This mod makes several major changes to the fatigue system in Oblivion. These changes include a blur when fatigue gets low, making it possible for the player to trip when fatigue gets low, drains fatigue when health is low and/or encumbrance is high and
Realistic Fatigue
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Version: 1.10
Author: Donovan Baarda (abo@minkirri.apana.org.au)
** ATTENTION: This mod requires OBSE v0006 or greater! **
Inspired by the mods "More Realistic Encumberment and Fatigue" by Bayli & Mentalor, "Immersive Health Indication" by Oblivionmasta, and "Running Revised" by Deathless Aphrodite.
Introduction
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This is a modification for Elderscrolls:Oblivion that attempts to improve how fatigue, encumbrance, and endurance work. It attempts do to it in a way that is minimal and clean, without excessive overhauling or scripting. It avoids excessive configurability and options, focusing instead on making it right and keeping it simple.
In Oblivion by default, any character can regenerate fatigue while running, even when carying as much as they can lift. Endurance has no impact on regeneration rate of fatigue, and it recovers so fast fatigue affecting potions and spells are useless. Encumbrance has no affect on fatigue at all. If you go over the magic encumbrance limit, you can't move, but if you are just below it, you can run forever. Fatigue and health have only bars to indicate how low they are. Right up until the moment of death or collapse you appear unimpaired, making your death a suprise every time it happens.
The mod attempts to address thes problems by;
* tweaking all fatigue and encumbrance related settings to be more realistic and provide better gameplay.
* adding immersive visual blur and panting sounds that gradually increase in intensity and frequency as fatigue gets lower.
* when running/jumping/fighting with fatigue of zero, you risk tripping and collapsing.
* adds a drain affect on fatigue for low health or high encumbrance, so that immersive fatigue warnings also indicate when you are badly wounded or over encumbered.
The first of these changes are game setting tweaks, so they also affect all NPC's and creatures. The others are scripts that provide immersive indicator warnings and improve playability.
In practice these changes make endurance, encumbrance, and fatigue matter. Endurance and encumbrance now directly impact on fatigue in highly visible ways. A higher endurance makes your fatigue regenerate faster, but it recovers slow enough that fatigue affecting potions and spells are useful. Running and jumping now drain fatigue depending on how much you are carrying. Only the mightiest athletes wearing just a loincloth can run forever. The rest of us run till we pant, blur, and probably collapse. Though the encumbrance limit is higher, carrying too much drains your fatigue more. You can carry more if you have to, but you should carry less than half your maximum limit to operate effectively.
Implementation
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Writing this mod required a lot of research and experimenting to find out what all the undocumented settings do. This research behind the modified settings is now documented on the TES Oblivion wiki at;
Cs.elderscrolls.com
Cs.elderscrolls.com
Cs.elderscrolls.com
These settings make fatigue regeneration slower and mostly depend on your endurance.
fFatigueReturnBase 10.0 -> 2.0 (0.2 hard)
fFatigueReturnMult 0.0 -> 0.06
These improve fatigue burned when attacking, blocking, and firing missiles. They are all slightly reduced to compensate for the slower fatigue regeneration. Fatigue burned by attacking depends more on weapon weight. Fatigue burned by blocking decreases with block skill. Several settings are unchanged from the default, but are explicitly set so they overide other mods that might adjust these settings.
fFatigueAttackWeaponBase 7.0 -> 4.0
fFatigueAttackWeaponMult 0.1 -> 0.1
fFatigueBlockBase 0.0 -> 0.0
fFatigueBlockMult 1.0 -> 0.0
fFatigueBlockSkillBase 20.0 -> 12.0
fFatigueBlockSkillMult 0.0 -> -0.24
fMarksmanFatigueBurnPerSecond 15.0 -> 8.0
fMarksmanFatigueBurnPerShot 5.0 -> 4.0
These make fatigue burned when running and jumping depend highly on your encumberance.
fFatigueRunBase 8.0 -> 5.0
fFatigueRunMult 0.0 -> 10.0
fFatigueJumpBase 30.0 -> 10.0
fFatigueJumpMult 0.0 -> 20.0
These makes the Apprentice/Journeyman/Expert/Master Athletics, Acrobatics, and Armor perks less overpowering.
