Realistic Fatigue Issues!

Post » Mon Dec 06, 2010 7:59 pm

Apologies if there's a better place to post this question, but Realistic Fatigue doesn't seem to be working. That is, encumbrance affects fatigue like it should, but there's no panting effect, and fatigue doesn't decrease while running/jumping/fighting. :swear:

I really love this mod's effect, so if there's a more recent mod out there that does the same thing, or if it's a load order problem or something else...sincere thanks to anyone who can help me out.



( I installed and loaded it with Wrye Bash)

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Progress.esm  [Version 2.2]06  nVidia Black Screen Fix.esp  [Version 1.0.0]07  Unofficial Oblivion Patch.esp  [Version 3.2.4]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  Oblivion.esp0B  All Natural - Real Lights.esp  [Version 0.9.9]0C  All Natural.esp  [Version 0.9.9]0D  All Natural - EW + NW + AWS.esp  [Version Final]0E  Natural_Water_by_Max_Tael.esp0F  WindowLightingSystem.esp10  SoT_Holiday.esp11  Living Economy.esp12  Living Economy - Items.esp13  Cutthroat Merchants.esp14  Crowded Roads.esp  [Version 2.0]15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OMOBS.esp  [Version 1.0]17  OMOBS Optional Combat Settings.esp  [Version 1.0]18  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]19  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]23  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]25  KDQ - Rural Line Additions.esp26  Kyoma's Journal Mod.esp  [Version 3.2.0]27  Oblivifall - Something's Not Right.esp  [Version 1.0]28  Enhanced Vegetation [150%].esp29  StealthOverhaul.esp2A  ZumbsLockpickingMod - OBSE.esp2B  ProgressGSD.esp  [Version 2.0]2C  ProgressMBSP.esp  [Version 2.0]2D  ProgressSBSP.esp  [Version 1.0]2E  ProgressRBSP.esp  [Version 1.0]2F  ProgressRacial.esp30  ProgressArmorer.esp  [Version 1.0]31  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]32  Streamline 3.1.esp

User avatar
Juliet
 
Posts: 3440
Joined: Fri Jun 23, 2006 12:49 pm

Post » Mon Dec 06, 2010 9:34 pm

17 OMOBS Optional Combat Settings.esp [Version 1.0] <-- not needed with OOO

14 Crowded Roads.esp [Version 2.0] <-- better off with Crowded Roads Revisited (Popular Outdated Mods - http://tesivpositive.animolious.com/index.php?page=popular_outdated_mods)

Where is RF? It is not in your LO there? Have you tried reinstalling it with OBMM? It only requires OBSE. When you launch the game with it, wait a bit before moving your PC to give all of your mods' scripts a chance to initialize.
User avatar
Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Mon Dec 06, 2010 3:14 pm

Okay, here's a better one:

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Progress.esm  [Version 2.2]06  nVidia Black Screen Fix.esp  [Version 1.0.0]07  Unofficial Oblivion Patch.esp  [Version 3.2.4]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  Oblivion.esp0B  All Natural - Real Lights.esp  [Version 0.9.9]0C  All Natural.esp  [Version 0.9.9]0D  All Natural - EW + NW + AWS.esp  [Version Final]0E  Natural_Water_by_Max_Tael.esp0F  WindowLightingSystem.esp10  SoT_Holiday.esp11  Living Economy.esp12  Living Economy - Items.esp13  Cutthroat Merchants.esp14  Crowded Roads Revisited.esp  [Version 1.1]15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OMOBS.esp  [Version 1.0]17  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]18  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]19  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]22  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]24  KDQ - Rural Line Additions.esp25  Kyoma's Journal Mod.esp  [Version 3.2.0]26  Oblivifall - Something's Not Right.esp  [Version 1.0]27  Enhanced Vegetation [150%].esp28  RealisticFatigue.esp29  StealthOverhaul.esp2A  ZumbsLockpickingMod - OBSE.esp2B  ProgressGSD.esp  [Version 2.0]2C  ProgressMBSP.esp  [Version 2.0]2D  ProgressSBSP.esp  [Version 1.0]2E  ProgressRBSP.esp  [Version 1.0]2F  ProgressRacial.esp30  ProgressArmorer.esp  [Version 1.0]31  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]32  Streamline 3.1.esp



And I do have the "Fatigue Effects" spell in my inventory...but no panting/blurring when running or fighting, even when heavily weighed down...I tried reinstalling it as well, and waiting 1 minute before moving.
User avatar
Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Mon Dec 06, 2010 2:58 pm

Okay, here's a better one:

Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Progress.esm  [Version 2.2]06  nVidia Black Screen Fix.esp  [Version 1.0.0]07  Unofficial Oblivion Patch.esp  [Version 3.2.4]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  Oblivion.esp0B  All Natural - Real Lights.esp  [Version 0.9.9]0C  All Natural.esp  [Version 0.9.9]0D  All Natural - EW + NW + AWS.esp  [Version Final]0E  Natural_Water_by_Max_Tael.esp0F  WindowLightingSystem.esp10  SoT_Holiday.esp11  Living Economy.esp12  Living Economy - Items.esp13  Cutthroat Merchants.esp14  Crowded Roads Revisited.esp  [Version 1.1]15  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]16  OMOBS.esp  [Version 1.0]17  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]18  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]19  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]1A  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]1B  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]1C  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]1D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3f]22  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3p3]24  KDQ - Rural Line Additions.esp25  Kyoma's Journal Mod.esp  [Version 3.2.0]26  Oblivifall - Something's Not Right.esp  [Version 1.0]27  Enhanced Vegetation [150%].esp28  RealisticFatigue.esp29  StealthOverhaul.esp2A  ZumbsLockpickingMod - OBSE.esp2B  ProgressGSD.esp  [Version 2.0]2C  ProgressMBSP.esp  [Version 2.0]2D  ProgressSBSP.esp  [Version 1.0]2E  ProgressRBSP.esp  [Version 1.0]2F  ProgressRacial.esp30  ProgressArmorer.esp  [Version 1.0]31  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]32  Streamline 3.1.esp



And I do have the "Fatigue Effects" spell in my inventory...but no panting/blurring when running or fighting, even when heavily weighed down...I tried reinstalling it as well, and waiting 1 minute before moving.

Okay. Hmmm... Do your RF INI settings match your expectations? The panting and blurring settings are configurable. Make sure they are turned on and whatnot.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Mon Dec 06, 2010 9:45 am

With those mods you definitely should be usig a Bashed Patch. Download and install the latest Wyre Bash.
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Mon Dec 06, 2010 1:45 pm

Okay. Hmmm... Do your RF INI settings match your expectations? The panting and blurring settings are configurable. Make sure they are turned on and whatnot.


Yes, I have never even opened the ini file until now...everything should be golden there. In the readme it says:

you should be aware that game settings are set from the RealisticFatigue.ini file when games are loaded. Make sure that any other mods that change the same game settings via scripts and config files are using the same values...


Could another mod be overwriting the .ini file in some way?
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Mon Dec 06, 2010 4:02 pm

You do not have such a candidate in your load order? Post your INI here in spoiler tags, please.
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Mon Dec 06, 2010 2:00 pm

You do not have such a candidate in your load order? Post your INI here in spoiler tags, please.


Spoiler
; RealisticFatigue.ini
; ====================
;
; Version: 2.04
; Author: Donovan Baarda (abo@minkirri.apana.org.au)
; Home: http://www.tesnexus.com/downloads/file.php?id=13879
;
; The descriptions of these settings refer to base fatigueLevel, healthLevel,
; encumbLevel, and tripLevel values that are scaled and limited between 0->1;
;
; fatigueLevel = 1.0 - fatigue/fatigueBase
; healthLevel = 1.0 - health/healthBase
; encumbLevel = encumbrance / encumberanceMax
; tripLevel = agilityModifier * (fatigueTripLevel + moveTripLevel)
; fatigueTripLevel = fatigueTripGain * fatigueLevel^4 * dt
; moveTripLevel = moveTripGain * directionModifier * (dt + abs(az/512))
; agilityModifier = 66 / (agility + luckModifier + 33)
; directionModifier = (0.01 + 0.24*isMovingSidewards + 0.99*isMovingBackwards)

; Indicator Settings
; ------------------
;
; These settings control the blur/pant effect intensities.

