SPAM - Stat Progression And Management

https://ift.tt/2Hj9SgC SPAM - Stat Progression And Management

Disclaimer/Message to you.

Hi all. First and foremost i'd like to say Thanks for expressing an interest in my mod!

I've been a modder and spectator to modding communities since the early 90's and a TES fan and modder since morrowind. I'm not however well known as I tend to Noface my way about (See what i did there?)

Please note that I create mods solely by myself, for my personal use and enjoyment, as such they're to my tastes and I understand that they may not appeal to everyone. The majority of my mods were not intended to be made publicly available, As such they may not be as polished as expected or have features to everyones liking. SPAM (This mod) Is my first release of what i'd call a "big" mod of mine (One of several in the works, honestly).

I would like to remind everyone that any mods I do release are voluntary and I do not profit from them, just as is the case for the majority of modders. I am under no obligation to update, bugfix, alter or change my mods at request.
Friendly, respectful and constructive criticism is always welcome, as long as it is considerate of these facts.

If you also wish to mod my modifications then release it, you're plenty welcome on the basis you give me credit where due.

Thank you for taking the time to read this.

 

SPAM - Stat Progression and Management:

Initially, this mod aimed to simply add a stamina drain when the player ran and a slow health bleed after the player's stamina was depleted, representing overexertion. I didn't really plan any further ahead then this.

However, the mod has since expanded to include ALL the primary player attributes: Health, Stamina, and Magicka, as well as a few secondary (Weight, carry capacity) AND even to a lesser extent magical Skills (Destruction, Conjuration, etc) and their associated levels, creating a relationship between them whereby their levels slightly effect the other through buffs and debuffs.

Here's a few bullet points detailing what this mod does:

. stats (Health, magicka, stamina, encumbrance level, and player weight/height) now add buffs and debuffs depending on current quantity consumed.
. On level up and choosing a stat to increase, you now gain a quantity (Default 10 points) + a percentage quantity on top (default 3%)
. Stamina is slowly drained upon running AND/OR sprinting, walking (or stopping) is now required to regenerate it.
. Swimming drains stamina, and on zero stamina, you begin to drown. The rate of drain is determined by worn armor (Heavy etc) and carried capacity.
. Adds a new Novice Stamina Restore (Restoration) Spell/tome, can be found in most stores.
. Movement speeds reduced/revised to be more in-line with realistic values. This can be safely overwritten if desired.
. New Magicka Allocation system:
Starting Magicka quantity & Magical skills reduced massively, Magicka quantity now determined by your skill level in the magical skills/abilities (Destruction, Restoration, etc) as well as whatever you invest in it on level ups.
. an encumbrance system that adds further stamina drain and other debuffs depending upon quantity carried, percentage based upon maximum carrying capacity.
. Vanilla potions that fortify/replenish base stats are now more commonplace. (I suggest a mod that makes them cheaper &/or runs for much longer too)
. a weight and height system, your weight now has certain pros/cons. you can also specify your height.
. An immersive weight gain/loss potion, can be found in alchemy stores or crafted.
. Majority of buffs/debuffs effect NPC's with SPID
(although do Note that the health drain aspects do NOT effect NPCs, as AI mods are beyond the scope of this mod which would be necessary so they do not kill themselves. Assume that every effect mentioned later will affect NPCs unless otherwise stated)


So, although Stamina is one big change introduced to this mod (particularly making Stamina Regeneration a more important thing) it now encompasses all the primary and some secondary attributes!

Each stat effects the other with various bonuses and debuffs (mostly debuffs - in fact you could argue this is a DEBUFF mod) depending on the current level. No longer are the three primary stats a static, boring thing. They're now much more organic and indicative of life and vitality, and require consideration and management when you undertake tasks, whether that be slaying a dragon, crossing a river, or just a casual jog/walk - but not too much to be distracting (At least not when you get some levels under your belt).

