Different game mechanics from Total Fatigue Effects (TFE) and More Realistic Encumbrance (MRE) have influenced Extended Game Mechanics, however EGM is not 100& adopted, but completely rewritten to enforce speed, accuracy, compatibility and fault tolerance. What are Game Mechanics you now may ask?
Game Mechanics are the algorithms or functions on which your characters stats in-game are based, or calculated. Every step you take game mechanics update your character values by calculating them on provided functions and data, like Abilities, skills or location. Oblivion vanilla didnt implement all mechanics it could have. Fatigue was completely put aside, making it really unessential, Encumbrance didnt have much inluence at all, furthermore your overencumbered character couldnt move anymore.
For example the vanilla formula for fatigue is:
fFatigueReturnBase + (Endurance * fFatigueReturnMult) with default values 10 for fFRB and 0 for fFRM. You can see were this leads to.
EGM changes & extends this limits, while it is highly configurable.
Jumping, Encumbrance and fatigue mechanisms will provide and demand more immersive gameplay, and your character is going to demand food.
fFatigueReturnBase is now as it says a base value, delivering the Base Fatigue Return Rate per sec.
- fFatigueReturnBase is only influenced by your PC's physical condition regarding food.
- Too less and you will starve, too much and you will get sick.
- Pressing F8 will provide your current status.
- what Food is actually , will be determined by OBSE's isFood function.
- How much food your character requires will be determined by the Strength ability.
- different conditions like sleep/wait or active are taken into account and have iddferent food requirements.(sleep/wait will slow down the need for nutrition).
fFatigueMult is completely altered by Encumbrance mechanics.
- your encumbrance will have most influence on your fatigue return ratio from endurance
- Also the algorithm for determining Ability based fatigue effects from realistic leveling is included, and taken into account.
- EGM provides 4 Encumbrance levels, all with their unique penalties, and a Shinji Bonus, which will apply steadily, but not linear as in MRE.
- Other bonuses on attributes and skills being applied in MRE have been preserved or extended like strength.
- Overencumbrance will lower your strength now, as its meant to be used for your overload weight, but your character will be able to move further.
- Better Athletics will defer the Encumbrance penalty on your Fatigue Return Rate.
- Negative Ability Based Fatigue effects do count fully, postive Ability Based Fatigue are counted against any fatigue return rate left from (Endurance * fFatigueReturnMult), only half if you are not overencumbered.
Jumping was too static, sometimes too high, sometimes too low for me.
- every jump now is calculated on your current characters strength and encumbrance
- calculation is based on real world gravity (9.81g).
- fjumpHeightMax isnt static anymore, it will increase with your strength, but the amount it does decreases.
just try it, jump overencumbered, then drop the stuff and do a higher jump!
Faint and Blur:
As it says, Blur delivers Exhaustion effects and Panting sounds, many thanks to Mentalor and his MRE Blur. His blur code is outstanding and wasnt altered much. Also faint, delivers the PCs collapse, free from any animation bugs, like in MRE or DPCA. (Character collapses and stands up in a sudden, looks like a broken animation chain. this is due the different code this mods use, many thanks to tejon as he was providing this algorithm).
My aim is to evaluate the code further and make changes where necessary. this wont be a one-time release, I will try to stick with the mod and implement improvements you suggest (at least those which can be done in days, not years!


Installation:
Its a OMOD file, just use OBMM, and dont forget to configure the egm_config.ini and egm_GMST.ini.
Standard values should be ok, DPCA and OMOBS are recommended, and should be configured in the egm_config.ini by setting the two switches.
Other Fatigue and encumbrance mods should be deinstalled, as this one completely manages this game mechanics.
Load order currently would be best after real sleep extended, but also after Bashed patch should be ok.
these values shouldnt be touched by any other mod:
fFatigueReturnBase
fFatigueReturnMult
fJumpHeightMin
fJumpHeightMax
fActorStrengthEncumbranceMult
Please give FEEDBACK and have fun!!
http://www.tesnexus.com/downloads/file.php?id=30790
I need peops to test this mod with high levels chars, if possible, to evalute the Food requirements and Jumping stats, and the Encumbrance levels.
Please give Feedback, thank you! :tops: :shakehead: :yuck: :clap: :banghead: