Realistic Fatigue

Post » Wed Mar 30, 2011 1:48 am

I`m looking for mods, that make fatigue more meaningful and tried Realistic Fatigue. The customizability of the mod is awesome, but I have a problem. To be honest, I`m not even sure if it is a problem: the fatigue indicator on the fatigue bar is constantly kinda stuttering or shaking very slightly. It does not move smoothly like in vanilla and this can get very annoying to watch. Do you know what I mean? Is this normal? (I can post a video later, if needed)

*Edit*

I tried it with the default ini. The shaking stopped, but now my fatigue does not regenerate at all, even after waiting. Gonna check this out tomorrow.
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Horror- Puppe
 
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Post » Wed Mar 30, 2011 2:57 am

The vanilla game can split up a single point of loss or regeneration over several frames, but a script has to wait until there's a full 1 point before it can make the change. This is why it looks a little jerky. New commands introduced in OBSE 0019 allow proper floating-point adjustments, but Realistic Fatigue hasn't been updated since then. I'm actually thinking about doing that update myself, since RF is overall a better mod than my Fatigue Effects (newer, more options) and ABO hasn't been around lately. Keep checking the forums. :)
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chirsty aggas
 
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Post » Wed Mar 30, 2011 12:32 pm

Tejon - surprised to see you write that.
Abo has always responded to PMs and emails I've sent. Maybe not right away but within a week or so. He checks nexus I think more often.

Anyway it is also normal that you never have a full bar and the skittering that can happen can depend on how much your character is moving around and exerting himself.

Installing HUD Status bars also helps to see encumbrance as separate from fatigue.
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Josh Lozier
 
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Post » Wed Mar 30, 2011 7:06 am

New commands introduced in OBSE 0019 allow proper floating-point adjustments, but Realistic Fatigue hasn't been updated since then. I'm actually thinking about doing that update myself [...]


That would be great! The jerky behaviour really annoys me. Also I didn`t know you made a fatigue mod too, gonna check it out later.
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adam holden
 
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Post » Wed Mar 30, 2011 4:53 am

Tejon - surprised to see you write that.

The eat/sleep component of Fatigue Effects is unique in its design, and I wouldn't trade it for any of the competition. That's why it's not obsolete, and still in my personal load order. But the part that actually edits the fatigue settings is definitely dated; Realistic covers all the same options and more.

For this rebuild, I'll finally separate the two components. They were originally bundled because my needs mod uses fatigue damage as the primary penalty, so it's pretty much useless if you don't also have a mod which makes fatigue more valuable; and back then there weren't any. (This was also the case for the original Morrowind version, so tradition played into it as well.) But nowadays fatigue mods are far more common, plus I have plans to extend the penalty system to bleed into magicka and maybe health, so the connection is neither as obvious nor as necessary and I think both components would be better received if I just separate them.

I'm on good terms with ABO and will certainly speak with him before doing this.

Also I didn`t know you made a fatigue mod too, gonna check it out later.

For the moment, mine's jerky too. ;)
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Thomas LEON
 
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Post » Tue Mar 29, 2011 11:08 pm

I'm on good terms with ABO and will certainly speak with him before doing this.

For the record, I spoke with tejon and I've given him permission to copy any of my stuff, and he's given me permission to copy stuff from his Fatigue Effects. I originally proposed we work together on a combined RealisticEffects mod, but after discussing ideas it seems we have different objectives, so we decided for now to steal ideas and code from each other and work independently... we'll see what we each come up with :-)

This means the next RF will definitely not have the fatigue flutter effect, and I will probably create some sort of hunger/thirst/sleep feature. It will also have better indications on the magic menu of how and why exactly your stats are being affected by encumbrance/wounds/fatigue, and will include speed/athletics/acrobatics drains so your movement is reduced when encumbered/fatigued.

I think my hunger/thirst/sleep feature will probably be separate so you can use another mod for those if you want.
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Jinx Sykes
 
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Post » Wed Mar 30, 2011 8:04 am

I think my hunger/thirst/sleep feature will probably be separate so you can use another mod for those if you want.

Ohh goody!

Please don't make it a COBL dependent mod though - I find the dinner plate to be cumbersome.