; This sets the visual blur intensity. Higher values mean blur starts sooner
; for low fatigue/health. Setting these to 0.0 will turn off the blur effect.
set aaRFIndicator.fatigueBlurGain to ; recommended 0.5
set aaRFIndicator.healthBlurGain to ; recommended 1.0

; This sets the player panting intensity. Higher values mean panting starts
; sooner for low fatigue. Setting this to 0.0 will turn off player panting.
set aaRFIndicator.fatiguePantGain to ; recommended 1.0

; This sets the NPC panting intensity. Higher values mean NPC's start panting
; sooner for low fatigue. Setting this to 0.0 will turn off NPC panting.
set aaRealisticFatigue.npcPantGain to ; recommended 1.0


; SKill Advancement Settings
; --------------------------
;
; These control how much experience strength, endurance, and acrobatics skills
; get for for high encumbrance, low fatigue, and tripping chances.

; This sets how much experience strength skills get for high encumbrance.
; experience = encumbLevel^2 * fSkillStrengthEncumb * dt
set aaRealisticFatigue.fSkillStrengthEncumb to ; recommended 0.01

; This sets how much experience endurance skills get for low fatigue.
; experience = fatigueLevel^2 * fSkillEnduranceFatigue * dt
set aaRealisticFatigue.fSkillEnduranceFatigue to ; recommended 0.01

; This sets how much experience the acrobatics skill gets for trip chances.
; experience = tripLevel * fSkillAgilityTrip
set aaRealisticFatigue.fSkillAgilityTrip to ; recommended 0.01


; Simple Fatigue Settings
; -----------------------
;
; These settings are high level settings that users may want to adjust. When
; running in mode 1 they will be used to automatically calculate and set
; fatigue related game settings. When running in mode 0 game settings will
; not be automatically set, and can be set manually in the Advanced Fatigue
; Settings section below or they can be left unset to use the default
; settings or settings from other mods.

; Set the RealisticLeveling operating mode. The possible values are;
; 0 = manual game settings, 1 = automatic game settings

set aaRealisticFatigue.mode to 1 ; recommended = 1

; These controls how much fatigue affects things like attacking. Setting this
; to 0.0 will mean fatigue has no effect. Setting this to 1.0 means attacking
; with zero fatigue will cause no damage.
setGS fFatigueMult ; vanilla = 0.5

; This sets the encumbrance limit in feathers per unit strength. Note that
; for clutter 1Kg ~= 2feathers, but for weapons and armour 1Kg ~= 4feathers.
; I recommend setting this to 5.0 x encumbMult unless you are using a mod that
; changes weapon and armour weights significantly.
setGS fActorStrengthEncumbranceMult ; vanilla = 5.0

; This is the number of times your own body weight lifted when at 100%
; encumbrance. The higher this is set the more effect encumbrance will have
; on fatigue. Setting this to 0.0 will turn off encumbrance fatigue burns.
set aaRealisticFatigue.encumbMult to ; recommended = 1.6

; This is the base "rate of fatigue recovery" with endurance 100. The higher
; this is set the faster fatigue will recover.
set aaRealisticFatigue.fatigueReturn to ; recommended = 8.0

; This is the base "rate of fatigue burn" when running unencumbered. The
; higher this is set the faster fatigue will be burned.
set aaRealisticFatigue.fatigueBurn to ; recommended = 4.0

; This is the multiplier for fatigue burned standing per bodyweight of
; encumbrance^2 relative to running.
set aaRealisticFatigue.standMult to 1.0 ; recommended = 1.0

; This is the multiplier for fatigue burned walking relative to running.
set aaRealisticFatigue.walkMult to 0.25 ; recommended = 0.25

; This is the multiplier for fatigue burned jumping relative to running.
set aaRealisticFatigue.jumpMult to 2.0 ; recommended = 2.0

; This is the multiplier for fatigue burned climbing relative to running.
set aaRealisticFatigue.climbMult to 1.0 ; recommended = 1.0

; This is the multiplier for fatigue burned for combat relative to running.
set aaRealisticFatigue.combatMult to 1.0 ; recommended = 1.0

; This is the multiplier for fatigue drained by low health. Setting this
; slightly higher than 1.0 means actors will collapse just before they die.
; fatigueHealthDrain = healthDrainGain * healthLevel^2 * fatigueMax
set aaRealisticFatigue.healthDrainGain to 1.05 ; recommended = 1.05

; This is the multiplier for fatigue drained by encumbrance.
; fatigueEncumbDrain = encumbDrainGain * encumbLevel^2 * fatigueMax
set aaRealisticFatigue.encumbDrainGain to 1.0 ; recommended = 1.0

; This sets the maximum trip chance for for moving with low fatigue. It is
; the max probability of trip/sec when running backwards or with zero fatigue.
; tripChance = tripGain * tripLevel
set aaRealisticFatigue.tripGain to ; recommended 0.02

