Valascon Posted March 4, 2019 Share Posted March 4, 2019 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.esmTribunal.esmBloodmoon.esmMorrowind Patch v1.6.6_beta.esmabotWaterLife.esmTexture Fix 2.0.esmTamriel_Data.esmTR_Mainland.esmSky_Main.esmCyrodiil_Main.esmDN_Dwemer_Tileset.esmBetter Heads.esmScript Fixes.esmBetter Heads Bloodmoon addon.esmTexture Fix - Bloodmoon 1.1.esmMaster Trainers.esppge.espStarfire lite.espPB_SignpostsRetextured.espService Refusal Expanded.espThe Publicans.ESPRaym's Vampire Rumors.espTrainer Variety.ESPUnique Banners and Signs.espTownPopulationAdjustment.espWanderers of Solstheim.espTome of Spellmaking.espLGNPC_NoLore.espGrave Goods.espFireflies.espHealing.espk_weather (louder sounds).espNPC Functionality.espTownSounds.espTurn Undead.espVivec Records Lore Friendly.espSlaveEscort.espTheRedoran.espmd_daedralord_staffs.ESPTown Criers.espLuciens_folly_v1.ESPBirds and Crickets.espFlies.ESPdopeyNPC.espCorrespondances_of_Morrowind.espFjolFix.ESPbcsounds.espmaster_index.espadamantiumarmor.espEBQ_Artifact.espdopeyNPC-Travel.espdopeyNPC-Taverns.espdopeyNPC-Lock.espCave Drips.ESPLucky Coins.ESPDjangos Dialogue.ESPabotTRWaterSound1809.espabotSiltStridersTR1809.espabotBoatsTR1809.espabotRiverStridersTR1809.espabotShrines0GoldFix.espabotSkarPlatforms.espAppropriate Greetings M - T - 1.5.2.espabotWaterLifeTRaddon1807.espDialogueReputationFix.ESPRobert's Bodies.ESPBB_Grimoires.espLess_Generic_Bloodmoon.espLGNPC_SeydaNeen.espLGNPC_GnaarMok_v1_20.espLGNPC_AldVelothi_v1_20.espLGNPC_MaarGan.espLGNPC_HlaOad.espLGNPC_Aldruhn.espLGNPC_Aldruhn_suppl.espLGNPC_Pelagiad.espLGNPC_TelMora_v1_30.espLGNPC_Khuul_v2_21.espLGNPC_VivecFQ.espChalk30-Base.espKhajiit Eyes.espBloated Caves.espEmmasKhuul.espDD Ajira's Alchemy Reports.espEmmasTelMora1_0.espPublicans 1.1.espLess_Generic_Nerevarine.espLGNPC_SecretMasters_v1_30.espLGNPC_VivecRedoran.espLGNPC_PaxRedoran_v1_20.espAragonMonk-v10.espDisease.espLess_Generic_Tribunal.espMagical Missions.ESPNew Randagulf's Fists.ESPCaldera Mages Guild Expanded v1.2.ESPImproved HandtoHand and Unarmored Skills.ESPGHU_Main.esp#Bob's Diverse Blood.ESPDemonOfKnowledge.ESPDN_Dwemer_Tileset_TR.espThe Sanguine Rose.ESPMage Robes.ESPStackable Ash Statues.ESPHot Floor.espExclusiveFactions.espDemon Weapons.espDonation to The Gods.ESPLuscious Levelled Lists.ESPEnhanced Economics 1.5.espLooking Good.espBlightedAnimalsRetextured.espRaym's Simple Mana Regeneration.espPB_SmallerPotions.espWeatheringWeather.espSpirit's Bound Armor Corrector Light.espExpanded Sounds.espMagic Diversity 1.0.ESPThe Sable Dragon 1.7.espThe Lucky Pick.espObscure_Texts.ESPNON1.LoveintheTimeofDaedra.v1.03_Abot.espNocturnal Moths - Vanilla.ESPSilt Strider Animation Restored.ESPTruly Diseased Creatures.ESPMasteringMagicka.espmd_Forge of Hilbongard.ESPGreetings for No Lore.espabotWhereAreAllBirdsGoing.espTR_Factions.espTR_Preview.espTR_Travels.espArynxTR1809.espMWGO 2.0.espSailenPlayerSafeHouse.ESPabotInterventionFix.espTexture Fix - Extended.espmultipatch.esp Thanks, John Link to comment Share on other sites More sharing options...
Oblivionaddicted Posted March 9, 2019 Share Posted March 9, 2019 Which mods did you install before this change appeared? At worst you can always deactivate a bunch, check if the problem remains etc Link to comment Share on other sites More sharing options...
leonardo2 Posted March 9, 2019 Share Posted March 9, 2019 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. Link to comment Share on other sites More sharing options...
Valascon Posted March 10, 2019 Author Share Posted March 10, 2019 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 Link to comment Share on other sites More sharing options...
Valascon Posted March 10, 2019 Author Share Posted March 10, 2019 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 Link to comment Share on other sites More sharing options...
leonardo2 Posted March 12, 2019 Share Posted March 12, 2019 Do you know why people doesn't complain about the MPP 1.6.6? Because it is the latest version and almost every new player will use it. That is why, so now you know why. Link to comment Share on other sites More sharing options...
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