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Why isn't my char falling down from exhaustion?


Valascon

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Not sure which forum best for this. My char no longer seems to collapse when green bar (fatigue?) reaches zero from running and/or jumping. He does collapse when knocked out during a fight.

 

IIRC, the MC is supposed to stop (collapse) when fatigue hits zero. Zero fatigue can occur due to fighting, running or jumping. It breaks my game immersion to see my guy running and jumping with zero points (green bar), doesn't even slow down either AFAICT. Just unrealistic IMO.

 

I've gone back through the readmes of the various mods I've loaded and nothing stands out to explain this behavior. Does someone see what I'm missing?

 

mod list (mlox output file)

Morrowind.esm
Tribunal.esm
Bloodmoon.esm
Morrowind Patch v1.6.6_beta.esm
abotWaterLife.esm
Texture Fix 2.0.esm
Tamriel_Data.esm
TR_Mainland.esm
Sky_Main.esm
Cyrodiil_Main.esm
DN_Dwemer_Tileset.esm
Better Heads.esm
Script Fixes.esm
Better Heads Bloodmoon addon.esm
Texture Fix - Bloodmoon 1.1.esm
Master Trainers.esp
pge.esp
Starfire lite.esp
PB_SignpostsRetextured.esp
Service Refusal Expanded.esp
The Publicans.ESP
Raym's Vampire Rumors.esp
Trainer Variety.ESP
Unique Banners and Signs.esp
TownPopulationAdjustment.esp
Wanderers of Solstheim.esp
Tome of Spellmaking.esp
LGNPC_NoLore.esp
Grave Goods.esp
Fireflies.esp
Healing.esp
k_weather (louder sounds).esp
NPC Functionality.esp
TownSounds.esp
Turn Undead.esp
Vivec Records Lore Friendly.esp
SlaveEscort.esp
TheRedoran.esp
md_daedralord_staffs.ESP
Town Criers.esp
Luciens_folly_v1.ESP
Birds and Crickets.esp
Flies.ESP
dopeyNPC.esp
Correspondances_of_Morrowind.esp
FjolFix.ESP
bcsounds.esp
master_index.esp
adamantiumarmor.esp
EBQ_Artifact.esp
dopeyNPC-Travel.esp
dopeyNPC-Taverns.esp
dopeyNPC-Lock.esp
Cave Drips.ESP
Lucky Coins.ESP
Djangos Dialogue.ESP
abotTRWaterSound1809.esp
abotSiltStridersTR1809.esp
abotBoatsTR1809.esp
abotRiverStridersTR1809.esp
abotShrines0GoldFix.esp
abotSkarPlatforms.esp
Appropriate Greetings M - T - 1.5.2.esp
abotWaterLifeTRaddon1807.esp
DialogueReputationFix.ESP
Robert's Bodies.ESP
BB_Grimoires.esp
Less_Generic_Bloodmoon.esp
LGNPC_SeydaNeen.esp
LGNPC_GnaarMok_v1_20.esp
LGNPC_AldVelothi_v1_20.esp
LGNPC_MaarGan.esp
LGNPC_HlaOad.esp
LGNPC_Aldruhn.esp
LGNPC_Aldruhn_suppl.esp
LGNPC_Pelagiad.esp
LGNPC_TelMora_v1_30.esp
LGNPC_Khuul_v2_21.esp
LGNPC_VivecFQ.esp
Chalk30-Base.esp
Khajiit Eyes.esp
Bloated Caves.esp
EmmasKhuul.esp
DD Ajira's Alchemy Reports.esp
EmmasTelMora1_0.esp
Publicans 1.1.esp
Less_Generic_Nerevarine.esp
LGNPC_SecretMasters_v1_30.esp
LGNPC_VivecRedoran.esp
LGNPC_PaxRedoran_v1_20.esp
AragonMonk-v10.esp
Disease.esp
Less_Generic_Tribunal.esp
Magical Missions.ESP
New Randagulf's Fists.ESP
Caldera Mages Guild Expanded v1.2.ESP
Improved HandtoHand and Unarmored Skills.ESP
GHU_Main.esp
#Bob's Diverse Blood.ESP
DemonOfKnowledge.ESP
DN_Dwemer_Tileset_TR.esp
The Sanguine Rose.ESP
Mage Robes.ESP
Stackable Ash Statues.ESP
Hot Floor.esp
ExclusiveFactions.esp
Demon Weapons.esp
Donation to The Gods.ESP
Luscious Levelled Lists.ESP
Enhanced Economics 1.5.esp
Looking Good.esp
BlightedAnimalsRetextured.esp
Raym's Simple Mana Regeneration.esp
PB_SmallerPotions.esp
WeatheringWeather.esp
Spirit's Bound Armor Corrector Light.esp
Expanded Sounds.esp
Magic Diversity 1.0.ESP
The Sable Dragon 1.7.esp
The Lucky Pick.esp
Obscure_Texts.ESP
NON1.LoveintheTimeofDaedra.v1.03_Abot.esp
Nocturnal Moths - Vanilla.ESP
Silt Strider Animation Restored.ESP
Truly Diseased Creatures.ESP
MasteringMagicka.esp
md_Forge of Hilbongard.ESP
Greetings for No Lore.esp
abotWhereAreAllBirdsGoing.esp
TR_Factions.esp
TR_Preview.esp
TR_Travels.esp
ArynxTR1809.esp
MWGO 2.0.esp
SailenPlayerSafeHouse.ESP
abotInterventionFix.esp
Texture Fix - Extended.esp
multipatch.esp

