANANA on the streets. That should be a crime again. xD ----------------------------------------------------------------------------- The new release is getting preped for upload. :D Hope i didnt s*rew up too much. xD Note: I did try to make the always run mode behave same but i didnt make it exactly work. The things with that is, due to the mechanic of walk/sprint/run and the way the script reads the player action and control input, i had to make sacrifices. In this case, always run mode is still not fully supported. It might run but im sure some stuff wont exactly behave as it would when not in always run mode. But that wont affect too much tho. So, nothing crazy to expect. I can make it, but that would require a literally separate mod or script code just for that. Otherwise, the script would be enormous. I might find a way to make it work in the future. Sorry. :sad: I wont stop looking for a solution tho, only, its not the utmost priority so it might take some time. ----------------------------------------------------------------------------- NEW ITERATION DONE! This release is essentially like a whole new alpha. But a much better one, i think/hope. xD ======================================================
====================================================== NEWS! ====================================================== v0.3 is OUT! ----------------------------------------------------------------------------- Just finished v0.3 Tho, nothing really changed, just added almost all functions to be configurable in MCM. Have fun experimenting! :) ======================================================
====================================================== SCRIPT LAG ====================================================== Quote: For those that are having lag , I have an above average PC (not what you call a top of the line though) . Given that , I am running the 255 mod limit (including this one)(with a lot of script-heavy mods) almost flawlessly after about 40 total hours playing . I would post the settings of the ini's I changed but it would make for a long post.It takes a bit of research and I found one line to add under general in skyrim.ini that I had not found on any other site: bRunHighLevelProcess=1
Hi theimmersion. I've returned to modding my Skyrim and I've tested your mod. The feedback is positive. The MCM gives me freedom to finetune it to my taste like stamina based on speed & jump, that is configure too high to my liking. An option to tweak the falling distance to trigger the knockdown would be interesting, instead. The physical response after falling is too heavy but I know it is the Skyrim engine default configuration, not your fault, and can be fixed with the "Realistic Ragdolls and Force" mod and possibly with SkyTweak too.
I have read your MOD FEATURES PLANNING and see your comment about the "Up/down hill slowdown/speedup" feature. Well, I can't help you with any code tips but I know that the modder Maskar implemented this feature for Oblivion in his mod "Basic Physical Activities". The result is not very immersive because it's not well adjusted and he doesn't adapt the animations to the physical demands, but I think that with MCM it can be tweaked well to get good results including without touching animations. Maybe contacting with him and getting some indications you could solve the enigma to implement this feature in Skyrim. Maybe with that information you could find the clue to solve the water slowdown question too.
I just wanted to share this information with you and congratulate you for the work.
Hi again. Here you are a list of bug reports and ideas:
- MCM INSTALL BUG: After install the mod the MCM is not activated by default. I need to open/close it and move my character to stimulate the activation. If not I can wait many minutes without get it working. Maybe this can be solved with the mod Jaxonz MCM Kicker, but I have not tested it yet. Anyway, here is the report. I'm using SkyUI 5.1.
- FAST-WALK STAMINA REGEN BUG: When running has consumed my stamina, the mod auto-switch me to fast-walking mode. That's good but I don't regenerate my stamina in that state. If at this moment I switch to Speed Step Key mode I don't regenerate too. but if here I switch to walk and then to run again I regenerate in the same Speed Step Key mode. So fast-walking in Speed Step Key mode regenerates or not your stamina depending if you has switched to walk or not before. That's not logic. Also, it's illogic that you can regenerate stamina fast-walking in Speed Step Key mode after this tweak and not in the auto-fast-walking in normal mode.
- MCM TWEAK BUGS: Lowering the parameter "Critical Stamina Threshold/Movement" too much, produces a bizarre behaviour. Restoring it to default solves the problem, but the Default button is buggy and sets the value to 0.0, so you must remember the default values in your mind for every parameter you are tweaked. This seems a engine problem and is not needed to lower this parameter to this levels, so not a trouble but it's important to know it.
- FOUR SPEEDS (PLUS SPRINT) TIP: Switching between normal and Speed Step Key mode gives me four different speeds, that are good for immersion. But the speed amount relativity between this four speeds can't be changed with your mod. This can be done with the mod Skyrim Speeds and runs perfect with e-Motion, but It would be very easy to implement it in your mod if you like the idea.
- AEROBIC VS ANAEROBIC SYSTEM: First, don't consider this a "lesson" or a criticism. It's just an idea to think about. Well, you know humans have two energetic systems: + AEROBIC: Oxygen consume is high & ATP low while doing gentle activities. + ANAEROBIC: Oxygen consume is low & ATP high while doing extreme efforts. The stamina in Skyrim correlates to ATP, that is consumed & restored quickly after heavy instant efforts (heavy combat attacks, sprint, etc). But when you are footing you are in aerobic state, not in anaerobic. So, for true realism the walk/footing should affect to a new HUD bar or widget for the aerobic system that indicates that efforts. This should represent the overall daily fatigue too, mean... when night arrives after a day of adventures your aerobic system is depleted (more or less depending on the activity level) and you need a long rest to restore it. The mod Heart Rate implements it but it is unfinished and not very accurate. Anyway, it's possible to use both mods and set up e-Motion "Stamina Drain Base" to 0.1 for movement and maybe 0.5 for swimming. The main thing I miss with this combo is the bar/widget indicator.
- OTHER IMPLEMENTATION IDEAS: The whole scenario for this mod would be to apply some of this tweaks to NPCs and horses (with Convenient Horses support), but the work seems complex and is your decision. The modder Maskar made a tweak in one of his mods to allow NPCs to jump on the rocks & avoid obstacles. This makes combat more realistic. The modder gulogulo implemented a climbing system for trees, walls, etc. in his mod Advanced Skyrim Overhaul, but only for werewolves. And with the mod Sneak tools you can use rope-arrows to climb mountains and walls. This are good additions that raise the immersion of playing Skyrim.
That's all. I promised you a deep testing of your mod and here it is.
Greetings! Thanks for the awesome feedback! :) I see you know your stuff. I just got lots of real life issues i just cant fix fast enough and my mods are frozen in place. T.T Would you consider to share this mod with you if you have spare time?
About your purpose. I'm just a modding user, not a modder and not skilled to take this complex project. Really, implement some of the new features we are talking seems complex. Maybe, the mod can be finished with some simple tweaks such: 1. Limiting some MCM sliders to avoid rare behaviours, which seems simply to change a few numbers. 2. Add a new MCM slider to freely tweak the heigh distance penalty, easy for you too. 3. Tweak the regeneration question in the two fast-walking modes to match each other, just duplicating the code.
All the other features to do (water, snow & slope) seem based on the detect terrain formula and the raining & snowing speed features are part of the Wet & Cold mod. I can't help you with the implementation directly but I can try to find the clues to do it and share the information with you. Then, depending on if it is easy or complex to script, you decide if you write the code or discard the feature.
For the other not implemented features we can do two things: 1. I give you the clues to implement it, or 2. I give you the list of other mods that do these features with configuration tips and you add it to the description page of your mod to allow others users to use them together.