Speaking of life and vitality, the vanilla system seemed better suited for Vampires and other afflictions (Because it's so bland and dead...), as such Vampires will NOT recieve alot of the buffs this mod introduces, However, as they still retain some mortality, they will recieve a good portion of the debuffs. I will clearly state if vampires are excluded of a certain effect.

Also, with an optional addon esp, the mod enhances the functionality of other mods like Last Seed and Frostfall.
For example, in Frostfall, if the player is freezing to death, with my mod health starts to bleed 0.5 points per second.
Stamina regen stops and slowly bleeds stamina, which, when depleted, will cause a larger health bleed! This makes the whole experience of finding shelter more immersive and urgent, rather then an abrupt "collapse" cutscene or being "saved".

Anyway, back to SPAM, Lets start with listing the buff/debuff effects and their thresholds, starting with Health:

 

 

========================================================================================================================
==========================================================HEALTH========================================================
========================================================================================================================
Health is without question, one of the primary stats that has the most far reaching effects and consequences.
Health related buffs and debuffs occur at the following thresholds:

High Health (>=75% to 100%)--------
BONUS: 15% bonus to Stamina Regen. ` (Undead/Vamp/Automaton EXCLUDED.)
BONUS: 15% bonus to magicka regen.   (Undead/Vamp/Automaton EXCLUDED.)
BONUS: 15% Bonus to Disease Resist.  (Undead/Vamp/Automaton EXCLUDED.)
Medium-high(>=45% to <75%)--------
LOSS: Reduces Stamina Regen by 10% (Undead/Vamp/Automaton excluded. does NOT stack with other stamina debuffs from health, but will with Staminas)
Medium-low health (>=15% to <45%)----
LOSS: reduces movement speed by 15%. Stacks with Staminas.
LOSS: Reduces Stamina Regen by 30%  (Undead/Vamp/Automaton excluded. does NOT stack with other stamina debuffs from health, but will with Staminas)
LOSS: Reduces MAGICKA Regen by 20%************************
LOW Health (<15%)---------
LOSS: Reduces Movement Speed by 30% (does NOT stack with medium-low health loss, but stacks with Staminas.)
LOSS: reduces jump height by 50% (Stacks with Stamina variant)
LOSS: Reduces MAGICKA Regen by 40% (DOES NOT stack with Medium Health loss).*****************
LOSS: Reduces Stamina Regen by 80% (Undead/Vamp/Automaton immune. does NOT stack with other stamina debuffs from health level, but will with Staminas)
LOSS: Disease Resist loss of 50% (Undead/Vamp/Automaton excluded. Stacks with Magickas)
LOSS: Magicka Resist Loss of 15% (Stacks with Magickas)


Additional Health infomation:
ALL HEALTH REGENERATION is essentially stopped unless the player/actor has a stamina level at >65% of their maximum (Base) Stamina.

 


======================================================================================================================
=============================================================STAMINA==================================================
======================================================================================================================
Stamina is one of the fastest recovering stat the player has & plays a crucial role in their day to day functioning. As such, mid to low stamina can have a huge impact on abilities that require smooth, fine motor skills, such as lockpicking, sneaking, an pickpocketing. (In such cases, stop, gather your breathe, then proceed.)

Stamina was the main stat that forms the basis of this mod, consequently it see's some of the biggest changes (at least second to magicka).

High Stamina (>65%) ---------------
BONUS: Enables health regen, and Gives a (15%) bonus to it.  (Undead/Vamp/Automaton excluded.)
Medium-low STAMINA (<55%) ---------------
LOSS: reduces magicka regen by 10%.
LOSS: Reduces Pickpocket skill by 25 points
LOSS: Reduces Lockpicking skill by 25 points
LOSS: Reduces Sneak skill by 20 points
LOSS: Reduces Speech skill by 15 points
ZERO Stamina (<1 POINT)----------
LOSS: causes HEALTH LOSS @ 0.5 points a second down to approx 16 points then stops. (Undead/Vamp/Automaton excluded.)
LOSS: Jump Height reduced by 40% if stamina < 10 points. (Stacks with Healths variant, leading to a total 90% reduction)
LOSS:* TRIP HAZARD. there's a small chance (2%) you (or effected NPC's) will trip and ragdoll when in a sprinting OR running state while stamina is zero.If health is also <50%, this becomes a 10% chance. moving SLOWLY (walking) while Stamina is zero will mitigate this, ideally avoiding zero stamina altogether is preferable!  This really can make combat quite interesting and even rather amusing, and it's rare enough to not be grating or annoying.
LOSS: Reduces movement speed by 20.
LOSS: Reduces Pickpocket skill by 50 points************
LOSS: Reduces Lockpicking skill by 50 points*******
LOSS: Reduces Sneak skill by 40 points *****************
LOSS: Reduces Speech skill by 30 points *****************

