[RELz] Real Sleep Extended

Post » Tue May 03, 2011 10:18 am

I have also run into the same problem as Blackrainz and Therin, and I'm using 2.3.2. I'm going to post a debug file soon, if you need it.

It started appearing after upgrading to 2.3.2.

Active Mod Files:00  Oblivion.esm01  ScreenEffects.esm02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.71]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9a7]0A  Better Cities Resources.esm0B  TR_OoT_Main.esm0C  CM Partners.esm0D  Toaster Says Share v3.esm0E  Unofficial Oblivion Patch.esp  [Version 3.2.0]0F  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]10  Oblivion Citadel Door Fix.esp11  DLCShiveringIsles.esp12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Better Cities .esp14  Oblivion.esp15  Francesco's Optional Chance of Stronger Bosses.esp16  Francesco's Optional Chance of Stronger Enemies.esp17  Francesco's Optional Chance of More Enemies.esp18  Francesco's Optional Leveled Quests-SI only.esp19  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]1A  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1B  Atmospheric Loading Screens - Random Quotes.esp1C  All Natural - Real Lights.esp  [Version 0.9.7]1D  All Natural.esp  [Version 0.9.7]1E  All Natural - SI.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]1F  Enhanced Water v2.0 HD.esp++  Symphony of Violence.esp20  Storms & Sound.esp21  Rainbows.esp22  WindowLightingSystem.esp23  Akatosh Mount By Saiden Storm.esp24  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp25  Happyhannah's Wines.esp  [Version 1.1]++  Item interchange - Extraction.esp  [Version 0.76]26  Medic!.esp27  Q - More and Moldy Ingredients v1.1.esp28  RAEVWD New Sheoth.esp  [Version 1.5]29  Living Economy - Items.esp2A  Enhanced Economy.esp  [Version 2.1.2]2B  Map Marker Overhaul.esp  [Version 2.3]2C  Map Marker Overhaul - SI additions.esp  [Version 1.0]2D  DLCHorseArmor.esp2E  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]2F  DLCOrrery.esp30  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]31  DLCVileLair.esp32  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]33  DLCMehrunesRazor.esp34  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]35  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]++  MaleBodyReplacerV4.esp36  DLCThievesDen.esp37  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]38  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]39  Cobl Glue.esp  [Version 1.69]3A  Cobl Si.esp  [Version 1.63]3B  OOO 1.32-Cobl.esp  [Version 1.69]++  FCOM_Cobl.esp  [Version 0.9.9]3C  Bob's Armory Oblivion.esp3D  FCOM_BobsArmory.esp  [Version 0.9.9]3E  Oblivion WarCry EV.esp3F  FCOM_WarCry.esp  [Version 0.9.9]40  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]41  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]42  FCOM_RealSwords.esp  [Version 0.9.9]43  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]44  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b1]45  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]46  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]47  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]48  Mart's Monster Mod - Farm Animals.esp49  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]4A  TamrielTravellers4OOO.esp  [Version 1.39c]4B  TamrielTravellersItemsCobl.esp  [Version 1.39c]4C  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_Archery.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp4D  Ivellon.esp  [Version 1.8]4E  BHC_Expanded.esp  [Version 1.2]4F  Dwemer_Skyship_1_1_0.esp50  Heroes of Cyrodiil Part 4.esp51  Kragenir's Death Quest.esp52  KDQ - Rural Line Additions.esp53  ReneersContainerMod.esp54  Scribe Supplies.esp55  The Ayleid Steps.esp  [Version 2.6.1]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]56  TR_Stirk.esp57  VaultsofCyrodiilBC.esp58  DLCBattlehornCastle.esp59  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]5A  DLCFrostcrag.esp5B  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]5C  Knights.esp5D  Knights - Unofficial Patch.esp  [Version 1.0.9]5E  SM Plugin Refurbish(Merged).esp  [Version 1.21]5F  Blood&Mud.esp60  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9]61  ElsweyrAnequina.esp62  Vergayun.esp  [Version 1.0.1]63  xuldarkforest.esp  [Version 1.0.3]64  xulStendarrValley.esp  [Version 1.2.1]65  xulTheHeath.esp66  MMMMWL-TheHeath patch.esp67  XulEntiusGorge.esp68  xulFallenleafEverglade.esp  [Version 1.3.1]69  Anequina-Fallenleaf-Patch.esp6A  xulColovianHighlands_EV.esp6B  xulChorrolHinterland.esp  [Version 1.2.2]6C  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]6D  KragenirsDeathQuest-LostCoast patch.esp6E  xulBravilBarrowfields.esp  [Version 1.3.1]6F  xulLushWoodlands.esp  [Version 1.3]70  xulAncientYews.esp  [Version 1.4.1]71  xulAncientRedwoods.esp  [Version 1.6]72  xulCloudtopMountains.esp  [Version 1.0.1]73  KragenirsDeathQuest-CloudtopMountains patch.esp74  xulArriusCreek.esp  [Version 1.1.2]75  xulPatch_AY_AC.esp  [Version 1.1]76  xulRollingHills_EV.esp  [Version 1.3.2]77  MMMMWL-RollingHills patch.esp78  KragenirsDeathQuest-RollingHills patch.esp79  xulPantherRiver.esp7A  xulRiverEthe.esp  [Version 1.0.1]7B  xulBrenaRiverRavine.esp  [Version 1.0.2]7C  xulImperialIsle.esp  [Version 1.6.2]7D  xulBlackwoodForest.esp7E  xulCheydinhalFalls.esp  [Version 1.0]7F  Castle_Seaview.esp80  CastleSeaview+LostCoast Patch.esp  [Version 1.0]81  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [Version 3.0.0]82  Harvest [Flora] - DLCFrostcrag.esp  [Version 3.0.0]83  Dungeon Actors Have Torches 1.6 DT.esp84  MassA.I-50.esp85  Storms & Sound - Blood&Mud.esp86  Storms & Sound - Better Cities.esp87  Real Hunger, Cobl.esp  [Version 1.6.1]88  RealisticForceMedium.esp89  RealisticMagicForceMedium.esp8A  RealSleepExtended.esp  [Version 2.3.2]8B  Telekinetic Mastery.esp  [Version 2]8C  RefScope.esp  [Version 1.3.0]8D  MidasSpells.esp8E  Vector.esp  [Version 0.1]8F  EnchantmentRestore.esp++  EnchantmentRestore_Wells.esp90  StealthOverhaul.esp91  RenGuardOverhaul.esp92  RenGuardOverhaulShiveringIsles.esp93  sycHearNoEvil.esp  [Version 1.0]94  Enhanced Grabbing.esp  [Version 0.4]95  SamVimes's Feint Death.esp96  nGCD.esp97  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.esp++  Item interchange - Placement for FCOM.esp  [Version 0.76]++  Item interchange - Placement for Frostcrag.esp  [Version 0.76]98  Toaster Says Share Faction Recruitment.esp99  CM Partners.esp9A  CM Partners Special NPCs.esp9B  CM Partners NPC.esp9C  CM Partners More NPCs.esp9D  CM Partners Marker NPCs.esp9E  CM Partners Extra NPCs.esp9F  bgBalancingEVCore.esp  [Version 10.52EV-D]A0  bgMagicEV.esp  [Version 1.7EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]A1  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]A2  bgMagicEVPaperChase.esp  [Version 1.68EV]A3  bgBalancingOptionalLessHealth.esp  [Version 10.0UV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, Beautification.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]A4  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]A5  bgIntegrationEV.esp  [Version 0.96]++  bgIntegrationEV - Alternative NPC Faces by LazyMonk.esp  [Version 0.96]A6  bgIntegrationEV - Unique Clothes.esp  [Version 0.96]A7  Better Cities - Full City Defences.espA8  Better Cities Full - B&M Edition.espA9  Better Cities - Unique Landscape Barrowfields.espAA  Better Cities - Unique Landscape Chorrol Hinterland.espAB  Better Imperial City.espAC  Better Cities - COBL.esp  [Version 0]**  bgMagicEVShader.esp  [Version 1.7EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]AD  bgMagicLightningbolt.espAE  Get Wet.espAF  ScreenControls.esp++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.espB0  Bashed Patch, 0.espB1  MergedMaps.espB2  Streamline 3.1.esp

User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Tue May 03, 2011 6:00 am

Thanks for reporting. A bug had indeed crept in, which made sleeping being registered as waiting instead. It is fixed now, and version 2.3.3 is available, so no need for any more debug reports. Sorry for all the updates... :(

What do you mean he was only resting and not sleeping? There is a difference?
I meant waiting, not resting.

Wait, in your ini it says this:

; Enables or disables debug messages. 0: Enabled, 1: Disabled
set RSE.debug to 0

According to this, 0 is enabled and 1 is disabled, but your saying to set it to 1?
A copy/paste error. It has been fixed in 2.3.3, together with the main sleep problem :)
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Mon May 02, 2011 10:10 pm

Thanks for the quick fix. Everything seems to be in order now :)
User avatar
Harinder Ghag
 
Posts: 3405
Joined: Wed Jan 17, 2007 11:26 am

Post » Tue May 03, 2011 5:00 am

Thanks for reporting. A bug had indeed crept in, which made sleeping being registered as waiting instead. It is fixed now, and version 2.3.3 is available, so no need for any more debug reports. Sorry for all the updates... :(

I meant waiting, not resting.

A copy/paste error. It has been fixed in 2.3.3, together with the main sleep problem :)

That was quick! Just coming to report that. Getting the update now and off to re-install work the 18th time this month :P
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Tue May 03, 2011 3:06 am

Yes, thanks for the fix. I thought there was nothing nutty with my load.

Great mod, by the way, and I love the addition of Kaffe!! Now I can be a coffee addict in real life and Oblivion!
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Tue May 03, 2011 10:39 am

OOOOPPPPS - never mind I di have the wrong version installed.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Tue May 03, 2011 4:15 am

Yes, thanks for the fix. I thought there was nothing nutty with my load.

Great mod, by the way, and I love the addition of Kaffe!! Now I can be a coffee addict in real life and Oblivion!

...and just like in real life, beware of drinking it a short time before you go to sleep, as your sleep will not be very good then. :)
User avatar
tegan fiamengo
 
Posts: 3455
Joined: Mon Jan 29, 2007 9:53 am

Post » Tue May 03, 2011 2:06 am

Well it is not working for me.

My Nord is moving his stuff inot Hoarfrost castle. A couple of trips from other hideouts and he is back at his castle, stuff put away, etc.

He stayed up 5 hours past bedtime. I also use Pure Immersion (mostly increments stats upward), Realistic Fatigue, Kuertee Battle Fatigues, and COBL hunger (trying it again).

stripped of all magic items that enhance stats, Well fed, 8 PM. He goes to the bed to sleep and is told he would need 8 hours - he sleeps 8 then awakes to a message saying it was a horrible sleep and is given another message that he has been awake 5 hours past his bedtime and to sleep again. He tried for another 8 and the same message.

Debug info coming up - stay tuned.

and here it is:
Special crit. sec. 4 (@ 23317880, thread 10D8) spin 4000 -> 4000Enchantment Mastery: Initialized!about to read keys from iniadding key with code 42,  wheel 1,   mode 0adding key with code 56,  wheel 2,   mode 0Total modifier keys: 2Assigned string >> "brown"Assigned string >> "red"Assigned string >> "Rested"Assigned string >> "Tired"RSE:Updated values from ini file.MMO:Updated values from ini file in data\.EE:Updated values from ini file in data\.EE: Initialized Merchant list with 1 merchantsPiiiP : INI Initialized !RF: RealisticFatigue.ini loadedSupreme Magicka Initialised SuccesfullyAssigned string >> "DLTIC-1-6.esp"Assigned string >> "005187"Frostcrag Reborn: no sound plugins activeInitialising PowerAttack Voicemod v1.31 - The Shivering Isles...PowerAttack Voidemod v1.31 - The Shivering Isles is ready for action!All Natural SI: InitializedAll Natural Tamriel: InitializedSpell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosSpell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosRealSleepExtended planning to sleep at 2132EE:Don't remove from owned containerRealSleepExtended planning to sleep at 2132RealSleepExtended sleeping at 2132RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 8.04, time now 2140RSE:hr no 8 of 8.04 - worth 0.01 at 19. RSE:hr no 7 of 8.04 - worth 0.01 at 20. RSE:hr no 6 of 8.04 - worth 0.01 at 21. RSE:hr no 5 of 8.04 - worth 0.01 at 22. RSE:hr no 4 of 8.04 - worth 0.01 at 23. RSE:hr no 3 of 8.04 - worth 0.01 at 0. RSE:hr no 2 of 8.04 - worth 0.01 at 1. RSE:hr no 1 of 8.04 - worth 0.01 at 2. RealSleepExtended Been awake for 20.74 hours. Optimal is 14.90  Tiredness is 5.00RealSleepExtended attribute decrease is 0.0750 of each individual attributeRealSleepExtended planning to sleep at 2140RealSleepExtended sleeping at 2140RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 8.00, time now 2148RSE:hr no 8 of 8.00 - worth 0.07 at 3. RSE:hr no 7 of 8.00 - worth 0.07 at 4. RSE:hr no 6 of 8.00 - worth 0.07 at 5. RSE:hr no 5 of 8.00 - worth 0.07 at 6. RSE:hr no 4 of 8.00 - worth 0.07 at 7. RSE:hr no 3 of 8.00 - worth 0.07 at 8. RSE:hr no 2 of 8.00 - worth 0.07 at 9. RSE:hr no 1 of 8.00 - worth 0.07 at 10. RealSleepExtended Been awake for 20.74 hours. Optimal is 14.90  Tiredness is 5.00RealSleepExtended attribute decrease is 0.0750 of each individual attribute
I'll do one more playthrough then this is deactivated for a while. hang on more to come.

