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  1. MrUTss
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    For some reason, i have to reapply the settings everytime i open the game or else it wont work. It works flawlessly when it works but whenever i open the game i have to go to mcm to turn it off and on for it to work again.. i noticed this coz whenever i open the game it allows me to do quicksave not until i do this ceremonial flicking of switch. Also it causes Sleep to Gain Experience to crash. they both work for me if the other one is not installed so I still have to choose which one to keep
  2. SirGuineaPig
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    alright i give how in the world do you drink water? or anything? my character has been severely dehydrated for quite a while and is going to die
  3. sabercat217
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    i have an idea what if draugaur dont take damage from arrows or bolts unless there silver tipped {tottaly didnt get that from whitewalkers} and swords dont do much damage unless there silver this would be a good idea since i think its stupid how i can shoot a draugar in the knee and that zombie dies.
    1. ThatBadger
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      I think this is an interesting idea. I LOVE Game of Thrones and never made a connection between draugrs and white walkers xD

      My initial thoughts are that it might be too hard to find and constantly carry silver stuff, especially with things like carry weight affects move speed enabled, but I like the idea as a whole and will most likely look into how to find a good way to get this implemented.

      Thanks for the cool idea!
    2. SirGuineaPig
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      do you remember morrowind? Cause that was a mechanic for Dragaur in that version i believe.
  4. rubenpaca
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    Ok, I've tested last version on a new game, new profile, with only SkyUI and USLEEP to avoid conflicts. I was going to report some bugs from the previous version, but I see you've already fixed half of them .
    Here are some suggestions, sorry if some sentences make no sense but English isn't my first lenguage. Wall of text alert! (sorry again, I'm not good at summarizing -_-U).

    On hunger and thirst:
    - Stamina penalties are too harsh. A level 1 nord has 0 max stamina when hungry, making it impossible to do ANYTHING. Anime fans will probably find this familiar, though, lol.
    - The active effects of hunger and thirst make two widgets appear on screen as if the character had a debuff. I think they serve no purpose and should be removed if possible.
    - Though I guess you've already got this on your mind, you should add water to the mod (and make it possible to collect it with the empty bottles). In real life, alcohol actually dehydrates the body, so nobody can actually live by drinking just ale and wine. Well, some people can party day after day, maybe they're dragonborn.
    - I personally hate carry weight penalties in needs mods. It might sound right from a realism perspective, but in my past experience with RND it was more of an annoyance. If vanilla skyrim encumbrance system wasn't such an annoyance in the first place...

    On carry weight affecting move speed:
    I've been hoping for a feature like this ever since I began playing Skyrim, and literally yesterday I found out a couple of mods besides yours that have already implemented it in different ways -_-.
    - Please, remove the "OMG I was running around carrying 30 swords and after picking up a blue mountain flower suddenly I can't move!" stupid vanilla system, if you can. I think it makes more sense to gradually move slower the more weight you carry. Did I say before that I hate vanilla encumbrance system?
    - Implement an MCM customisable multiplier so every player can decide how much they want their encumbrance to affect movement speed.

    On drinking gives empty bottles:
    It'd be cool to be able to equip them and throw them, to make noises while sneaking and as throwable weapons. Not joking! Being hit with a bottle in the head hurts. Not that I've ever.. been...

    Torches need to be lit:
    - As somebody commented before, torches aren't really interesting in vanilla because they act like a flashlight: push a button to turn them on/off like a Star Wars lightsaber. An interesting feature would be: the player needs some way to light it: fire salts, two stones to start the fire, a fire spell (the flames starter spell is modded out by a lot of players because it breaks immersion if you're not roleplaying as a mage), or another source of fire nearby (like a brazier or a campfire). Now THIS is something I've never found in ANY mod. I guess a script could be attached to the torch item that triggers when the player tries to equip it?

    BTW nice looking description. I've been tracking the mod from the beginning and it's nice to see it keeps getting better.
    1. ThatBadger
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      Thank you for giving me such detailed feedback, this really helps out a lot! (also your english is really good, so dont worry)

      Hunger and Thirst:
      I'll look into the specific penalties for each race to make sure they are balanced. I may move to penalize the player attributes by a percentage rather than a flat amount, which is how it is right now. With the active effect widget, it wouldn't be hard to have them removed and I think it might make more sense to not have them from a realism perspective. I have already thought of adding the features with water you mentioned, so look forward to that in the future Regarding the carry weight penalties, this is something that I'm going to keep in the mod because I'm aiming to make this more than just a needs mod, but a general realism mod. However, I do realize that there may be some features that not everyone likes, so I'm making everything able to be turned on or off. Right now, the option for the carry weight penalty can be turned on or off with the "More realistic carry weight" option. I'll probably rewrite some of the text for the options to make them more clear.

