[RELz] Real Sleep Extended

Post » Mon May 02, 2011 10:09 pm

========= REAL SLEEP EXTENDED 2.5 ============

You need some sleep each day. If you stay awake too long, your attributes will be damaged as you grow tired.

Real Sleep Extended gives you the most immersive sleep experience possible by accounting for a lot of natural factors like time of day, place and bedtype when sleeping - and Endurance, Agility, Willpower and Vampirism affecting how fast you become tired and how effective your sleep is. Portable bedrolls and coffee drinks to help you stay awake are included.

Since this mod works best with a timescale other than default, it supports a dynamic timescale that can be set to automatically change depending on where you are and what you do. You have complete control over which actions that should affect timescale (running, walking, riding, swimming, sneaking, fighting, not moving, or being inside) and disable the mod's check for any of them by setting its value to 0.

=========

Author: Ole B?e, a.k.a. TheNiceOne
Date: Oct 01, 2010

OBSE v 18 (or newer) required!

Download http://www.tesnexus.com/downloads/file.php?id=24649 or http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170

========= DESCRIPTION

Real Sleep Extended (RSE) keeps track of how long you have been without sleep. When you've been without sleep too long, you become tired and your attributes start to get damaged - more the longer you stay awake. The damage is a percentage of each attribute's value, so even a low-level character can survive being somewhat tired. High Endurance makes you able to stay longer awake before getting tired.

When going to sleep, you will need more sleep the more tired you are, but RSE checks for a lot of factors in order to make this as immersive as possible:
* You need less sleep to catch up as your Endurance becomes higher.
* Time of day is very important (unless you play a thief character), where sleep at night is most effective. But the day/night cycle is inverted if you become a vampire, which sleep best during daylight.
* Sleep outside is less effective than inside, but high Willpower will make sleep outside more effective. Or you can be a ranger who sleeps better outside.
* Sleep in proper beds are better than bedrolls, which in turn are better than anything else, though high Agility makes the difference less. But this too can be tweaked for ranger types who may prefer bedrolls.

To help you combat the tiredness, you can pick up and carry any bedroll found in the game, or buy bedrolls from vendors that stock travel equipment. Bedrolls can be picked up by pressing a pickup key (default 'P', adjustable in the ini), or holding down a modifier key (default left shift) while looking at a bedroll. The bedroll can later be placed anywhere you want. Beware that if you place it in a non-safe place, you can expect someone else to take it. Beggars will often replace the bedrolls you took with new bedrolls for their own use, but won't get mad at you for taking theirs.
This bedroll feature is superior to any existing stand-alone bedroll mod, because it is the only that allows multiple bedrolls to be placed without causing savegame bloat, is the only that is fully compatible with See You Sleep and is the only where the beggars can place out new bedrolls where you took one.

You can also buy coffe drinks (named Kaffe) from most alchemists or inn owners. Drinking Kaffe will make you less tired for a while and drinking more than one cup will help even more, but beware: When the effect is gone, you end up even more tired than before, and don't expect the later cups to work as well as the first that day. Furthermore, your sleep will suffer if you go to sleep a short time after drinking Kaffe.

If you install my HUD Status Bars mod, your rested/tired state will be displayed in a bar similar to the standard HUD status bars.

Everything can easily be set up exactly as you like it, either by using the OBMM install script, or editing the ini file.

=========

Default timescale in Oblivion is 30, which means that for each minute played, 30 minutes passes ingame. This is a bit high when using sleep (or thirst/hunger) mods, so many players set the timescale to a lower value (typically 10-15). If enabling automatic timescale in RSE's ini, RSE will adjust the timescale depending of whether you are: inside, sneaking, in combat, standing still, walking, running, riding or swimming - in addition to a default timescale.

If you don't want special timescale for one or more of the many cases, set its timescale to 0, and the mod will ignore it. E.g. if you set timeSwimming to 0, swimming will not affect your timescale, and default will be used if none of the others apply.

The mod will always choose the smallest non-default timescale if more than one case apply at the same time. E.g. if you set timeCombat to 10 and timeInterior to 5, the timescale will be 10 if in combat while outside, and 5 when inside, whether in combat or not.

The exception is if you invoke the fast wait timescale, by tapping the fast wait key (default 'P', adjustable in the ini). When tapping it, the timescale will be set to timeWaitFast timescale (default 60), and increased by this amount for each tap of the key. Thus tapping P three times will set the timescale to 180. As soon as you move or start combat, the timescale goes back to normal. Also, if fast travel timescale is enabled, that timescale will always be used for fast travel (thus affecting the time used).

========= COMPATIBILITY

This mod is generally fully compatible with everything, with a few notes:

This mod is generally fully compatible with everything, with a few notes:

* Real Sleep Extended can even be used together with other sleep mods, but you will probably not want to.
* Real Sleep Extended is fully compatible with Kuertee's Alternatives to death and reload (http://www.tesnexus.com/downloads/file.php?id=23862), and any other mod that stops sleep requirement by setting the global variable EatDrinkSleep to 0.
* See You Sleep mentions being incompatible with Sleep mods, but Real Sleep Extended checks for it and is 100% compatible. You will even get full See You Sleep-animation when sleeping on portable bedrolls.
* The Automatic Timescale feature will override any mods that statically set the timescale (ex: Frans). It is incompatible with other mods that automatically changes the timescale. If used together with such mods, you must disable the variable timescale feature of this mod (set RSE.timeAdjustment to 0), or the other mod. It is however compatible with the Ayleid Steps that requires a timescale of 30 during certain quest stages. Real Sleep Extended detects this and lets the timescale be 30 in this situation.

