I know it does, but the formulas must be different, mustn't they? I would like to know how would my day-to-day fatigue/encumbrance experience change if I switch to this mod.
By the way, does it train endurance and strength when low on fatigue/encumbered, too?
Here is the excerpt from the Mod page on TesNexus, I will try to explain more beneath:
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Solution 2: Endurance has no effect at all on Fatigue return, and nor does Encumbrance influence the Fatigue Return Rate (fRR)!*****************************************************************************************************************************
default value for fFatigueReturnMult is 0.14 now, thus for example
- 45 Endurance will give you 0.14 * 45 = 6.3 fatigue points back per second.
- 75 Endurance should give you 0.14 * 75 = 10.5 fatgiue points back per second (another mind dazzling example? pm me!)
But this is only unencumbered! ==> Every additional pound carried around does drain the valuable Fatigue points you regain per second!
How encumbrance system works is complex.
EGM provides 4 different conditions, with each affecting your character uniquely, chose wisely about how much your character should carry!Shinji: (for carrying low weight!)- There are 4 different shinji stages you are able to achieve, each at a certain level minumum your character has to achieve ( shinji Advanced starts at lvl10!)
- each stage imposes better bonuses and less loss on the fatigue return rate from encumbrance
--> shinji factor
the shinji factor (athletics/shinjidivisor) defers encumbrance effects, effectively increasing the threshold, where you fall back to normal condition
--> ability bonuses
the ability bonuses are calculated on this formula: (1 - (CurrentEncumbrance / shinjthreshold)) * (Willpower / 10) + Shinji_Stage_Bonus
allowing your character to improve up to a maximum amount on bonus abilities if he/she drops load and reaches the shinji stage minimum level conditions
in short: the better and lighter you get, the more is the advantage for light armor class characters
normal:- as it says the normal encumbrance condition between shinji and slight encumbrance thresholds ( both thresholds can be set in egm_config.ini)
slight encumbrance:- affects your fatigue return rate negatively, because your character starts to suffer from weight, and blur effects start
- the shinji factor defers any encumbrance penalty to the fatigue return rate up to this condition!
(maximum is twice the shinjthreshold from the egm_config.ini, default is 0.125 = 12,5% of total encumbrance)
- Bonuses from Ability Based Fatigue do only count half, but advance to full effect depending on your improving shinji factor
- faster fatigue return ration configurable up to this condition, is going to be applied when character is in stealth mode, unarmed, and not moving.
overencumbered- water walking ability is lost at overencumbered condition!
- 4 overencumbered stages, from heavy to insane! Each stage obliges your character with more penalties and set a fat minus on your fatigue return rate.
- fatigue return rate from ( fFatigueReturnMult * Endurance ) increases in its negative value, and becomes a penalty on the overall fatigue return rate.
=> Every additional pound reduces the complete fatigue return rate, reducing the other fatigue return sources like
- Ability Based Fatigue Bonuses
- and the fFatigueReturnBase.
The encumbrance based fatigue loss per lbs is degressive, meaning even at low weight there is already a noticeable penalty,
while at high encumbrance just one additional pound wont increase the existing penalty essentially.
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In general, Encumbrance isnt calculated on absolut basis, but relative.
==> a high encumbrance ratio does always drain your fatigue return rate from fFRM (fFatigueReturnMult * Endurance) sustainably, overencumbrance zeros it, and turns it negative!
But EGM imposes some more tweaks on the player:
- the drain isnt linear, but decreasing the more load you have ( this puts some difficulty on gaining & keeping shinji state)
- all four conditions (shinji, normal, slight encumbrance, overencumbrance) differ in their progress of decreasing the fatigue return from fFRM, the first is the most convenient
- EGM provides a shinji factor, which is not the same as shinji condition, but does take influence on this mechanics as well:
1. it defers the penalty from encumbrance, thus increasing the shinji threshold
What is the ShinjiThreshold?
the shinjithreshold is the encumbrance ratio threshold allowing your character to enter shinji condition and gain bonuses
- it can be configured as ShinjiCalcBase in the egm_config.ini, default is 0.10
- isnt static, ShinjiCalcBase increases up to 200% depending on players athletics skill and endurance attribute (the influence of the latter is 25%, the first 75%)
2. it defers the penalty on the positive Ability Based Fatigue Return Rates (Bonuses), the negative ABFRR will always count fully (Ability Based effects appear in the Active Effects Tab / Inventory)
-- but only up to slight encumbrance conditions (here the default is 50%, with the shinjifactor the player is able to gain the full 100% of postive Ability Based Fatigue Bonuses)
-- in overencumbered condition the fatigue return from postive Ability Based Fatigue is always halved
now you ask, what is the shinjifactor? acutally from 1.94 there are 2:
shinjifactor based on athletics = players athletics skill / shinjidivisor ---> taking influence on all physics based mechanics
shinjifactor based on alteration = players alteration skill / shinjidivisor --> taking influence on all magic based mechanics, namely the Ability Based Fatigue
(I chose the alteration skill because, according www.uesp.net: "Alteration is the magic of altering the physical world." and the Ability Based Fatigue loss should be due encumbrance here, not due a lack of magic skills determined by willpower)
(the shinjidivisor is per default 1000 in the egm_config, setting this higer is going to ease the positive effects dependent on shinjifactor )
ok, this how encumbrance / fatigue works with EGM explaind in detail. (some of the tweaks are introduced in 1.94)
thx for the comment!
PS:
I forgot to explain two more features.
The shinji stages!
shinji condition delivers 4 stages, each providing your character better bonuses, he/she is likely to need.
but the shinji stages have two constraints.
1. the players level, 1.shinji stage is always applying, the second stage after reacing level 10, the third after reachin level 20, the last after level 35.
2. if the level requirements from 1. are met, the encumbrance ratio determines the amount of the bonus applied to your char, and therefore the second contraint to reach higher shinji conditions, as they are only applied if you reached a certain bonus threshold, alleviating you further.
these bonuses are applied according to another shinjifactor correlatation, taking the attribute willpower into account. Here is the formula:
bonus = shinji encumbrance ratio * (Player.GetAV Willpower * 0.1) + sshinjiadd
the shinji encumbrance ratio is your current encumbrance realtive to the shinji threshold.
the over-encumbrance system!
EGM provides ..guess!..yes, 4 overencumbered conditions, of course each making your character weaker, at the highest encumbrance condition you'll even fear the coast crabs!
Every time you reach the encumbrance limit, it is raised by 50 points according to the vanilla encumbrance mechanics (Strength * 5 = encumbrance limit)
By default, EGM takes the according additional strength from your actual characters value (can be disabled in the egm_config.ini), therefore its possible you'll reach a final encumbrance limit with no further raises, simply when the characters actual strength value wont allow it anymore.
Overencumbrance provides two penalty systems:
the first one will turn the Fatigue Return Rate from fFRM slowly into negative values.
Second, it casts penalty spells on your character draining both health and fatigue.
and last but not least! the slight encumbrance condition.
the threshold for this condition is determind by fSlightCalcBase (configurable in the egm_config.ini),
but its also dynamically determined, as it increases according only to your characters endurance attribute!
Ok, if something proves wrong, or i'll notice to have forgotten anything, im going to update.
sign out!