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Stamina tailoring mod


DiaborMagics

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Hey guys,

 

I've looked around quite often for a mod like this and I've never found what I want, because often stamina changes don't come on their own, but are included in other, bigger mods. And often enough the mods that do make stamina changes, don't change them exactly how I want.

 

So what do I want? A mod in which I can 'simply' tailor the consumption of stamina. I want to be able to set running and sprinting consumption, as of right now I think running should consume stamina, even if very, very slowly (like 1 or 2 per second) and I would like sprinting to drain stamina about 20% slower or so. I can probably use a console command for that, but I imagine it would often reset. Even if it won't, it doesn't give me the complete package.

I would also like to make regular weapon swings cost a little stamina, just a little. But with daggers costing the least, two-handed warhammers the most, etc... or just without that per-weapon scaling. And I want to make power attacks cost a bit less overall.

 

The best way to tailor stuff like this is in-game with a configurable mod, that only manages stamina and doesn't come with other things I don't need/want, so I really hope this interests people. I've seen quite a few stamina-related mods or tweaks, so I'm definately not the only one whom wishes to change the stamina consumption, but I have found none like this.

 

Maybe someone can make this, or someone knows exactly what I'm looking for and notices I missed a gem somewhere and can point me in the right direction.

 

Thanks in advance for the reply either way,

 

- DiaborMagics

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I have some ideas that I may play around with to see if I can do this. Will give me a good distraction from some of the tedious portions of my larger mod. I am thinking that I can set a variable based on the weight and reach of the weapon that impacts the stamina usage for that weapon. Would you like to see the off hand spend more or same stamina?

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Also, I found that you can change the Sprint stamina penalty in the Game Settings. I am adding a function to reduce it on the fly by a defined percentage, which will default to off since it can be set by the player outside the mod if they so choose. Alternatively, they can leave the game setting at its default and apply a percentage reduction. Sound good?

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All of that sounds great! Offhand should be the same in my opinion, if I dual wield for example, it should be equally tiring to either of the arms, if that makes sense? Only roleplaying as a lefty or righty would perhaps change that, which I never specify, because that goes a little far, even for me and I'm big on making little changes to characters.

 

I never spotted this option in the game, you have made me curious. Too bad I can't check because I'm in school right now, launching skyrim wouldn't be the best idea atm

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I haven't seen it either, but will be looking for it today. Either way, I will instrument an MCM option to manage that setting.

Thanks man, this is exactly what I was looking for!

 

 

Then another question for you, as you seem more experienced than me. I'm updating one of my mods with a new feature to upgrade your armor. I only make simple mods, but I'm wondering about the OR operation in the crafting conditions. Thing is that I want the recipes to trigger at heavy armor level x, OR light armor level x. Currently, while I checked both the OR boxes for those conditions, the recipes only respond to heavy armor and leveling light armor does nothing at all. Do you have any ideas how I should go about fixing that?

EDIT: sorry to jump from topic to topic, but I encountered this while fiddling with my mod in my school break :P

Edited by DiaborMagics
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The "Or" should allow the condition to resolve true as long as either line is met. I am confused though, are you trying to make a recipe to modify a light or heavy armor? I am not sure why you would want to check your skill with light armor if the result is heavy armor and vice versa.

 

To clarify, you are talking about conditions on ConstructibleObjects within the CK, correct?

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The "Or" should allow the condition to resolve true as long as either line is met. I am confused though, are you trying to make a recipe to modify a light or heavy armor? I am not sure why you would want to check your skill with light armor if the result is heavy armor and vice versa.

 

To clarify, you are talking about conditions on ConstructibleObjects within the CK, correct?

Well how this mod works is it give you a weapon (and im working on heavy armor) that it 'binds' to your soul, i.e. you will be able to upgrade it, depending on your skill level, so that it grows with you. However, for light armor users, I know they can disenchant my enchantments and use CopyArmor (another mod) to place the stats on a set of their own choosing. Just to have an option for light armor users, I want the armor to become upgradeable when light armor OR heavy armor reaches certain levels, or light AND heavy, should indeed still be true. However, only heavy works, not light atm.

Makes more sense as what gets upgrade IS heavy, but... you know, people like options. So if they dont level heavy armor, but go for light instead, I still want them to be able to upgrade this armor set and then disenchant or copy the stats over to a light armor set... am I making any sense?

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