========= DETAILED DESCRIPTION - SLEEP

* You (as the player) have an optimal wake time (herafter called OWT), which is the longest you can stay awake before getting tired.
* All your attributes will decrease as you get more tired. How, and how fast they decrease can be controlled in the ini.
* You can choose between decreasing all attributes the same amount, or a percentage of each attribute.
* By default, each attribute decreases by 0.75 of its base value per hour - thus with Strength of 60, the strength will decrease by 1 for every second hour of tiredness.
* Health & fatigue are not directly effected but your max health and fatigue will diminish as your stats are drained.
* So after 4 hours past the OWT awake, the attributes are all reduced by 3%. After 24hr (adjustable in ini) you don't get more tired however, so the reduction is capped at 18%.

* The OWT is controlled by two settings and your Endurance. The settings are minWake (default 8) and enduranceFactor (default 20).
* The OWT formula is minWake + enduranceFactor * Endurance / 100. So with Endurance of 50 and default settings, your OWT is 8 + 20 * 0.5 = 18.
* When you view the stats menu, a message appears telling you how much time you have until your OWT (if not passed it), or how long you have been sleepy (if past the OWT).
* When you click on a bed/bedroll, a message appears displaying how much sleep you need to be fully recovered.
* When you get tired, messages and a yawning sound appear to tell you that you need sleep, every ingame hour, so long as you are not in combat (if you are in combat, the message/sound will play once you leave combat)

* You can choose whether a Vampire needs sleep or not. When cured, you become as tired as if having stayed awake for 24hr.

* When sleeping, each hour asleep counts for a number of hours awake, depending on several factors, the main being your OWT.
* If the OWT is less or equal to 20hr, each hour of sleep counts for just enough to make a 24hr cycle. EX:
* If your OWT is 12, you need 12hr of sleep, thus each hour asleep counts for 1 hour awake.
* If your OWT is 18, you need 6hr of sleep, thus each hour asleep counts for 3 hours awake.
* If your OWT is 20, you need 4hr of sleep, thus each hour asleep counts for 5 hours awake.
* If the OWT is greater than 20hr, each hour asleep counts for 5 hours awake.

* Sleep during daytime is less effective for non-vampires. Sleep 8pm-11pm or 8am-11am have half effect. Sleep 11am-8pm have quartered effect.
* For vampires, it is the other way around, with 5am-8am or 8pm-23pm at half effect, and 23pm-5am at quartered effect.

* However, by the setting daySleeper to 1, sleep *Inside* is at full effect at any time of day or night for non-vampires. Set it back to 0 for default effect.

* Sleep outside is also less effective, but will be more effective the higher Willpower you have. It is also possible to tweak the ini to make sleep outside more effective than inside for ranger type roleplayers.
* Sleep in bedrolls is less effective and sleep outside both beds and bedrolls even more, but will be more effective the higher Agility you have. It is also possible to tweak the ini to make it the other way around for ranger type roleplayers.

* Adjustment for sleep outside, bed type and time of day are cumulative. So get your sleep in proper beds inside at night, if possible.

* You can sleep a bit longer than necessary before an extra tiresome day, and go 4 additional hours before starting to get tired.

* Disbale the mod by opening the console and write "set RSE.disabled to 1". Set it back to 0 to enable the mod. This, and all other, values will be overwritten by the ini setting on each savegame load.

========= INSTALLATION

Preferred: Use OBMM, as the archive is OMOD-ready and contains an installation script that makes it very easy to tweak the mod to your liking. Alternatively, copy everything except the "omod conversion data" folder and the readme to your Oblivion\data folder.

If you want to use my HUD Status Bars mod to display a status bar, install that mod, open its ini file and copy the three example Real Sleep Extended lines into one of the HUD bar lines.

When uninstalling RSE, make sure that it currently does NOT affects your attributes - either by sleeping until you're no longer tired, or by disabling the mod by typing "set RSE.disabled to 1" in the console. Then simply save, close the game and uninstall the mod. If the player was sleepy when you uninsyall, the negative effects of that will be stuck.

========= CREDITS

The OBSE team for OBSE
Dominic Watson for the original Real Sleep mod and Cipscis for Real Sleep Updated. Those mods are the main inspiration for Real Sleep Extended.

========= CHANGELOG

2.5:
* Added HUD Status Bars support
* Removed Customisable HUD components support
* Set ownership of bedrolls to prevent NPCs from going to sleep on the bedroll where you already sleep.