So I offer you my "services" as information catcher, tester and documenter for free. Really, except for the new features, tweak the things I comment you, seems very easy and not time consuming if I give you the exact parameters. And add the documentation to the description is just a copy/paste if you agree with it. To end, you can consider to rise the mod to an 0.9 or 1.0 version after our testing, clean up the description page of obsolete information (I can help here too), quit the ALPHA label, and maybe rename it with a name more descriptive to revive it in the nexus lists and make it accessible to the people.
I can not commit to time. I mean, perhaps I do it in one day or in some months. If you agree, come on and I'll wait your instructions. And, of course, the mod is yours and you are the boss. I just want to see this finished and play with it.
That would be awesome but theres a certain setup i need to make before i jump into modding and its not so simple to get back to programming after a years absence. I will try to come back as fast as possible. Thanks for the support. ^^
I forgot to mention a few things. AEROBIC VS ANAEROBIC. I get the idea and i like it but the human drains its own body from the same power pool and having two different power pools isnt really realistic. The idea is sound tho and i will look into it. With one difference tho. I will have to find the correlation between those two to drain from the same pool and find a way to distinguish power drain and restore on how you used your power. To summon it simply for now: If you were just hitting your weapon, you will drain and restore quickly. If you were running, it would drain slower but also slower regain. In combination of running and hitting, thats where the correlation happens and needs a formula. A formula that will calculate the numerical amount of power lost from hitting with weapon will get restored rather quickly but the amount lost from running will restore at a slower rate. This will make it more dynamic and yet have the same idea of penalty for what you are actually doing with your character. But honestly, thats a big undertaking because it will use into the formula what you wear (how heavy it is) and what weapon you wield (also how heavy it is). Heavier weapon wielding + in heavy armor should drain more and make you recover more and vice versa. Two different widgets of power indicate a person has like, one power reserve for arms and one for feet. Which isnt the case for course.
Hope i explained well and that you agree with the idea.
You are right: both consume ATP. ATP is the energy of the humans. ATP is stored in a little "battery".
ANAEROBIC discharges the "battery" fully and instantly. ANAEROBIC recharge is quicker from carbs, but very inferior to the discharge rate at maximum effort, hence the instant energy depletion. ANAEROBIC ATP "battery" is recharged quickly from carbs after the short and strong effort. ANAEROBIC uses carbs because not they needs oxygen to be converted to ATP.
AEROBIC discharges the "battery" slowly, depending on the effort/duration ratio. AEROBIC recharge is slower from fats, but slightly inferior to the discharge rate at minimum effort, hence the energy depletion is slow. AEROBIC ATP "battery" is recharged slowly from fats after the long and low effort. AEROBIC use fats because it needs Oxigen to be converted to ATP.
SO, there are three widget options for me, and I see all more or realistic: 1. Use only one widget for ATP affected by the AEROBIC and ANAEROBIC efforts globally. 2. Use two widgets for carbs and fats reserves separately, dividing the ATP in two. 3. Use three widgets for ATP, carbs and fats reserves individually.
I agree with you that the second can be a bit abstract, and more complex for you to calculate, but easier and quicker to visualize and understand for the player. The third option is very informative but confusing to understand for the player in realtime. So, the first is realistic, easier for you to implement, and still good for visualization and quick understanding.
It is right if you consider the add and subtract calculations for both AEROBIC & ANAEROBIC affecting the ATP widget in realtime. Thus, the prolonged ANAEROBIC efforts should affect the AEROBIC capacity in ATP, and vice versa. For example, if you try to fight after a long travel, your ATP "battery" capacity will be minor than if you are well rested in the morning after sleep eight ours, and the same with your maximum level of ATP if you start to travel after a long fight. Hence, after an active day, you'll have less and less ATP "battery" capacity until night, and you'll need to rest and sleep for recovery.
The interaction with carbs and fats ingestion reserves would be interesting, like in hunger mods, but seems complex to implement. The same for the interaction with temperature conditions, the sleep deprivation, dehydration, etc. About gear and wear, really you only need to create the database of all the weapons and armour in the game to allow the formula get the data, or just simplify it to the encumbrance level at the moment of the ANAEROBIC/AEROBIC activity for simplicity.
So, It seems that we agree. You can tell me what you want I help you and how. Now I have some time to invest on it. This is better than if I share information about features that you are not interested to implement. So, one thing after another and you lead.
EDIT: I wrote this message before read your post for Ajanti. So, I'm confuse about if you'll work or not in this mod.
I fully agree about the way it should be calculated but... You cant put everything on the screen tho. Too much information regardless of the why and how. You cant put everything on the hud. Is there a breath widget when diving? Cant remember from the memory right now. That could be used along side stamina bar to try and mimic and indicate the different consumptions. Sadly, i dont know nor have the tools to make any widgets tho. But i could be using one for breath. That idea i like more and more. That way, the player could see and thus, balance between aerobic and anaerobic activities. What you think?
Well, I found that IMCN mod has this feature made in an immersive way, because it affects the needs it manages globally. It is an awesome mod. Also, there is a mod called Player Physics that includes UP/DOWN HILL physics.
I wanted to collaborate with the modder to enhance the mod but he is missing many time ago. Anyway, I have the intention to learn the Papyrus programming language to make my own physics mod with some more features. But it will take time, long time. Meanwhile, you can read my long post bellow, where I share some tips to adjust some options in MCM, and some other mods that raise the physics experience in the game.
I still come in from time to time to check whats going on and though i seem like im gone im still here and to tell the truth, in pain i cant start working on my mods again. Private life gone to hell so far so im battling for existance. The mod is pretty functional as is so far and the later i come back, the more stuff the SKSE team will push out for me to use that i really need to continue this. Lots of Game Engine restrictions that have to be bypassed via multiple scripts where one function if existed would be suffice. So lots of workaround requires lots of work duh.. xD
A little advancement about the forceav question. In the readme you comment your dudes about the security of using the ForceActorValue command. I've been searching in various official and unofficial documentation sources and examples, and none says nothing about the possible "insecurity" of this command. In fact it is a commonly used command with the SpeedMult actor value code. So, I suppose, the warnings you read about it, refer to the use with other type of actor value codes that could shock with the variations of some quests that modify those values. But with the speed seems not problematic and even necessary. Anyway, it is just my opinion but the prove is your long testing with any problem.
Honest be told, the mod works as it should by all means for its version so i took a brake and still am. Since not that many feedbacks are coming in and most are positive on its functionality, i dont see need to rush it. Gives the SKSE team time to pull out maybe more script commands that i need. Stay tuned. I mean... GTA Online and such. U guys know. Need a change once in a while. Doesnt mean im gone. NOPE, still here coocking up stuff. xD Sadly, im not a programmer so ppl need paciance with me. Hope its worth while for you.
I have been using your mod for a while now with zero issues. I love how it affects movement, it even makes me think back to when I was a heavy fighter in the SCA. No sprinting or acrobatics with 100 pounds of armor and weapons on your body.
