Your character will dynamically develop fears and stress as a result of your actions in combat, creating custom narratives and unique experiences in your game.
Bug fix: If you had a fear, the detrimental effects of the fear would apply (stats-wise) even when you were not facing the enemy. This is now fixed thanks to GiraPomba.
Version 2.02
Safe to update mid-game.
Fixes a wrong condition that would make the perk that gives you extra damage against mages (once you overcome the fear of them) not work. It'll work as intended now. Thanks to Noxcrab for the heads-up.
Version 2.01
Safe to update mid-game (if coming from 2.0)
Change/Bug fix: Makes it so the fear of Mages only triggers when fighting mage enemies inside the Warlock or Necromancer factions. This is done as technically those are the only enemies the game is checking for when it comes to overcoming the fear of mages, so it's only fair that only those enemies trigger the fear as well. Before this update, any enemy with magic could trigger it.
Change: I've made it so having a fear will show up in the active effect list of the magic UI menu, even when not actively facing the enemy you're afraid of. Some of you were requesting this and it's easy to implement, so here we go. If some of you prefered the way it used to be, I might add it as an optional MCM toggle at some point, let me know.
Bug fix: Ash Spawns are considered Dwemer enemies according to vanilla Skyrim, but they don't really fit the Dwarven stereotype lol. I've added an exception to them so they don't trigger the fear of automatons.
Compatibility: The Gourmet drinks "Red Eagles Rye" and "Wrothgariuan Rum" will now reduce 50 points of stress.
Version 2.0
This version is NOT safe to update from previous versions. Please, continue using 1.05 if you've already started your playthrough.
Summary: stress will be more lenient for low level characters, but it will scale further into your playthrough, staying relevant for higher level characters as well. There's also a subtle visual indicator once you reach the highest stress level. Update requires a new save.
Debuffs now scale (partly) with your pool of stamina and magicka. Minor stress takes 10% of your total stamina/magicka, moderate takes 25%, severe takes 50% and critical takes 75%. It was possible before for stress to take 100% of your stress/magicka, especially in the early levels, this should no longer be the case.
I say it only scales partly as the effects are not an exact percentage. The values update as you invest in more stamina/magicka and hit certain thresholds. The cost stops scaling at 400 stamina/magicka, but by that point, your character is a super advanced warrior that can handle combat stress well.
If you're curious about the new figures, you can see them here: https://i.imgur.com/UehzJ0t.png
How to read this: If your character's stamina (from leveling up, not from enchantments) is 250, and your magicka is 100, and your stress level is "Minor", then you temporarily lose 20 points of Stamina, and 10 points of magicka. Before this update, the debuff would've been 25 for both. This case works out in favor of the player.
However, another example: 350 points of Magicka, 120 of stamina, with critical combat stress (highest tier). This would result in the player temporarily losing 225 points of magicka, and 75 points of stamina. Before this update, it would've been 100 points for both.
Why the scaling? Two reasons: First, this allows me to still leave level 1 players with some stamina/magicka left, even at the highest combat stress level (they will have 25 points of stamina/magicka left), and also because without scaling, the mod lost some of its relevance after the first 10-20 levels. Now, high levels of stress should still be a daunting hurdle way further into your playthrough.
To make up for the different percentages, Stress and Stamina debuffs now show up as separate entries in your active effects list.
Reaching the highest level of stress (Critical) will show a visual indication on your character to let you know that you should really take a break soon. This indication is subtle (yet still noticeable) and shows in first and third person. A very subtle cloud of smoke around your head. It's not too distracting (very subtle) but should make it obvious when you're really suffering under A LOT of stress.
Version 1.05
Safe to update mid-game.
Sometimes your stress would increase outside combat when looking at a mage if you were afraid of mages. This was not intended. Fears should only increase your stress DURING combat. Fixed.
Version 1.04
Small update. Safe to update mid-game.
For my sanity (and stress and fear levels), I've slightly increased the chances of overcoming a phobia. Yes, the mod is working correctly, yes the chances are low on purpose. Just keep at it and you will eventually overcome your phobia. In any case, this update will make it easier.
I've made Stress and Fear compatible with the mod "Animated Potions".
I'm also updating "Immersive Interactions", "Skills of the Wild" and "Ascend" to fix a small issue regarding Stress and Fear. So if you're using any of these 3 mods, check their updates too please.
Version 1.03
Small update. Safe to update mid-game.
Feeding as a vampire now reduces your stress.
Drinking a blood potion now reduces stress (for vampires).
No plans to add something like this for werewolves. There's a lot of mead in Jorrvaskr, the hall of the companions,... which leads me to think that's how they cope with their stress lol.
Stressed in real life? Unlike in the game, alcohol and skooma are *probably* not the answer. Take care of yourself! I'm rooting for you, fellow Skyrim modding people.
Version 1.02
Safe to update mid-game, tiny update. Hope you're enjoying the mod!
You cannot go above stress 100 anymore, which was technically possible before (although it didn't have negative effects).
Stress by getting hit only increases while in combat now, to avoid situations where you're technically getting hit but not in a life-threatening situation. Don't ask.
