SojournerOne Posted December 25, 2018 Share Posted December 25, 2018 (edited) My actor's stamina is supposed to be able to go below zero, after this, there is supposed to be a 5 second delay before it starts to regen. This is due to fStaminaRegenDelayMax = 5 in the game settings, see this article's section on "Negative Stamina".If I do 2H power attacks to deplete my stamina below 0, there is a 5 second delay before the stamina starts regenerating above 0If I do 1H power attacks, there is a 3 second delay.If I mash SPACE while Jumping Uses Stamina is active, there is no delay before stamina starts regenerating after hitting zero. This mod's script uses function OnControlDown(String control) if control == "Jump" && !jumping Jumping = true to damage stamina by either a percentage or fixed integer.If I am using https://www.nexusmods.com/skyrimspecialedition/mods/13797'>Cardio SE, which uses spell effects to drain stamina according to inventory weight, there is no delay before stamina starts regenerating after hitting zero.It doesn't look like my stamina ever goes below 0, but sometimes there is a delay and sometimes not. Can anyone explain what exactly is happening?I would like it to be that, when my stamina hits 0, there would ALWAYS be a 5 second delay before it starts regenerating. If anyone knows what it would take to make it work like that, please, let me know!Thank you for your time and interest. Edited December 25, 2018 by DarkEra99 Link to comment Share on other sites More sharing options...
SojournerOne Posted December 26, 2018 Author Share Posted December 26, 2018 I can't seem to locate this function anywhere in any of my game files in SSEEdit, or in the CK... Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 26, 2018 Share Posted December 26, 2018 I think you may be misunderstanding how fStaminaRegenDelayMax works. It is the maximum possible time to wait before forcing a negative stamina value to zero. No matter how much stamina a player has or how much stamina may have been used, this value only kicks in if the amount negative cannot be regenerated normally to zero. Example: Assume the following: fStaminaRegenDelayMax = 5 Stamina regen rate = 10 Scenarios: Stamina is used. Stamina at -100. Stamina regens for 5 seconds to -50. Stamina forced to 0 Stamina is used. Stamina at -70. Stamina regens for 5 seconds to -20. Stamina forced to 0 Stamina is used. Stamina at -50. Stamina regens for 5 seconds to 0. No need to force stamina to 0 Stamina is used. Stamina at -20. Stamina regens for 2 seconds to 0. No need to force stamina to 0 This is the reason you are seeing different behavior with different sources of stamina loss. Stamina is either not dropping far enough below 0 or the stamina loss was scripted to never go below zero. Link to comment Share on other sites More sharing options...
SojournerOne Posted December 27, 2018 Author Share Posted December 27, 2018 Hmmm...hmmm...hmmm...HMMmmm! So if I'm using Cardio SE, and it drains my Stamina to 0, how can I force fStaminaRegenDelayMax to kick in? There must be some way to use spell effects to trigger negative Stamina and allow fStaminaRegenDelayMax to kick in. I want to cause a scenario where the mod punishes users who don't pace themselves and conserve Stamina, the same way that over-using 2H power attacks does. I would like to make Jumping Uses Stamina cause the same thing to happen, and TK Dodge. I tried doing this in Cardio SE with a magic effect attached to a spell to damage Stamina when Stamina < 1 while running or swimming or sprinting but it didn't seem to work in-game; Stamina just starts regenerating instantly after slowing to a walk or standing still. When I do the 2H power attacks and hit negative Stamina, the bar's outline will flash green. I don't know exactly what causes that to happen... but it's exactly what I want to happen in all cases of Stamina hitting < 1. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 27, 2018 Share Posted December 27, 2018 I do not really know. I am going to guess that since magicka cannot go below 0 then the same script commands and spell effects cannot drop stamina below 0 either. Also, I suspect that the whole negative stamina thing is tied directly to power bashes. Link to comment Share on other sites More sharing options...
SojournerOne Posted December 27, 2018 Author Share Posted December 27, 2018 Could I make the effects of a power bash occur to Stamina without actually doing a power bash? When Stamina == 0, then "Power Bash Effect"? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted December 28, 2018 Share Posted December 28, 2018 Could I make the effects of a power bash occur to Stamina without actually doing a power bash? When Stamina == 0, then "Power Bash Effect"?I do not know. Link to comment Share on other sites More sharing options...
SojournerOne Posted December 28, 2018 Author Share Posted December 28, 2018 (edited) This UESP entry talks about actions that "consume" Stamina causing to it to go to negative values. So I just have to figure out how those actions manage to do it, then make an effect out of it, if possible... Edited December 28, 2018 by DarkEra99 Link to comment Share on other sites More sharing options...
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