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Itzal713

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Itzal713

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About this mod

Stamina manager - attacks and movement cost Stamina. Attacking, Jumping and Swimming cost Stamina. Running while encumbered.

Requirements
Permissions and credits
This is another stamina manager mod (ExActivity = Exhausting Activity). I wanted to replace default stamina management of Enderal Gameplay Overhaul (which is simple, but innacurate) but was not fully satisfied with other mods (some doesn't have features I want or has many I don't want or I don't like their application). That's why I decided to create own mod with maximum compatibility and customization, which is still lightweight.



Features
Combat and movement activities cost Stamina Points (SP) or change Stamina Regen (SPR).
Cost depends on weapon/armor weightbase cost unaffected by weight and current skill.
Mod is designed to be lightweight, compatible and highly customizable.
MCM menu where can be each category adjusted or toggled on/off.
Spoiler:  
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Compatibility
No changed edits, so there is no conflict with other mod.

Customizaiton
Every feature can be adjusted to your liking or toggled ON/OFF.

Lightweight
Scripts are optimized and runs only when needed.


Combat
Swinging a main weapon or sidearm cost SP.
Drawing a bow drain SP/s while holding.
Crossbow drains SP/s when reloading.
Shooting an arrow or bolt cost SP equal to drain cost.
All attacks stop SPR for 1 sec.
Holding a block drain SP/s or slows SPR.
Spoiler:  
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Cost = ( BaseCost Weight WeightMult ) / ( 1 + CurrentSkill / SkillKoef )

BaseCost, WeightMult and SkillKoef can be changed in MCM.

Reason for higher default value for offhand WeightMult in MCM
There is no way to differentiate between regular offhand attack and normal dualwield attack (not power attack). Both uses same SP Cost. So to prevent abusing low cost of dual attack (if WeightMult was lower) or hindering player with higher cost of offhand attack (if dual attack was calculated as main+offhand), middle ground was taken and def. value of WeightMult for offhand weapon is higher then for mainhand. This way dual attack can't abused as much at cost of a bit higher cost for offhand attack, which can be reasoned as offhan attack are more exhausting to perform.
With light offhand weapons higher cost is not even much noticable.


Movement
Jumping cost SP.
Swimming drain SP/s, then HP/s.
Running slows SPR.
Not moving boost SPR.
Spoiler:  
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Jumping and Swimming
Cost = ( BaseCost MassWeight WeightMult ) / ( 1 + ArmorSkill / SkillKoef )

MassWeight =  weight of Circlet, Head, Body, Arms and Feets
ArmorSkill = HASkill * HApieces / 4 + LASkill * LApieces / 4
HApieces / LApieces = number of heavy / light armor pieces worn (counts only Head, Body, Arms and Feets)

For example wearing 3xLA and 1xHA, SkillArmor = 75% of LASkill + 25% of HASKill.


Not moving
Not moving for few seconds boost SPR until you move again.


Encumbered running
Using sprint allows running while encumbered.
Inspired by mod Stamina Matters.
Running while encumbered cost SP/s.
Can't run without SP or while sneaking.
Cost is not reduced by skill.
Spoiler:  
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Cost = ( BaseCost WeightOfInventory WeightMult )

Uses current inventory weight, so more encumbered you are more SP/s is drained. Script is active only while encumbered.

How it works: 
You'll get +200% (adjustable) move speed while holding sprint button + you are running, not sneaking and have SP.


Skill
Relevant skill reduces SP cost for activities.
Attacks uses: One-Handed, Two-Handed, Marksman.
Blocking (regardless of what is used for block) uses: Block.
Jumping and Swimming: HeavyArmorLightArmor.
Spoiler:  
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SkillKoef = 100 / ( 1 / mcmValue - 1 )

mcmValue = shows SP cost multiplier at 100 skill in MCM


For example with default value 0.6 the cost of attack will be multiplied by 0.6.
In other words it will cost 40% less compared to 0 skill.
Skill past 100 will continue to reduce the cost.


NPC
Swinging a 1H / 2H weapon cost SP.
Shooting an arrow / bolt cost SP.
Attacks stops SPR for 1 sec.
Holding a block slows SPR.
Spoiler:  
Show
If enabled NPC uses simplified SP combat cost compared to player.
Cost is NOT increased by weapon weights or reduced by skill.
It is done this way becouse NPC can't manage their SP as player,
amount of SP does not increases with their level (unless some mod does it)
and to keep script as lightweight as possible.

How it work:
Player has cloak spell that applies to selected NPC magic effect with script.


 HP   Health Points
 SP   Stamina Points
SPR   Stamina Regeneration


Credits to mods that I tried and got inspiration from:
These are great mods to try out if you are looking for something different.
Vigor - Combat and Injuries 
Stamina Recovery Mechanic
Stamina Matters
OSZAR »