Version 1.01
Safe to update mid-game, just a couple of small changes. No need to be afraid! Get it? Afraid! Oh, no one is laughing... *Stress to 100*
Added native support for praying with Wintersun. (Reduces 10 to 20 stress)
Made it fully compatible with the latest version of Ultimate Animated Potions.
A very simple and lite stress/fear system, meant to create interesting narratives and natural pauses in your gameplay loop.
Despite what it might seem, the mod is quite unobtrusive and stays out of the way most of the time, especially if you avoid getting hit.
Getting hit in combat increases your stress. If enough stress accumulates, it will reduce your stamina and magicka.
You can reduce stress by drinking alcohol, eating a warm meal, sleeping in a safe space, petting a dog, playing music, fishing, etc.
If you get badly hurt during combat against a certain type of enemy, you can develop a fear (phobia) of that type of enemy.
You can overcome your fear by facing that type of enemy and winning. You might have to do this several times though, as it's random based.
Overcoming your fears gives you a buff against that enemy type and immunity against that fear in the future.
Fully configurable via the MCM.
Encouraging natural dungeon-crawling breaks in favor of roleplaying activities.
Stress:
Getting hurt in combat causes stress.
When enough stress accumulates, you will be notified in a non-intrusive way that your character needs a break.
Stress can be reduced by a variety of activities, such as drinking, petting your dog, having a warm meal, fishing, having a bath, playing music, chilling at an inn, etc.
Stress reduces your maximum stamina and magicka, allowing you to continue adventuring, but encouraging you to take a break.
Activities reduce stress by different amounts - alcohol being a very effective way to reduce stress. (Hello Darkest Dungeon!)
Ways to reduce stress:
Drinking alcohol (A classic - 4 bottles of alcohol will reduce your stress from 100 to 0)
Drinking Skooma (Via SOS, but be careful: addiction and bad trips do the opposite!)
- Not a single vanilla edit, so compatible with everything. - Probably not a good idea to run this with a similar stress mod, as effects will double. - Thanks to Keyword Item Distribution, adding support to magic effects or drinks/food from other mods is very simple and requires no ESPs. - Compatibility wise, the worst thing you might experience is a drink from a mod not lowering your stress, but nothing beyond that.
Mods With Extra functionalities:
Spoiler:
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These mods have been patched from the get go (without the need of ESPs). - Inventory Information Injector (For custom icons) - Beyond Skyrim Bruma (Alcohol drinks will lower your stress) - Wyrmstooth (Alcohol drinks will lower your stress) - Immersive Interactions (Extra ways to decrease your stress) - Skills of the Wild (Extra ways to decrease your stress) - Pilgrim (Praying decreases your stress) - Follower Death and Injury (If follower dies) - Skyrim on Skooma (Bad trips and addiction) - Skyrim's Got Talent (Extra ways to decrease/increase your stress)
How to add support to a mod:
Spoiler:
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You need to use KID to give one of 6 keywords to any potion, drink, food or magic effect. My mod will then automatically detect the keyword whenever it's consumed or applied to the player.
They're self explanatory in what they do. They increase or reduce your stress by X points.
Check the Stress and Fear_KID.ini file to see how easy it is to add support to a magic effect* or equippable item.
*Add it to the magic effect, not the spell
〜AzX, Ares, El, Eric, Fatsalaad, Fluffpants, Macpherb, Nanoteh, Nightfallstorm, Sea Sparrow, Sir Trooper, Tzephira Ball〜
& everyone who is supporting me on Patreon or via other means Thank you! Your support means a lot!
- ESL flagged? Safe to install mid-game? Yes.
- I like the idea behind Fears, but I don't like Stress. Can I disable one or the other? Yes, they're meant to work with one another but they can also work independently. Check the MCM.
- I've been playing for a while but my character hasn't developed any phobia! Is the mod even working? Fears are supposed to be this unique thing that happens after an epic combat and ends up making your playthrough completely unique and special to you. It's not like a hunger system that happens every few hours.
- How do I see my stress level? If you have no active debuffs, it means your stress level is negligible and you do not need to see it. The mod is only visible when it's affecting you, otherwise it stays out of the way. Same goes for phobias: they will not be visible in the menu unless you're fighting an enemy of that type, but trust me, you WILL know when you're being affected by a phobia.
- But my character is a level 50 dragonborn, why would he be scared of wolves?? The only way to get a phobia is to barely survive a combat with that type of enemy. So your character has a reasonable reason why he's scared of wolves. He literally almost died to a wolf.
- Can I have multiple fears at the same time? Yes, but you can only have the same fear once, and once you beat it, you become immune to it.
- This mod seems cool, but I want a different take on it. You can try Drink It Off by FarmingDarkness. It's an excellent mod and a big inspiration for Stress and Fear. Reason I stopped using it is because I wanted a less punishing, more unobtrusive solution that supported other ways to decrease stress and included fears, but it's a great option as well.
- What are you working on next? I've got two additional releases planned for May. Happy to contribute my small grain of sand to make modded Skyrim the ultimate roleplaying experience :)
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This mod is now included in
🗺️ A Dynamic World - 🧙 Roleplaying - 🏹 Immersion - 🎈 Performance Friendly - 🖱️ 1-Click Installation