[RELZ] Extended Game Mechanics

Post » Mon Apr 04, 2016 10:36 am

http://www.nexusmods.com/oblivion/mods/30790/?






The Hunger & Thirst, Encumbrance, Jump, Bow, Head Bobbing, Fatigue, Fainting, and Running mechanics mod!




EGM covers:


Hunger & Thirst


Encumbrance with Jump and Shinji leightweight combat mechanics

Bow mechanics and Head bobbing

Fatigue and Health Blur

Fatigue Effects plus Fainting

Running mechanics




everyone is invited, pls try, pls post and discuss, every opinion is welcome



============================================================================================

Next realeases

- Luck is TBD


- many additional stuff


============================================================================================

Before Installation, please READ the Manual. EGM is a somewhat complex mod for experienced avatars.


Installation requires: OBSE 0021+, MenuQue 16, Darn/DarkUI and COBL

============================================================================================


Compatibility:

- full FCOM compatibility

- makes use of COBL and Better Cities (Food & Water)

- recommended: MOO, Vanilla Combat Enhanced and Combat Archery


- full compatibility adding daily based fatigue effects!: Real Sleep Extendend



Download is http://www.nexusmods.com/oblivion/mods/30790/?



Have Fun! :icecream:

User avatar
Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Mon Apr 04, 2016 3:00 am

Version 4.27


  • fixed initialisation process, vanilla and 'alternative beginnings'.

EGM kicks in when charactergen quest is set to 88.


In vanilla, after Baurus is finished with speech to player.


With Alternative Beginnings mod, after leaving the initial room.

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Mon Apr 04, 2016 11:26 am

Version 4.27.2



  • updated and completed normal maps for all fruit juice bottles (newest gimp plugin)

  • changed status text messages (default F8 key)


Version 4.27.1



  • removed bug in encumbrance module (calculation of weight, influenced by feather)

two small updates, but important.


The missing normal maps for the fruit juices have been added, and the other textures updated (little bit smaller in size)


Also the status text message seemed too long (F8 key), it is somewhat shorter and more informative now.



The encumbrance module had a bug.


Reason for this, there is no accees, as far as I know, to THE internal encumbrance value.


EGM does calculate this value by counting all inventory items and adding up their weight. And still there is a difference to the encumbered weight value shown in the inventory menue.


I do not know why, so this is a little bit tricky, as EGM needs the exact value, for its effects to kick in, in order to avoid immobility, which is the standard vanilla behavior.


This would be definitely an issue for OBSE, this would help so much, as I am not able to recalculate the values, when encumbrance is internally reduced to a 0 value when feather spells are big enough.


At this point it is not possible to get the valid encumbrance from stuff in inventory, without walking the complete inventory as stated above.


Maybe someone knows more here, help is welcome.


Though it works now, just that this value is only updated properly when no feather spell is active.


As it seems this doesnt matter, unless for instance, unplayable items with weight are going to be added to the character.


In fact, I dunno if anyone does this at all, as unplayable items, like tokens, are always set to zero weight.



And I have to point out a really good mod, complementing EGM. Its http://www.nexusmods.com/oblivion/mods/21721/? by kuertee.


You just have to download the mod and its update, no need to configure, and you are able to drop most items within a backpack by simpl pressing 'G'. just in case you need it.


Suits perfectly with EGM's encumbrance mechanics. Please endorse his mod. :tops:



Have fun! :D




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Jinx Sykes
 
Posts: 3501
Joined: Sat Jan 20, 2007 11:12 pm


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