Next tried the same thing at a different mod added house (Abandoned Mt Shack) and exact same results in game. Here is that log:
Special crit. sec. 4 (@ 233178C0, thread F0C) spin 4000 -> 4000PiiiP : INI Initialized !about to read keys from iniadding key with code 42,  wheel 1,   mode 0adding key with code 56,  wheel 2,   mode 0Total modifier keys: 2Assigned string >> "brown"Assigned string >> "red"Assigned string >> "Rested"Assigned string >> "Tired"RSE:Updated values from ini file.Assigned string >> "DLTIC-1-6.esp"Assigned string >> "005187"RF: RealisticFatigue.ini loadedMMO:Updated values from ini file in data\.Frostcrag Reborn: no sound plugins activeEE:Updated values from ini file in data\.EE: Initialized Merchant list with 1 merchantsInitialising PowerAttack Voicemod v1.31 - The Shivering Isles...PowerAttack Voidemod v1.31 - The Shivering Isles is ready for action!All Natural SI: InitializedAll Natural Tamriel: InitializedSupreme Magicka Initialised SuccesfullyEnchantment Mastery: Initialized!Spell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosSpell 'Bow & Arrow Correction {}' removed from John PatmosSpell 'Weapon Correction' removed from John PatmosEE:Don't remove from owned containerSpecial crit. sec. 5 (@ 2B7C4100, thread F0C) spin 4000 -> 4000Special crit. sec. 6 (@ 2D7AC680, thread F0C) spin 4000 -> 4000RealSleepExtended planning to sleep at 2132RealSleepExtended sleeping at 2132RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 8.00, time now 2140RSE:hr no 8 of 8.00 - worth 0.01 at 19. RSE:hr no 7 of 8.00 - worth 0.01 at 20. RSE:hr no 6 of 8.00 - worth 0.01 at 21. RSE:hr no 5 of 8.00 - worth 0.01 at 22. RSE:hr no 4 of 8.00 - worth 0.01 at 23. RSE:hr no 3 of 8.00 - worth 0.01 at 0. RSE:hr no 2 of 8.00 - worth 0.01 at 1. RSE:hr no 1 of 8.00 - worth 0.01 at 2. RealSleepExtended Been awake for 20.74 hours. Optimal is 14.90  Tiredness is 5.00RealSleepExtended attribute decrease is 0.0750 of each individual attributeRealSleepExtended planning to sleep at 2140RealSleepExtended sleeping at 2140RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 16.00, time now 2156RSE:hr no 16 of 16.00 - worth 0.07 at 3. RSE:hr no 15 of 16.00 - worth 0.07 at 4. RSE:hr no 14 of 16.00 - worth 0.07 at 5. RSE:hr no 13 of 16.00 - worth 0.07 at 6. RSE:hr no 12 of 16.00 - worth 0.07 at 7. RSE:hr no 11 of 16.00 - worth 0.07 at 8. RSE:hr no 10 of 16.00 - worth 0.07 at 9. RSE:hr no 9 of 16.00 - worth 0.07 at 10. RSE:hr no 8 of 16.00 - worth 0.07 at 11. RSE:hr no 7 of 16.00 - worth 0.07 at 12. RSE:hr no 6 of 16.00 - worth 0.07 at 13. RSE:hr no 5 of 16.00 - worth 0.07 at 14. RSE:hr no 4 of 16.00 - worth 0.07 at 15. RSE:hr no 3 of 16.00 - worth 0.07 at 16. RSE:hr no 2 of 16.00 - worth 0.07 at 17. RSE:hr no 1 of 16.00 - worth 0.07 at 18. RealSleepExtended Been awake for 19.74 hours. Optimal is 14.90  Tiredness is 4.00RealSleepExtended attribute decrease is 0.0600 of each individual attributeSpecial crit. sec. 7 (@ 2D7AC680, thread F0C) spin 4000 -> 4000RF: incrementing strength skills experience by 0.1RF: FF08EC62:Wolf play stagger dt=0.544 az=1043.295 fatigue=0.01 chance=0.0024VC Death Tracker: a creature has died: Wolf FF08EC62Special crit. sec. 8 (@ 2332FB80, thread F0C) spin 4000 -> 4000EE:Don't remove from owned containerRealSleepExtended planning to sleep at 2157RealSleepExtended sleeping at 2157RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.47 due to maxSleepNeeded of 8 and sleepLevel of 19.74RealSleepExtended time passed: 8.00, time now 2165RSE:hr no 8 of 8.00 - worth 0.06 at 20. RSE:hr no 7 of 8.00 - worth 0.06 at 21. RSE:hr no 6 of 8.00 - worth 0.06 at 22. RSE:hr no 5 of 8.00 - worth 0.06 at 23. RSE:hr no 4 of 8.00 - worth 0.06 at 0. RSE:hr no 3 of 8.00 - worth 0.06 at 1. RSE:hr no 2 of 8.00 - worth 0.06 at 2. RSE:hr no 1 of 8.00 - worth 0.06 at 3. RealSleepExtended Been awake for 19.74 hours. Optimal is 14.90  Tiredness is 4.00RealSleepExtended attribute decrease is 0.0600 of each individual attribute
any recommendations?

What should I do?