2.4.1:
* Message added when using fast wait
* Fixed error in OMOD installation script

2.4:
* Added separate timescale for sitting
* Added separate timescale for fast travel
* Added fast wait functionality
* Changed the way bedrolls are picked up
* Added setting for weight of bedrolls
* Added check for stages in The Ayleid Steps where timescale should be kept to 30
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Milad Hajipour
 
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Post » Tue May 03, 2011 5:58 am

Looks good. I think I had this Mod before but couldn`t get out of jail so had to drop it. I may try it again, but I got used to V&V....
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Stat Wrecker
 
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Post » Tue May 03, 2011 4:00 am

Thanks for sharing and the linky, will add this to the list ! ! ! ! !
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Charity Hughes
 
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Post » Tue May 03, 2011 10:27 am

Finally! I must say that having the original text-based Real Sleep next to Real Hunger (COBL version) with its ingenious stomach grumbling and messages disabled was a bit annoying. This is an instant download for me. Thanks a lot. :foodndrink:
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CArla HOlbert
 
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Post » Tue May 03, 2011 1:53 am

Framifr?!
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Vivien
 
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Post » Mon May 02, 2011 8:33 pm

Hey TheNiceOne (as opposed to TheOneWhoIsNotNice? Sorry, couldn't resist.)

Thanks so much for making this mod. I literally stumbled across it while I was on my winter break and have been using it ever since and loving it! For some reason, it hasn't received much attention here . . . which is a shame.
I used Real Sleep for a very long time, and had been using Real Sleep Updated for a number of month, but they never handled the need to sleep quite right.
This is by far the best sleep mod I have used (and I've probably tried them all).

I really like the changes that you've added, and I really appreciate the fact that the settings can be tweaked though the ini, because I've made a bunch of edits to tweak the default setting more to what I feel they should be.
These are my changes and why:

set RSE.outdoorEffectiveness to 75
[I felt that the default setting of 50% was too harsh (meaning that you needed to sleep twice as long when outdoors). So I changed this to 75% which I felt was much more realistic.]

set RSE.maxTiredness to 36
[maxTiredness is the maximum hours of tiredness before the player stops being more sleepy. I felt the the Default 20 was too easy (and not very realistic). I wanted my penalties to continue to increase for longer.]

set RSE.attibuteDecrease to 1
[the number of hours that go between each time the mod decreases all attributes by 1 due to tiredness. I felt that the Default 3 (1 point drop every 3 hours) did not simulate the need for sleep adequately. Once she begins to get sleepy, my character's stats now drop 1 point for every hour that she goes without sleep - which seems about right to me. Now the effects of going several hours after getting tired have a noticeable effect on her performance . . . which I can no longer just ignore.]

My one complaint (so far, there'll like be others at some point, as I'm rather picky about these sort of things) is that my character has to sleep so long, even when indoors, at night, in a bed. After going without sleep for 4 hours ("You have bee sleepy for 4 hours."), she needed 15 hours effective sleep. I gave her 10 and then let her sleep in for an extra hour. But that wasn't nearly enough, as she began getting sleepy again after just 6 hours.

Is there like a double penalty for staying awake after getting sleepy? Because, even figuring a full penalty (if you stay awake an extra hour, you'll require and extra hour of sleep), she should have only needed 12 hours of effective sleep at the very most (8 hours + the 4 hours of being sleepy). In reality, even that is too harsh, as a more realistic factor would be 30 minutes of additional sleep for every hour that you go past being sleepy: In this case, 8 hours + 4/2 hours = 10 hours effective sleep needed. That's much closer to how it is in real life (I'm in my senior year at a university, completing a double major, so I do know what it is like to go for many hours without sleep.)

Anyhoo, is there any way that I can change this in the ini? I've looked, but I don't see any way to do this. I could live with the 12 hour effective sleep need (the simple 8 hours + 4 hour penalty), but requiring 15 or 16 hours of sleep after pushing yourself a bit is way too harsh.
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Nicola
 
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Post » Tue May 03, 2011 4:21 am

Hey TheNiceOne (as opposed to TheOneWhoIsNotNice? Sorry, couldn't resist.)
The nick goes a long way back, but may not be the most elegant one <_<

Thanks so much for making this mod. I literally stumbled across it while I was on my winter break and have been using it ever since and loving it! For some reason, it hasn't received much attention here . . . which is a shame.
I used Real Sleep for a very long time, and had been using Real Sleep Updated for a number of month, but they never handled the need to sleep quite right.
This is by far the best sleep mod I have used (and I've probably tried them all).
Thanks. I appreciate your view, especially coming from you who take the mods seriously - I really appreciate your mods site (for everyone, look at http://amito.freehostia.com/Oblivion/OB.htm for an excellent Oblivion mods guide).

As for my mod, go to http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170 for the full version 1.1 readme. The mod is very simple, yet highly compatible with most mods and highly configurable, and comes with an optional part that can adjust your timescale dynamically, depending on whether your player is inside/outside/sneaking/fighting.


I really like the changes that you've added, and I really appreciate the fact that the settings can be tweaked though the ini, because I've made a bunch of edits to tweak the default setting more to what I feel they should be.
These are my changes and why:

set RSE.outdoorEffectiveness to 75
[I felt that the default setting of 50% was too harsh (meaning that you needed to sleep twice as long when outdoors). So I changed this to 75% which I felt was much more realistic.]
I think you may have misunderstood this one a little bit. The number is the outdoor effectiveness of a olayer with zero Agility. The outdoor effectiveness grows from this number, up to 100% when you have 100 Agility. So for a player with 50 Agility, the effectiveness is 75 (middle between the set value of 50, and 100%). When you set it to 75, a player with 50 Agility will have an outdoor effectiveness of (87,5%).


set RSE.maxTiredness to 36
[maxTiredness is the maximum hours of tiredness before the player stops being more sleepy. I felt the the Default 20 was too easy (and not very realistic). I wanted my penalties to continue to increase for longer.]
The default was supposed to be 24, not 20. Not that it makes too much of a difference for you though.

set RSE.attibuteDecrease to 1
[the number of hours that go between each time the mod decreases all attributes by 1 due to tiredness. I felt that the Default 3 (1 point drop every 3 hours) did not simulate the need for sleep adequately. Once she begins to get sleepy, my character's stats now drop 1 point for every hour that she goes without sleep - which seems about right to me. Now the effects of going several hours after getting tired have a noticeable effect on her performance . . . which I can no longer just ignore.]
For me, that's a bit too harsh, since I like to enter big ruins, knowing I may be there a bit too long. With only one stat drop per 3 hours, I feel I can go too long, and still be able to put up a fight. I see your point though, which is why I made it configurable (thanks to ABO which inspired me with his configurable mods).

My one complaint (so far, there'll like be others at some point, as I'm rather picky about these sort of things) is that my character has to sleep so long, even when indoors, at night, in a bed. After going without sleep for 4 hours ("You have bee sleepy for 4 hours."), she needed 15 hours effective sleep. I gave her 10 and then let her sleep in for an extra hour. But that wasn't nearly enough, as she began getting sleepy again after just 6 hours.

Is there like a double penalty for staying awake after getting sleepy? Because, even figuring a full penalty (if you stay awake an extra hour, you'll require and extra hour of sleep), she should have only needed 12 hours of effective sleep at the very most (8 hours + the 4 hours of being sleepy). In reality, even that is too harsh, as a more realistic factor would be 30 minutes of additional sleep for every hour that you go past being sleepy: In this case, 8 hours + 4/2 hours = 10 hours effective sleep needed. That's much closer to how it is in real life (I'm in my senior year at a university, completing a double major, so I do know what it is like to go for many hours without sleep.)
There is no additional penalty.
Remember that the mod's base is a 24hr cycle, that it calculates how long you can stay awake without beeing sleepy from the combination of your Endurance plus minWake and enduranceFactor settings. With default settings of 6hr and 24hr respectively, a player with 50 Endurance can go 6hr + 24hr*50% = 18hr without sleep. The remaining 6hr of that day will be required for sleep (assuming 100% effectiveness). E.g., 2:1 awake/asleep factor.

With those values, you will need 1 additional hr of sleep for every 2hr awake, just as you think is right. But a player with lower Endurance will need more. I don't know your player's exact numbers, but it seems that it's awake/asleep factor is less than 2:1, due to changed settings or lower Endurance, thus making her need more sleep.

Example: Assume the default settings for minWake/enduranceFactor (6/24), but your player has a low Endurance (25). It can then stay awake for 6+24*25% = 12hr, and needs 12hr of effective sleep each day. If he/she stays awake for 16hr, she will need 16hr of sleep as well. Now, if the Endurance was 100 instead, he/she can stay awake for 6+24=30hr, but need 1hr of sleep for every 5hr awake (5:1 is a hardcoded max). Thus after 30hr awake, he/she needs 6hr of sleep, and after 34hr awake a bit less than 7hr of sleep.


So without knowing your exact Endurance and minWake + enduranceFactor settings I cannot say exactly what's going on, but it seems your player is still a quite sleepy one ;) If you provide those numbers I can probably help you more - or you can write set RSE.debug to 1 in the console, and the debug messages will tell you quite a bit of what's happening.


Anyhoo, is there any way that I can change this in the ini? I've looked, but I don't see any way to do this. I could live with the 12 hour effective sleep need (the simple 8 hours + 4 hour penalty), but requiring 15 or 16 hours of sleep after pushing yourself a bit is way too harsh.
There's nothing to do about it with the current version, but I would be happy to add an ini setting or two for this. The best I can think of, are two new settings that go something like this:

; Set the *maximum* hr of sleep needed to catch up, regardless of how long you have been awake. Set to 0 means no specific max value.
set RSE.maxNeededSleep to 12

; Set the *maximum* additional hr of sleep needed for each additional hr awake when tired. With high endurance, the number may be less. Set to means to use the normal value calculated from Endurance + minWake/enduranceFactor
set RSE.maxSleepWhenTired to 0.5


What do you think?
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Jennifer May
 
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Post » Tue May 03, 2011 10:09 am

This is an awesome immersion mod!!!! Thank you for working so hard on it
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Tanika O'Connell
 
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Post » Tue May 03, 2011 7:11 am

I've been using Real Sleep 1.4 for quite some time now and liking it so I'll give this a try. I'm a bit dubious about the restriction on outdoors sleeping though. Have you never heard of camping? Some of the best sleeps I've had have been on the flat ground with nothing but a foam mattress underneath me. I like the bit about extending your wake period by sleeping a bit longer though. And the sleeping during the day kind of makes sense too, anyone who's ever had to work a graveyard shift can verify that.
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Taylor Bakos
 
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Post » Mon May 02, 2011 9:02 pm

I've been using Real Sleep 1.4 for quite some time now and liking it so I'll give this a try.
Thanks. It is based on Real Sleep, so you will recognize the functionality, and you can easily configure it to work (mostly) as you like.