If you are looking for ideas to steal check out Kuertee's eat and sleep - there is some good immersion aspects in that one.
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Jack Bryan
 
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Post » Wed Mar 30, 2011 8:14 am

Yeeaah - I love that two of my favorite modders are stealing from each other!! So cool.
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Heather Dawson
 
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Post » Wed Mar 30, 2011 1:12 am

I'm using Strategy Master's encumbrance and fatigue and loving it. it puts together the best of realistic fatigue, realistic encumbrance (sic) and running revised. imo the best of the fatigue mods out there. gotta love casting major respite, feather and then sprinting around with your fatigue not decreasing :)
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Carlos Rojas
 
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Post » Wed Mar 30, 2011 1:33 pm

I'm using Strategy Master's encumbrance and fatigue and loving it. it puts together the best of realistic fatigue, realistic encumbrance (sic) and running revised. imo the best of the fatigue mods out there. gotta love casting major respite, feather and then sprinting around with your fatigue not decreasing :)

SM's Encumbrance and Fatigue is based on a very old version of RF, and doesn't include most of the more recent and interesting features. In particular it does not affect NPCs, so there is no NPC stagger/trip or lip-sync panting like there is in RF. RF is now a much more comprehensive fatigue/encumbrance mod than SM's E&F.
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yessenia hermosillo
 
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Post » Wed Mar 30, 2011 1:29 pm

I'm using Strategy Master's encumbrance and fatigue and loving it. it puts together the best of realistic fatigue, realistic encumbrance (sic) and running revised. imo the best of the fatigue mods out there. gotta love casting major respite, feather and then sprinting around with your fatigue not decreasing :)

Yeah, it's what I use too. In particular, the "Fallout 3" mode (ini, that is), also tweaked a bit more.
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Ross
 
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Post » Wed Mar 30, 2011 10:55 am

i got a lot annoyed by the fatigue bar sticking and shaking, more of it, doesnt exceed what it dropped under, even you rest for hours, still that bar not refreshed which is repugnant to logic. Therefore taking my joy i would like to have, so any progression for me is so vital.
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helen buchan
 
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Post » Wed Mar 30, 2011 7:25 am

Realistic Fatigue is the single most important mod in my mod list. It's probably the one mod I would never play without.

With RF, you have to conserve your energy, just like you would in real life, making even the decision to walk or run a strategic one. You have to make decisions about what to carry, adding an element of strategy to inventory management. I generally plan my dungeon expeditions based on what I expect to encounter, choosing between lighter, faster kit or heavier, more durable hardware. It also makes weapon and armor upgrades satisfying and meaningful. Vanilla weapons and armor get heavier as they improve in quality. At lower levels, I simply cannot deck my characters out with the best weapons and armor without sabotaging my ability to fight effectively. Over time, I can gradually introduce better pieces of equipment into my arsenal, providing a satisfying feeling of progression.

It also makes combat significantly more difficult as it is very easy to trip or be knocked over, especially by a powerful attack, opening you up to attacks of opportunity. If you are tired, your attacks lose their strength, requiring you to use tactics in combat, alternating between melee and magic, often forcing you to retreat and recover your strength. I don't use any of the big overhauls and vanilla creatures are quite difficult to defeat on their own. A single opponent can generally be defeated if fought strategically, but it makes fighting more than one opponent at a time very difficult, just as it should be.

It also makes many of the potions and spells that are worthless in vanilla OB very useful, and sometimes even critical. I've beaten more than one foe by strategic use of enervation, absorb fatigue, and respite. It works especially well on heavily armored opponents using two handed weapons. ;)

It's also aesthetically satisfying: the labored breathing is a nice touch that makes the effects feel much more real, especially because it affects your opponents as well. There's something very satisfying about standing over a beaten opponent lying prone on the ground on the edge of death, breathing heavily, but unable to avoid your coup de grace. But I think the main reason why I love it so much is because of the hilarious ragdoll spills my character takes when they trip and go flying into the bushes. :D

A Realistic Hunger/Thirst/Sleep mod would be a very great addition to RF, RH, and RL and something I've been hoping for for a long time. I can't wait to see how it turns out.
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Louise Dennis
 
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Post » Wed Mar 30, 2011 12:51 pm

i got a lot annoyed by the fatigue bar sticking and shaking, more of it, doesnt exceed what it dropped under, even you rest for hours, still that bar not refreshed which is repugnant to logic. Therefore taking my joy i would like to have, so any progression for me is so vital.

