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  1. GPortner
    GPortner
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    Uploaded newest version.

    V1.2
    -Cleaned out 10 "dirty edits". There were 10 ITM (Identical to Master) records in the esp.
    -Rewrote LocationTracker script to eliminate errors when Location is NONE.
    -Rewrote Affliction/Virtue Selection function to prevent a rare case in which no Effect would be applied.
    -Corrected an oversight in the PlayerAlias script which was causing continuous damage effects to rapidly increment Stress.
    -Relaxed the requirements for Affliction removal.
    -Increased the effectiveness of ComfortMod.
    -Increased effectiveness of waiting/sleeping in non-safe locations. (Allow waiting to recover some Stress, to simulate "meditation")
    -Increased effectiveness of Nirnroot Stress Relief.
    -Increased effectiveness of Standing Stone discovery Stress Relief.
    -Added Stress Relief component for quest completion.
    -Added Stress Relief component for miscellaneous objective completion.
    -Added Stress Relief component for Safe Location discovery.
    -Added ComfortMod contributions for having followers (including animals).
    -Made Sated, Sedated, and Tipsy hidden effects. Displaying them was misleading (because there are plenty of other similar effects which do not get displayed), cluttered the Magic Menu, and didn't actually provide any useful info.
    -Added Stress Gain to Traps.
    -Added Stress Relief component to "holy" magic. This includes Candlelight, spells which Heal Others (specifically *not* self heals), spells which Calm (but not Command) enemies, and spells which Turn Undead or Banish Daedra. This Stress Relief applies even if the spell wast cast from a Scroll.
    -Added Stress Relief component to most Shrine Blessings.
    -Added ComfortMod contributions for wearing religious paraphernalia (e.g. Aedric Amulets and Monk Robes).
    -Overhauled the Stress contributions from eating and drinking. The effect is generally reduced and the ComfortMod contribution takes longer to be applied. The greatest benefit is received from eating prepared Meals (i.e. items crafted at Cooking stations).

    -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-
    EDIT: 12-Jul-18
    I found that with this Update, it was a lot easier to keep Stress down ... in fact, it was too easy. So I have uploaded a mini-Update.

    -Reduced the effectiveness of Holy magic Stress Relief.
    -Made minor adjustments to Eating and Drinking Stress Relief.
  2. EugeneSolario
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    Could We Get an Oldrim version? grasscid hid his Oldrim Version.
    1. Ungark
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      actually Grasscid just unhid his version
  3. Satellex
    Satellex
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    Does this work with the latest version of SSE?
  4. Ultimuh
    Ultimuh
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    Will having wearable lanterns from the Wearable Lanterns mod help against stress?
    And what about light sources from other mods?
  5. aicy
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    Is there aaaany chance to gift us an Oldrim version? Τhanks, in advance, GPortner
  6. daemonmessiah
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    I had to uninstall this. It wouldn't disable, and I kept having heart attacks and dying even when I disabled heart attacks, regardless of my stress levels. Seeing as I've noticed there are others with Frostfall and Campfire, it might have something to do with Sands of Time.

    I love the idea of it. I hope it gets fixed.
  7. U1849KA
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    I'm not sure what the possibility of this would be, in terms of implementation, but thought I'd suggest it because it has some interesting interactions and it's been knocking around in my head for a while.
    Lockpicking.
    What if breaking a pick caused a small amount of stress, but success reduced a moderate amount. It would have to be balanced such that efficient lock picking would yield a decrease or break even in stress, but breaking too many picks would lead to an increase in stress accumulation overall. The higher the lock the higher the stress reduction because it would likely cause more breakages along the way. But, this would give some real incentive for even non-thief characters to finally invest in the lockpick tree. If you could open Adept, Expert or even Master locks with only a few picks, you could start to use lockpicking as a deliberate stress reduction method, and if you invested enough to actually get up to the master unbreakable lockpick perk, you would gain a serious advantage, especially in lock-heavy dungeons.

    Anyway, just wanted to toss that out there, since it's been haunting my brain for a while now. d:
  8. Waluigiking
    Waluigiking
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    I just started out trying this mod, I love the idea of stress being a factor in game play.
    Unfortunately I'm having a bit of a problem, since I use Frostfall and the camping mod. I'm finding that these mods don't play nice together, not in a since of being buggy or something like that. But in the sense that when out in the wild making a camp of your own doesn't lower your stress or help you resist stress since you can't designate the area as safe.