 

Additional Stamina information/effects:-------
1)
Stamina Drain (Running/Sprinting):  
Stamina Drain on running & Sprinting, The base rate is 1.0 point of stamina every second of Running/Sprinting, you must occasionally walk to regenerate your stamina now. It also applies this drain to sprinting in addition to the vanilla Sprint drain quantity. The vanilla sprint stamina consumption value was reduced to compensate for this.

The rate is also dynamic depending on what is worn, how much you're carrying, etc:

Wearing a heavy cuirass adds an additional 2 points of stamina drain per second while running OR swimming. This is HALVED when player heavy armor skill >=35 points, then removed entirely at >= 60 points.

There is an additional 2 point of stamina drain when moving while sneaking, reduced to 1 when sneak skill >= 35 points, then removed entirely >=60 points.

The Players stamina will also still drain when riding on horseback (as long as the horse is "running") This is intentional.

(Player only) The rate of drain will also increase depending on the percentage of the players maximum encumbrance, (The higher the amount carried/higher percentage, the more drain added) a maximum of 3 additional points are added at full capacity. See the encumbrance section for further details.

2.)
Stamina Health Bleed: (Vampire/Undead/Automaton Excluded)
When stamina is depleted, it begins to slowly bleed health at 0.5 points per second - but ONLY down to 16 points, then STOPS.

Zero stamina therefore wont outright kill the player (unlike drowning below) but one hit/injury could potentially result in death. This, coinciding with the tripping risk this mod introduces can spell death.
Vampire races will get stamina drain but are IMMUNE to health loss on stamina depletion as they're undead. but WILL experience other debuffs (including trip risks).

3.)
Swimming (Stamina Drain/Swimming changes):
Similar to "normal" stamina drain, You get stamina drain while swimming, unlike above however it occurs during ALL movement (excludes being stationary) The rate of drain will also increase depending on the percentage of the players used carry weight capacity, with a maximum of 9 additional points being added to Stamina Drain as a result of encumbrance level. Swimming while heavily encumbered has significant consequences.

If you deplete stamina while swimming, you'll begin to drown which will make you lose health at approx 2 points per second. It WILL kill you. (Unless you've drank a waterbreathing potion, are Argonian, or a VAMPIRE).

This is all alongside the vanilla drown mechanic - you wont be able to breathe underwater for eternity just by keeping your stamina up.

You'll also move 10% slower while swimming as a base reduction, no matter what (Argonians excluded). Other encumbrance movement speed changes will also stack.

Also, during swimming, Stamina regen is reduced 95% - UNLESS you've drank a waterbreathing potion or are Argonian. This is high enough to make regen stop entirely while swimming (deliberate) unless you take precautions that boost regen prior to doing so, or have regen boosting items worn.

4.)
A Restoration "Stamina Restore" spell is added to the game. The spell tome can be picked up from most stores. It's a concentration spell similar to "Healing", and it's strength increases with your restoration ability.

5.)
TRIP HAZARD: As previously mentioned, tripping is a possibility if you're moving at full speed while on zero stamina, the risk is increased if your health is also low. This can lead to some comical outcomes when NPC's push themselves too hard during a fight, and also help turn the tide of somewhat!