The "shaking" is a limitation of Oblivion scripting that I'm fixing in the next version using new OBSE v0020 features. I'm also switching to using tokens with proper drain effects for the fatigue drains described below so your magic effects menu will show exactly how much encumbrance and wounds are affecting your fatigue. I'm not entirely sure when I'll have this finished.

The fatigue bar not fully refreshing is by design. RF includes a bunch of effects that model encumbrance and fatigue based on a realistic model derived from a fair bit of research. Fatigue represents the amount of "unfatigued muscles available for performing actions". The lower your fatigue, the less damage you do. Ideally low fatigue would also make you run slower and jump lower, but Oblivion doesn't provide easy ways of scaling running/jumping on a per-actor basis (I'm experimenting with speed, athletics, and acrobatics drains for the next version). The effects RF includes to model all this are;

1) A fatigue "drain" for encumbrance. Muscles preoccupied with lifting heavy gear are not available for performing other actions. The more you are carrying, the lower the limit on your max fatigue. The only way fatigue will recover past this limit is to drop stuff (or use a fortify fatigue spell). Note these muscles are not actually fatigued, just already busy lifting stuff. Adjustable with the encumbDrainGain setting.

2) A fatigue "drain" for wounds. Muscles damaged by wounds are not available for performing actions. The more wounded you are, the lower the limit on your max fatigue. The only way fatigue will recover past this limit is to heal yourself (or use a fortify fatigue spell). This is the reason actors can collapse from wounds before they die. Adjustable with the healthDrainGain setting.

3) A fatigue "burn" for encumbrance, Performing actions like lifting, walking, running, attacking, etc will burn more fatigue if you are carrying a lot of weight. Attempting to fight while carrying 100Kg of gear will exhaust you very quickly compared to fighting with just 10Kg of gear. This fatigue will recover if you rest, but even just lifting heaps of gear while standing will also burn some fatigue, so you will recover a bit slower unless you sit down and "take the weight off". Adjustable with quite a few settings that adjust max encumbrance and fatigue burns for different types of actions, but encumbMult is the main setting that adjusts how much extra fatigue burn encumbrance adds.

4) A fatigue "burn" for going uphill. Going uphill burns much more fatigue, particularly if you are carrying a lot. Adjustable with the climbMult setting.

There are also a bunch of extra "low fatigue indicators" like blur, pant, stagger, trip that affect NPCs as well as the player, so you know when you or your enemy is starting to get tired.
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Matt Fletcher
 
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Post » Wed Mar 30, 2011 12:09 pm

Hey ABO, great work actually, been trying to use with RF with Realistic Health and Realistic Injury. Same goes for the health bar, even i drink potions or eat fruits, my health bar still sticking at same level, does not raise. And currently my strenght is written with red. Dont remember what occured this but i tried sleeping outside without bedroll [i'm at the very begining of the game] but it either did not help.

I changed with the values you gave me slightly, but still this is like nightmare, so are there any settings left to be changed to play a bit more tolerable at least ? Thanks for directions...

* I expected a bit difference when holding a weapon and when not, the fatigue burning should make a difference in my opinion, cause with weapon you also make a fighting stand therefore to regenerate a bit faster someone could put its weapon into his/her holster for instance. What do you think ?
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Astargoth Rockin' Design
 
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Post » Wed Mar 30, 2011 3:11 pm

Hey ABO, great work actually, been trying to use with RF with Realistic Health and Realistic Injury. Same goes for the health bar, even i drink potions or eat fruits, my health bar still sticking at same level, does not raise. And currently my strenght is written with red. Dont remember what occured this but i tried sleeping outside without bedroll [i'm at the very begining of the game] but it either did not help.

I changed with the values you gave me slightly, but still this is like nightmare, so are there any settings left to be changed to play a bit more tolerable at least ? Thanks for directions...

* I expected a bit difference when holding a weapon and when not, the fatigue burning should make a difference in my opinion, cause with weapon you also make a fighting stand therefore to regenerate a bit faster someone could put its weapon into his/her holster for instance. What do you think ?


Did you check to make sure you are not diseased? I had that happen to me and was going nuts until I looked at what spell effects were on me. Just a thought..


Raed
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Sara Johanna Scenariste
 
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Post » Wed Mar 30, 2011 6:51 am

Done with RF, step by step started to understand how the progress working, very nice. But just for curiosity wouldnt it be a lil bit stronger for the ones who born under the sign "Warrior" & "Steed"[which i am] ? I mean just a slightly improvement for these two signs could be raised, just an opinion.