      Carry weight affecting move speed:
      The way I have it scripted right now actually kind of overrides the vanilla system of encumbrance, but the vanilla notification still plays if you have more inventory weight than your carry weight. I'm not quite sure if I'm able to suppress the vanilla notifications, but despite that, my script overrides the vanilla system when enabled in the MCM. The way I calculate the move speed debuff is by taking the percentage of the used carry weight ( (InventoryWeight / CarryWeight) * 100 ) and then I basically damage the player's speed multiplier by half of the percentage. So for example, if you are carrying 100/410, the player's overall speed will become ~88% of the base movement speed. Carrying 350/410 results in ~57% of base move speed. Carrying 475/410 (what is normally encumbered in vanilla system) results in ~42% of base move speed. So technically, the "OMG I was running around carrying 30 swords and after picking up a blue mountain flower suddenly I can't move!" vanilla system is already overridden The only thing is that is still plays the vanilla encumbrance message. Regarding MCM customization, I actually hadn't thought of that, so if I can figure out an intuitive way for the user to modify the encumbrance percentage, I definitely will, great suggestion

      Empty Bottles:
      This is a really cool idea and I'm completely on board with it, but I have a few reservations about trying to actually implement it. I have no experience whatsoever with custom animations and stuff (which this idea might end up requiring), so if that's the case, I wouldn't be able to completely implement this idea by myself. Equipping the bottle itself wouldn't be hard at all, but I fear that without custom animations, it might break the immersion. But in any regard, I'll look into what exactly implementing this idea entails, but there are some other major features I want to get implemented first.

      Torches:
      I agree with the torch idea and the need to light it. The idea of needing fire salts and something like 2 stones actually could work as far as scripting goes and i think the fire spell could also work in a script. Lighting a torch from another nearby fire source could be a little more involved, but I'm sure I'd eventually be able to figure it out. Aside from the bug fixes and feature changes I plan on changing, this will be the next feature I implement

      Thank you so much! I have some basic photoshop skills, so that definitely helped And thank you for your continued support, it means so much to me! With this being my first mod ever, I keep trying to make the content and presentation better and better, and with my future mods I aim to have them all be of this level of quality, if not a higher level
    2. rubenpaca
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      Well, I don't think it's necessary to animate the character to make bottles throwable. The mod "Throwing Weapons Redux" uses vanilla one handed animations (https://www.youtube.com/watch?v=oPo3WJnkuvE) and it looks good enough. I don't know if the projectile itself needs custom animations, though.

      About vanilla encumbrance system, I meant the inability to run and sprint once carry weight limit has been reached. Because freedom to sprint at 50% speed will always be better than being forced to walk at 50% speed! I personally prefer something like Dragon's Dogma encumbrance system: you move slower the more you carry and, once you've reached your limit, you walk AND run AND sprint about 35% slower, and you can't take any more items (because it doesn't make sense to carry 50 warhammers anyway, where do you put them in?). But I don't think this could be fully implemented because of engine limitations.

      Aaand, about nearby fire sources, I think frostfall detects them by its light bulb. Maybe you can have a look at its code if you have the time. Though It's not really the most important way to being able to light the torch in my opinion, as long as stones are easy to find, immersion won't break.

      Thank you too for sharing your work

    3. dpgillam
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      Id argue about the encumbrance. From personal experience, you can walk carrying FAR more than you can if you try running. There comes a point where even jogging is impossible due to weight, but you can still walk.
      Case in point:
      The standard army rucksack, at 30# means you can sprint easily with no real difference from being unencumbered.
      The "light Infantry" pack, at 60#, makes sprinting more than a few feet extremely difficult, but you can jog easily for most the day.
      The Mountain Warfare cold weather pack, at 120#, means you walk. You can try running, but you'll hurt yourself and walking is actually faster.

      I never noticed max penalties for needs; I play at timescale=6 and eat 3 x a day, and noticed no real problems. But putting a 50% penaly cap may be a good idea.

      Adding water in is a good idea for the "milk drinkers" and teetotalers, but the idea that you cant survive on low proof alcohol is a myth repeated by the ignorant. Our ancient ancestors did it, and obviously succeeded, or we wouldnt be here. Formula below for any interested amateur brewers
      Proof/2=alcohol percentage. 100% -alcohol% -(@2% for other ingredients)=Water content of drink. And yes, that does go for hard spirits as well as beers and wines.

      Throw-able bottles and ignitable torches sound awesome.
    4. rubenpaca
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      @ dpgillam
      Alcohol is a diuretic substance because it inhibits the antidiuretic hormone, which results in kidneys not conserving water and expelling more of it than your body recieves, which is why we urinate so much when we're drunk. Furthermore, low proof beverages such as beer contain a lot of disolved substances (because of the ingredients they're made of) making their water useless, same reason why you can't survive by drinking soda, for example. The hangover is actually a dehydration state.

      You dare to call other people ignorant while you obviously know nothing about physiology and osmosis. It's actually the other way around: it is ignorant people who spread false information about alcohol being a proper hydration drink and a way to keep your body warm (again it's the other way around, our body becomes colder, we just can't feel it because alcohol inhibits our senses). I don't know where you got that about our ancerstors, but it's not true. People have been drinking alcohol for centuries, but that doesn't mean they didn't drink water too.
  5. LokiMK87
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    it would be possible for you to port this mod to Xbox?
  6. Brattynn
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    I reviewed your mod in my latest YouTube video. You can add it to your description page and/or videos tab if you would like. If not, that's cool too! Just wanted to let you know. Thanks for the great mod!