In addition, if you take FALL damage while stamina is low, you instantly "trip" (ragdoll). If however you take fall damage while stamina is high, this is less likely to occur.

6.)
SNEAK/SNEAKING/Crouched/Sitting - When crouched/sneaking AND STATIONARY (or when sitting) Stamina regen is boosted 80%, raises to 130% if sneak skill >= 50 points.
will stack with standing still/other buffs. (Vampire/undead excluded)

7.)
Standing (not moving) INCREASES stamina regen by 25%. Stacks with ALL other bonuses. Wanna catch your breathe quickly? Stop moving! (Undead/Vamp excluded)

8.)
having NO WEAPON drawn BOOSTS stamina regen by a further 25%. Stacks with all other bonuses. Also applies to just having fists out (as long as NO weapon is wielded) - making hand to hand a viable option. Also applies to wielding magic spells as they're weightless. Putting your weapons away to get away from a threat now makes sense.  (Undead/Vamp excluded)

9.)
Last Seed (MOD): When at "Peak Condition" (player only) you no longer have stamina drain while RUNNING. all other effects still apply.

10.) (if you have the frostfall addon .esp)
Frostfall: (The mod) If (Player only) is "Freezing to death" It will drain health @ 0.5 points per second. it will STOP ALL Stamina REGENERATION (-9999%) & slowly drain stamina at 0.5 points a second. When stamina hits zero, health will drain the additional 0.5 - so 1.0 health loss in total will occur.

Health bleed from a "Freezing to death" state WILL go to zero, killing the player.

Undead/vampires will lose stamina while in a "Freezing to Death" state but NOT health. they're effectively immune to death from freezing conditions but will still get penalized on movement/debuffs.

this is how I felt Frostfall should've implimented it to begin with, as it's default "sudden blackout/die" method was just unintuitive, jarring and unecessary when using existing mechanics of health/stamina just feel vastly more natural.


Note:
I plan to make Stamina Regeneration play a huge role in the game in future mods I make. This SPAM mod is the first step towards that.
one such mod im working on is changing all food items in the game so that they give very long term passive buffs (largely boosts to health, health regen, stamina, magicka, etc) over several in-game hours, but also cause a hit to Stamina regeneration (To simulate the sluggish "fullness" after a meal, This prevents food spam consumption - As debuffs will stack - and makes alchemy a viable option for stat buffs.)

 

 

=============================================================================================================
====================================================MAGICKA:=================================================
=============================================================================================================
In terms of level buff/debuffs, I purposefully made magicka have the least impact, as the assumption is the majority of Tamriels people arn't magically inclined (although TES lore claims this, the game doesn't really reflect it...) so having any major buffs just seems unbalanced - the very spell cast is enough benefit.

Also, amongst those who ARE magically inclined, magicka is likely to continually be low from spellcasting so i did not want the player/npc recieving too high a penalty (or bonus!) in the form of (de)buffs just for balance purposes.

With this in mind however, I focused on attempting to give them a larger bonus for not depleting their magicka pool too low; so by keeping magicka levels >=40% allows them to keep the (limited) buffs the Magicka attribute can passively offer. Too low though, then subtle negative effects kick in. As such the Buff/Debuffs are significantly limited by comparison to the other two stats:


HIGH MAGICKA (>=40%)-------------
BONUS: Gives a 15% bonus to HEALTH REGEN, STAMINA REGEN, MAGICKA REGEN (Undead/Vamp/Automaton EXCLUDED.)
BONUS: Magicka Resistance increased by 25%
BONUS: Disease Resist increased by 10%
Low/zero Magicka (<=15%)-------------
LOSS: Magicka Resist reduced by 10%. Stacks with Healths.

 

Additional Magicka information/effects:-------
The list is Lacking, right?

But wait, it gets worse! I'm going to take away -90 points of magicka from you, and reduce all your starting magical skills by 14 points (leaving 1, if you're of non-elven persuation!)