I'm a bit dubious about the restriction on outdoors sleeping though. Have you never heard of camping? Some of the best sleeps I've had have been on the flat ground with nothing but a foam mattress underneath me.

If you want to, you can edit the ini and change the relevant line to:
set RSE.outdoorEffectiveness to 100
With that change, outdoor sleep will be just as effective as inside. But note that (as explained to Arwen) that even with a lower setting, your effectiveness scales with your Agility, so with high Agility, you sleep (almost) as well outside as inside.

But I added this factor much for another reason. For me, it is more immersive that I have a reason to actually look of a good bed in an inn or a guild hall, instead of just borrowing a bedroll. Most players would do that in real life, so I added this factor much to have a reason for doing it ingame as well. But as mentioned above, you can easily turn this feature off in the ini file.
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Rhiannon Jones
 
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Post » Tue May 03, 2011 6:15 am

If you want to, you can edit the ini and change the relevant line to:
set RSE.outdoorEffectiveness to 100
With that change, outdoor sleep will be just as effective as inside. But note that (as explained to Arwen) that even with a lower setting, your effectiveness scales with your Agility, so with high Agility, you sleep (almost) as well outside as inside.

But I added this factor much for another reason. For me, it is more immersive that I have a reason to actually look of a good bed in an inn or a guild hall, instead of just borrowing a bedroll. Most players would do that in real life, so I added this factor much to have a reason for doing it ingame as well. But as mentioned above, you can easily turn this feature off in the ini file.


It doesn't really matter to me since I don't usually sleep outdoors anyway. I still use fast travel so I can always make to some Inn or to my home when I need to sleep. I'll keep that change in mind though since as a Spellsword my Agility isn't really the greatest. There might be the odd time when it's more convenient to use some camp bed. I don't want to use Bors Bedrolls though. I've tried it before and sometimes it just doesn't get placed on the terrain properly, ending up in some wierd angle. And it just adds to my emburance having a bulky bedroll in my pack.
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Sandeep Khatkar
 
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Post » Tue May 03, 2011 3:04 am

Thanks. I appreciate your view, especially coming from you who take the mods seriously - I really appreciate your mods site (for everyone, look at http://amito.freehostia.com/Oblivion/OB.htm for an excellent Oblivion mods guide).

Thanks for the very detailed reply! And for plugging for my site. :) I do my best to cover what I feel are the best collection of mods what enable the player to have the best possible role-playing experience while playing Oblivion. (Of course my list is high subjective, since it is based on what works for me. Plus the experience still hinges completely on the player's desire to actually role-play.)

The mod is very simple, yet highly compatible with most mods and highly configurable, and comes with an optional part that can adjust your timescale dynamically, depending on whether your player is inside/outside/sneaking/fighting.

I'm using your dynamic timescale as well: I've set my default timescale to 8 (which is what I've been using in my game, in like . . . well, forever) and set the timescale at 4 for when I'm fighting or sneaking. When I'm in combat, a slower timescale gives me the additional time to keep my stats from dropping too quickly, when I need them the most (I'm using a whole slew of survival/reality mods, so the stat penalties can run up pretty fast.) By reducing the timescale while I'm in sneak mod gives me the additional time I need to sneak through the larger ruins.

I think you may have misunderstood this one a little bit. The number is the outdoor effectiveness of a olayer with zero Agility. The outdoor effectiveness grows from this number, up to 100% when you have 100 Agility. So for a player with 50 Agility, the effectiveness is 75 (middle between the set value of 50, and 100%). When you set it to 75, a player with 50 Agility will have an outdoor effectiveness of (87,5%).

I understand it just fine. It's just too harsh in my opinion for lower level characters. I don't care how low your agility is, no one (unless they are some pampered lord or lady) would require twice as much sleep outside as indoors (unless it was pouring out). So I could understand a 50% penalty if you were sleeping out in bad weather . . . but not just because you are a bit of a clutz.

One of the biggest problems with Oblivion (in my opinion) is that it tends to be too harsh on low level characters, but then give excessive rewards as they level up, which makes the game too difficult at the beginning and then way too easy after you level up a bit. If you're like me, and are using a number of the survival/reality mods, the cumulative effect is even worse. You go from barely being able to survive to becoming invincible way too fast (which is why I've drastically slowed down my leveling speed). What would be more fun would be going a bit easier on the wimpy characters and then slowing down the leveling perks a bit. This is why I like being able to make changes to the values (through ini files) . . . they allow me to sort of do the same thing, but making edits to the ini files, as my character levels up.

The default was supposed to be 24, not 20. Not that it makes too much of a difference for you though.

I sort of figured that you meant to use 24 as the default, and you're correct . . . this is still way too low for the way that I play. I plan a lot before just running off into some unknown ruins. And I really enjoy the challenge that this adds (plus using a slower timescale really helps).

There is no additional penalty.

Ok, but if you're playing as a wimpy low level character (I've restarted my game to test out all the new mods I've installed in a new game), the amount of sleep you require seems to be a bit overdone (for the same reasons that I explained earlier).

There's nothing to do about it with the current version, but I would be happy to add an ini setting or two for this. The best I can think of, are two new settings that go something like this:
; Set the *maximum* hr of sleep needed to catch up, regardless of how long you have been awake. Set to 0 means no specific max value.
set RSE.maxNeededSleep to 12
; Set the *maximum* additional hr of sleep needed for each additional hr awake when tired. With high endurance, the number may be less. Set to means to use the normal value calculated from Endurance + minWake/enduranceFactor
set RSE.maxSleepWhenTired to 0.5
What do you think?