Oh yeah Load order if that helps:
Active Mod Files:00  Oblivion.esm01  piCore.esm  [Version 1.50]02  All Natural Base.esm  [Version 0.9.7]03  Francesco's Leveled Creatures-Items Mod.esm04  Francesco's Optional New Items Add-On.esm05  Cobl Main.esm  [Version 1.72]06  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]07  Mart's Monster Mod.esm  [Version 3.7b3p3]08  Enhanced Daedric Invasion.esm09  CyrodiilUpgradeResourcePack.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  FCOM_Convergence.esm  [Version 0.9.9a7]0C  Armamentarium.esm  [Version 1.3]0D  Artifacts.esm0E  Progress.esm  [Version 2.2]0F  Fort Akatosh.esm10  MALO - MAIN.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp11  Unofficial Oblivion Patch.esp  [Version 3.2.1]12  DLCShiveringIsles.esp13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Shivering OOO.esp++  OMOBS_SI.esp14  Francesco's Optional Chance of Stronger Bosses.esp15  Francesco's Optional Chance of Stronger Enemies.esp16  Francesco's Optional Chance of More Enemies.esp17  Francesco's Optional Leveled Quests-SI only.esp18  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]19  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]1A  Fran Armor Add-on.esp1B  Fran_Lv30Item_Maltz.esp++  OMOBS_FRAN.esp1C  AliveWaters.esp1D  _Environments Mods Merged1.esp1E  Enhanced Vegetation [125%].esp1F  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]20  All Natural.esp  [Version 0.9.7]21  All Natural - SI.esp  [Version 0.9.7]22  All Natural - Real Lights.esp  [Version 0.9.7]++  All Natural - EW + NW + AWS.esp  [Version 0.9.6]++  Symphony of Violence.esp23  MIS.esp24  Atmospheric Oblivion.esp25  OBSE-Storms & Sound SI.esp26  WindowLightingSystem.esp++  Diverse Voices.esp27  PowerAttack Voicemod - The Shivering Isles.esp**  Book Jackets Oblivion.esp**  GrimbotsSpellTomes.esp++  Cobl Bookjackets.esp++  Item interchange - Extraction.esp  [Version 0.77]28  Ayleid Loot EXtension.esp29  Reznod_Mannequin.esp++  MaleBodyReplacerV4.esp2A  Game Tweaks Early.esp2B  Vows and Covenants.esp2C  moDem's City Life.esp2D  Enhanced Economy.esp  [Version 2.1.5]2E  Crowded Roads.esp  [Version 2.0]2F  Choices and Consequences.esp30  DLCHorseArmor.esp31  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]32  DLCMehrunesRazor.esp33  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]**  Book Jackets DLC.esp34  kuerteeHorseCommands.esp++  Armamentium female.esp35  KDCircletsOOOOptimized - NPC Equip.esp  [Version 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [Version 0.9.9]36  Slof's Oblivion Robe Trader.esp37  Cobl Glue.esp  [Version 1.72]38  Cobl Si.esp  [Version 1.63]39  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]3A  Bob's Armory Oblivion.esp3B  FCOM_BobsArmory.esp  [Version 0.9.9]3C  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3D  Oblivion WarCry EV.esp3E  FCOM_WarCry.esp  [Version 0.9.9]3F  MALO - Guild Tweaks.esp40  MALO - Clutter Replacer.esp41  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]42  Choices and Consequences - OOO.esp  [Version 0.2]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  ArmamentariumLLVendors.esp  [Version 1.3]43  ArmamentariumArtifacts.esp  [Version 1.3]44  MALO - Vendor Additions.esp45  MALO - Loot Tweaks.esp46  MALO - Loot Tweaks DCRP.esp47  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b1]48  FCOM_Convergence.esp  [Version 0.9.9]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]49  Choices and Consequences - MMM.esp  [Version 0.2]4A  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_LessRats.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]4B  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]4C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]4D  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3]4E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]4F  Mart's Monster Mod - Farm Animals.esp50  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]51  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3]++  Mart's Monster Mod - Diverse Runeskulls Loot OOO.esp  [Version 3.7b3]++  Mart's Monster Mod - More Passive Wildlife.esp++  Slof's Horses Base.esp  [Version 3.7b3]++  MMM-Cobl.esp  [Version 1.69]++  MALO - Clutter Replacer MMM - HUNT.esp++  OMOBS_MMM.esp++  OMOBS_MMM_H&C_Ammo.esp++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]52  TamrielTravellers4OOO.esp  [Version 1.39c]53  TamrielTravellersItemsNPC.esp  [Version 1.39c]54  ShiveringIsleTravellers.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions4MMM.esp  [Version 1.39c]**  TamrielTravellersHorseTextures.esp++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp55  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]56  FCOM_MoreRandomItems.esp  [Version 0.9.9]57  Creatures & NPC Creatures Alive.esp++  ArmamentariumLL4OOO.esp  [Version 2.0]++  ArmamentariumLLMagicOOO.esp  [Version 1.3]58  PersuasionOverhaul_LITE.esp  [Version 1.3]++  PersuasionOverhaul_OOO.esp  [Version 1.2]++  PersuasionOverhaul_MMM.esp  [Version 1.2]++  Atmospheric Oblivion - OOO Patch.esp++  Atmospheric Oblivion - MMM Patch.esp++  Fransfemale.esp++  EVE_StockEquipmentReplacer4FCOM.esp59  NPC new clothes V2.6.esp++  CoreRandmonClothing4Npcs.esp5A  Enhanced Quest Roleplaying.esp++  Enhanced Quest Roleplaying - OOO.esp++  Enhanced Quest Roleplaying - FCOM.esp5B  KvatchAftermath.esp5C  Ivellon.esp  [Version 1.8]5D  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]++  ArtifactsFemaleArmor.esp5E  BHC_Expanded.esp  [Version 1.2]5F  Demonhunter.esp60  Gift of Kynareth.esp++  Gift of Kynareth_delayer.esp61  HackdirtCaverns.esp62  kingdomofAlmar.esp63  Kragenir's Death Quest.esp64  KDQ - Rural Line Additions.esp65  OldCrowInn.esp  [Version 1.5]66  Region Revive - Lake Rumare.esp67  Region Revive - Lake Rumare - OOO LockBash.esp  [Version 0.2]68  ShezriesVillagesCOBL.esp69  The Ayleid Steps.esp  [Version 2.6.1]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]6A  TheElderCouncil.esp6B  TheElderCouncil_TempleOfTheOne.esp6C  GuardsofCyrodiil.esp6D  GoC&RRLR_comp.esp6E  TheForgottenShields.esp++  TheForgottenShields_delayer.esp6F  VHBloodlines 1.2.esp  [Version 1.4]70  WeaponsOfTheNine.esp  [Version 2.2]++  WeaponsOfTheNine_delayer.esp71  DLCBattlehornCastle.esp72  Artificerens Battlehorn Coblized.esp73  DLCfrostcrag.esp74  FrostcragRebornCobl.esp75  Knights.esp++  KotN Wayshrine Fix.esp++  Knights - Book Jackets.esp++  EVE_KnightsoftheNine.esp76  SM Plugin Refurbish Minus Orrery-Thieves-Vile.esp77  TOTF.esp++  TOTF Delayer.esp78  RTT.esp79  RTT-Weye Relocation Patch.esp  [Version 2.0]7A  Lost Paladins of the Divines.esp7B  Mighty Umbra.esp7C  Blood&Mud.esp7D  The Lost Spires.esp7E  AFK_Weye.esp7F  Rumare-AFK_Weye Patch.esp80  Origin of the Mages Guild.esp  [Version 6]81  TheNecromancer.esp82  HoarfrostCastle.esp83  MannimarcoComplete.esp84  MannimarcoRevisited.esp85  MannimarcoRevisitedOOO.esp  [Version 0.1]86  Knights - Unofficial Patch.esp  [Version 1.0.9]87  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]88  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]89  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_NewNPCClothes.esp++  FCOM_MightyUmbra.esp  [Version 0.9.9]8A  FCOM_Blood&Mud.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9b4]++  FCOM_SlofsRobeTrader.esp  [Version 0.9.9]++  FCOM_OMGSRT.esp  [Version 0.9.9]8B  FCOM_OMG.esp  [Version 0.9.9]8C  Origin of the Mages Guild OOO Patch.esp  [Version 5.0.FINAL]8D  Gaelendryl.esp8E  Homes,Castles,Villages1.esp8F  DungeonPack_1.esp90  SI_Houses&Dungeons_.esp91  Enhanced Daedric Invasion.esp++  FCOM_EnhancedDaedricInvasion.esp  [Version 0.9.9]92  EDI - Less Monotonous DOT.esp93  ElsweyrAnequina.esp94  road+bridges.esp  [Version 4.4.4]95  Vergayun.esp  [Version 1.0.1]96  Faregyl.esp  [Version 1.0.8]97  FortAkatosh.esp98  FortAkatosh-MannimarcoResurrection-NewRoads&Bridges patch.esp99  xulStendarrValley.esp  [Version 1.2]9A  xuldarkforest.esp  [Version 1.0.3]9B  LostSpires-DarkForest patch.esp9C  xulTheHeath.esp9D  XulEntiusGorge.esp9E  KvatchAftermath-EntiusGorge compatibility patch.esp9F  TheNecromancer-EntiusGorge patch.espA0  xulFallenleafEverglade.esp  [Version 1.3.1]A1  TheElderCouncil-FallenleafEverglade patch.esp  [Version 1.2]A2  Anequina-Fallenleaf-Patch.espA3  LostSpires-Everglade patch.esp  [Version 1.2]A4  xulColovianHighlands_EV.espA5  xulChorrolHinterland.esp  [Version 1.2.2]A6  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.2]A7  KragenirsDeathQuest-LostCoast patch.espA8  xulBravilBarrowfields.esp  [Version 1.3.2]A9  xulLushWoodlands.esp  [Version 1.3]AA  HoarfrostCastle-LushWoodlands patch.espAB  xulAncientYews.espAC  xulAncientRedwoods.esp  [Version 1.6]AD  xulCloudtopMountains.esp  [Version 1.0.1]AE  KragenirsDeathQuest-CloudtopMountains patch.espAF  Ravenview-Cloudtop-Patch.esp  [Version 1.0.3]B0  xulArriusCreek.espB1  xulPatch_AY_AC.esp  [Version 1.1]B2  xulRollingHills_EV.esp  [Version 1.3.2]B3  KragenirsDeathQuest-RollingHills patch.espB4  xulRiverEthe.esp  [Version 1.0.1]B5  xulPantherRiver.espB6  xulBlackwoodForest.espB7  xulBrenaRiverRavine.esp  [Version 1.0.2]B8  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]B9  xulImperialIsle.esp  [Version 1.6.2]BA  NRB4+UL-II Patch.esp  [Version 4.1]BB  RegionReviveLakeRumare-ImperialIsle patch.esp  [Version 2.1.1]BC  NRB4+RR Patch.esp  [Version 1.0]BD  NakedNord.espBE  bartholm.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]BF  CNRP Bruma4OOO.esp  [Version 0.2]C0  CNRP Cheydinhal4OOO.esp  [Version 1.0]C1  CNRP Chorrol4OOO.esp  [Version 1.1]C2  CNRP FightersGuild4OOO.esp  [Version 1.0]C3  Feudal Empire 300.espC4  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]C5  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Mehrunes Razor.espC6  Ls More Butterflies and Fireflies Not In Interiors.espC7  Dialogue Mods Merged+.espC8  Game Tweaks Late.espC9  DropLitTorchOBSE.esp  [Version 2.1]CA  Universal_Armor_Stands.espCB  Map Marker Overhaul.esp  [Version 2.3]CC  Map Marker Overhaul - SI additions.esp  [Version 1.0]CD  Oblivifall - Let's Talk!.esp  [Version 1.1]CE  Oblivifall - Something's Not Right.esp  [Version 1.0]CF  Duke Patricks Sickness+Health Alarm.espD0  RealisticFatigue.espD1  kuerteeInventoryIsABackpack.espD2  kuerteeMagickaBasedMagicJeweleryLimits.espD3  Real Hunger, Cobl.esp  [Version 1.6.1]D4  RealSleepExtended.esp  [Version 2.3.3]D5  kuerteeBattleFatigueAndInjuries.espD6  QZ Easy Menus.espD7  sr_super_hotkeys.esp++  Jjiinx_MorrowindStyleArgonians.esp++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b1]D8  bgBalancingEVCore.esp  [Version 10.52EV-D]D9  MidasSpells.espDA  SSEE-OOO.espDB  Magic Tweaks.espDC  EnchantmentMastery.espDD  SupremeMagicka.esp  [Version 0.89]DE  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_MMM.esp  [Version 0.89]++  SM_OOO.esp  [Version 0.89]++  SM_COBL.esp  [Version 0.86]++  SM_UnlockSpells.esp  [Version 0.70]++  SM_Scrolls.esp  [Version 0.84]DF  SM_EnchantStaff.esp  [Version 0.80]E0  bgMagicEV.esp  [Version 1.7EV]E1  bgMagicBonus.esp  [Version 1.7EV]E2  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]E3  bgIntegrationEV.esp  [Version 0.96]E4  AudaciousMagery.espE5  Alchemical Formulas.espE6  RshAlchemy.esp++  MIEO.espE7  Stealth Overhaul.espE8  DD_ProximitySneakPenalty.espE9  ZumbsLockpickingMod - OBSE.espEA  RenGuardOverhaul.espEB  RenGuardOverhaulShiveringIsles.espEC  Enhanced Grabbing.esp  [Version 0.4]ED  sycHearNoEvil.esp  [Version 1.0]EE  sycSHOUT.esp  [Version 1.02]EF  kuerteeNPCsYield.espF0  PureImmersion.esp  [Version 1.52]F1  Progress Plugins Merged.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  NRB4 Standard Road Record.esp++  CSR - Fine Iron.esp++  CSR - Golden Saint.esp++  ShinySeptims_Septimus.esp++  Visually Realistic Deadly Lava.esp**  bgMagicEVShader.esp  [Version 1.7EV]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]F2  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]++  bgBalancingEVLAMEGlue.esp  [Version 10.0EV-D1.62EV]**  bgBalancingEVOptionalNPCDiversityLAME.esp  [Version 10.5EV-D]++  bgBalancingEVOptionalSeamReducerHighElfFix.esp  [Version 10.0EV-D]++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.77]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp++  Life Detected - Venting - Small - 1.esp++  kuertee bgMagicEVShader default drain effects.esp**  LoadingScreens.espF3  John 2 BASH.espF4  Duke Patrick Combat AI (no tripping).espF5  Duke Patrick_SCA Combat.espF6  Duke Patricks - BASIC Script Effect Silencer BETA.espF7  kuerteeAutoFirstThirdPersonView.espF8  Streamline 3.1.esp