About my health. Whether i am out of combat either in, or resting / casting restoration never helps me out even for +1 hp. And i'm sure i am not diseased, btw i am Redguard (%75 bonus to poison & diseases). I disabled using Realistic Health, but still nothing changed.

* My strenght reduced by somehow, maybe an injury i had which i dont remember, as currently written in red. But shouldnt i raise even +1 hp even though i'm injured or so ? Still seeking what could be the reason(s)...
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Phoenix Draven
 
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Post » Wed Mar 30, 2011 1:44 pm

* My strenght reduced by somehow, maybe an injury i had which i dont remember, as currently written in red. But shouldnt i raise even +1 hp even though i'm injured or so ? Still seeking what could be the reason(s)...

That happens to me every so often. It's probably an injury caused by a drain / damage effect, or maybe even a disease or poison. Sometimes I go for hours not realizing I've had my attributes damaged, since I'm usually just checking the health bar, and it's usually the skills I'm tracking. Trying to get into the habit of checking everything after a combat.

As far as I can tell, curing/stopping the disease, poison, or drain/damage only stops it from getting worse. Attribute damage does not heal on its own like health points. Only option is restore spells/potions and praying at alters.

Oh, and if your damaged attributes at the damaged amount would total up to have fewer health points than you would normally have at your full undamaged attribute ratings, I don't think you can heal beyond that until your attribute is fixed.
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TASTY TRACY
 
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Post » Wed Mar 30, 2011 4:02 am

Yep, i also thinking it was the cause of an injury, and i cant help myself exceeding 1/4 of my hp. I'm currently at the last level in Vilverin ruin. As possible as i finished here i should seek an altar i think. Thanks for the ideas.
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Darian Ennels
 
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Post » Wed Mar 30, 2011 4:20 am

Yep, i also thinking it was the cause of an injury, and i cant help myself exceeding 1/4 of my hp. I'm currently at the last level in Vilverin ruin. As possible as i finished here i should seek an altar i think. Thanks for the ideas.

Are you still trying to work with Realistic Injury?

I already told you in the PM thread we had that this mod is faulty and if I recall it all correctly it does not play well with other immersion mods, it does not account for diseases well, it does not work well with vampirism mechanics.

I'd avoid it. I bet it is the cause of your issues. Try the ones I recommended by Strategy Master or Kuertee instead.
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Elle H
 
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Post » Tue Mar 29, 2011 11:31 pm

Are you still trying to work with Realistic Injury?

I already told you in the PM thread we had that this mod is faulty and if I recall it all correctly it does not play well with other immersion mods, it does not account for diseases well, it does not work well with vampirism mechanics.

I'd avoid it. I bet it is the cause of your issues. Try the ones I recommended by Strategy Master or Kuertee instead.

I knew Real Injury mod by ABO, not someone else, my fault. And you had told me to forget about only for Realistic Health, isn't it ? Anyway will listen you and try Kuertee's mod as it also contains injury settings.
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Andrea P
 
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Post » Tue Mar 29, 2011 11:30 pm

No Realistic Health is an immersion mod by Abo that gives visuals for health and slow penalties to derived stats. It might conflict with disease mods but that all depends.

http://www.tesnexus.com/downloads/file.php?id=19340 by Ryuujin (sorry not realistic injury) is a regeneration mod that is outdated (in ways explained above) by either:
Strategy Masters http://www.tesnexus.com/downloads/file.php?id=29095
or Kuertee http://www.tesnexus.com/downloads/file.php?id=24604

As I said the immersion-realism modders that are generally safer to use together:
TheNiceOne
Abo
Kuertee
Strategy Master
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Ridhwan Hemsome
 
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Post » Wed Mar 30, 2011 5:49 am

Alright going with Kuertee's Battle Fatigue and Injury mod. Is there any similiar mod close to Realistic Health ? As OBMM does not allow me activating as it is telling me that there is a conflict.
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Aaron Clark
 
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Post » Wed Mar 30, 2011 11:43 am

Ooof ... Ouch - I recognize that noobness pain.

You have a lot to learn.

Most have learned that OBMM does not give meaningful conflict reports.

What interests me is that your saying that it actually prevents you from activating Realistic Health - as in it won't let you put a check mark next to the mod. That doesn't seem right on any level and hopefully not what you meant.

The key to getting good help is being able to be concise in what you report here.
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Rhi Edwards
 
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