Now hear me out, this is for good reason(s):

1.
Magic and magical abilities are (Should) be a scarce thing in skyrim. Yes, you're dragonborn and a "special" case, but, you have shouts. That IS *your* special case. Thats literally what the dragonborn is. Not spells and magicka (.....unless you work to master it....hence point #2....)

2.
It's to incentivise the player to seek out Magicka buffs/items to train and use/build their magicka/abilities effectively, particularly in the early stages. such as usage of potions, diety blessings, and magical boosting items in order to give them the boost they need to kickstart their study/mastery of the arcane.

To study magicka should require some decent barrier to entry and this is my attempt at that. Vanilla Skyrim served everything on a platter and it's precisely what lead to such a hollow and shallow experience on a multitude of fronts (dont get me started on the guilds...)

3.
this is my magicka "pièce de résistance":
The player will be REWARDED more magicka by leveling magicka based skills, FAR more then the initial -90 magicka loss.

In order to maintain the theme of this mod - making the stats an organic and less static experience - I made magicka be gifted (And removed) from the player as the following skills increased or decreased:

Alteration
Destruction
Conjuration
Enchanting
Illusion
Restoration

For every skill point gain in the above schools, it adds 1 to their total magicka.
this is checked whenever one of the above skills is increased, you level up, access your inventory (in case you put on/remove skill enhancing items), and is checked every 30 seconds.

Doing the math, you can obtain 100 magicka points when a skill is maxed to 100, or 600 EXTRA magicka from all of them combined!  - FAR more then the initial -90 hit I took from you!

Better still, that cloak that adds 15 Destruction? it'll now ADD 15 Magicka too! Or that amulet that boosts restoration by 10? thats 10 magicka! or that potion that boosts destruction by 10? there's another 10 magicka!

But also consequently; if you have items, skills, debuffs that REDUCE these skills, your magicka level will also SUFFER.
This makes the entire stat a FAR more organic experience and honestly, i'm quite proud of it.

I should reiterate that your magicka will NOT drop below the base level; so in the case of your character, that would be 10 points (After my -90 penalty) + whatever points you've allocated to magicka on level ups. Regardless of how far in the negative your magical skills go. This is to prevent you - for whatever reason - having a magicka value fall into the negative and making it impossible to cast anything at all.

I've also added a 100 magicka boost to vampire lords and werewolves, just to avoid any potential issues with them/you having low magicka on transformation to one, particularly the vampire lord as this would effectively break them.

Also, every time your skills (And therefore magicka) change by a significant quantity (>=10) you're notified with message in the upper left of the screen "I feel the magicka stirring within me.." and a small visual effect on your character.

I should mention that This skill-based magicka change is Player ONLY, Magicka level buffs/debuffs will still effect NPC's though.

Mod suggestion: These changes will compliment another mod i love to play with: Challenging Spell Learning. I suggest you check it out for a much more dynamic magicka learning experience. ( I actually have my own modified variant of this mod that i may/may not release)


NOTE:
The above penalties/boosts can be edited via all of the following global variables:
SPAM_G_GiftedMagickaMult - default 1.0
This is a multiplier that determines how much magicka a magical skill and/or item gives you.
For example, if this variable is set to 1.0 and you're wearing an item that gives 10 to destruction (or any magical skill) it'll give 10 points to magicka. Likewise if you set it to 0.5, it'll give 5 points to magicka, etc. Skills similarly, if you've got 10 in destruction, with the multiplier of 1.0, that'll be 10 magicka - and so on.

SPAM_G_PlayerMagicalSkillPenalty - default -14
This value determines the starting penalty to the players 6 magical abilities, which is designed to provide a challenge to learning spells on new characters.
By default this is set to -14 (deducts 14 from Restoration, Destruction, Enchanting, etc), as in vanilla, the player starts with 15 in all skills. if of course you play with mods that penalize certain races (or buffs them) in these skills, these will be applied on top, so you could see skills in the negative.

