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grasscid

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85 comments

  1. mikeboydus
    mikeboydus
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    Using this alongside Frostfall, Scarcity, You Hunger classic and RnD, so far they complement it well, pushing me to frequently visit inns and reducing stress from becoming a major problem. 
    1. mikeboydus
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      I enjoyed using this at first. At early levels and in certain holds, like Whiterun, its more balanced. Its not balanced for holds like the Rift, where inns are sparse and distances between dungeons and Riften are great. Using it in such areas along side Frostfall and other survival mods that slow you down is suicidal in places like the Rift, even if leaving Riften at O stress and raiding a single dungeon not far from Shor's Stone. Its easy to end up with 195 stress and stuck in Shor's Stone like this. 

      I may try to tinker with it. I really like the concept, but stress should really only accumulate in dungeons and at night. There also needs to be something that can reduce, stop or significantly slow stress when on distant expeditions away from inns and temples. I know the heart attack thing is from Darkest Dungeon, but I might look into a more "realistic" consequence of overwhelming traumatic stress, something like permanent afflictions. 
  2. DickyDee
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    Is there an MCM for this mod?
    1. grasscid
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      no
  3. zsopota
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    This mod is broken as hell. I have an affliction that is going to last 2,777 hours. I can't endorse it, especially if it's no longer being maintained. Paranoid is the worst possible affliction because it just keeps adding to stress. I finished a dungeon and my character is basically dead because I am no where near a town and I die while trying to travel because my damn stress is so high.
    1. grasscid
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      the afflictions are semi-permanent, they only go away when you rest in a safe zone
    2. Kolagon
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      Except resting at a safe zone does NOT make the affliction go away even if you rest for 24 hours.
  4. jedp15
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    Cool concept. I think that different situations should impose different levels of stress. I.e. traveling at night should impose very little stress compared to taking heavy damage, etc. I haven't tested the mod but given that these effects are so extreme, base stress levels should go up only very incrementally. In real life, it's usually after long periods of sustained stress that damage can occur. Also, I don't like the idea that only if you go back to your house or an inn or temple will stress go down. Shouldn't it be that if you're anywhere but in the situations which cause stress, you're not stressed? Like after you clear a dungeon and step out into daylight with all this amazing loot, I'm pretty sure you shouldn't feel stressed :)
  5. PhunkieJ
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    Absolutely love the idea behind this mod! A "mental health needs" mod has been a much needed addition to the game. Thanks for releasing this. My only question is it possible to toggle this on or off with the console since an MCM isn't implemented?
  6. Ardroa
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    Fantastic idea! Love the concept! I can't wait to test it out. I have so many ideas for expanding on it, some of which may have been mentioned by others.

    Stress-relieving items
    - Many have said alcohol, but you could also include various drugs (skooma/moonsugar) and even food (ie: comfort eating).
    - Maybe repeated use of these tactics could lead to related afflictions, such as alcoholism, drug addiction, and eating disorders.
    - Speaking of eating disorders, I have seen a gagging/vomit animation (can't remember if its vanilla or not), so you could have bulimia and anorexia. ie: eat one food item and gagging animation force plays, preventing you from eating more, or at all during combat.
    - For those inclined, you could also do something similar with SexLab. (ie, consensual sex reduces stress, non-con increases)

    More Possible Afflictions
    - As above, addictions related to alcohol, drugs, food etc.
    - Terrified (Reduces magika and health?)
    - Manic (reduces armor, increases stamina?)
    - Furious (reduces healing rate, greatly reduces stealth ability, increases unarmed damage?)
    - Callous (reduces stamina, reduces magika, reduces movement speed?)

    Death Alternative - Have options that don't require you to die, but are still significant. eg:
    - Pass Out (collapse, wake up a few hours later)
    - Give Up (Sit down, cry, wait for death)
    - Run Away (Drop your weapons, run to cave entrance/ nearest settlement)
    - Rage Quit (Drop weapons, go home)
    - Freak Out (Drop weapons, collapse to floor, scream a lot)
    - Psychotic Break (Drop Everything, reemerge 24 hrs later at random point on the map)
    - Drug/Booze/Sex Bender (Same as Above, but naked and hungover)
    - Rampage! (I actually don't know what this one would end up looking like, but I'm imagining like the first time you turn into a werewolf)
    - And/or this could possibly be tied into the already great DEATH ALTERNATIVE mod, so maxing out stress can generate random scenarios. (Kidnapped by bandits, found by passerby etc.)