    Here's the link to my video: https://youtu.be/JqVPt8-7tQo
    1. ThatBadger
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      Wow thank you so much! You have no idea how happy all this support makes me! I will definitely add your video to the page! Thanks for the support and please keep checking back for the latest updates
  7. rubenpaca
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    I don't know much about scripting but, if this mod uses custom scripts, and it looks like it does, they must be included in the download. If that's the case, you've completely forgot to upload them! No wonder the MCM never appeared in my game...
    1. ThatBadger
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      Omg, I can't believe I could be so stupid lol Got it fixed and gave you a little shoutout! Thanks for letting me know
  8. furankuchan
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    Are you still working on this mod because I'm still tracking it. Peace.
    1. ThatBadger
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      I took a break from developing the mod due to having to deal with real-life stuff, but I should have more time for development now!
    2. furankuchan
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      Great...looking forward to how it develops.
  9. trancespotter
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    1. Torches that don't act like they have an on/off switch. It's very unrealistic that I can be carrying a lit torch, then put it in my backpack, then take it back out again and relight it, then put it back in my backpack, etc. Realistically, once I light it I'd only douse in very important situations such as trying to sneak up on someone. This could be incorporated with Campfire in that I'd need tinder to light the torch.

    2. Visual damage/cuts/bruises/hurt limbs. I know this was present in Fallout 3 where you could see enemies limping when they were shot in the leg. Being able to see how much you're cutting up/bludgeoning your opponent would take the place of an enemy health bar and be waaaay more immersive.

    3. A merging of the abandoned mod Skyrim Heart Rate Beta (a mod which rewards you with "warming up" before a fight by sprinting around and increasing your short-term stamina. Sort of hard to explain but Gopher has a video on it) with the mod Usage-Based Attributes (an awesome mod which increases your health, stamina, magic, and carrying weight the more you use them. For example, if your health is constantly at 50%, you'll gain XP towards increasing you max health. If you're constantly carrying 80% of your max carrying weight, you'll increase your carrying weight over time. Another hard to explain mod but is understandable once you use it) and all merged into Frostfall. These would go great with disabling all of the health, stamina, and magic increases when you level up, which can be done with Skytweak.

    4. Climbing. Simply be able to climb cliffs/walls/buildings. Of course there'd be limits, but right now how come I can't climb over a rock that only comes up to my chest? Tweaking the jump height in place of climbing would be odd. If anything, the jump height should be lowered.

    5. A realistic inventory system based on both weight and space. It's unrealistic that I can carry 4 swords, a big black cooking pot, a bunch of wine bottles, lots of cheese wedges, a couple of shields, etc... I've heard tweaking the Skyrim inventory system is really difficult.
    1. ThatBadger
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      Some more great ideas! Thanks!
    2. dpgillam
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      Im not trying to be negative but as I understand from modders over the years:

      1 If its an actual prepared torch rather than just a rag on a stick, its meant to do just that. Its actually harder to put it out that to re-light it.

      2) Supposedly, Skyrim doesnt support target areas. Ive seen a mod or two that tried to do so, over the years. Dont know if they're still up and running.

      3) Now thats interesting, and I havent heard of any of those mods before. Then again, there's getting to be 40K mods here, so thats not surprising lol

      4) according to the greats like Arthurmoor (I probably misspelled that) and others, Skyrim just doesnt allow for climbing; Its supposed to be something about the nav-meshing and the engine that prevents it.

      5) Ive heard that is impossible, short of changing the weights of everything to ridiculously large numbers. Then again, a fair bit of the new mods (that arent follower mods) are doing things that used to be "impossible". ymmv
    3. keydtra
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      Rather than giant numbers it makes more sense from a realism perspective if the carry weight is reduced. I don't care how strong you are, carrying hundreds of pounds or whatever around is just not feasible. Even if you can lift that amount of weight at a time.
    4. ThatBadger
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      @keydtra
      This way doesn't sound too hard to implement, and it makes sense from a realism point of view. I'll most likely add this as a feature that can be toggled. Thanks for the feedback/idea!
  10. dpgillam
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    i have an idea what if draugaur dont take damage from arrows or bolts unless there silver tipped {tottaly didnt get that from whitewalkers} and swords dont do much damage unless there silver this would be a good idea since i think its stupid how i can shoot a draugar in the knee and that zombie dies.


    Actually, that was old (1st or 2nd, I forget) D& rules when it was still pen & paper. lol And it was added for the same reason your saying now.
     
    If we're going for immersion, then I have a few more ideas that, afaik, can only be done by scripting (i could be wrong though) I would love to have a working mod that lets me learn alchemy effects from the recipes I buy or loot.
     
    Ive got an idea im playing with in my mod, but Im having trouble getting working (it might need to be scripted) that when you read one of the history or poetry books (basically anything not a skill, spell, quest, or journal item) you get a small set amount of exp in speechcraft.