Anyway I'm having a lot of fun with it, Thank you very much for all of your work on this.
Great work mate and thank you for the MCM sliders, i would like to ask a favour if i may the guy making this mod http://www.nexusmods.com/skyrim/mods/65218/? needs help to make an MCM but nobody will help him would you consider getting intouch with him and giving him a hand.I understand its not really my place but i like to think that we all help each other if we can, anyway thanks again for this mod .
Why would i be the guy to help? I mean, i think i wrote that i made MCM menu for the first time in this mod. xD That actually makes me a newbie with MCM just as much. xD But sure, ill try help if i can.
Well ive got a strange bug with the new version mate, as soon as i start walking or moving my guy wont stop he just keeps walking or running and wont stop no matter what i do.
Happened to me once as well, but i coulnt recreate it ever again. No idea how that happened. That should not be possible. I assumed that Ramp perhaps got bugged and went into zero meaning when you start running, you wont stop cuz the ramp is to low. Try jumping and readying your weapon or crouch to brake that. I think i did that and it stopped. Also, you use Statistics and Leveling Re-Vamped? As it seems, our mods are gonna conflict hard so im adding it to my conflict list. xD
Arh yeah i hadnt though of Statistics mod, yeah i had a feeling it could conflict with the stamina but hadnt thought about other conflicts, ill have a play and see if i can fix it.So you think that this and Statistics mod wont work together then ??.
Wow, I hope you get away with this project and find the way of solve performance issues. For me there are four main motion problems in the game: - Acceleration - Jump & Fall - Speed based vertical terrain - Climbing If you get to solve some or all this issues with minimal resources cost you'll be a code hero.
BTW... How about you give my mod a shot and give a feedback based on what this already does for the game? xD I will look into acceleration ramp. Speed based vertical terrain, yeah, trying to figure that one out. Climbing, well.... thats a bit problematic.
You tried the mod before telling me about performance issues tho? I cant fix if you dont try and tell me about stuff happening, ya know. A Doctor cant treat you if you dont tell him where it hurts. xD
Im not looking to be a Hero nor will i ever be. Also, Heroes are usually dead and im not ready yet. xD
Hello! Ups, with you I must to measure my words... What an analysis capacity... Well, first, my english is not good and I'm not sure if I catch the right meaning of some of your phrases. Apologies if I'm wrong. Second, my feedback is not an "after testing" report but just a happy comment after see your mod because I was waiting for this type of features long time ago. Third, about performance issues, you speak in your readme that you are trying to solve that question and I spoken you about the overall performance issues of implementing the four tasks that I listed. Some time ago, I commented in nexus forums the climbing and vertical speed questions and other modders answered me that it was not possible due to engine limitations and performance problems. Well, I don't know if at this 0.2 alpha version you need user bug report feedback. If you need it I'll test it for you. The same for future versions. Anyway, you'll became a code hero and the future legions of modders will remember you forever, dead or alive.
Edit: Yes, a climbing system similar to Far Cry 3 seems really complex, but limiting vertical terrain speed for the player and NPCs plus ban the horses climb any mountain would be enough. They are horses not goats. The use of some climbing tools for the player such a little pickaxe or ropes would be cool too.
A comment about your second example image with read and green indications. A sedentary programmer possibly would be hurt or killed if he jumps from that distance, but a warrior not. Go to YouTube and search for "city jumpers". If you like it, there are some mods that adds acrobatics animations and raises the action experience (Martial Arts, Kick Bash, etc.).
Another comment. After see the downloads (123+1) I want to motivate you to go away with the mod. People doesn't want alphas or heavy scripted mods without MCM tuning and there are other mods with some of your features (encumbrance and speed penalties, fall damage...) that are more polished at this moment. What I think that can make your mod different are the features we commented. I believe there are many people that sucks the player interaction with the terrain and mountains and seems you have the skills to solve that after the work you have done. Also, people that likes realistic mods doesn't likes cheats and your mod, after read the description, seems a mix of both at this moment. It's just my opinion if it can be useful.
"city jumpers" - parkour does not count in this situation, because i did not see any of them doing those stuff with a medieval armor weighting around 50 kg or carrying anything with them that might make movement problematic. xD You should rather google and check the wiki on the overall movement capabilities in medieval times and the mentality back than and not 21 century. Thats like comparing Banana with a jet pack.... no relation what so ever. unless... they both have the same color. PARADOX? xD
Also, your not a Warrior. You are a nobody when you start the game. (Thats what TES and leveling is about after all.) Later on, you become a warrior or what ever you wish and by adding points to stamina, now it actually makes a big difference. Since the reality is too complex for every detail regarding movement to be simulated by a non programmer via a non supportive engine to begin with via a mod regarding, im just using the overall carry weight / carry weight capacity and some other things to determine the penalties or bonuses. The theory is simple, warriors are gonna be more heavly armored which makes them heavy, which my mod penalises in movement. Thiefs are mostly carrying little and light clothing and dont carry a s*it ton of weapons, just a dagger for when s*it hits the fence and they dont really steal armors and swords and what not to make profit, rahter, they steal small but valuable things like gems and other items to get away with it. So that makes you light and my mod gives you more speed if you carry less (lighter). Its that simple actually.
Also, cheatty is implied on the features that enables you to run while overencumbered and the super jump thats more of a climbing supplement. Some people might think that player should not run while overencumbered, while i say the difference. And i also tried lots of those things out in RL with my buddies that are, more or less, practical without k*lling or hurting ourselves. As we observed, on the limit of our ability to carry stuff, would could not sprint but sure as he*ll were able to run. But for a very short period of time and needed rest. Now thats true via this mod as well. But if you think in Skyrim, thats cheating, well, no prob, ive warned it and its a matter of individual opinions. Thats why those that like the idea can use my mod, and those that dont, can read it in description, think its not as it should and dont use it. Its called having a choice with mods. xP
Its now purely a matter of opinions regarding most of the features and most are gonna be configurable, and theres no use to debate individual opinions. Super speed and super jump with no stamina drain when being a vampire might be considered cheatty, but thats also mostly a case of individual peoples opinion and their expectation of how a vampire should behave. (In my mods case, movement) In all movies and on lots of sources on internet etc, i see more power for being a vampire, so i added that reflection from RL comics, movies etc to skyrim regarding movement. So now, when you see a vampire running like the wind in a movie and you play a vampire in skyrim, you gonna be running like the wind. xD Simple. Again, alpha. You dont like it? Well, you gonna get sooner or later MCM option to turn that off. Simple. Or dont use it since its a button and not self activated. Like, not entering TGM in console. Or just bind the super jump to ESC which removes the key from the binding and your good. ;) Ultimatly, dont use the mod. xD
I will add later on MCM options to turn all those features on/off etc. Also, there is MCM support with enough things for a alpha.
Again, you are talking about things while you never tired it. That does not work like that for constructive feedback. Unless, you think you tested my mod enough within a few minutes of downloading and replying. xD
Big gaming companies itself are issuing alphas and betas now-a-days and charging money "for those releases", why would i not do that for a free mod to gather as much input from people to make my mod actually better from the get go? And im not competing with any mod. I just released my mod and actually doing it better and better thnkx to user support.