SPAM_G_BaseMagickaPenalty - default -90.0
This global variable edits the base magicka value of the player, deducting when first starting the game. In Vanilla, the player starts with 100 Magicka, and as this value is set to -90, the player then has just 10 base magicka left. Buffs added from enchanted items, skill boosts, blessing etc are added on top of this.


===================================================================================================================
====================================================Encumbrance changes:===========================================
===================================================================================================================

I felt encumbrance needed some major changes and penalties/nerf'ing because not only was the starting value in vanilla skyrim so stupidly high, it also allowed the player to accumulate vast amounts of loot and therefore money; it is one big factor in why this games economy is so unbalanced because it's just far too easy to accumulate so much junk to then sell.

Also with the abundance of "Backpack" mods, its just unecessary having it at such a high value right from the start, It devalues backpacks which are otherwise a really immersive way to carry things (Aside from offloading gear to a follower...)

So I introduced a 200 point reduction to the player from 300 - max carry weight now being 100, and then added debuffs if the player was carrying too much.

There is also the addition of a Buff whereby worn armor/clothing is 45% LIGHTER then unworn to compensate for the much lower capacity.

With these changes, having a backpack really makes a huge difference, or better still, a follower to help "carry your burdens". You will still gain carry capacity whenever you level up stamina too.

To recap/clarify:

- Player starts at a carrying capacity of 100 points, down from the ridiculous 300 in vanilla.
- Worn Armor (including clothing) is 40% lighter then unworn, this is to compensate for the huge loss of carry capacity.
- All encumbrance effects are player only, as AI lacks the means to manage their inventory.
-Carry weight gains have been reduced to 1 point per level up, A big nerf but what i felt was in line to realism, as obviously by level 100 you can gain 100 carry weight capacity which i think is more then plentiful. This does NOT impact what additional Carry Weight gains you get from investing points into Stamina, or from buffs you gain along your journey - so it's still plenty feasible to gain large sums of carry capacity.
- debuffs occur at the following levels:

25%>
3 additional point added to stamina drain (while Swimming only)
-5% movement speed (Swimming only)

Encumbrance 0 - <=35%
No Effects

35%> - <=55%
-20% Stamina Regen  

40%>
1 additional point added to stamina drain (Run & Swimming, stacks, inactive if using the LAST SEED mod addon & at Peak Condition )

55%> - <=75%
-40% Stamina Regen
-5% movement speed (now -10% if swimming)
25% more noise when moving

60%>
1 additional point added to stamina drain (Run & Swimming, stacks, inactive if using the LAST SEED mod addon & at Peak Condition)
3 additional points added to stamina drain  (Swimming only & only While swimming full speed, stacks)
-5% MOVEMENT speed (Swimming only) (-15 swimming)

>75% <=100%
-60% Stamina Regeneration
-10% movement speed (now -20% if swimming)
50% More Noise on movement

80%>
2 additional points added to stamina drain  (Run & Swimming, stacks)

>100% (Overencumbered)
Can only walk (Vanilla behavior)
Stamina Regen stops completely
100% More Noise on movement

>125% (Overencumbered)
Health bleeds 0.5 points a second, regardless of stamina level. This WILL NOT kill the player but it will reduce health to 16 points then stop.

 

 


===============================================================================================================
==================================================Weight changes:==============================================
===============================================================================================================

Weight (Racemenu) was boring and purely cosmetic in skyrim, but not anymore; depending on your weight, you gain (and lose!) certain benefits:

At a Heavy weight:
You Gain 20% extra health  (player only)
You LOSE 20% of your stamina  (Player only)
You make 20% more sound when sneaking  
You move 10% slower
Power Attacks are 10% stronger
You're able to carry 10% more
10% Damage Resistance


Medium-Heavy weight:
You GAIN 10% Health      (Player only)
You LOSE 10% of Stamina         (Player only)
You make 10% more sound when sneaking
You move 5% slower
Power Attacks are 5% stronger
You're able to carry 5% more
5% Damage Resistance.


Average weight:
No changes, no buffs or debuffs in any way.


