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 alot 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.
I really enjoy this mod. I use it with a number of "hardcore" difficulty mods like Chasing the Dragon, Skytoxin, Frostfall, SunHelm, Wounds, and Bathing in Skyrim. It makes for an interesting and immersive dynamic, using them along side Bleak Falls Barrow Revisited turned that first dungeon into an epic dungeon crawl.
That said, I think there should be an optional replacer to the heart attacks. Instead of having a heart attack, the character soils themselves, creating a condition called Soiled, that would give a number of penalties, possibly including Soiled Armor. A Soiled character would get a massive sneak penalty, speechcraft penalty, and disease resistance penalty. The Soiled condition would require the character to remove their armor and completely immerse themselves in water for several seconds.
Fucking LMAO I like how you wrote a normal comment at first but then ended with a fucking scat request. Thanks dude, gave me a good laugh! One of the funniest comments I read on Nexus.
Just want to throw in a suggestion to look into making this compatible with the Gate to Sovngarde collection https://next.nexusmods.com/skyrimspecialedition/collections/qdurkx Imo this mod would be superior to the Drink it Off mod included there
I don't know what the actual duration is meant to be for the effect, but it might extend because of a bug, Ability Condition bug, which Bug Fixes SSE fixes.
115 comments
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 alot 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.
That said, I think there should be an optional replacer to the heart attacks. Instead of having a heart attack, the character soils themselves, creating a condition called Soiled, that would give a number of penalties, possibly including Soiled Armor. A Soiled character would get a massive sneak penalty, speechcraft penalty, and disease resistance penalty. The Soiled condition would require the character to remove their armor and completely immerse themselves in water for several seconds.
I like how you wrote a normal comment at first but then ended with a fucking scat request. Thanks dude, gave me a good laugh!
One of the funniest comments I read on Nexus.
https://next.nexusmods.com/skyrimspecialedition/collections/qdurkx
Imo this mod would be superior to the Drink it Off mod included there
Is there a mod that adds it to this?
You can also search for the spell in the console and then type (without the quotes) "player.removespell XXXXXX" where XXXX is Death's Door ID.
https://www.nexusmods.com/skyrimspecialedition/mods/33261