And heres the punch-line. xD "there are other mods with some of your features"
This mod is not even near to that. Its much more complex in its idea itself. If there is a mod that does what my does and is complete, do tell, easier for me, i can just use that one. Sadly, i havent found one so i made one. Simple. xD First off, mods that i saw do some (each mod for a different setting), my does all. Secondly, most do it statically, my odes it dynamically. And just to make myself perfectly clear, im not saying those mods are bad or that my mod is better. Im just doing my thing and how i think is right and should be, and they are doing their thing how they think is right and how it should be. Both are right, and both are working. Its up to you and your taste/opinion/point of view/understanding of things to choose what mod/mods to use. Easy. :)
Now feedback is needed for balancing and functionality and performance. No matter how you turn it, you mentioned some stuff like performance issues while you never tried. In the end, its per user basis so i might just have a rogue setup and have lag, but i am covering my grounds non the less. And because, im doing performance check on a heavy modded game with ZERO ini optimization/ vanilla ini setup. So, for those with vanilla ini's, might get some problems with script performance.
I have not yet put any balancing based on difficulity setting because i need some base on the current ones. Like, too much stamina drain on start or in long run, to little, too hard top play like that, to slow in those situations etc....
No hard feeling friend. :D Just rational/logical reply. xD
Edit: BTW, those images where i k*ss the ground are not those of me being dead, they are from me being just knocked down because i was too heavy. I can not carry a s*it ton of stuff and jump down from some heights like, 1-2 meters without a roll/slam or i might brake my back or leg.
Edit 2: I hope this makes my stance perfectly clear this time around. xP
Well, to simplify things. 1. You only accept after testing feedbacks in your forum. 2. You don't accept that people don't test your alpha. 3. Readmes are an heresy for you. 4. I'm not against releasing alphas. 5. I know that your mod is more complex and ambitious than others. 6. MCM and Parkout are awesome. 7. After this heavy posting I need a vacation.
1. You only accept after testing feedbacks in your forum. Well, this -> "Wow, I hope you get away with this project and find the way of solve performance issues." Or this -> "A sedentary programer possibly would be hurt or killed if he jumps from that distance, but a warrior not." sounds like my mod was being criticized and i accept and appreciate that, but to be honest, not really giving any serious notion to it by someone who never even tried it. ;)
2. You don't accept that people don't test your alpha. Uhm.. what? xD Usually, ppl say, cool ill follow and see how far it goes and maybe download and try or they try and say what they thing. You said what you think, ok, cool, and wanted some features, even better if i am able and if Skyrims engine is able but again, some things were criticized by random images on my page and on a description which still is mostly a per person basis and generalized it as a overall issue for pretty much the majority. Id tho like to know it that is actually an absolute issue for everyone. Otherwise its a potential problem, which is implied to as one. Again, feedback sure. Criticism of actual features and issues without ever tying it out, sorry. Not Valid. xD
3. Readmes are an heresy for you. I just s*ck at it. xD Apology. Tho, v0.02 is a total recode of v0.01 and while features are mostly the same in base, all the former may or may not apply. And in the end, news should be followed on mods page for 100% up to date info and the 2. rule applies, i s*ck at it. Also, the readme in the download itself is the former one as noted in the sticky and also, its pretty much accurate, problem is, IT WAS TOO D*MN BIG for people. xD Sorry, im not a dev or anything so i dont even know how to document that properly for other people. Im trying my best. :D
4. I'm not against releasing alphas. Probably misunderstood something. Sorry. ^^
5. I know that your mod is more complex and ambitious than others. >:D
6. MCM and Parkout are awesome. Sure are, but if you want Parkour, check - Assassins Creed, Mirrors Edge and Dying Light - out. ;) Or a mod that adds parkour. Im trying to make a mod to be somewhat immersive and Parkour in it self is already limited to the engines capabilities. Maybe some day. Right now, as mention on mod page and sticky, focus is on current functionality. But i kept your suggestions in mind. Its just not at that point for considering to work on them.
7. After this heavy posting I need a vacation. Yeah, me 2. xD See... i s*ck at text talk. -_-# SORRY GUYS. :(
8. "Readme heresy"... I don't refer to the quality of your documentation, that is fine. I refer you don't value "theory" without "praxis". I think there are things that not need to be tested to be understood. Others need it, of course. 9. I don't criticize your mod, I love the features of your mod. 10. I'll test your alpha after I finish to install other mods and reconfigure the game. 11. I wish the best for your mod and I want to play it in the future. 12. Think about delete this thread because it is not interesting for other users. 13. I'm travelling on vacation to Honolulu right now.
NOTE 1: Speed based vertical terrain: - more ground slope you walk/run slower - less ground slope you walk/run faster NOTE 2: I don't like Assassins Creed, I like Tomb Raider 2013 climbing system but more slow-paced. I don't want a Skyrim parkourized, only some tweaks. I like real parkour but it is really dangerous.
Ok, we are straying way out of touch here. xD Lots of unconnected, out of blue, statements and notions. Sorry, but ill ignore all your posts (wont go into conversation) that arent helpful or relevant. That doesnt mean, you cant/shouldnt post or that ill deleted or ignore all your posts all together tho. Just seems like we are at a point of going nowhere. So to avoid that happening again, ill pass on any response in the future that dont hold merit to me or to you.
Hope we move on from there. :D
But please, dont teach me basic humans voluntary contractions on angular velocity unless asked. Ok? xD I kinda hate that. xD No offense. Dont know if you notice or even read the sticky, but its there for quite some time. Up hill slowdown / down hill speedup. Its not correctly versed perhaps, but i dont need to either. Its correct on all terms. ;)
Ok been using the latest version on a new game for a few days now and i like it, not having any problems with lag either, i have some ideas and a few bugs to report...Ok bugs, i still seem to come to a complete stop when running and dont take a few extra steps, also when im walking pressing the sprint button doesnt make me walk any faster. Suggestions, can you make a MCM slider so we can set how fast stamina drains and also how high you need to be before jumping hurts you, i use a mod that lets me carry more weight and with this mod jumping off a one feet wall kills me lol.
Also can you make fighting use stamina and add a user selectable slider so we can set how much, just suggestions im not demanding you do anything mate .
Fighting stamina drain: I tried to fiddle with fighting stamina drain but it didnt work. If i figure it out, than ill add it as a bonus side cofiguration since this mod is more movement than stamina drain overhaul oriented. Plan was, since the player gets tired and the more he carries the slower he moves (less agile), to make the penalties on fighting as well. Theres even a remnant code in v0.01 with the test code commented out that didnt work for some reason.
1 feet death fall: Ill have to check out the code but that should not be pissible if your under the carry weight capacity. Did you, by any chance, try to remove all or most of the items and jump from that exact spot again to confirm? I think i made sure all calculations are done with the carry weight percent so if a mod changes it from 300 to any other number, the result should apply same as if it was unchanged. Unless its added as a enchantment. Bethesda f*cked the function for max carry weight a bit and i cant get the temporary modifiers. Is that mod increasing it via a item?