; This sets the maximum stagger chance for moving with low fatigue. It is
; the max probability of stagger/sec when running backwards or with zero fatigue.
; staggerChance = staggerGain * tripLevel
set aaRealisticFatigue.staggerGain to ; recommended 0.04

; This are the multipliers for the fatigue and movements parts of the trip chance.
; fatigueTripLevel = fatigueTripGain * fatigueLevel^4 * dt
; moveTripLevel = moveTripGain * directionModifier * (dt + abs(az/512))
set aaRealisticFatigue.fatigueTripGain to 1.0 ; recommended 1.0
set aaRealisticFatigue.moveTripGain to 1.0 ; recommended 1.0

; This sets the maximum fatigue drained by tripping. It affects how long
; it takes to stand after tripping.
; tripFatigueDrain = -fatigue - fatigueLevel2 * tripFatigueDamage
set aaRealisticFatigue.tripFatigueDamage to 16 ; recommended 16

; This is the multiplier for horse fatigue. It scales rider and equipment
; weights for fatigue effects to account for horse's larger body sizes.
; encumb = horseEncumbMult * (encumb + riderEncumb + rider.GetScale * riderWeight)
set aaRealisticFatigue.horseEncumbMult to 0.2 ; recommended 0.2

; This controls how much encumbrance a rider adds to a horse. Setting this low
; will mean riders have less effect on horse fatigue.
; riderWeight = 100.0 * fActorStrengthEncumbranceMult/encumbMult
set aaRealisticFatigue.riderWeight to 500.0


; Advanced Fatigue Settings
; -------------------------
;
; These are advanced settings for tweaking fine details when running in
; mode 0. DO NOT LOOK AT THESE! If you look you will get confused, and there
; is no need... just set the Simple settings above and use mode 1. Changes to
; most of these settings will be ignored when running in mode 1.
;
; If you use other mods that also change these settings using an *.ini file,
; make sure they set them to the right values. You can comment out these
; settings if you prefer to use another mod to manage any of these settings.
; The formula used in mode 1 to calculate these settings is shown for each
; setting that is autocalculated. Not all settings are autocalculated.
;
; Details of these and other game settings can be found at;
;
; http://cs.elderscrolls.com/constwiki/index.php/Fatigue_Game_Settings

; These control how fast fatigue regenerates.
; fFatigueReturnBase = fatigueReturn * 0.25
; fFatigueReturnMult = fatigueReturn * 0.0075
setGS fFatigueReturnBase 2.0 ; vanilla = 10.0
setGS fFatigueReturnMult 0.06 ; vanilla = 0.0

; These control how fast fatigue is burned when standing. Note that they are
; not game settings but RealisticFatigue quest variables.
; fFatigueStandBase = 0.0
; fFatigueStandMult = standMult * encumbMult * fatigueBurn
set aaRealisticFatigue.fFatigueStandBase to 0.0
set aaRealisticFatigue.fFatigueStandMult to 6.4

; These control how fast fatigue is burned when walking. Note that they are
; not game settings but RealisticFatigue quest variables.
; fFatigueWalkBase = walkMult * fatigueBurn
; fFatigueWalkMult = walkMult * 0.7 * encumbMult * fatigueBurn
set aaRealisticFatigue.fFatigueWalkBase to 1.0
set aaRealisticFatigue.fFatigueWalkMult to 1.12

; These control how fast fatigue is burned when running.
; fFatigueRunBase = fatigueBurn
; fFatigueRunMult = 0.85 * encumbMult * fatigueBurn
setGS fFatigueRunBase 4.0 ; vanilla = 8.0
setGS fFatigueRunMult 5.44 ; vanilla = 0.0

; These control how much fatigue is burned when jumping.
; fFatigueJumpBase = jumpMult * fatigueBurn
; fFatigueJumpMult = jumpMult * encumbMult * fatigueBurn
setGS fFatigueJumpBase 8.0 ; vanilla = 30.0
setGS fFatigueJumpMult 12.8 ; vanilla = 0.0

; These control how much fatigue is burned when climbing uphill. Note that
; they are not game settings but RealisticFatigue quest variables.
; fFatigueClimbBase = climbMult * fatigueBurn
; fFatigueClimbMult = climbMult * encumbMult * fatigueBurn
set aaRealisticFatigue.fFatigueClimbBase to 4.0
set aaRealisticFatigue.fFatigueClimbMult to 6.4

