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  1. GPortner
    • member
    • 90 posts
    • 16 kudos
    Uploaded newest version.

    -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. EastAsia
    • member
    • 2 posts
    • 0 kudos
    I mean, how do you recover from the debuff of having once been on Death's Door and/or getting a Heart Attack? Does it cure with the passage of time, a set amount of healing, consumables, or rest?
  3. RedDog6911
    • member
    • 821 posts
    • 14 kudos
    Using this with Dynamic Immersive Seriously Dark Dungeons really makes the stress increase fast. I was over 100 stress by the third room in the last dungeon I entered. This made me wonder if the mod is recognizing ENB Lights (which I also use) as light sources.
  4. EastAsia
    • member
    • 2 posts
    • 0 kudos
    Sorry if I missed something obvious, but how do you recover from heart attacks and death's door?
  5. EugeneSolario
    • member
    • 100 posts
    • 0 kudos
    Could We Get an Oldrim version? grasscid hid his Oldrim Version.
    1. Ungark
      • member
      • 17 posts
      • 1 kudos
      actually Grasscid just unhid his version
  6. Satellex
    • member
    • 62 posts
    • 1 kudos
    Does this work with the latest version of SSE?
  7. Ultimuh
    • supporter
    • 657 posts
    • 0 kudos
    Will having wearable lanterns from the Wearable Lanterns mod help against stress?
    And what about light sources from other mods?
  8. aicy
    • supporter
    • 608 posts
    • 18 kudos
    Is there aaaany chance to gift us an Oldrim version? Τhanks, in advance, GPortner
  9. daemonmessiah
    • premium
    • 2 posts
    • 0 kudos
    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.
  10. U1849KA
    • member
    • 1,411 posts
    • 15 kudos
    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.
    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:
  11. Waluigiking
    • supporter
    • 32 posts
    • 0 kudos
    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).