Just dropped by to read up a little on the thread and something reminded me that one of my mods might actually be interesting to you Delte.
I'll give it a shot down the road, Dugge (I'm trying mods slowly, making sure I understand each one before I move on).
Gotta link for it?
As for repairing taking time, I know at least two menutime mods have been discussed here on the thread earlier, http://tesnexus.com/downloads/file.php?id=4584 for example. You were using one of them back then Delte. Have you forgotten about that or did you find something wrong with them?
I haven't forgotten. And, I still have one of them--he one I used. It's just this: I was impressed with TheNiceOne's addition of changing timescale
based on what you do that he included in his Real Sleep update. Those other mods changed timescale, but always changed it to the same thing, iirc.
I like the idea of having, say, a conversation with an NPC take a certain amount of time while buying something from a vendor takes a different amount of time.
I thought we could apply that to making potions, repairing armor, and whatnot.
For the time being I've increased my horses fatigue to 600, it sounds like a lot but its 200 below the guar in fcom. I found this amount to work quite well, for example the trip to skingrad from the IC stresses the horse if not rested even with that amount of fatigue and it will start stumbling, which is good. I thought 600 might be over the top and was going to start from there and lower it but it does seem reasonable. With Oblivions 50 fatigue setting, the horse starts complaining as soon as the ground has even a gentle slope.
I'll have to do this too. This definitely needs to be fixed. It's a real problem with RF. The stumbles and falls and whinning from the horse is way too much and unrealistic (for the fantasy setting).
Thanks for that info... I'll keep that in mind when I add "horse fatigue/encumbrance fixer" functionality. I'm not yet sure if I should embed this into RF, or make it a separate mod.
I'd say make it an option in RF. I can't imagine no one not wanting to use it, because I look upon the problem as an RF bug. If you don't incorporate it in the mod, then at least bundle it with the download.
As for other aspects of RF, I'm quite impressed. I haven't changed a single default setting yet. I'm very impressed with all other aspects of the mod. Kudos! :thumbsup:
Has anyone encountered any evidence of any mods ever adding encumbrance to horses? Do any of the armour or saddlebags mods do this?
The saddlebag mod I used to use waaaaayyyy back (before I used OOO, even, back when I was using Francisco's mod) would, indeed, slow the horse down the more weight you put in its inventory. So, the more you carried, the slower the horse would go.
It was a bit unnatural, this slowing down. I think the horse's speed was affected based on the weight in the inventory. And, different types of horses had different thresholds.
You what would be interesting....
If you assigned a range to a type of horse. The types would still be rated accordingly (a paint horse wouldn't have as much fatigue as a black), but, in assigning the range, each horse the player rides will be different.
For example, let's say paint horses were given a range of 400-600. When the player rides the horse for the first time, a random number is generated within that range which becomes that horse's Fatigue.
So, Ryse gets on Old Paint, and it's fatigue becomes 532. Forever, locked in the game, that horse has a max fatigue of 532.
Then, Ryse gets on Prior Mabel's Paint horse. Again, the number is randomized since this is the first time that Ryse has gotten into the saddle on that particular horse, and Mabel's horse has a max fatigue of 427. As Ryse rides Mabel's horse, he may notice that THAT particular horse doesn't have the get-up-and-go that his other paint horse has.
This may be making things too complicated. And, I'm really just brainstorming and thinking out loud. But, it's some neat ideas, yes?