; These control how much fatigue is burned when attacking.
; fFatigueAttackWeaponBase = combatMult * fatigueBurn
; fFatigueAttackWeaponMult = combatMult * 0.01 * encumbMult * fatigueBurn
setGS fFatigueAttackWeaponBase 4.0 ; vanilla = 7.0
setGS fFatigueAttackWeaponMult 0.08 ; vanilla = 0.1

; These control how much fatigue is burned when blocking.
; fFatigueBlockBase = 0.0
; fFatigueBlockMult = 0.0
; fFatigueBlockSkillBase = combatMult * 3.0 * fatigueBurn
; fFatigueBlockSkillMult = combatMult * -0.06 * fatigueBurn
setGS fFatigueBlockBase 0.0 ; vanilla = 0.0
setGS fFatigueBlockMult 0.0 ; vanilla = 1.0
setGS fFatigueBlockSkillBase 12.0 ; vanilla = 20.0
setGS fFatigueBlockSkillMult -0.24 ; vanilla = 0.0

; These control how much fatigue is burned when firing missiles.
; fMarksmanFatigueBurnPerShot = combatMult * fatigueBurn
; fMarksmanFatigueBurnPerSecond = combatMult * 2.0 * fatigueBurn
setGS fMarksmanFatigueBurnPerShot 4.0 ; vanilla = 5.0
setGS fMarksmanFatigueBurnPerSecond 8.0 ; vanilla = 15.0

; These makes the Apprentice/Journeyman/Expert/Master Athletics and Acrobatics
; fatigue perks less overpowering.
setGS fPerkAthleticsNoviceFatigueMult 1.00 ; vanilla = 1.00
setGS fPerkAthleticsApprenticeFatigueMult 0.95 ; vanilla = 0.75
setGS fPerkAthleticsJourneymanFatigueMult 0.90 ; vanilla = 0.50
setGS fPerkAthleticsixpertFatigueMult 0.85 ; vanilla = 0.25
setGS fPerkAthleticsMasterFatigueMult 0.80 ; vanilla = 0.00
setGS fPerkJumpFatigueExpertMult 0.80 ; vanilla = 0.50


; Advanced Movement Settings
; --------------------------
;
; These are advanced settings that control movement speeds and jumping heights.
; These should not need adjusting from the settings provided below.
;
; If you use other mods that also change these settings using an *.ini file,
; make sure they set them to the right values. You can comment out these
; settings if you prefer vanilla defaults or use another mod to manage any of
; these settings.
;
; Details of these and other game settings can be found at;
;
; http://cs.elderscrolls.com/constwiki/index.php/Movement_Game_Settings

; These settings control how high you jump. Note that 1m ~= 71units, so
; jumping 164units is 2.3m.
setGS fJumpHeightMin 64.0 ; vanilla = 64.0
setGS fJumpHeightMax 164.0 ; vanilla = 164.0

; These settings control how fast you walk and run. Note that 1m ~= 71units,
; so walking 160units/sec is 2.25m/s.
setGS fMoveCharWalkMin 107.0 ; vanilla = 90.0
setGS fMoveCharWalkMax 160.0 ; vanilla = 130.0
setGS fMoveCreatureWalkMin 5.0 ; vanilla = 5.0
setGS fMoveCreatureWalkMax 300.0 ; vanilla = 300.0
setGS fMoveRunMult 3.0 ; vanilla = 3.0
setGS fMoveRunAthleticsMult 1.0 ; vanilla = 1.0
setGS fMoveSneakMult 0.6 ; vanilla = 0.6
setGS fMoveNoWeaponMult 1.1 ; vanilla = 1.1

; These control how much equiped armour/weapons and burden/feather change
; movement speeds.
setGS fMoveWeightMin 0.0 ; vanilla = 0.0
setGS fMoveWeightMax 250.0 ; vanilla = 150.0
setGS fMoveEncumEffect 0.5 ; vanilla = 0.4
setGS fMoveEncumEffectNoWea 0.4 ; vanilla = 0.3

; These makes the Apprentice/Journeyman/Expert/Master Armour movement perks
; less overpowering.
setGS fPerkLightArmorExpertSpeedMult 0.80 ; vanilla = 0.00
setGS fPerkHeavyArmorExpertSpeedMult 0.80 ; vanilla = 0.50
setGS fPerkHeavyArmorMasterSpeedMult 0.60 ; vanilla = 0.00