Stopping ramp: I really dont know why the ramp wont work for you. It should work regardless of everything else. Its not connected in any way with other features except the MCMs config toggle and if walk ramp works, than run should as well. Unless something else is overwriting it, mod or game setting or something.
MCM sliders: I initially wanted to do that for the v0.02 but there would be a lot of f*eakin sliders. xD Ill sure still plan on adding them in the future.
119 comments
MOD PROGRESS
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This is where my random comments
&
most recent progress on the mod will be.
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Summary:
Ok, ill try simplify.
It changes:
Movement Speed;
Jump Height;
Fall damage;
Ramping (inertia when stopping from movement);
Swim Speed;
Stamina drain when doing all the above
Stamina drain magnitude;
Based on Race (All playable races supported and werebears), carry weight, height, current stamina etc.
It takes everything in account.
Removes overencumbered message. xD
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Essentially, you will be very fast runner as a Khajiit and high jump for instance, or swim very fast as an Argonian or be uber fast as a vampire if you toggle the fast speed on X.
Removes stamina drain on vampires, unless your in the sun ofc. Gives you more options other than cheating when overencumbered.
Makes the sneak running more beliveable. And many more.
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In some pictures i seem like i died. I didnt. You dont die from low heights, but sure as h*ll gonna kiss the ground now. xD
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OK! description on the mod page changed due to popular demand. xP xD
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MOD FEATURES PLANNING
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Status on adding new features.
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Up hill slowdown / down hill speedup: [NOT STARTED]
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Still researching how to do it.
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Perk support: [CANCELED]
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I was thinking about the way a player progresses and observed some outside sources (mods,settings and more) compared stuff etc.
Conclusion:
Adding perks to the formula would be obsolete or take away from balancing.
As i see it:
The more you level, the more points you can add to stamina, balancing the drain with more base pool to drain from.
Adding perks into play will brake that steady constant balance and progression by, lets say
having a particular perk for heavy armor would half the drain etc.
The way i look at perks, they should have a noticeable but unchanging stat or effect for this case. Using perks would either grand too much outbalance or not make any significant difference at all which makes it obsolete. While there are a lot of very good mods that use perks to nerf/buff the overall movement speed, with my mod it would supplement each other nicely. So until i give it more thought and do some more research and get more ideas on that, perk support will be canceled.
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In water slowdown: [NOT STARTED]
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Cant find out how to make this work
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User - Custom22
Separate all features in MCM to be configurable in some way: [FINISHED]
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(If i can, i will divide as much as i can.)
So far core functions divided: (section with core functionality)
KnockDown Toggle...........first for annoyance reasons. (its a treat for me tho xD)
JumpFall Toggle...............second for compatibility reasons.
SpeedModi Toggle...........third for functionality reasons (might swap for fourth).
StaminaDrain Toggle.......for compatibility reasons but also part of the core so
........................................its fourth rather than higher up on list.
MovementRamp Toggle...probably always gonna be the core feature of interest
........................................which makes it the last on the list regardless of
........................................new settings added.
(Yeah, even the config list has its logics, thats how f*cked up i am.
Move on now.) xD
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User - miscdude
Add rain,snow,ice formulas: [POSTPONED]
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Postponed until i find a way to detect terrain type.
Also, there are so many awesome mods that are a absolute must have
like Wet&Cold that adds penalty in blizzards by default and Frostfall
for the more serious players, adding such a formula would just need unnecessary compatibilities. Id rather leave that to those mods instead
and focus more on everything else.
(In that context, im thinking, would be better to add Frostfall compatibility for heat/cold penalties. If im skilled enough tho.)
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Add Frostfall Support: [NOT STARTED]
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User - Viper1s
Lower movement ramp down: [FINISHED]
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v0.2
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Started on a full recoding. GL to me! xD
Script too slow? Well than, ill add one more. xD (DONT QUESTION MY LOGIC)
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Now it uses two scripts, one for heavy duty that doesnt need to be as fast
and one for fast response, tho still kinda slow on non optimized INI.
That papyrus integration in Skyrim.... -.-#
But the performance improved at least a little bit. Also, since the core stuff are divided,
i can now make better improvements in the future i hope.
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In intensive testing and Race parameters are being redone due to the new code.
Now rather than using combination of static and dynamic values, its all dynamic now. xD
Like, base race stamina drain was a static value and than calculated from there.
Like, base drain would be 10 and than it would be calculated and modified with different nerfs/buffs but would mostly focus on the base value assigned from the race.
Now, now its a threshold and multiplier. It affects the whole calculus based on race.
Now because of that, im gonna have to redo all parameters and convert it into new values. Thats gonna be a pain.
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Stamina drain was perfect. And than....
Apparently: 0 + 0 / 0 * 0 - 0 = 0 Odd, right? xD Got "Result is undefined" with the calculator at the * xDDDD
D*mba*s 1 : Calculator 0
HA!
Aaaanyway....
Turns out, if i have all my HP and all my stamina, and remove all my stuff from inventory (basically naked) without at least one static base value, theres nothing to calculate. Whoops xD
But the new calculation is still awesome, only have to add a static base value when ppl decide to go BANANA on the streets. That should be a crime again. xD
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The new release is getting preped for upload. :D
Hope i didnt s*rew up too much. xD
Note:
I did try to make the always run mode behave same but i didnt make it exactly work. The things with that is, due to the mechanic of walk/sprint/run and the way the script reads the player action and control input, i had to make sacrifices.
In this case, always run mode is still not fully supported. It might run but im sure some stuff wont exactly behave as it would when not in always run mode. But that wont affect too much tho. So, nothing crazy to expect.
I can make it, but that would require a literally separate mod or script code just for that. Otherwise, the script would be enormous. I might find a way to make it work in the future. Sorry. :sad:
I wont stop looking for a solution tho, only, its not the utmost priority so it might take some time.
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NEW ITERATION DONE!
This release is essentially like a whole new alpha. But a much better one, i think/hope. xD
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NEWS!
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v0.3 is OUT!
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Just finished v0.3
Tho, nothing really changed, just added almost all functions to be configurable in MCM.
Have fun experimenting! :)
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SCRIPT LAG
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Quote:
For those that are having lag , I have an above average PC (not what you call a top of the line though) . Given that , I am running the 255 mod limit (including this one)(with a lot of script-heavy mods) almost flawlessly after about 40 total hours playing . I would post the settings of the ini's I changed but it would make for a long post.It takes a bit of research and I found one line to add under general in skyrim.ini that I had not found on any other site:
bRunHighLevelProcess=1
Courtesy of
Viper1s
thnx
I have read your MOD FEATURES PLANNING and see your comment about the "Up/down hill slowdown/speedup" feature. Well, I can't help you with any code tips but I know that the modder Maskar implemented this feature for Oblivion in his mod "Basic Physical Activities". The result is not very immersive because it's not well adjusted and he doesn't adapt the animations to the physical demands, but I think that with MCM it can be tweaked well to get good results including without touching animations. Maybe contacting with him and getting some indications you could solve the enigma to implement this feature in Skyrim. Maybe with that information you could find the clue to solve the water slowdown question too.
