Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

BSoD38

Uploaded by

BSoD38

Virus scan

Safe to use

Tags for this mod

36 comments

  1. ANCALAGON1981
    ANCALAGON1981
    • member
    • 1 kudos
    Hi, I love this mod but I have a problem, every time I load my save, I have to go to the MCM menu and change the Stamina Lung Capacity Multiplier slider for the mod to "activate", so to speak.
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Oh no! This shouldn't be happening. If you enable debug mode in MCM, you should see some values display on the top left of your screen.
      Save with the debug mode enabled, then reload. Does the mod display anything when you reload the save ?

      If not, I'll have to investigate further.
    2. ANCALAGON1981
      ANCALAGON1981
      • member
      • 1 kudos
      I followed your instructions but nothing is displayed with debug mode enabled. I tried placing the esp near the bottom of my load order and it didn't work either. I even tried with version 1.4 but I still have the same problem. It's probably a conflict on my end.
      For the mod to activate, I have to click any slider in the MCM menu, I don't even have to change any values, by just entering the slider and exiting, the mod activates and then it does show the values in the top left of my screen if debug mode is enabled. Once this is done, the mod stays activated if I exit to the main menu and load any save, the issue occurs when I exit the game and enter again.
    3. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      I took a look at the issue, and I noticed that I broke the start-up logic a bit. It should be fixed with version 1.6a now. Thanks for reporting the issue!
    4. ANCALAGON1981
      ANCALAGON1981
      • member
      • 1 kudos
      You are welcome! I'm glad to have helped a little. I just read in the last post that the new version of the mod requires Skyrim version 1.6.1130, I'm using version 1.5.97 so unfortunately I won't be able to enjoy the new version of the mod with the fixes, anyway.. thanks for your work and for making my playthrough more immersive!!!
    5. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      I thought a bit about this issue, because I didn't realise that there was actually a good number of people using older Skyrim versions...
      I thought about creating an alternate version with FormIDs compatible with older Skyrim versions (1.6.640 and older), as it wouldn't be too difficult. I might do that tomorrow if I find the time (and remember about it).
      It's only a matter of changing the IDs of Forms in the 000-7FF address space to the 800-FFF address space, and setting the header back to version 1.70. There's only one Form in the wrong address space to change, so it should be an easy fix. I don't have an older Skyrim version ready to test right now, so it'll be an experimental version, which sadly means that you'll have to be my guinea pigs for this.
    6. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      I uploaded an alternate version of 1.6a that should work with 1.6.640 and earlier versions. Tell me if it works for you.
    7. ANCALAGON1981
      ANCALAGON1981
      • member
      • 1 kudos
      I just tried the alternative version and it works perfectly. I set the lung capacity multiplier slider, enabled debug mode, exited the game and went back in a couple of times and each time it showed the values I set when loading the save. Thank you very much for this alternative version!!!
    8. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Nice. I'll try to maintain both versions simultaneously from now on. I don't have other updates planned for now (unless I find a way to detect whenever a magic effect is applied to the player to avoid polling player stats every few seconds lol)
  2. dragonrykr
    dragonrykr
    • member
    • 10 kudos
    You meant 1.6.640 and earlier I take it?
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Oops! Yeah that's what I meant. I mixed it up with version 1.6.1130.
  3. nakata07
    nakata07
    • member
    • 1 kudos
    hello.
    "This plugin contains records that have FormIDs outside the valid range" error with LOOT.v1.6a
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Hi.

      The newest version of the plugin has been built with CK 1.6.1130, so the plugin now has the new 1.71 format, which allows ESLs to use a wider range of FormIDs. I checked the FormIDs of the stuff I added in 1.6, and there's one Form that uses an ID in the new range. This means that starting with version 1.6, you'll need Skyrim SE version 1.6.1130 or newer to use the mod correctly.
      I'm thinking about changing the ID of this new object, but when I tested, it broke the logic of the plugin on saves that already used version 1.6 before... So I'm not really sure about doing the change. If I get more requests, I might do it.
    2. nakata07
      nakata07
      • member
      • 1 kudos
      got it. Thank you for the reply!
    3. Treeaboo
      Treeaboo
      • premium
      • 42 kudos
      You should update LOOT to 0.22.3, it has been updated to no longer incorrectly show the FormIDs range error if the FormIDs sit within the new range on plugins with the 1.71 header flag.
  4. Mousetick
    Mousetick
    • supporter
    • 16 kudos
    Version 1.6:

    • There are ITMs in the plugin:
    Removing: AVStamina "Stamina" [AVIF:000003EA]
    Removing: AVAbsorbChance [AVIF:000005FA]
    Removing: AVStaminaRate [AVIF:000003ED]
    Removing: GRUP Top "AVIF"
    [Removing "Identical to Master" records done]  Processed Records: 18, Removed Records: 4, Elapsed Time: 00:00

    • But more importantly, there is one record with invalid Form ID:
    [00:00] Checking for Errors in [FE 000] Dynamic Breath.esp
    [00:00] DynBreathUsedStatOption [GLOB:FE0002CB]
    [00:00]     GLOB -> ObjectID 0012CB is invalid for a light module.
    [00:00] Done: Checking for Errors, Processed Records: 11, Errors found: 1, Elapsed Time: 00:00

    Hope this helps.
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      HI! I released an update to fix the issue. I was already aware of it, but thanks for reporting it anyway!

      The CK does really stupid things when you save a plugin sometimes. I'll be more vigilant next time.
  5. qwertypol012
    qwertypol012
    • supporter
    • 75 kudos
    Exactly the kind of mod I've been wanting to make swimming more immersive and realistic

    I've made a mod to simulate a character growth in swimming, which uses Stamina instead of a static swimming breath time. But your implementation is a lot better, so I guess I'll update my mod to work along with your mod and recommend everyone to use your mod along with mine
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Oh hi there!

      I've actually used your mod for a little while! It's the mod that inspired me to get my hands dirty and try creating a mod by myself.
  6. IosefKoranison
    IosefKoranison
    • member
    • 0 kudos
    This works great, and I like that it also affects holding your breath while aiming a bow! Thanks for making this!
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      I actually didn't know that the game used the same systems for both!

      I'm happy that you like my little mod.
  7. DustDragonsLair
    DustDragonsLair
    • member
    • 3 kudos
    EXACTLY what I was looking for!! Thank you so much for this mod, it makes my life a little happier ;)
  8. Lastman3000
    Lastman3000
    • member
    • 3 kudos
    Thank you for creating this. Exactly what I needed. My dragonborn has insane OP stats but he drowns after 20 secs underwater. What mockery is this?! For the love of Skyrim, I am now happy he can last 20 mins.
  9. FRIENDMYFRIEND
    FRIENDMYFRIEND
    • member
    • 59 kudos
    I TOLD LYDIA HER BREATHE SMELLS LIKE DOG AND SHE REPLIED "BLAME IT ON THE MOD"  HAR HAR HAR   :-)=
  10. Dammyl
    Dammyl
    • member
    • 0 kudos
    I love the idea of this mod but the base breath mulitplier doesn't seem to change lung capacity. Time always seems to stay the same. Gotta be on my end since no one else has mentioned it.
    1. BSoD38
      BSoD38
      • supporter
      • 7 kudos
      Make sure that you have no other mod that touches the fActorSwimBreathMult setting, as this will probably have conflicts with my mod.

      If you're sure you have no conflicting mods, what values are you trying to use? I tried playing around with the base multiplier, and it seems that values under 10s don't seem to be making much of an effect, so I might make an update soon to reflect my findings.
      It does make an effect with large values though. Setting it to 100s is very noticeable.