That would be great! By altering one or both of these values, a person could adjust the settings to what makes sense to them, for the way that they are playing and to make this mod more balanced, no matter what other survival mods they are using.
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Flutterby
 
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Post » Mon May 02, 2011 9:23 pm

Have you never heard of camping? Some of the best sleeps I've had have been on the flat ground with nothing but a foam mattress underneath me.

And the game already has campsites in it... it's be nice if there could be less of a penalty for sleeping at a campsite than for just sleeping on the ground in the middle of nowhere.

TheNiceOne, here's an idea: create a marker static that's invisible in the game (like an XMarker but with a different formID) and place references at all the campsites. The sleep script can scan through the nearby references (using OBSE v0016's GetFirstRef/GetNextRef) looking for this type of marker, and if there's one within a certain radius, reduce the outdoor-sleeping penalty because the player is at a campsite.
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GRAEME
 
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Post » Tue May 03, 2011 7:25 am

I understand it just fine. It's just too harsh in my opinion for lower level characters. I don't care how low your agility is, no one (unless they are some pampered lord or lady) would require twice as much sleep outside as indoors (unless it was pouring out). So I could understand a 50% penalty if you were sleeping out in bad weather . . . but not just because you are a bit of a clutz.

One of the biggest problems with Oblivion (in my opinion) is that it tends to be too harsh on low level characters, but then give excessive rewards as they level up, which makes the game too difficult at the beginning and then way too easy after you level up a bit. If you're like me, and are using a number of the survival/reality mods, the cumulative effect is even worse. You go from barely being able to survive to becoming invincible way too fast (which is why I've drastically slowed down my leveling speed). What would be more fun would be going a bit easier on the wimpy characters and then slowing down the leveling perks a bit. This is why I like being able to make changes to the values (through ini files) . . . they allow me to sort of do the same thing, but making edits to the ini files, as my character levels up.
A very good point which I fully agree with. A game stops being fun for me when I don't feel there are much challenge left, so giving too much benefit to the already-powerful characters is not a good thing, but something I haven't really considered too much with Real Sleep Extended until now.


So in v. 1.3 (download from http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170) I have done some changes to affect this:

1. Tewaked default settings for minWake/enduranceFactor from 6/24 to 8/20. So a player with Endurance below 50 will be able to stay awake somewhat longer than before, while a player above 50 will get sleepy a tad sooner.

2. Added minSleepEffectiveness (default 2), which is the minimum base effectiveness (may be reduced by outdoor/day sleeping) of one hr of sleep.

3. Added maxSleepNeeded (default 12), which is the maximum number of effective sleep hrs needed to become rested, regardless of how long you've been awake or how wimpy your char is. Set to 0 if you don't want this cap.

4. Changed outdoorEffectiveness (old default 50) into outdoorMinEffectiveness and outdoorMaxEffectiveness (default 60 and 90). Now, a player with Agility 100 can still suffer somwhat for sleeping outside. If you set both to 90, sleep outside will be reduced by 10% regardless of Agility, and if you set outdoorMinEffectiveness to 100, sleep outside will always be at full effect.


An example. Assume a low-level player with Endurance of 30, and all default settings. He can stay awake for 8 + 20 *0.3 = 14hr before getting sleepy, and will then need 24-14 = 10hr of sleep to catch up. So his calculated sleep effiency is 14/10 = 1.4, i.e. 1hr of sleep catches up for 1.4 hr awake.

But with minSleepEffectiveness set to 2, his sleep will be a bit more effective, meaning that after 14hr awake, he will only need 14/2 = 7hr of effective sleep to be rested.

If his Endurance was higher (40), he could stay awake for 8 + 20 * 0.4 = 16hr, and would need 24-16 = 8hr of sleep, thus having a calculated sleep effiency of 16/8 = 2. So at Endurance 40 and above, minSleepEffectiveness stops helping the player.


Now assume this player stays awake for the full 14+24 = 38hours. He will then need 38/2 = 19hr of effective sleep to be rested. But now the maxSleepNeeded setting will kick in. It reduces the sleep needed to 12hr, by setting the base sleep effiency to 38/12 = 3.17, instead of 2 for this sleep.



I sort of figured that you meant to use 24 as the default, and you're correct . . . this is still way too low for the way that I play. I plan a lot before just running off into some unknown ruins. And I really enjoy the challenge that this adds (plus using a slower timescale really helps).
I'm using a faster timescale myself (default 20, sneak/combat 10, interior 6), so I guess it more or less evens out.


Anyway, please try the new version and see if it suits you. If not, I'm happy to get new suggestions. :)
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Nadia Nad
 
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Post » Tue May 03, 2011 9:44 am

I just downloaded v.1.3 and will give it a try later today if I get a chance (after classes, workout, and my studies). Thanks so much for making these changes . . . they look to be exactly what I was hoping for. :)

I also just updated the Mod Section of my OB Journal to include this new version. Thanks again for the quick response!

One minor problem (which I think I figured out):
In your ReadMe, you have: "... by disabling the mod by typing "set disabled to 1" in the console"
Shouldn't this be: "set disable to 1"
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T. tacks Rims
 
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Post » Tue May 03, 2011 5:54 am

I just downloaded v.1.3 and will give it a try later today if I get a chance (after classes, workout, and my studies). Thanks so much for making these changes . . . they look to be exactly what I was hoping for. :)
Thanks

...however, this discussion triggered my creativity, so v 1.4 is now up on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170.

The changes are those (from readme):

* Added the possibility of decreasing each attribute by a percentage of its current base value, instead of a set value, and made this default (with a default value of 0.75).
* This means that a player with low stats will decrease them slower than a player with high stats.
* Fixed a minor bug in 1.3 that made a player with Agility >= 100 ignore outdoorMaxEffectiveness.

The first part is a direct result of your ideas. I thought it was unfair that a low-level character should gets his attributes reduced at the same rate as a high-level character. So I added the option of making the attribute decrease a percentage of each individual attribute instead. If using this option, an attribut with a value of 60 will decrease twice as fast as an attribute with a value of 30. After 10hr of tiredness, the former will have decreased by 60 * 0.75 / 100 * 10 = 4.5 (rounded up to 5) and the latter by 30 * 0.75 / 100 * 10 = 2.25 (rounded up to 3).

Of course, you will probably want a higher rate, maybe 2.0, which means that an attribute with a value of 50 will drop by 50 * 2 / 100 = 1 per hour of tiredness - assuming you don't prefer the old, static decrease.

One minor problem (which I think I figured out):
In your ReadMe, you have: "... by disabling the mod by typing "set disabled to 1" in the console"
Shouldn't this be: "set disable to 1"
No, "set RSE.disabled to 1" is correct. I'll tidy up the readme a little bit though.
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CSar L
 
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Post » Tue May 03, 2011 5:48 am

...however, this discussion triggered my creativity, so v 1.4 is now up on http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170

The first part is a direct result of your ideas. I thought it was unfair that a low-level character should gets his attributes reduced at the same rate as a high-level character. So I added the option of making the attribute decrease a percentage of each individual attribute instead. If using this option, an attribut with a value of 60 will decrease twice as fast as an attribute with a value of 30. After 10hr of tiredness, the former will have decreased by 60 * 0.75 / 100 * 10 = 4.5 (rounded up to 5) and the latter by 30 * 0.75 / 100 * 10 = 2.25 (rounded up to 3).
Of course, you will probably want a higher rate, maybe 2.0, which means that an attribute with a value of 50 will drop by 50 * 2 / 100 = 1 per hour of tiredness - assuming you don't prefer the old, static decrease.

I'm glad your creative juices are flowing. :) This looks like a great solution to an old issue . . . I'm going to try this with a 2.00 (instead of the default 0.75), like you suggested.
now I just need others to add something like this to their stat-impacting mods.

Hmmm . . . now you've got me thinking. I wonder if there's anyway to do something like this just once . . . in a single mod. Ok, I know next to nothing about scripting, but is there anyway to make a mod that would oversee any attribute drop (by other mods), and then factor in a level-based adjustment? That way all mods that give a character attribute penalties, would have these penalties adjusted based on your level, rather than just static drops.

No, "set RSE.disabled to 1" is correct. I'll tidy up the readme a little bit though.

You may want to edit your Readme again, as under your uninstall instructions you have "* Make sure that the mod currently does NOT affects your stats - either by sleeping, or by disabling the mod by typing "set disabled to 1" in the console." And you should have written: "set RSE.disabled to 1"
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Ells
 
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Post » Tue May 03, 2011 11:01 am

Hi, all users of this mod. Thanks to Katnap, a serious bug in v. 1.4 has been discovered and fixed. So http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=5170 1.5 ASAP. From the readme:

1.5:
* Fixed a MAJOR bug in 1.4 that could make your Attributes start to INCREASE and never go properly down again.
* Added a special console setting to fix savegames affected by this bug. See readme above for use.
* Only show sleep related messages to non-vampires now.


Then, back to Arwen - sorry for being so slow with my answer:

I'm glad your creative juices are flowing. :) This looks like a great solution to an old issue . . . I'm going to try this with a 2.00 (instead of the default 0.75), like you suggested.
now I just need others to add something like this to their stat-impacting mods.

Hmmm . . . now you've got me thinking. I wonder if there's anyway to do something like this just once . . . in a single mod. Ok, I know next to nothing about scripting, but is there anyway to make a mod that would oversee any attribute drop (by other mods), and then factor in a level-based adjustment? That way all mods that give a character attribute penalties, would have these penalties adjusted based on your level, rather than just static drops.
I think it should be possible. The mod could run, say every second and keep a track of the difference between an attribute's base and modded value (a difference which normally is 0). Whenever that difference changes, this mod could multiply that change by (attribute base value / 50), thus decreaing the change is base value is less than 50, and doubling the change if base value is 100.

This should be pretty safe, and be fully compatible. It will seem a bit strange that when a player with 75 Strength equips an enhanced item that says "Strength +6", the strength will actually increase by +9 though. Also, if you use the percentage feature in Real Sleep Extended, this hypothetical mod would multiply it by the percentage again! This could of course be overcome by going back to non-percentages in RSE and letting the second mod handle this.