I just wanted to share this information with you and congratulate you for the work.
Regards.
- MCM INSTALL BUG: After install the mod the MCM is not activated by default. I need to open/close it and move my character to stimulate the activation. If not I can wait many minutes without get it working. Maybe this can be solved with the mod Jaxonz MCM Kicker, but I have not tested it yet. Anyway, here is the report. I'm using SkyUI 5.1.
- FAST-WALK STAMINA REGEN BUG: When running has consumed my stamina, the mod auto-switch me to fast-walking mode. That's good but I don't regenerate my stamina in that state. If at this moment I switch to Speed Step Key mode I don't regenerate too. but if here I switch to walk and then to run again I regenerate in the same Speed Step Key mode. So fast-walking in Speed Step Key mode regenerates or not your stamina depending if you has switched to walk or not before. That's not logic. Also, it's illogic that you can regenerate stamina fast-walking in Speed Step Key mode after this tweak and not in the auto-fast-walking in normal mode.
- MCM TWEAK BUGS: Lowering the parameter "Critical Stamina Threshold/Movement" too much, produces a bizarre behaviour. Restoring it to default solves the problem, but the Default button is buggy and sets the value to 0.0, so you must remember the default values in your mind for every parameter you are tweaked. This seems a engine problem and is not needed to lower this parameter to this levels, so not a trouble but it's important to know it.
- FOUR SPEEDS (PLUS SPRINT) TIP: Switching between normal and Speed Step Key mode gives me four different speeds, that are good for immersion. But the speed amount relativity between this four speeds can't be changed with your mod. This can be done with the mod Skyrim Speeds and runs perfect with e-Motion, but It would be very easy to implement it in your mod if you like the idea.
- AEROBIC VS ANAEROBIC SYSTEM: First, don't consider this a "lesson" or a criticism. It's just an idea to think about. Well, you know humans have two energetic systems:
+ AEROBIC: Oxygen consume is high & ATP low while doing gentle activities.
+ ANAEROBIC: Oxygen consume is low & ATP high while doing extreme efforts.
The stamina in Skyrim correlates to ATP, that is consumed & restored quickly after heavy instant efforts (heavy combat attacks, sprint, etc). But when you are footing you are in aerobic state, not in anaerobic. So, for true realism the walk/footing should affect to a new HUD bar or widget for the aerobic system that indicates that efforts. This should represent the overall daily fatigue too, mean... when night arrives after a day of adventures your aerobic system is depleted (more or less depending on the activity level) and you need a long rest to restore it. The mod Heart Rate implements it but it is unfinished and not very accurate. Anyway, it's possible to use both mods and set up e-Motion "Stamina Drain Base" to 0.1 for movement and maybe 0.5 for swimming. The main thing I miss with this combo is the bar/widget indicator.
- OTHER IMPLEMENTATION IDEAS: The whole scenario for this mod would be to apply some of this tweaks to NPCs and horses (with Convenient Horses support), but the work seems complex and is your decision. The modder Maskar made a tweak in one of his mods to allow NPCs to jump on the rocks & avoid obstacles. This makes combat more realistic. The modder gulogulo implemented a climbing system for trees, walls, etc. in his mod Advanced Skyrim Overhaul, but only for werewolves. And with the mod Sneak tools you can use rope-arrows to climb mountains and walls. This are good additions that raise the immersion of playing Skyrim.
That's all. I promised you a deep testing of your mod and here it is.
Thanks for the awesome feedback! :)
I see you know your stuff.
I just got lots of real life issues i just cant fix fast enough and my mods are frozen in place. T.T
Would you consider to share this mod with you if you have spare time?
About your purpose. I'm just a modding user, not a modder and not skilled to take this complex project. Really, implement some of the new features we are talking seems complex. Maybe, the mod can be finished with some simple tweaks such:
1. Limiting some MCM sliders to avoid rare behaviours, which seems simply to change a few numbers.
2. Add a new MCM slider to freely tweak the heigh distance penalty, easy for you too.
3. Tweak the regeneration question in the two fast-walking modes to match each other, just duplicating the code.
All the other features to do (water, snow & slope) seem based on the detect terrain formula and the raining & snowing speed features are part of the Wet & Cold mod. I can't help you with the implementation directly but I can try to find the clues to do it and share the information with you. Then, depending on if it is easy or complex to script, you decide if you write the code or discard the feature.
For the other not implemented features we can do two things:
1. I give you the clues to implement it, or
2. I give you the list of other mods that do these features with configuration tips and you add it to the description page of your mod to allow others users to use them together.
So I offer you my "services" as information catcher, tester and documenter for free. Really, except for the new features, tweak the things I comment you, seems very easy and not time consuming if I give you the exact parameters. And add the documentation to the description is just a copy/paste if you agree with it. To end, you can consider to rise the mod to an 0.9 or 1.0 version after our testing, clean up the description page of obsolete information (I can help here too), quit the ALPHA label, and maybe rename it with a name more descriptive to revive it in the nexus lists and make it accessible to the people.
I can not commit to time. I mean, perhaps I do it in one day or in some months. If you agree, come on and I'll wait your instructions. And, of course, the mod is yours and you are the boss. I just want to see this finished and play with it.
If you were just hitting your weapon, you will drain and restore quickly.
If you were running, it would drain slower but also slower regain.
In combination of running and hitting, thats where the correlation happens and needs a formula.
A formula that will calculate the numerical amount of power lost from hitting with weapon will get restored rather quickly but the amount lost from running will restore at a slower rate.
This will make it more dynamic and yet have the same idea of penalty for what you are actually doing with your character.
But honestly, thats a big undertaking because it will use into the formula what you wear (how heavy it is) and what weapon you wield (also how heavy it is). Heavier weapon wielding + in heavy armor should drain more and make you recover more and vice versa.
Two different widgets of power indicate a person has like, one power reserve for arms and one for feet. Which isnt the case for course.
Hope i explained well and that you agree with the idea.
ATP is the energy of the humans.
ATP is stored in a little "battery".
ANAEROBIC discharges the "battery" fully and instantly.
ANAEROBIC recharge is quicker from carbs, but very inferior to the discharge rate at maximum effort, hence the instant energy depletion.
ANAEROBIC ATP "battery" is recharged quickly from carbs after the short and strong effort.
ANAEROBIC uses carbs because not they needs oxygen to be converted to ATP.
AEROBIC discharges the "battery" slowly, depending on the effort/duration ratio.
AEROBIC recharge is slower from fats, but slightly inferior to the discharge rate at minimum effort, hence the energy depletion is slow.
AEROBIC ATP "battery" is recharged slowly from fats after the long and low effort.
AEROBIC use fats because it needs Oxigen to be converted to ATP.