User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Mon May 02, 2011 9:27 pm

Well it is not working for me.
What can I say, except that you seem to be a bug magnet :P

Seriously though, your debug output is helpful, and based on that I actually think you've discovered a bug that has been in the mod a long time. But first, is it correct that you have set RSE.daySleeper to 1, is sleeping inside, and is not a vampire? If those three are all true, the code "forgets" to set the variable that is used to modify the sleep effectiveness, and uses the garbage that happens to be there - which seems to be close to 0 in your case.

If I guessed correctly about your settings, try to change one of them (changing RSE.daysleeper to 0 is easiest), and go to sleep again. You should note a different outcome then. Sorry for the bug, I thought I had managed to clear out all the bugs from RSE by now, but obviously not. I guess very few people are setting RSE.daysleeper to 1. I will be able to update RSE this evening though.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Tue May 03, 2011 8:32 am

Yes different results but I'm still not happy with them.

No not a vampire, trying to sleep in Hoarfrost castle bedroom, and had daysleep set to 1 (which is how it came because I didn't change it). Set that to 0.

Same routine as above except that after 8 hours sleep (starting at 8pm) he was told that it was not quite restful enough and that he should get more sleep. Str, Int, and End still penalized (but not as bad). Ends up sleeping 3 more hours then 4 more and still not told he was rested. Log:
Special crit. sec. 4 (@ 23317880, thread FC8) spin 4000 -> 4000Enchantment Mastery: Initialized!PiiiP : INI Initialized !about to read keys from iniadding key with code 42,  wheel 1,   mode 0adding key with code 56,  wheel 2,   mode 0Total modifier keys: 2Assigned string >> "brown"Assigned string >> "red"Assigned string >> "Rested"Assigned string >> "Tired"RSE:Updated values from ini file.Assigned string >> "DLTIC-1-6.esp"Assigned string >> "005187"RF: RealisticFatigue.ini loadedMMO:Updated values from ini file in data\.Frostcrag Reborn: no sound plugins activeEE:Updated values from ini file in data\.EE: Initialized Merchant list with 1 merchantsInitialising PowerAttack Voicemod v1.31 - The Shivering Isles...PowerAttack Voidemod v1.31 - The Shivering Isles is ready for action!All Natural SI: InitializedAll Natural Tamriel: InitializedSupreme Magicka Initialised SuccesfullyEE:Don't remove from owned containerRealSleepExtended planning to sleep at 2132RealSleepExtended sleeping at 2132RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 8.00, time now 2140RSE:hr no 8 of 8.00 - worth 0.65 at 19. RSE:hr no 7 of 8.00 - worth 1.30 at 20. RSE:hr no 6 of 8.00 - worth 1.30 at 21. RSE:hr no 5 of 8.00 - worth 1.30 at 22. RSE:hr no 4 of 8.00 - worth 2.59 at 23. RSE:hr no 3 of 8.00 - worth 2.59 at 0. RSE:hr no 2 of 8.00 - worth 2.59 at 1. RSE:hr no 1 of 8.00 - worth 2.59 at 2. RealSleepExtended Been awake for 6.74 hours. Optimal is 14.90  Tiredness is -9.00RealSleepExtended no more tired after sleepRealSleepExtended sleeping at 0RealSleepExtended has now started.EE:Don't remove from owned containerRealSleepExtended planning to sleep at 2143RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended time passed: 4.07, time now 2147RSE:hr no 4 of 4.07 - worth 2.00 at 6. RSE:hr no 3 of 4.07 - worth 1.00 at 7. RSE:hr no 2 of 4.07 - worth 1.00 at 8. RSE:hr no 1 of 4.07 - worth 1.00 at 9. RealSleepExtended Been awake for 1.74 hours. Optimal is 14.90  Tiredness is -14.00RealSleepExtended no more tired after sleep