; Stop MOBS NoRunBackwards quest.
;stopQuest aaNoRunBackwardsStartup


; Advanced AI Settings
; --------------------
;
; These are advanced settings that control actor AI behaviour in combat.
; These should not need adjusting from the settings provided below.
;
; If you use other mods that also change these settings using an *.ini file,
; make sure they set them to the right values. You can comment out these
; settings if you prefer vanilla defaults or use another mod to manage any of
; these settings.
;
; Details of these and other game settings can be found at;
;
; http://cs.elderscrolls.com/constwiki/index.php/Combat_Style

; These modify the chance of dodging based on encumbered walking speed.
; fAIDefaultDodgeSpeedBase = -(fMoveCharWalkMin + fMoveCharWalkMax) / 2
; fAIDefaultDodgeSpeedMult = (fMoveCharWalkMax - fMoveCharWalkMin) / 40
setGS fAIDefaultDodgeSpeedBase -133.0 ; vanilla = -110.0
setGS fAIDefaultDodgeSpeedMult 0.75 ; vanilla = 1.0

; These modify the chance of dodging and power attacking based on fatigue.
setGS fAIDefaultDodgeFatigueBase 0.0 ; vanilla = 0.0
setGS fAIDefaultDodgeFatigueMult -30.0 ; vanilla = -20.0
setGS fAIDefaultPowerAttackFatigueBase 5.0 ; vanilla = 5.0
setGS fAIDefaultPowerAttackFatigueMult -15.0 ; vanilla = -10.0
setGS fAIPowerAttackFatigueBase 15.0 ; vanilla = 15.0
setGS fAIPowerAttackFatigueMult -30.0 ; vanilla = -15.0

; This is probably the fatigue percentage at which to start restoring fatigue.
setGS iAICombatRestoreFatiguePercentage 30 ; vanilla = 30

User avatar
Nick Jase Mason
 
Posts: 3432
Joined: Sun Jul 29, 2007 1:23 am

Post » Mon Dec 06, 2010 1:20 pm

I guess the OMOD script failed... You need to replace all of those variables () with numbers.


Edit: Half of the file's parameters are not set. In the future, you should probably save copies of your INIs somewhere after making changes. That way, if you have to reinstall the mod for some reason, you do not have to remember which tweaks you had in place.
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anna ley
 
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Post » Mon Dec 06, 2010 11:29 am

I installed it with Wrye Bash though, not with OBMM, so maybe the OMOD script never was executed?

edit: though it did work fine for quite a while though...not sure what happened, it was months ago

EDIT2 : Oh, question...with lines like this one:

setGS fAIDefaultDodgeSpeedMult 0.75 ; vanilla = 1.0



Does the < > at the beginning nullify the effects?
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Naomi Lastname
 
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Post » Mon Dec 06, 2010 2:10 pm

I installed it with Wrye Bash though, not with OBMM, so maybe the OMOD script never was executed?

edit: though it did work fine for quite a while though...not sure what happened, it was months ago

BAIN does not run OMOD scripts. That would be kind of odd, haha. Months ago you may have tweaked the INI yourself. There are a couple way to go about doing this. 1) Tweak it by hand, yourself, and make a backup this time. 2) Quickly pack it into an OMOD, run the install, copy the generated INI (to a place where you can store it safely), uninstall the OMOD version, reinstall the BAIN version, and then copy the INI file the OMOD installation generated on top of it. #2 looks longer, but compare that to how long it will take for you to tweak that INI file by hand. You can also store the generated INI file in a project or package in BAIN, give it the priority slot just after the RF package and install it through BAIN. That avoids the manual copying. I would not run the OMOD script again after doing that. If there is something specific you want to change, just use a text editor to modify your installed copy. If you like the change, overwrite the version you have stored in the Bash Installers folder (in a package/project.)
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MR.BIGG
 
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Post » Mon Dec 06, 2010 6:45 pm

Okay...I just tweaked it by hand and it appears to be working perfectly.


Once again, Tomlong is the goddess of the Mods forums. Were you here, I'd buy you a burrito.
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CSar L
 
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Post » Mon Dec 06, 2010 2:19 pm

Yup, do not forget to check those INIs. I'm falling asleep now... ^____^


Happy gaming!
- Tomlong75210
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Pants
 
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