Skyrim Special Edition

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  1. tjhm4
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    v2.0.0. You can now configure the exhaustion rate for each stat separately, and sleeping progressively (as opposed to instantaneously) restores exhaustion, with sleeping in inns/homes being more effective than sleeping rough.

    Please also see the expansion mod, Exercise - Incremental Growth.

    FAQ: What's the difference between this and Incremental Injuries?

    • Incremental Injuries does not work on Skyrim version 1.6.640.
    • Incremental Injuries reduces your stat pool, whereas exhaustion caps your natural regeneration (see mod page for how this affects gameplay).
    • Incremental injuries semi-activates survival mode, meaning you only level up on sleep and arrows have weight.
    • Exhaustion allows the caps to start above 100%, meaning that injuries don't start accumulating right away.
    • Exhaustion lets you configure the rate at which fatigue grows in its MCM.

    Please post below any thoughts, questions or concerns. I try to maintain an active (and friendly) presence in the comments :-)

    Thanks for your downloads, comments and endorsements.
  2. aluzjunior
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    hi, after installed this mods and these mods:
    Experience, Leveling Freedom, Exercise - Incremental Growth, Geometric Stat Growth, Skyrim Skill Uncapper for SE and AE, Static Skill Leveling Rewritten
    and Ordinator
    The combat changed too much. My char does a pitifull damage (physical or magical) and dies much easely, as you can see ub the video below:


    Here's my other combat mods, the ones that worked very well before the recent additions:



    1. tjhm4
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      Hi, I'm pretty sure none of those mods are causing what you describe. Experience, leveling freedom, the uncapper and static skill leveling just change how your character levels up. Exercise, exhaustion and geometric stat growth change how your stats grow. They might make you weaker (or stronger) but this will be visible as your health/magicka/stamina and they don't affect the damage you deal. Ordinator does a lot of things, but I don't know if it affects difficulty in this way.

      My guess is that it is something else from your combat setup. For instance, you have KYE2 installed and are using a bladed weapon and fire spells against enemies in heavy cuirasses which strongly resist blades and also resist fire. Try using blunt weapons or shock spells instead, or lowering the effect intensity in the MCM. In addition, you are using valhalla and valravn (and many others), I don't know these well, but they do include systems for penalizing your damage, so you should look into those.

      As for why you are dying easily, what level is your character and what level were the bandits you were fighting? If you were level 1 with 100 health, and those thugs are level 9, then yeah, you will probably die quickly even in vanilla. 

      More generally, you have a very large number of combat mods installed on top of each other. I have no idea if they work well together, but I'd be surprised if they didn't stack to produce some very strange and severe outcomes.
    2. aluzjunior
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      Thanks for the answer, but before those mods the game was very balanced. I was killing early enemies (bandit mostly) with 4 or 5 hits at lvl 3 or 4. 
      I know there's  lot of combat mods but I followed a tutorial and each one is configured to work with synergy with the others.
      used that setup for weeks, no problems until now.
    3. tjhm4
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      I am not sure what to say. None of the mods you say you have added should cause this issue. Make sure you are doing standard tests (same weapon/spell, same enemies - there's a big difference between a bandit and a bandit thug - same other mods). After that, remove mods a few at a time and re-test to find the offender. Let me know if you can figure it out.
    4. aluzjunior
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      Solved, dont know how. Just restarted another game. figured the weapons damage is higher now (p.e iron dagger has dmg 25, it was 7)dont know wich mod changed it.
      now another question: your mod is compatible with Survival Mode Improved?
    5. tjhm4
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      Glad its working. Yes, this mod is compatible with survival mode improved. Just note that you'll get both kinds of stats debuffs on top of each other and unless your exhaustion from this mod exceeds the effects of survival mode, it will be masked.
  3. Templar212
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    Not really compatible with Valhalla as some have mentioned unless you tun off the exhaustion feature within Valhalla. The stamina bar freezes and your stuck with your damage debuff until you turn it off and on again. :(
    1. tjhm4
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      It's not incompatible in the sense that both work fine together, but yeah, the combined designs are punishing. I'm not sure why your stamina bar is getting stuck, but this mod stops you fully regenerating stamina if you are exhausted and means you'll need to use potions to remove valhalla's exhaustion penalty once you've fully depleted stamina. Can be done, for sure, but you might just want to turn off the overlapping effects in the MCM.
  4. Tomzo711
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    I came across this mod in a YouTube video and I was wondering if Take a Nap would compliment it and allow you to recover a small amount of exhaustion?
    1. tjhm4
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      It relies on napping triggering the same papyrus events as sleeping. I suspect it does (the mod page doesn't say otherwise) so it will probably have the same effects as sleeping in a bed, though because napping is limited to 3 hours you will only recover a little exhaustion.
    2. Tomzo711
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      Interesting! Could it be tweaked to gain back a ~proportional amount?
    3. tjhm4
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      You mean you want napping to be x% as effective as sleeping in a bed? This is probably not possible because the script engine probably can't tell if you're in a bed or chair.
    4. Tomzo711
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      I see, I haven't been able to test it out yet. What if a condition could be added for napping?
    5. tjhm4
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      Like I said, I don't think there's any way for the engine to detect napping, as opposed to sleeping in a bed, unless jay went out of their way to create one, which they don't mention so I assume they have not.
  5. WinterGhoul
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    Good day, and thank you for the tweaks.
     It's not clear what load order should I follow in relation to your other set of tweaks from Exercise mod.
    1. tjhm4
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      Install exercise on top of exhaustion. Exercise is basically a patch that expands exhaustion's functions, it doesn't work on its own and requires exhaustion as a master.
  6. NerosVII
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    not too sure if its a bug but getting a permanent exhaustion: half melee damage.is this by design or have i over looked somthing? 
    1. tjhm4
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      That's from a different mod, exhaustion doesn't affect melee damage at all, only h/m/s regeneration.
  7. Horsemen1
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    hi, I made the mistake of cranking the exhaustion rate and stat growth to max and now my character has 44,509 HP and over 10,000 carry weight limit. is there a way I can reverse this without reloading back to a save 10 hours ago
    1. tjhm4
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      Ha, sounds fun. You can probably use the console to force your stats to whatever you want. For health:

      player.setav health <whatever value you want, e.g. 100>

      For carry weight you need to use a different function, and rather than specifying the value you want you specify the change to your current value:

      player.modav carryweight <whatever change you want, e.g. -9900>
  8. TheTrueAwesome
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    I am kinda dumb. I wanted to a make sleeping like 50% more effective, and time towards exhausted state like 20% longer. in the MCM is that merely15.00 and 1.20 respectively ?
    1. tjhm4
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      To make sleeping 50% more effective set "Fatigue reduction per hour slept" to 0.15 (default is 0.1), then each hour slept will remove 15% of exhaustion instead of 10%. To slow the rate at which exhaustion accumulates by 20% (thereby making the time until you are exhausted 20% longer) set the health, magicka and stamina exhaustion rates to 0.004 (default is 0.005).
    2. TheTrueAwesome
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  9. Daddyfatflab
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    Whats the mod that lowers the cap instead of the regen rate?
    1. tjhm4
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      Incremental injuries, but it is not updated for recent skyrim versions IIRC.
  10. JazzyLince
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    Hey there! I'm experimenting this mod with the campfire+frostfall+realistic needs and diseases 2.0.

    Unfortunately realistic needs and diseases also have a sleep system.

    are you thinking on making a patch for them to work together?
    1. tjhm4
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      Do they not work together automatically? Exhaustion just listens for when you sleep/wake, so unless RND totally breaks sleeping it shouldn't be a problem.
  11. nedjmax
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    help, i can't get the mod to work, and i believe i have all the requirements 
    1. tjhm4
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      If the MCM isn't working, there are a few possibilities:

      • You do not have a working version of SKSE, however this will mean no MCMs will work.
      • You do not have a working version of SkyUI, again, no MCMs will work if this is the case.
      • The script that manages Exhaustion's MCM is missing. Check for exh_mcm_script.pex and try reinstalling the mod.
      Finally, there's another mod called exhaustion, which I think also has an MCM. I don't think this is likely, but its possible that running both together might cause the MCM not to appear correctly.
      Check these options and let me know how it goes.
    2. nedjmax
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      thank you for the swift reply and dedication to your mod, i really appreciate it. 
      that being said 
      sadly the problem persists... 
      the first two options are impossible since all of my mcms work fine 
      i checked for the script and it is indeed present, in both exhaustion and growth.. 
      https://i.imgur.com/TnORDOR.jpeg 
      i'm on version 1.5.97 if that could be relevant. 
    3. tjhm4
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      Weird, are you using the MCM settings loader mod? (not made by me)
    4. nedjmax
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      yeah that was the problem, now the mcm menu works fine, i'll just wait and see how this mod along with growth would change my stats  
      thank you for your assistance 
    5. tjhm4
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      Great, glad we figured it out.