SO, there are three widget options for me, and I see all more or realistic:
1. Use only one widget for ATP affected by the AEROBIC and ANAEROBIC efforts globally.
2. Use two widgets for carbs and fats reserves separately, dividing the ATP in two.
3. Use three widgets for ATP, carbs and fats reserves individually.
I agree with you that the second can be a bit abstract, and more complex for you to calculate, but easier and quicker to visualize and understand for the player.
The third option is very informative but confusing to understand for the player in realtime.
So, the first is realistic, easier for you to implement, and still good for visualization and quick understanding.
It is right if you consider the add and subtract calculations for both AEROBIC & ANAEROBIC affecting the ATP widget in realtime.
Thus, the prolonged ANAEROBIC efforts should affect the AEROBIC capacity in ATP, and vice versa.
For example, if you try to fight after a long travel, your ATP "battery" capacity will be minor than if you are well rested in the morning after sleep eight ours, and the same with your maximum level of ATP if you start to travel after a long fight.
Hence, after an active day, you'll have less and less ATP "battery" capacity until night, and you'll need to rest and sleep for recovery.
The interaction with carbs and fats ingestion reserves would be interesting, like in hunger mods, but seems complex to implement.
The same for the interaction with temperature conditions, the sleep deprivation, dehydration, etc.
About gear and wear, really you only need to create the database of all the weapons and armour in the game to allow the formula get the data, or just simplify it to the encumbrance level at the moment of the ANAEROBIC/AEROBIC activity for simplicity.
So, It seems that we agree. You can tell me what you want I help you and how. Now I have some time to invest on it. This is better than if I share information about features that you are not interested to implement. So, one thing after another and you lead.
EDIT: I wrote this message before read your post for Ajanti. So, I'm confuse about if you'll work or not in this mod.
Since not that many feedbacks are coming in and most are positive on its functionality, i dont see need to rush it.
Gives the SKSE team time to pull out maybe more script commands that i need. Stay tuned.
I mean... GTA Online and such. U guys know. Need a change once in a while. Doesnt mean im gone. NOPE, still here coocking up stuff. xD
Sadly, im not a programmer so ppl need paciance with me. Hope its worth while for you.
:D
Anyway I'm having a lot of fun with it, Thank you very much for all of your work on this.
That actually makes me a newbie with MCM just as much. xD But sure, ill try help if i can.
I assumed that Ramp perhaps got bugged and went into zero meaning when you start running, you wont stop cuz the ramp is to low.
Try jumping and readying your weapon or crouch to brake that. I think i did that and it stopped. Also, you use Statistics and Leveling Re-Vamped? As it seems, our mods are gonna conflict hard so im adding it to my conflict list. xD
- Acceleration
- Jump & Fall
- Speed based vertical terrain
- Climbing
If you get to solve some or all this issues with minimal resources cost you'll be a code hero.
Me too. xD
I will look into acceleration ramp.
Speed based vertical terrain, yeah, trying to figure that one out.
Climbing, well.... thats a bit problematic.
You tried the mod before telling me about performance issues tho? I cant fix if you dont try and tell me about stuff happening, ya know.
A Doctor cant treat you if you dont tell him where it hurts. xD
Im not looking to be a Hero nor will i ever be. Also, Heroes are usually dead and im not ready yet. xD
Well, I don't know if at this 0.2 alpha version you need user bug report feedback. If you need it I'll test it for you. The same for future versions.
Anyway, you'll became a code hero and the future legions of modders will remember you forever, dead or alive.
Edit: Yes, a climbing system similar to Far Cry 3 seems really complex, but limiting vertical terrain speed for the player and NPCs plus ban the horses climb any mountain would be enough. They are horses not goats. The use of some climbing tools for the player such a little pickaxe or ropes would be cool too.
Another comment. After see the downloads (123+1) I want to motivate you to go away with the mod. People doesn't want alphas or heavy scripted mods without MCM tuning and there are other mods with some of your features (encumbrance and speed penalties, fall damage...) that are more polished at this moment. What I think that can make your mod different are the features we commented. I believe there are many people that sucks the player interaction with the terrain and mountains and seems you have the skills to solve that after the work you have done. Also, people that likes realistic mods doesn't likes cheats and your mod, after read the description, seems a mix of both at this moment. It's just my opinion if it can be useful.
You should rather google and check the wiki on the overall movement capabilities in medieval times and the mentality back than
and not 21 century. Thats like comparing Banana with a jet pack....
no relation what so ever. unless... they both have the same color. PARADOX? xD
Also, your not a Warrior. You are a nobody when you start the game. (Thats what TES and leveling is about after all.)
Later on, you become a warrior or what ever you wish and by adding points to stamina, now it actually makes a big difference.
Since the reality is too complex for every detail regarding movement to be simulated by a non programmer via a non supportive engine to begin with via a mod regarding, im just using the overall carry weight / carry weight capacity and some other things to determine the penalties or bonuses.
The theory is simple, warriors are gonna be more heavly armored which makes them heavy, which my mod penalises in movement.
Thiefs are mostly carrying little and light clothing and dont carry a s*it ton of weapons, just a dagger for when s*it hits the fence and they dont really steal armors and swords and what not to make profit, rahter, they steal small but valuable things like gems and other items to get away with it. So that makes you light and my mod gives you more speed if you carry less (lighter). Its that simple actually.
Also, cheatty is implied on the features that enables you to run while overencumbered and the super jump thats more of a climbing supplement.
Some people might think that player should not run while overencumbered, while i say the difference.
And i also tried lots of those things out in RL with my buddies that are, more or less, practical without k*lling or hurting ourselves.
As we observed, on the limit of our ability to carry stuff, would could not sprint but sure as he*ll were able to run.
But for a very short period of time and needed rest. Now thats true via this mod as well. But if you think in Skyrim, thats cheating, well, no prob, ive warned it and its a matter of individual opinions. Thats why those that like the idea can use my mod, and those that dont, can read it in description, think its not as it should and dont use it. Its called having a choice with mods. xP
Its now purely a matter of opinions regarding most of the features and most are gonna be configurable, and theres no use to debate individual opinions.
Super speed and super jump with no stamina drain when being a vampire might be considered cheatty, but thats also mostly a case of individual peoples opinion and their expectation of how a vampire should behave. (In my mods case, movement)
In all movies and on lots of sources on internet etc, i see more power for being a vampire, so i added that reflection from RL comics, movies etc to skyrim regarding movement.
So now, when you see a vampire running like the wind in a movie and you play a vampire in skyrim, you gonna be running like the wind. xD
Simple. Again, alpha. You dont like it? Well, you gonna get sooner or later MCM option to turn that off. Simple. Or dont use it since its a button and not self activated. Like, not entering TGM in console.
Or just bind the super jump to ESC which removes the key from the binding and your good. ;)
Ultimatly, dont use the mod. xD
I will add later on MCM options to turn all those features on/off etc.
Also, there is MCM support with enough things for a alpha.
Again, you are talking about things while you never tired it. That does not work like that for constructive feedback.