ini if you want it (only thing I changed was the daysleep and debug settings):
; RealSleepExtended.ini; =====================;; Version: 2.3.2; Author: Ole Boe / TheNiceOne; ; RealSleepExtended Settings; --------------------------;; Enables or disables the sleep part of the mod (but not the time adjustment). 0: Enabled, 1: Disabledset RSE.disabled to 0; Enables or disables debug messages. 0: Enabled, 1: Disabledset RSE.debug to 1;-----------------------------In-game tiredness settings; Set to 1 to make you need sleep if while vampire. When being vampire, sleep during day has best effect. Default 1set RSE.sleepyVampire to 1; The number of hours a player with zero Endurance can go without sleep. Default 8set RSE.minWake to 8; The additional number of hours a player with 100 Endurance can go without sleep. Default 20set RSE.enduranceFactor to 10; Thus a player with 50 Endurance can go minWake + enduranceFactor * 0.5 = 18h if using default settings; The number of additional hours a player can stay awake if sleeping extra long; This is in addition to the hours calculated from minWake and enduranceFactor. Default 4set RSE.additionalHours to 4; maxTiredness is the maximum ours of tiredness before the player stops being more sleepy.; When this is passed, the mod stops counting additional hours. Default 24set RSE.maxTiredness to 24; attibuteDecrease is the number of hours that go between each time the mod decreases all attributes by 1 due to tiredness; 1 means that all attributes will decrease for each hour of tiredness. 0 disbales this and enables percentageDecrease instead. Default 0set RSE.attributeDecrease to 0; percentageDecrease is the decrease in % of each attribute per hour of tiredness. If Strength is 60, a value of 1.5 means that Strenght; will decrease by 60 * 1.5 / 100 = 0.9 per hr of tiredness.; This setting is ignored if attributeDecrease is non-zero. Default 1.5set RSE.percentageDecrease to 1.5; Enable/disable tiredness from waiting. If set to 1, you don't get tired by waiting.set RSE.noTirednessWhenWaiting to 0;----------------------------- Sleep effectiveness settings; Set to 1 to make sleep inside during day have full effect. Default 0set RSE.daySleeper to 0; Maximum effective sleep hours needed to become rested, regardless of how long you have stayed awake; Set to 0 to disable this maximum limit. Default 12set RSE.maxSleepNeeded to 8; The Minimum number of hours awake that one hour of perfect sleep will compensate for.; This makes sure that players with very low Endurance (below 40 with default minWake/enduranceFactor settings); will not need too much sleep. Default 2set RSE.minSleepEffectiveness to 2; Set effectiveness of sleep when outside in %. Default is 70-90; The effectiveness of a player rises from min to max with Willpower.; A player with 0 Willpower uses min, a player with 100 Willpower uses max, and a player with 40 Willpower uses 70 + (90-70)*40/100  = 78; Set RSE.outdoorMinEffectiveness to 100 to make sleep outside just as effective as inside (outdoorMaxEffectiveness is then ignored)set RSE.outdoorMinEffectiveness to 70set RSE.outdoorMaxEffectiveness to 90; Set effectiveness of sleep when inside in %. Set values below 100 for roleplaying ranger types. Default is 100set RSE.indoorEffectiveness to 100; Set effectiveness of sleep when sleeping in bedrolls in %. Default is 60-90; The effectiveness of a player rises from min to max with Agility, in the same way as for outside sleep above.; Set Min to 100 to make bedroll sleep fully effectiveset RSE.bedrollMinEffectiveness to 60set RSE.bedrollMaxEffectiveness to 90; Set effectiveness of sleep when sleeping in normall beds in %. Default is 100; The effectiveness of a player rises from min to max with Agility, in the same way as for bedrolls.; Set Min to 100 to make bedroll sleep fully effectiveset RSE.bedMinEffectiveness to 100set RSE.bedMaxEffectiveness to 100; Set effectiveness of sleep when sleeping elsewhere in %. Default is 50-80; The effectiveness of a player rises from min to max with Agility, in the same way as for beds/bedrolls.; Set Min to 100 to make bedroll sleep fully effectiveset RSE.elsewhereMinEffectiveness to 50set RSE.elsewhereMaxEffectiveness to 80;------------------------------Portable bedroll settings; Enable portable bedrollsset RSE.portableBedrolls to 1; Set minimum time (in hours) before bedrolls can be replacedset RSE.bedrollMin to 48; Set maximum time (in hours) before bedrolls can be replacedset RSE.bedrollMax to 120;------------------------------ Coffee Settings; Set the time in hours for the positive coffe effect durationset RSE.kaffeDuration to 3; Set the effect of the first coffe cup each day, in number of hours of tiredness reductionset RSE.kaffeEffectStart to 5; Set the reduction in effect for each consecutive cup that day. set RSE.kaffeEffectReduction to 1; Set the net penalty in number of hours of tiredness, when the positive effect is gone.set RSE.kaffePenalty to 0.5; Set the number of coffe drinks that can have positive effect at the same timeset RSE.maxEffectiveKaffeDrinks to 3; Set the number of hours after the positive effect is gone, that the coffe negatively affects your sleepset RSE.kaffeSleepPenaltyLimit to 3; Set the sleep effectiveness in %, for the hours of sleep while affected by coffeset RSE.kaffeSleepModifier to 50;------------------------------Message display settings; Set to 1 to see sleep stats when opening sleep, wate or stat menus. Set to 0 to hide sleep stats. Default 1set RSE.showMenuMessage to 1; Set to 1 to see sleep stats when getting sleepy during play. Set to 0 to hide sleep stats. Default 1set RSE.showInGameMessage to 1;------------------------------ HUD bar settings; Index among kuertee's bars. 1 should be used unless you use other HUD bars. Use 0 to turn off bar completelyset RSE.kuerteHUDindex to 0; Color of bar when rested/tired. Legal color values are black, blue, brown, green, orange, purple, red, white, yellowset RSE.hudColorRested to sv_Construct "brown"set RSE.hudColorSleepy to sv_Construct "red"; Set to 1 if you want text above the bar enabled, or 0 if not.set RSE.hudEnableText to 0; Text shown when rested/tired, if enabled.set RSE.hudTextRested to sv_Construct "Rested"set RSE.hudTextSleepy to sv_Construct "Tired"; Set opacity of bar. 0-100.set RSE.hudOpacity to 70;------------------------------ Automatic Timescale settings; Set to 1 to enable dynamic time adjustment. 0 to disbale. Default 1set RSE.timeAdjustment to 0; Set default timescale. This is the timescale used when none of the below states apply; If all the other are non-zero, this will be used only when other settings below are higher or not used. Default 30set RSE.timeDefault to 30; Note that if more than one of the below applies, the one with the lowest timescale will be used.; E.g. with default settings, if in combat while inside, the timescale is 5.; If you set one of the settings below to 0, the mod will ignore that state.; Set timescale when standing still - i.e. not moving. Default 6set RSE.timeStanding to 6; Set timescale when in combat. Default 10set RSE.timeCombat to 10; Set timescale when sneaking. Only applies while NOT running. Default 10set RSE.timeSneaking to 10; Set timescale when inside. Default 6set RSE.timeInterior to 6; Set timescale when walking. Default 0 (not used)set RSE.timeWalking to 0; Set timescale when running. Default 0 (not used)set RSE.timeRunning to 0; Set timescale when swimming (and moving). Default 0 (not used)set RSE.timeSwimming to 0; Set timescale when riding (and moving). Default 0 (not used)set RSE.timeRiding to 0

Character never became rested and stats remained reduced.

And yes I am a bug magnet. I think I've proven this beyond a shadow of a doubt - if there is ever anything that can go wrong with using mods - I'm the guy who will experience it.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Mon May 02, 2011 7:13 pm

Yes different results but I'm still not happy with them.
No not a vampire, trying to sleep in Hoarfrost castle bedroom, and had daysleep set to 1 (which is how it came because I didn't change it). Set that to 0.
OK, but now it's working as intended (at least I think so), it is just a case of choosing the settings you will be happy with. BTW, I double-checked that daysleeper is 0 by default, so you must have changed it (possibly by choosing that option in the ini?), but that's not important.

Same routine as above except that after 8 hours sleep (starting at 8pm) he was told that it was not quite restful enough and that he should get more sleep. Str, Int, and End still penalized (but not as bad). Ends up sleeping 3 more hours then 4 more and still not told he was rested.
I will go through what happened, and then suggest some changes to the settings.

