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Itzal713

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  1. Itzal713
    Itzal713
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    Main reason for this mod is to replace default stamina management of Enderal Gameplay Overhaul. Can still be used on its own or as expansion to other mod to add stamina consumption.
  2. Lawstiker
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    Excellent mod. Used it for quite a bit in my LE build and I found it paired pretty well with Smite & Stagger. 

    I do have to ask if there would be any hope for a SE version? I've recently swapped over and have found myself missing this mod. If not that, any tips for converting this over myself? 
  3. Nikusys
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    Is it possible to add an optional disable normal attack at 0 stamina? For stamina to become really important.
    1. Itzal713
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      I got reasons not to, but I will think about it. Meantime you can try Stamina Matters mod that have this feature.
    2. Ahshifat99
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      Stamina matters doesn't really works well on NPC... So
  4. boita
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    I like a lot this mod, I just wish it would be possible to adjust more the skill cost adjustment multiplier, the one on the misc MCM page.
  5. Ormordo
    Ormordo
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    SO IMMERSIVE!
  6. RebirthEternal
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    Hello. looks nice. ima go ahead and ask if you could give an honest assessment as to the script/performance load of your jumping, moving, swimming stamina drains vs the ones from vigor? I'm not getting rid of vigor regardless but am curious if i should add yours to take over the stamina drain from those activities. ?
    Second question is what happens at zero stamina for your mod? debuf, can't perform action (like cant jump, etc), or just simply have zero stamina now?
    Regardless thanks for sharing your hard work.
    1. Itzal713
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      In short (comparing only mentioned features), Vigor has overall more simple coding but setting is limited, but some of its application and some used functions makes it heavier in some aspects. That said I don't want to despise mod author of Vigor. I think he did great job that was inspiration for me. For more detail check bellow.
      Spoiler:  
      Show
      Overall attack cost:
      Cost in Vigor is affected only by weight and player can adjust only final cost with mcm mult. ExAcivity cost is affected by weight as well but also by static value for weapon type (1H, 2H, bow...), and current skill. Player can adjust every aspect of this cost (how much % of weight is used, how much static cost is, if skill reduce cost and by how much). In this aspect ExActivity does more calculation than Vigor, so in pure theory it is bit heavier on script - I emphasize word bit, becouse difference when there are used few more lines of light code is nonexistent.

      Bow and Crossbow:
      Regardless of cost, Vigor uses only one animation to check when stamina should be damaged. For bow it is when player start drawing (passive drain is static ability with global condition) and for crossbow it uses fire animation with Wait() function (after fire wait 2 sec and drain stamina), which is big thorn in the eye for me. ExActivity make use of more animations (2-3) and even drain part is dynamic, and overall it is more polished. But once again from pure minimum approach Vigor has edge.

      Jumping and Swimming:
      Jumping has quite similar aproach. When jumped cost is calculated from worn Mass = weight of worn helmet, armor, boots, gloves. But big difference come from when this mass is calculated. Vigor calculate every time armor is equipped and unequipped for every piece (if you equipp helmet with another helmet already on you, calculation is made twice, first for unequipping worn helmet and then after equpping new helmet). ExActivity has a short window when it is waiting to start calculate (in previous situation will calculate only once). With this one ExActivity has an edge (and imo more relevant than those before). Swimming is done in similar way.

      Movement penalties are almost identical, difference being in ExActivity you can change its amount.

      Verdict: Vigor then has lots of own features, which ExActivity doesn't + its usage of papyrus less reliable/more demanding functions adds more strain on papyrus (compared to ExActivity, otherwise it still classified as lightweight mod).
      With zero stamina it is just that - zero stamina. For max compatibility and keep mod extra simple with not too much extra added features I decided keep it this way (at least for now).
    2. RebirthEternal
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      Wow thanks for the detailed portion that was insightful. yea, even before u sent that, i was getting the impression that your customization and your overall scripting for the stamina portions seemed like it will be better. Very clever with the window of time for the jumping and swimming idea cuz i have no idea how to script but i was worried about frequent changes in armor (which i can occasionally do) and how that would work as far as script tweaks or load.  Yea ima use yours to take over the stamina drain aspect of vigor and let vigor do the rest.

      i actually think that was a good idea. i figured that doing something extra when at zero stamina would need an "extra" script lol. This mod seems to shine in the stability and compatibility departments and it was wise to maintain that here. That's partly why i was asking.
      Ppreciate you for sharing this well done mod.
  7. greyday01
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    In Oblivion attacks with your fists drained stamina. When stamina hit 0 the NPC would fall on their back and not be able to get up until stamina recovered. I loved being able to punch an ogre until he fell over with his feet facing me then punch him again every time he got back up. Does this mod work something like that? Wonder if I could fist fight a dragon?
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