    I think a solution to this actually might be rather simple, in the form of a plugin for campfire itself if your using that mod too. This would allow the player to make a temporary safe zone from themselves.
    My recommendation would be to make use of the different campfires with in the mod. since there are several different stages of campfires the better one the player makes the more it helps with stress (this also is a resource sink too which helps balance things).
  9. U1849KA
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    Just found out that the beams of light you guide along in the Kilkreath (Dawnbreaker) dungeon still display the problem that the old continuous damage effects used to. Otherwise, haven't experienced any other issues, yet.
    1. GPortner
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      Oh, this may actually be a new problem. I didn't consider Meridia's Light when I setup the script to cause Traps to trigger Stress ...
  10. U1849KA
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    Aright, got my SE working again and I'm taking another look at it. So far, even doing medium dungeons like Angarvunde and Shroud Hearth, my stress only gets into the 30s and 40s with all the spells, potions, and the like I use getting through them. (75% stressfulness, ~10% stress resist.)
    What's weird is that going from town to the dungeon can net me 50 - 60 stress or more easily. I was wondering for a while what was causing this discrepancy. It's not an issue, per se, exactly, but it's a little weird that I'm more worried about the trip to the dungeon than the dungeon itself from a stress standpoint. I think I discovered what the cause may be -- wolves. d:
    Wolves will run up behind me and land an introductory power-attack that deals almost no damage, but still impart 15+ stress before I turn and smack them with something. And because it deals so little damage, there's no need to take a potion or use a spell to fix it, so the constant little bits of reduction I get in dungeons don't happen as often. A few otherwise harmless wolf ambushes later and I'm looking for the nearest safe haven to rest at a while. I'm not sure what manner of solution would function in this case, unfortunately. Maybe reducing the amount of stress imparted by nuisance enemies like wolves and skeevers? Without knowing how the system works internally it's hard to proscribe an armchair solution. >_<

    One might argue I should stop being such a cheapskate and just buy a horse, already. :D

    Regardless, having fun playing a character who ran away / was kicked out of a cushy college in Summerset trying to become accustomed to the adventuring life after self-exile to Skyrim, and this is really helping convey the experience. Currently working on getting up the nerve to visit Dimhollow Crypt. I suspect even the trip there will require several stops.

    ED:
    Well, a horse completely solved that problem, to the point where I'm not sure I accrue stress at all while on horseback.

    Had a great experience in Dimhollow; took a follower and used every trick I knew to stave off insanity. Nearly died to the Gravelord custom boss guarding Serana, ran back out and made my way to Dawnstar in the dead of night to rest. Went back the next day to finish up. Curious to partner this with Campfire so I can actually make camp in a dungeon.
    Meat and Wine is an interesting pairing, since it ads a lot of alcoholic drinks to dungeon leveled-lists. Some are quite valuable (150 - 230ish gold for a good one) which presents a greed mechanic - do I drink it for stress relief or keep it for gold and try to push through? Really loving the mod, so far. <3
    1. GPortner
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      Glad you're enjoying it.
      Unfortunately, I'm not sure how effective anything added by Meat and Wine would be at relieving Stress ... it depends on whether the added items were given any Vanilla keywords or put into any of the Vanilla formlists (there actually is a Vanilla Form List for Alcoholic Drinks, but only a handful of Vanilla Alcohols are actually in it).

      If it turns out that little to nothing crosses over ... I may look into providing a Patch ...
    2. U1849KA
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      Hmm. I can start running more directed tests.
  11. zsopota
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    I like it, HOWEVER

    Setting it to low makes you gain stress too slowly, setting it to normal, you gain it too quickly. I set it to low because I couldn't barely get through one half of a dungeon before I was up in the 170s (this is bad), and now I'm clearing all dungeons before I even make it to 100 (also bad)

    Maybe tweak the values a bit? Turn up low or turn down normal? I'm honestly scared to try the high setting because normal is high enough to be frustrating.
    1. GPortner
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      Hey, thanks for the feedback.

      Have you tried the update yet? I converted the Stressfulness option into a slider allowing you to adjust from 0.25x (which is lower than Low) to 2x (which is higher than High). It can be adjusted in step increments of 0.05.
    2. zsopota
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      I have not but I will give that a whirl.
    3. zsopota
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      Tried it with the slider. .50 still seems like it goes up too fast. I honestly don't know what to set it to. I started Afthand with it set to .50 and didn't even get to the second layer before I was over 100. Then I got his with paranoia. Paranoia needs major nerf because it will kill you outright. I got paranoia and after one battle my stress went from 100 to 179. There was no way I could make it back out to the surface and warp back to town from where I was so I had to reload my save.
    4. GPortner
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      I really want to help make this right, but I need more information besides your Slider setting and the Dungeon you were in:

      What actions were you taking to mitigate Stress?
      Keep in mind that Low Light, Sneaking, and Having Weapons (or Magic) Drawn will all cause Stress to increase faster.

      Did you adjust any of the options on the Advanced page at all? If so, which ones?

      What sort of attacks were you hit by?
      If you get hit by a Power Attack, it causes Stress. Additionally, in V1.1, there's an issue which causes Continuous Damage effects (e.g. Concentration spells such as Sparks, Frostbite, Flames, etc) to cause much more Stress than intended (I personally went from 0 to 100 in less than 5 seconds because of this bug).

      What exactly about Paranoid do you feel is broken?
      You state going from 100 to 179 in no time, but that's not an effect of Paranoid. Were you perhaps hit by a Continuous Damage effect (as detailed above)?
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