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.
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 ?
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.
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!
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!!!
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.
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!!!
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)
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.
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.
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
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.
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.
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.
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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.
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.
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.
"This plugin contains records that have FormIDs outside the valid range" error with LOOT.v1.6a
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.
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
[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.
The CK does really stupid things when you save a plugin sometimes. I'll be more vigilant next time.
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
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.
I'm happy that you like my little 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.