Unless, you think you tested my mod enough within a few minutes of downloading and replying. xD
Big gaming companies itself are issuing alphas and betas now-a-days and charging money "for those releases", why would i not do that for a free mod to gather as much input from people to make my mod actually better from the get go?
And im not competing with any mod. I just released my mod and actually doing it better and better thnkx to user support.
And heres the punch-line. xD
"there are other mods with some of your features"
This mod is not even near to that.
Its much more complex in its idea itself.
If there is a mod that does what my does and is complete, do tell, easier for me, i can just use that one.
Sadly, i havent found one so i made one. Simple. xD
First off, mods that i saw do some (each mod for a different setting), my does all.
Secondly, most do it statically, my odes it dynamically.
And just to make myself perfectly clear, im not saying those mods are bad or that my mod is better.
Im just doing my thing and how i think is right and should be, and they are doing their thing how they think is right and how it should be.
Both are right, and both are working.
Its up to you and your taste/opinion/point of view/understanding of things to choose what mod/mods to use. Easy. :)
Now feedback is needed for balancing and functionality and performance.
No matter how you turn it, you mentioned some stuff like performance issues while you never tried.
In the end, its per user basis so i might just have a rogue setup and have lag, but i am covering my grounds non the less.
And because, im doing performance check on a heavy modded game with ZERO ini optimization/ vanilla ini setup.
So, for those with vanilla ini's, might get some problems with script performance.
I have not yet put any balancing based on difficulity setting because i need some base on the current ones.
Like, too much stamina drain on start or in long run, to little, too hard top play like that, to slow in those situations etc....
No hard feeling friend. :D
Just rational/logical reply. xD
Edit:
BTW, those images where i k*ss the ground are not those of me being dead, they are from me being just knocked down because i was too heavy. I can not carry a s*it ton of stuff and jump down from some heights like, 1-2 meters without a roll/slam or i might brake my back or leg.
Edit 2:
I hope this makes my stance perfectly clear this time around. xP
1. You only accept after testing feedbacks in your forum.
2. You don't accept that people don't test your alpha.
3. Readmes are an heresy for you.
4. I'm not against releasing alphas.
5. I know that your mod is more complex and ambitious than others.
6. MCM and Parkout are awesome.
7. After this heavy posting I need a vacation.
Well, this -> "Wow, I hope you get away with this project and find the way of solve performance issues."
Or this -> "A sedentary programer possibly would be hurt or killed if he jumps from that distance, but a warrior not."
sounds like my mod was being criticized and i accept and appreciate that, but to be honest, not really giving any serious notion to it by someone who never even tried it. ;)
2. You don't accept that people don't test your alpha.
Uhm.. what? xD
Usually, ppl say, cool ill follow and see how far it goes and maybe download and try or they try and say what they thing.
You said what you think, ok, cool, and wanted some features, even better if i am able and if Skyrims engine is able but again, some things were criticized by random images on my page and on a description which still is mostly a per person basis and generalized it as a overall issue for pretty much the majority. Id tho like to know it that is actually an absolute issue for everyone. Otherwise its a potential problem, which is implied to as one.
Again, feedback sure. Criticism of actual features and issues without ever tying it out, sorry. Not Valid. xD
3. Readmes are an heresy for you.
I just s*ck at it. xD Apology.
Tho, v0.02 is a total recode of v0.01 and while features are mostly the same in base, all the former may or may not apply. And in the end, news should be followed on mods page for 100% up to date info and the 2. rule applies, i s*ck at it.
Also, the readme in the download itself is the former one as noted in the sticky and also, its pretty much accurate, problem is, IT WAS TOO D*MN BIG for people. xD
Sorry, im not a dev or anything so i dont even know how to document that properly for other people. Im trying my best. :D
4. I'm not against releasing alphas.
Probably misunderstood something. Sorry. ^^
5. I know that your mod is more complex and ambitious than others.
>:D
6. MCM and Parkout are awesome.
Sure are, but if you want Parkour, check - Assassins Creed, Mirrors Edge and Dying Light - out. ;)
Or a mod that adds parkour. Im trying to make a mod to be somewhat immersive and Parkour in it self is already limited to the engines capabilities. Maybe some day. Right now, as mention on mod page and sticky, focus is on current functionality. But i kept your suggestions in mind.
Its just not at that point for considering to work on them.
7. After this heavy posting I need a vacation.
Yeah, me 2. xD See... i s*ck at text talk. -_-#
SORRY GUYS. :(
9. I don't criticize your mod, I love the features of your mod.
10. I'll test your alpha after I finish to install other mods and reconfigure the game.
11. I wish the best for your mod and I want to play it in the future.
12. Think about delete this thread because it is not interesting for other users.
13. I'm travelling on vacation to Honolulu right now.
NOTE 1: Speed based vertical terrain:
- more ground slope you walk/run slower
- less ground slope you walk/run faster
NOTE 2: I don't like Assassins Creed, I like Tomb Raider 2013 climbing system but more slow-paced. I don't want a Skyrim parkourized, only some tweaks. I like real parkour but it is really dangerous.
Lots of unconnected, out of blue, statements and notions.
Sorry, but ill ignore all your posts (wont go into conversation) that arent helpful or relevant.
That doesnt mean, you cant/shouldnt post or that ill deleted or ignore all your posts all together tho.
Just seems like we are at a point of going nowhere. So to avoid that happening again, ill pass on any response in the future that dont hold merit to me or to you.
Hope we move on from there. :D
But please, dont teach me basic humans voluntary contractions on angular velocity unless asked. Ok? xD
I kinda hate that. xD No offense.
Dont know if you notice or even read the sticky, but its there for quite some time.
Up hill slowdown / down hill speedup. Its not correctly versed perhaps, but i dont need to either. Its correct on all terms. ;)
Also can you make fighting use stamina and add a user selectable slider so we can set how much, just suggestions im not demanding you do anything mate
I tried to fiddle with fighting stamina drain but it didnt work. If i figure it out, than ill add it as a bonus side cofiguration since this mod is more movement than stamina drain overhaul oriented.
Plan was, since the player gets tired and the more he carries the slower he moves (less agile), to make the penalties on fighting as well.
Theres even a remnant code in v0.01 with the test code commented out that didnt work for some reason.
1 feet death fall:
Ill have to check out the code but that should not be pissible if your under the carry weight capacity. Did you, by any chance, try to remove all or most of the items and jump from that exact spot again to confirm?
I think i made sure all calculations are done with the carry weight percent so if a mod changes it from 300 to any other number, the result should apply same as if it was unchanged. Unless its added as a enchantment. Bethesda f*cked the function for max carry weight a bit and i cant get the temporary modifiers. Is that mod increasing it via a item?
Stopping ramp:
I really dont know why the ramp wont work for you. It should work regardless of everything else. Its not connected in any way with other features except the MCMs config toggle and if walk ramp works, than run should as well. Unless something else is overwriting it, mod or game setting or something.
MCM sliders:
I initially wanted to do that for the v0.02 but there would be a lot of f*eakin sliders. xD
Ill sure still plan on adding them in the future.