RealSleepExtended sleeping at 2132RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended sleep modifier adjusted to 2.59 due to maxSleepNeeded of 8 and sleepLevel of 20.74RealSleepExtended time passed: 8.00, time now 2140RSE:hr no 8 of 8.00 - worth 0.65 at 19. RSE:hr no 7 of 8.00 - worth 1.30 at 20. RSE:hr no 6 of 8.00 - worth 1.30 at 21. RSE:hr no 5 of 8.00 - worth 1.30 at 22. RSE:hr no 4 of 8.00 - worth 2.59 at 23. RSE:hr no 3 of 8.00 - worth 2.59 at 0. RSE:hr no 2 of 8.00 - worth 2.59 at 1. RSE:hr no 1 of 8.00 - worth 2.59 at 2. RealSleepExtended Been awake for 6.74 hours. Optimal is 14.90  Tiredness is -9.00RealSleepExtended no more tired after sleep

This tells the following:
1. You have an endurance of around 69, you also have a quite low RSE.enduranceFactor value of 10. This is the default due to historical reasons (Real Sleep had it), but if you had used OBMM for installation, the default would have been to increase this to 20. So I suggest you do it. What it means is that with a factor of 10, your character can go 8 + 69 *0.10 = 14.9 hours before becoming sleepy, while a factor of 20 would mean 8 + 69 * 0.2 = 21.8 hours.

2. Anyway, RSE calculates that you need exactly 8 hours of effective sleep to become fully rested, and while you slept for 8 hours, you started your sleep to early in the evening, a bit before 8pm. So the 1st hour (before 8pm) only counts for 25% of an hour's sleep, the next three counts for 50% of an hour's sleep, and the rest counts full, so instead of 8 hours, you effectively got 5.75 hours of sleep. Enough to to remove all tiredness penalties, but not enough to make you completely rested, which effectively means that you be awake for 9 hours (Tiredness is -9.00) before starting to become sleepy again.

This is all well, but I see you state " Str, Int, and End still penalized (but not as bad).", and I guess this is why you're not happy with RSE. But I am quite confident that those penalties are not RSE's fault, for two reasons. One is the debug text stating "no more tired after sleep", while instead RSE would have written:
PrintC "RealSleepExtended attribute decrease is # of each individual attribute",
where # is the percentage, when stats get reduced. The second reason is that the way RSE works is that when you are tired, all attributes except luck are penalized by at least -1. So look around for other causes for those.

RealSleepExtended sleeping at 0RealSleepExtended has now started.RealSleepExtended planning to sleep at 2143RealSleepExtended optimal wake is 14.9RealSleepExtended base sleep modifier is 1.64RealSleepExtended base sleep modifier adjusted up to minimum 2.00RealSleepExtended time passed: 4.07, time now 2147RSE:hr no 4 of 4.07 - worth 2.00 at 6. RSE:hr no 3 of 4.07 - worth 1.00 at 7. RSE:hr no 2 of 4.07 - worth 1.00 at 8. RSE:hr no 1 of 4.07 - worth 1.00 at 9. RealSleepExtended Been awake for 1.74 hours. Optimal is 14.90  Tiredness is -14.00RealSleepExtended no more tired after sleep

This second sleep is much of the same. Only the first hour is at max effect, and the last three at half effect (but you would have got a better overall effect if sleeping continiously). The end result is that you're almost fully rested (can go 14 hours, while you can go 14.9 hours when fully rested), but you are not tired, so no effect on attributes.

Character never became rested and stats remained reduced.
...but as said above, RSE always reduce all or none of the attributes, so you should look elsewhere for the cause. Disease, other realism mod, some weapon/armor, etc?

And yes I am a bug magnet. I think I've proven this beyond a shadow of a doubt - if there is ever anything that can go wrong with using mods - I'm the guy who will experience it.
I do appreciate that bugs are found, at least when they're as easy to spot as the daysleeper bug. Please report back about the stats.
User avatar
brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Tue May 03, 2011 9:06 am

Is using the UOP stat restore function a good idea with this mod.

After disabling Realistic Fatigue, Kuertee Battle fatigues and Jewelry limits mods, Real Hunger COBL and then reinstalling this with OBMM to configure the ini for me - I'm still getting stat penalties after sleeping.

Reconfiguring the ini made it so that the 8 hours made me fully rested - so that is good, but still stat penalites.

So then I went back and disabled even this and had stat loss galore - so the stats are damaged as best I can tell. Why? I don't know - but I'll gladly lay the blame on the orgy of mods I use.

So then again - is the stat restore function ok to use with this?

Even though I took out all the realism mods and did a stat restore the UI is still showing a penalty of -1 for str, end, int.

all very frustrating.
User avatar
Laura-Lee Gerwing
 
Posts: 3363
Joined: Fri Jan 12, 2007 12:46 am

Post » Tue May 03, 2011 10:03 am

Is using the UOP stat restore function a good idea with this mod.
As long as you are not sleepy when using it, then it's fine. If you're sleepy when using the stat restore function, RSE will increase your stats when you stop being sleepy though.

After disabling Realistic Fatigue, Kuertee Battle fatigues and Jewelry limits mods, Real Hunger COBL and then reinstalling this with OBMM to configure the ini for me - I'm still getting stat penalties after sleeping.

Reconfiguring the ini made it so that the 8 hours made me fully rested - so that is good, but still stat penalites.

So then I went back and disabled even this and had stat loss galore - so the stats are damaged as best I can tell. Why? I don't know - but I'll gladly lay the blame on the orgy of mods I use.

I am pretty sure that this stat problem is not RSE's fault, for two reasons:

1. The stat mod part of the script has not been changed since version 1.something when a major bug in the stat modding was introduced, and fixed soon after (for the record, that problem made the negative stat mod stick in a way like this, but for all attributes).
2. RSE always modify the stats of all attributes (except luck) by at least -1 when you become sleepy, so having stat reduction on three attributes only does really not sound like RSE.

Now I'm the first to admit that my mods tend to have bugs now and then too, but I don't think I'm to blame this time :)

So then again - is the stat restore function ok to use with this?
Yes, completely, provided you are not sleepy when using it.
User avatar
danni Marchant
 
Posts: 3420
Joined: Sat Oct 07, 2006 2:32 am

Post » Mon May 02, 2011 11:38 pm

The character slept and ate, then a clean save of all immersion/realism stat adjusting mods.
Then UOP stat restore.
the result is -1 on str, int, end (which shows as -1 on stat page).
UOP did not fix those - no idea why that is happening.
Never seen this before and have been using the other stat adjusting mods for well over a month.

Guess I will try setting those stats up one point (but something is penalizing me - that probably won't work). :sad:


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

edit -wait sorry about that.

I guess he was diseased. Errr - wish there was a mod that was not based on shader tweaks or OBGE that gave continual notice as to diseases.

Once again - sorry- all apologies.

Seems to be working.
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Tue May 03, 2011 4:25 am

The character slept and ate, then a clean save of all immersion/realism stat adjusting mods.
Then UOP stat restore.
the result is -1 on str, int, end (which shows as -1 on stat page).
UOP did not fix those - no idea why that is happening.
Never seen this before and have been using the other stat adjusting mods for well over a month.
I've never used or checked the UOP stat restore myself, but I guess it reads the difference between "GetAV Stat" and "GetBaseAV Stat", and call "ModAV Stat diff". If so, it will restore all stats that have been changed by ModAV in any mod, which includes what RSE does. I actually wrote such code into the 1.x version of RSE that fixed the previous version's bug, but have since taken that out of RSE again.

So since the UOP stat restore doesn't work, it seems like there are a different type of stat modification that affects your game. You can test this by opening the console and write "player.GetAV Endurance" and "player.GetBaseAV Endurance". If they are the same, then there's a different mechanism than ModAV in work. If they are different, then I don't understand why the UOP doesn't catch it, but you can then fix it from the console by writing "player.ModAV Endurance #" where # is the difference. And of course do the same for Intelligence and Strength. Or at least I think this works. I know it works from a script, but ModAV behaves a bit different from the console. I do think using ModAV with a positive value that brings you up to the BaseAV value works.