    Link Death to Afflictions eg:
    - Hopeless/Terrified leads to Give Up or Run Away, but never Rampage! or Rage Quit.
    - Irrational/Paranoid/Manic leads to Freak Out or Psychotic Break, but never Give Up
    - Addictions lead to Drug/Booze Benders

    Stress Resistance - ways to slow down stress build-up before you go adventuring
    - Well Rested
    - Divine Blessings
    - Meditation (Custom spell? Cast at home/settlement/safe location, lasts for X minutes)
    - Exercise/hiking (Running outdoors for X minutes, doesn't work if you fast travel)
    - Took a day off (eg. 24/48 hrs and stress never climbed above 30? Stress build-up reduced for 12 hrs)

    Phobias - customisable stress responses eg:
    - If the effects are big enough, it could make otherwise harmless creatures unbeatable, requiring the player to avoid at all costs. Just like a real phobia!
    - Dragons? Pssht they are nothing!
    - Mudcrabs? SAVE ME TALOS!!
    - Could also be responsive, possibly linked to damage taken? (ie. skeletons have dealt the most total damage to the character, therefore the character is most afraid of skeletons)
    - Could also be tied to environments/conditions (afraid of the dark, caves, dwemer ruins, snow, thunder etc.)

    Trauma - semi-permanent afflictions
    - Maxing out stress has a chance of a permanent debuff (ie. traumatized, grief-stricken, disturbed, devastated etc)
    - Removing trauma can only happen over time? Or talking to a healer for therapy? Custom quest?

    HUD
    - Stress level bar
    - Stress acceleration bar? Basically an indicator of how stressful the current environment is.

    Sounds and speech
    - Link sounds to various stress points. (sighs, sobs, screams etc.)
    - Link speech to various stress points (normal or through pop up message) (This is getting on my nerves, I'm at my wits end etc.)
    - Link speech to environmental stressors (this cave sure is cold, what a lovely house etc.)

    Followers
    - Followers reduce stress (safety in numbers)
    - If followers also FEEL stress, then the Courage spell will be invaluable :)

    Forced actions - MAKE the character take the appropriate actions?
    - ie, come across your phobia? Forces character to run in opposite direction.
    - Alcoholic? Stress forces character to drink
    - Afraid of the dark? Forces equipping of torch.
    - If you have a follower, they can stop you, returning control to the player.

    Financial stress
    - Low amounts of gold cause stress
    - Getting paid reduces stress
    - In a similar vein, completing quests should reduce stress too ("Phew! I'm glad that's over!", sense of accomplishment etc.)

    Final thoughts
    - High Hrothgar/Throat of the world should reduce stress
    - Having a bounty should increase stress
    - Going to jail should increase stress, but maybe be capped so you don't die?
    - Speaking of dying, another death option could be suicide? This is very dark though, so will likely need trigger warnings and options to turn it off.

    Wow, this became way longer than I expected. I have no expectations, just wanted to share some ideas.
    1. PhunkieJ
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      I really like a lot of these ideas, ESPECIALLY the death alternatives. Seconded, for what it's worth.
  7. zsopota
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    I had a heart attack in combat. That's what the message said. Is that related to this mod or another mod? I'm fighting a boss right now and I keep dying of a heart attack.
  8. LinkMazter7
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    This mods seems great(gonna have to give it a try for sure), and would be even better if/when you can add some more options, like some have been asking for(MCM Sliders and such), as well as possible patches for some mods, like Campfire(would suit this quite well). Some have also asked for wearable lanterns, however I personally disliked the mod and its bugs(also dark face) and started using tktk1's easy and effective lantern(or magic/nothing) Quick Light: https://www.nexusmods.com/skyrim/mods/73473 so maybe if you do Lanterns, maybe this could get some love too.
    Regardless, I love how you incorporated DD stress system into a mod, stuff like this is what keeps this game running for 6+ years.
    1. Elias555
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      Does it not work with quick light? Damn..
  9. gregory2590
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    Are we to expect an update soon? I am not trying to rush, just curious.
    1. grasscid
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      I'm tied up with college for about another month, but I'm planning on working on this mod again once summer break starts
      stay tuned!
    2. gregory2590
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      Thank you for the update.
  10. NeroYamatoX
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    This looks godlike, only problem I see is that the "powerful" virtue seems a bit OP. doubling damage is ALOT and may just make the whole game easy.