gaoptimize Posted September 22, 2022 Share Posted September 22, 2022 (edited) A new texturing of immersive Armors just came out ( https://www.nexusmods.com/skyrimspecialedition/mods/75891 ), and due to the enhanced realism, it gives a better sense of the weights of these armors. Would it be possible to keep track of the carried weight times distance traveled (foot pounds) and a count of the times that health and stamina drops below say 50%, and a count of the times stamina drops to zero, and set a limit that when exceeded starts lowering stamina and walking and running speeds? To minimize script demands on the CPU, I suggest the foot-pounds are calculated/updated only upon entering and leaving a cell. As an example, imagine a new character with 100 stamina. They pick up some items in Helgen and its cave (imperial armor, a robe and hood, weapons, potions, books, food etc.) having entered the castle with 3 pounds of gear and emerge from the cave with 250 pounds of gear (ooof!). The castle to cave exit is ~700ft long, so the foot pounds is ((3+250)/2)*700 = 88,550. The character is taken to less than 50% health by Alduin , fighting imperials, spiders, and a bear 4 times, and taken to less than 50% stamina 7 times and zero twice. Divide by 1,000 for analytical convenience. Perhaps this part of his first day causes a fatigue of 88.55 + (4 * 10) + (7 * 10) + (2 * 25) = ~250 (a heuristic measure of fatigue). Let's then assume they run 1,200 feet to Riverwood, and running costs twice the fatigue as walking, picks up a few ingredients and a Thalmor robe along the way that add 10 pounds to the load, and fights 3 wolves that takes stamina below 50 once. This part of the day adds ((250+260)/2) * 2(running) * 1,200/1,000 + 1 * 10= ~622 fatigue. Let's say the character's OStim Amorous Adventure with Gerdur, with 2 happy endings, costs another (2 * 100) = 200 fatigue. This first day has so far cost the character ~1,072 fatigue. The question this proposal asks is "Does the character have sufficient fatigue remaining to run to Whiterun to inform Balgruuf of the dragon?" And I suggest the answer should be "No". When reaching 10 X Stamina, the character finds they can only walk, and when fatigue reaches 20 X Stamina, they fall back to the encumbered slow walk. For maximum immersion, I feel that each hour of rest/sleep would restore 1 times the character's stamina. This mod would encourage traveling light, rest, and walking - all things that would enhance immersion, and over time, game enjoyment. Edited September 22, 2022 by gaoptimize Link to comment Share on other sites More sharing options...
steamteck Posted September 29, 2022 Share Posted September 29, 2022 I kind of wish there was long term and short term fatigue also instead just one. I Like your basic idea but I also like the ebb and flow of quick fatigue recovery in combat Link to comment Share on other sites More sharing options...
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