I can check the UOP stat restore code if it works this way (it should). If not, I can probably dig up the stat restore script from my old version of RSE that I know works for all attributes.
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Tue May 03, 2011 9:19 am

Sorry I was hoping to get that edit in before you saw it or replied to it.

Seems to be working now that I healed at an altar. Going to reinstall all stat adjusting mods then restore save before all these tests and heal at altar, eat, then sleep.

Will update this post if successful.
==================================
Yes successful - very much so.

All seems to be working.

You ever thought about extending and revising Real Hunger COBL?

That mod needs some of this kind of attention.
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Tue May 03, 2011 7:32 am

Sorry I was hoping to get that edit in before you saw it or replied to it.
No problem, but good you got it fixed. That altar healing helped indicates that you had some disease, or a mod that uses an effect similar to disease which affected those three stats.

For the record, RSE gives the following messages after a sleep:
(where optimalWake is calculated to minWake + enduranceFactor * Endurance/100)

- "That was a rough sleep. I should go back to bed and sleep some more."
meaning: You are still tired, with negatively modified attributes.

- "That was a good sleep. However, I could do with another couple of hours."
meaning: You are not tired, but not fully rested either, so it will take you between 0 and optimalWake hours before you become tired again.

- "What a great sleep. I feel fully recovered."
meaning: You are fully rested, but have not slept enough to be able to be awake the 4 additional hours (or what you have additionalHours set to in your ini), so it will take you between optimalWake and (optimalWake+additionalHours) before you become tired again.

- "The most wonderful sleep. I can now go for a long time without sleep again."
meaning: More sleep will have no effect, and you can now go (optimalWake+additionalHours) hours before becoming tired.


So unless you get the "That was a rough sleep...." message, RSE removes all its negative attribute effects after the sleep.

Seems to be working now that I healed at an altar. Going to reinstall all stat adjusting mods then restore save before all these tests and heal at altar, eat, then sleep.

Will update this post if successful.
Good :)
User avatar
Dona BlackHeart
 
Posts: 3405
Joined: Fri Dec 22, 2006 4:05 pm

Post » Tue May 03, 2011 12:38 am

Version 2.3.4 of Real Sleep Extended is now available from http://www.tesnexus.com/downloads/file.php?id=24649 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170.

From the changelog:

* Fixed an error that miscalculated sleep inside if daySleeper was set to 1
This is a simple bugfix for the error Psymon found.

* Improved bedroll script
The bedroll script is now even smarter, in having max flexibility/immersion and minimum bloat.
User avatar
Dagan Wilkin
 
Posts: 3352
Joined: Fri Apr 27, 2007 4:20 am

Post » Mon May 02, 2011 10:31 pm

im still using jtrealexhaustion even if i think this mod has far better features for 1 main reason. with jt, i can tell how tired i am from just looking at my fatigue bar. from reading the 1st post, im assuming that this isnt the same with your mod, apart from using kuertee's customizable HUD?
User avatar
Eibe Novy
 
Posts: 3510
Joined: Fri Apr 27, 2007 1:32 am

Post » Tue May 03, 2011 2:46 am

im still using jtrealexhaustion even if i think this mod has far better features for 1 main reason. with jt, i can tell how tired i am from just looking at my fatigue bar. from reading the 1st post, im assuming that this isnt the same with your mod, apart from using kuertee's customizable HUD?

If you really need the HUD bars, then no, there is no way aroud the kuertee's customizable HUD. Recently, my kuertee and Pluggy_HUD version combo has led to several repeatable CTDs when exiting inventory. I am not sure, which of these two was the culprint, but now I am using no sneak eye, no health... bars, no compass, no weapon/spell/spell effect timer icon. Just the yawning, stomach grumbling and occasional Fizzle chance message - and I have found this combination highly immersive - for me, at least.
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

Post » Tue May 03, 2011 6:35 am

I just got around to installing this and I'm looking at the ini right now. I noticed the "enduranceFactor" says the default is 20, but it comes preset to 10.

Did something change, or should that be set to twenty again?

edit: I see that the dynamic timescale came set to off as well, though it says on is the default.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Tue May 03, 2011 11:32 am

TheNiceOne,

I love this mod. Previously I'd been using Bor's Bedrolls for my portable bedding needs. One thing Bor's does that this doesn't, at least in my experience, is allow you to retrieve your bedroll if you've been prevented from sleeping due to nearby beasties. Perhaps this is something you could address, if you have the time.
User avatar
Sammi Jones
 
Posts: 3407
Joined: Thu Nov 23, 2006 7:59 am

Post » Tue May 03, 2011 10:51 am

I just got around to installing this and I'm looking at the ini right now. I noticed the "enduranceFactor" says the default is 20, but it comes preset to 10.

Did something change, or should that be set to twenty again?

edit: I see that the dynamic timescale came set to off as well, though it says on is the default.
I have been meaning to change those, but never got around to it. And I think 20 is a sensible default value for enduranceFactor.


I love this mod. Previously I'd been using Bor's Bedrolls for my portable bedding needs. One thing Bor's does that this doesn't, at least in my experience, is allow you to retrieve your bedroll if you've been prevented from sleeping due to nearby beasties. Perhaps this is something you could address, if you have the time.
Good catch. The variable that makes the pickup menu pop up, is not set until the sleep menu is opened. I will fix this in an update. Its not completely straightforward, as I want to keep "See You Sleep"-compatibility, but it should be doable - and certainly something that should be possible.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Tue May 03, 2011 6:06 am

so i finally uninstalled my long-used JTRealExhaustion mod and replaced it with your mod. however i noticed my character's fatigue was still full/at max even after hours of dungeon exploration and combat.my character's endurance is 90+. do i understand correctly that my character's stats, particularly fatigue, wont drain till im past my OWT?

something i liked about JTRealExhaustion was my fatigue being constantly reduced during the day and more so by doing strenous activities throughout. so by afternoon, if i did heavy fighting during the morning, id have only around half my max fatigue (reflected in the fatigue bar) and would do well to avoid any more hard fights. the other stat drains only kicked in when i was past my OWT (JT counterpart).

really love the features of this mod and dont want to give it up.thnx in advance :)

norbingel
User avatar
I love YOu
 
Posts: 3505
Joined: Wed Aug 09, 2006 12:05 pm

Post » Tue May 03, 2011 7:11 am

so i finally uninstalled my long-used JTRealExhaustion mod and replaced it with your mod. however i noticed my character's fatigue was still full/at max even after hours of dungeon exploration and combat.my character's endurance is 90+. do i understand correctly that my character's stats, particularly fatigue, wont drain till im past my OWT?
That is correct. RSE has no ill effects at all until your OWT is passed. If you want ill effects earlier, you can edit the settings to reduce the OWT and possibly reduce the ill effects as well.

something i liked about JTRealExhaustion was my fatigue being constantly reduced during the day and more so by doing strenous activities throughout. so by afternoon, if i did heavy fighting during the morning, id have only around half my max fatigue (reflected in the fatigue bar) and would do well to avoid any more hard fights. the other stat drains only kicked in when i was past my OWT (JT counterpart).
It is an interesting concept, and possibly something I can add in with a later release. But for now, RSE doesn't directly affect your Fatigue, but rather your attributes. The reason for this is partly historical (Real Sleep did the same), and partly because I think Realistic Fatigue is a must-have mod, and I'm afraid of doing too much with the fatigue since RF already tweaks it so much.

But I agree that the possibility of getting the fatigue reduced during the day due to the activities is a good idea - especially since RSE already keeps track of all possible activities performed in its timescale part.
User avatar
Alex Vincent
 
Posts: 3514
Joined: Thu Jun 28, 2007 9:31 pm

PreviousNext

Return to IV - Oblivion