I could probably make such a mod if you're interested, but I guess it's not exactly a mainstream mod ;)


You may want to edit your Readme again, as under your uninstall instructions you have "* Make sure that the mod currently does NOT affects your stats - either by sleeping, or by disabling the mod by typing "set disabled to 1" in the console." And you should have written: "set RSE.disabled to 1"
Done now in 1.5. :)
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Johanna Van Drunick
 
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Post » Mon May 02, 2011 10:06 pm

Then, back to Arwen - sorry for being so slow with my answer:

I think it should be possible. The mod could run, say every second and keep a track of the difference between an attribute's base and modded value (a difference which normally is 0). Whenever that difference changes, this mod could multiply that change by (attribute base value / 50), thus decreaing the change is base value is less than 50, and doubling the change if base value is 100.

This should be pretty safe, and be fully compatible. It will seem a bit strange that when a player with 75 Strength equips an enhanced item that says "Strength +6", the strength will actually increase by +9 though. Also, if you use the percentage feature in Real Sleep Extended, this hypothetical mod would multiply it by the percentage again! This could of course be overcome by going back to non-percentages in RSE and letting the second mod handle this.

I could probably make such a mod if you're interested, but I guess it's not exactly a mainstream mod ;)

Thanks for the update, I added it to my OB mods, with a note on the 1.4 bug.

The mod that you are describing seems a lot more complex (and might not work as well) than what I imagined. I guess the simplest thing would be if all mods that had attribute penalties were based on percentage of attributes rather than on a fixed number.
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Chloe Lou
 
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Post » Tue May 03, 2011 1:57 am

I don't know if this belong here, but somehow my agility skill just increase to 100 and I can't get it down. I got the lastest version of Real Sleep Extended and I think this is the cause. So how do you solve this?
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Emma louise Wendelk
 
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Post » Mon May 02, 2011 11:07 pm

I don't know if this belong here, but somehow my agility skill just increase to 100 and I can't get it down. I got the lastest version of Real Sleep Extended and I think this is the cause. So how do you solve this?
Real Sleep Extended should always decrease all attributes, or in the case of the 1.4 bug, decrease all of them. So it doesn't seem like RSE is guilty. But after having done the major blunder with 1.4 I will not be too sure :embarrass:

Anyway, the special fix I added to 1.5, will work regardless of the source, so you can safely use it to reset your agility skill. Just do it as described in the readme:

- Make sure that you have no other item, ability, mod or whatever that affects your attributes (except RealSleepExtended).
- Open the console and write "set RSE.resetAttributes to 1" and close the console.

Doing the above, will reset all your attributes (and the fact that all except Agility are already reset is OK). It doesn't really matter whether RSE or another mod is to blame for your Agility. This fix will cure it anyway (but if it is another active mod, the Agility may of course pop up again later). Also, if a mod has increased your base Agility (which no mod should ever do unless it really, really means to make a permanent change), there's no way for my fix to know or reset this. In that case, you can set your Agility to whatever you wish in the console manually though.
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Sammykins
 
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Post » Tue May 03, 2011 7:51 am

Thanks, I tried the console command, but it doesn't work. I guess I didn't do a clean install when I was upgrading
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J.P loves
 
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Post » Tue May 03, 2011 4:42 am

Thanks, I tried the console command, but it doesn't work. I guess I didn't do a clean install when I was upgrading
Clean install shouldn't matter.

But to be sure of your problem: Is your Agility of 100 the base value, or only the current value? From the Oblivion Wiki:

Each of these attributes has a base value and a current value. The base value is, generally speaking, the value without any active enchantments, magical effects, diseases, or other temporary modifiers. The current value, on the other hand, is the value after all such modifiers are taken into account. If the current value is different from the base value, then its value in your journal will be colored (green if boosted, red if negatively influenced).


So is your Agility a boosted, green value, or do you have a black base value of 100? If the former, "set RSE.resetAttributes to 1" in RSE v1.5 will reset it. If the latter, the RSE fix cannot do anything about it, and I can guarantee 100% that RSE is not the reason of the value.

However, if it is indeed the base value that is 100, you can set it to what you want by writing "setAV Agility xx" where xx is the number you think is correct...
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Jessica Thomson
 
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Post » Tue May 03, 2011 7:54 am

Clean install shouldn't matter.

But to be sure of your problem: Is your Agility of 100 the base value, or only the current value? From the Oblivion Wiki:



So is your Agility a boosted, green value, or do you have a black base value of 100? If the former, "set RSE.resetAttributes to 1" in RSE v1.5 will reset it. If the latter, the RSE fix cannot do anything about it, and I can guarantee 100% that RSE is not the reason of the value.

However, if it is indeed the base value that is 100, you can set it to what you want by writing "setAV Agility xx" where xx is the number you think is correct...


My agility is a black base and its not boosted or anything, but I think the easiest way you suggested is to Set the Agility value through the console.
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celebrity
 
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Post » Tue May 03, 2011 10:40 am

My agility is a black base and its not boosted or anything, but I think the easiest way you suggested is to Set the Agility value through the console.

That explains why the RSE fix doesn't work: When the base has been increased, it is impossible to know by how much, thus just as impossible to restore it. You have lots of mods so I will not even guess how this happened, but as said before - it cannot be RSE since it only uses "modAV".

Note that you must write "player.setAV..." to fix it manually.
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Flash
 
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