 

 

Thanks,

 

John

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I see you use a lot of "fix this or fix that" mods and I'm curious about what the Script Fixes.esm mod does.

 

I also notice that you use the Mastering Magicka mod, so if both of these mods touches the same thing then the last loaded mod will win.

 

Try to deactivate the Mastering Magicka mod, just to see if that helps. If not then do the opposite, deactivate the Mastering Magicka mod and see what happens.

 

Should it worked, regardless what mod that's deactivated, then there is a conflict between these two mods.

 

 

 

If I were you I wouldn't use MPP 1.6.6, because it has dirty edits.

 

Also, MPP 1.6.6 seems unfinished to me as it only fixing the quest giver for a couple of quests, but the quests still needs to be fixed. Which means that those quests can only be finished via the console in-game.

 

I once tried the MPP 1.6.6 and when I discover that only the quest giver was fixed (correct faction filtering I think) I stop using MPP 1.6.6 due for getting a bunch of quests stuck in my journal for the rest of the game.

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Mea culpa. Sorry. I played an original, no mods version of my game doing some troubleshooting and discovered that my char would not drop from exhaustion in it either. So, despite what I thought, the behavior I see is not due to some mod conflict but was already existing in the original game I have.

 

John

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I see you use a lot of "fix this or fix that" mods and I'm curious about what the Script Fixes.esm mod does.

 

I also notice that you use the Mastering Magicka mod, so if both of these mods touches the same thing then the last loaded mod will win.

 

Try to deactivate the Mastering Magicka mod, just to see if that helps. If not then do the opposite, deactivate the Mastering Magicka mod and see what happens.

 

Should it worked, regardless what mod that's deactivated, then there is a conflict between these two mods.

 

 

 

If I were you I wouldn't use MPP 1.6.6, because it has dirty edits.

 

Also, MPP 1.6.6 seems unfinished to me as it only fixing the quest giver for a couple of quests, but the quests still needs to be fixed. Which means that those quests can only be finished via the console in-game.

 

I once tried the MPP 1.6.6 and when I discover that only the quest giver was fixed (correct faction filtering I think) I stop using MPP 1.6.6 due for getting a bunch of quests stuck in my journal for the rest of the game.

WRT patch mods, it's pretty hard for me to decide how well they work in the game. As far as I can tell from reading, no one is ever happy with whatever version gets published, and debates flourish over whether such and such a change "fits" within the game. The MPP ver 1.6.6 is one such example, but did seem to have the fewest complaints about it.

 

The other patches you noted pretty much are dialogue related. I'm keeping my eye on them in the game to see if they work out or not. Unfortunately, it's too early in my game to tell yet.

 

John

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