Medium-Light weight
You LOSE 10% total Health    (Player Only)
You GAIN 10% total Stamina   (player only)
You make 10% less sound when sneaking
You move 5% faster
Power Attacks are 5% weaker
You carry 5% less
5% LESS Damage Resistance


Lightweight:
You LOSE 20% total Health    (Player Only)
You GAIN 20% total Stamina    (Player Only)
You make 20% less sound when sneaking
You move 10% faster
Power Attacks are 10% weaker
You carry 10% less
10% LESS Damage Resistance.

 

This weight monitoring also adds a height function too, you're presented with the choice to determine your height on the closure of Racemenu:
Very Tall:
25% EASIER to see while sneaking
you take 30% more fall damage
Critical hits to enemies are 10% easier.
You're 20% more intimidating to others

Tall:
15% EASIER to see while sneaking.
You take 15% MORE fall damage.
5% MORE likely to critically hit a target.
You're 10% MORE intimidating.

average Height:
neither gain nor lose any attributes.

Small:
15% HARDER to see while sneaking.
You take 15% LESS fall damage.
5% LESS likely to critically hit a target.
You're 10% LESS intimidating.

Very Small:
25% HARDER to see while sneaking.
you take 30% LESS fall damage.
10% LESS likely to critically hit a target.
You're 20% LESS Intimidating.


Other additional Weight infomation/Changes:
These changes mearly monitor the players weight (the slider used in race menu/character creation), it does not introduce a means to gain or lose weight based on food consumption. I would recommend you get another mod that does that and run this alongside it.

In the event you cannot find, or do not have a mod that does this, i do include a wieght gain and weight loss potion, which can be found from any potion shop in game. Upon consumption it raises/lowers the players weight by 5% every 15 seconds, (to a maximum of 15% change)

If you sleep while the effect is stil active (its easy to tell; your magicka is reduced to zero as it's doing it's thing) then the change can be up to 30%.

I would suggest you follow its instructions VERY carefully prior to consumption though, as it can prove fatal if abused. It's also fairly expensive, so dont be silly with it.

 

------------------------------------------------------

Other noteworthy changes:
Swimming:
I sorta felt this deserved it's own section because swimming is massively effected by the stamina drain/changes in this mod (For the better, i feel). It's essentially a "Realism" take on swimming in and of itself. Because of this i felt it all needed a recap.

With all the combined features above, it is now foolish to attempt to swim when carrying loads of gear (Again, like IRL) or worse yet, loads of gear AND wearing heavy armor.
Being SUBMERGED is generally fine (so long as you're head isn't under) but as soon as you attempt to move, you'll get hit with some stamina draining penalties.

To RECAP;
~10% base movement speed reduction for swimming (Argonian Exempt), increases up to a maximum of 20% reduction dependant upon carried weight.
~stamina is drained upon entering the water AND moving (Being still stops any stamina drain UNLESS you're wearing HEAVY armor)
~The rate of stamina drain is determined by what the player is wearing AND how much they're carrying -- The penalty can be pretty steep.
~Stamina regenation is reduced by 90% when swimming, even while stationary. Its likely that it'll not regenerate unless you have stamina enhancing abilities. (Argonian/Water Breathing exempt).
~Upon ZERO stamina being reached, the player begins to drown (Argonian/Water breathing/vampires exempt)
~The vanilla drown mechanic is still present and untouched, so being submerged too long will still kill you.

This opens up a few strategies to deal with this new way of traversing water:
stripping NAKED first and then carrying it seperately over water (like, ya'know, real life).

letting the current carry you, if one is present, as fighting it will exhaust you and cause drowning.

better still, delegating a follower to carry it while you cross more safely.


Level up rewards:
Carry weight has been reduced to 1 point per level. A big nerf but what i felt was in line to realism, as obviously by level 100 you can gain 100 carry weight capacity which i think is more then plentiful. This doesn't impact what additional Carry Weight gains you get from investing points into Stamina, so it is still plenty possible to get high levels but now it's much more of a strategic choice as it'll require a significant investment into stamina to begin with.

Jump changes.
I've added a >=0 stamina condition for the players jump animation. It's just a means of discouraging spam jumping and potentially throwing off the stamina drain in any way. I did NOT want to outright stop the player jumping (As this will sorta negate the penalities this mod introduces) its also a frustrating experience if the player is barred from performing a task they're otherwise used to - it should just be damaged/penalised in some way (in this mods case, a 40% jump height reduction)


Paralysis effects
Attaches a script to all vanilla paralysis effect magic effects so they work more kindly with NPC use without causing any major glitches.

This was necessary to allow NPC's to be effected by the "Tumble" effect when at zero stamina. anything that changes these effects could cause glitches but shouldn't be anything majorly game breaking.


Regen Rates:

As a result of the changes this mod introduces, i feel base regen rates need to be altered/lowered dramatically, else it leads to rather unbalanced and fast gameplay due to all the buffs this mod gives.

Although my mod does NOT change regen rates, My preferred regen rates are as follows:

Health: 0.20    /Game default is 0.7
Magicka: 1.75   /Game default is 3.0
Stamina: 2.5   /Game default is 5.0

As you can see, i favor MUCH slower gameplay and rates, this mod is tailored to that style of play. You may however feel default or higher is fine so i leave that entirely down to you and your preferences.

 

 


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======================================Installation/Uninstallation/Compatibility:=============================================
=============================================================================================================================
Installing:
First, check you have the prerequisites. Although this mod isn't necessarily dependant upon others, i made it while running things such as "Engine fixes" and "Scrambled bugs" and the "Unofficial Skyrim Special Edition Patch"

As such, i've listed them as requirements as without there's no telling if it'll break this mod. In all fairness you should really be using these anyway.

Install the mod with your favourite mod manager, load up the esp/esl (anywhere in the load order should do)

Ideally a new game is preferable, but it should work on an existing save without issues.

load a save/Start a new game. Once loaded, and wait for up to 60 seconds. A message "I feel the magicka stirring within me..." will display in the upper left, this indicates the mod has been applied.


Compatibility:
This mod avoids editing as many base records as it possibly can. There are unavoidable things though such as movement speeds etc.
 
Many of the records that can get overwritten by this mod/other mods wont be game breaking, so this mod should be quite compatible with other mods. i'd just be VERY MINDFUL of any mod that tampers with:

swimming  (Avoid)
Encumbrance (Avoid)
Anything that alters or adds buffs/debuffs to player height/weight (AVOID)


Any mod that does, likely wont work nicely with SPAM and just ruin the game experience.


Other big no-no's:
Do not change your race mid-game. Changing race mid-game is known to cause all sorts of havoc and is generally advised against just because of vanilla bugs and issues.
Transformations (Vampire, werewolf) Are tested and confirmed to work fine, but changing your race via racemenu will highly likely bork your characters magicka/stamina/health values at the very LEAST, and likely wont return back to normal.
SPAM scripts are written to try and mitigate any racemenu race changes and reapply their penalties/values if it occurs, but it's not reliable so it's best avoided, you really shouldn't be doing this anyway.

 

Uninstallation:
Preferably, it's better you do not uninstall this mod at all, particularly mid-game as it alters so many of the players base stats, however, it IS doable, with the only lasting effect being your Health and Stamina retaining their values earned via the SPAM level up/percentage gain mechanic.
If you can live with that, follow the below uninstall procedure:

1.) while in-game and save loaded, open the console, and type "help SPAM"
2.) Look for the SPAMPRIMARYQUEST entry and take note of it's FormID, put that form id in the below step
3.) Type this into the console:
Setstage <FormID> 200
4.)After typing the above (Without "<>") and hitting enter, close the console and wait about 60 seconds for the messages to appear in the upper left of the screen.
5.) when told it's safe, save your game, then quit. Remove SPAM from your load order. SPAM is now uninstalled.

NOTE:
If you do not follow the above procedure, the penalities SPAM introduces to Magicka and Magical skills will not be restored.

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