fPerkAthleticsNoviceFatigueMult 1.00 -> 1.00
fPerkAthleticsApprenticeFatigueMult 0.75 -> 0.95
fPerkAthleticsJourneymanFatigueMult 0.50 -> 0.90
fPerkAthleticsExpertFatigueMult 0.25 -> 0.85
fPerkAthleticsMasterFatigueMult 0.00 -> 0.80
fPerkJumpFatigueExpertMult 0.50 -> 0.80
fPerkLightArmorExpertSpeedMult 0.00 -> 0.80
fPerkHeavyArmorExpertSpeedMult 0.50 -> 0.80
fPerkHeavyArmorMasterSpeedMult 0.00 -> 0.60
This increases the encumbrance limit, which compensates for the more agressive fatigue penalties for encumbrance. The practical carry limit of half your encumbrance is fairly closely aligned with the default Oblivion encumberance limits.
fActorStrengthEncumbranceMult 5.0 -> 8.0 (6.0 hard)
The fatigue drain for low health or high encumbrance uses the following formula, where healthGain and encumbGain default to 1.0. This makes you collapse at zero health or full encumbrance. At 1/2 health your fatigue will be drained by 1/4. At 1/2 encumbrance your fatigue will be drained by 1/16;
fatigueDrain% = healthGain*(1-health%)^2 + encumbGain*encumb%^4
The blur effect uses the hitshader with increasing intensity and frequency for each heartbeat every 1.0 to 0.3333 seconds (60 to 180 beats per minute). The pant effect plays increasing volume panting sounds every 4 heartbeats. The blur and pant effect intervals and intensities use the following formulas, where blurGain defaults to 2.0 and pantGain defaults to 1.0. This makes you start to very faintly blur/pant at 1/2 fatigue. At 1/4 fatigue you blur/pant noticably, and as you approach zero fatigue you blur/pant excessively;
blurInterval = 1.0 - 0.6666 * fatigue%^2
blurLevel = blurGain * (1.0 - fatigue%)^3
pantInterval = 4 * blurInterval
pantLevel = pantGain * (1.0 - fatigue%)^2
The probability of tripping when fatigue is zero depends on acrobatics modified by luck (see FActorLuckSkillMult on CS wiki). The percentage chance of tripping every 0.3333secs uses the following formula, where tripGain defaults to 0.1. This means on average you will trip every 3~6 seconds when running with zero fatigue;
tripLevel = tripGain * (100.0 - 0.5 * (acrobatics + luckModifier))
The settings healthGain, encumbGain, blurGain, pantGain, and tripGain can be set to different values at the console and saved with a savegame. They can be adjusted to reduce or turn off these effects. For example, to turn off the blur effect do;
set aaRealisticFatigueStartup.blurGain to 0.0
Installation
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1) Download and install OBSE v0006 or greater.
2) Download and install OBMM v0.8.9 or greater.
3) Run OBMM and create an OMOD by clicking on "Create; Add archive", selecting this archive, agreeing to import omod data, and clicking on "Create omod".
4) Activate this omod with OBMM, and move it last in your list.
OBMM automatically launches OBSE if you have it installed when launching Oblivion.
DeInstallation
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First turn of any fatigue drain effects by setting the encumbGain and healthGain settings to 0.0 at the console with;
set aaRealisticFatigueStartup.encumbGain to 0.0
set aaRealisticFatigueStartup.healthGain to 0.0
Exit the console and make sure your character has full health and fatigue. Save your game, and then you can safely deactivate this mod.
ChangeLog
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1.0 by Donovan Baarda (abo)
- Initial Release.
1.1 by Donovan Baarda (abo)
- Reduced fatigue burn RunBase/JumpBase from 10/20 to 3/6.
- Reduced pant/blur noticable fatigue levels from ~50% to ~30%.
1.2 by Donovan Baarda (abo)
- Introduced different volume panting sounds so that panting
gradually increases in volume as well as frequency with fatigue.
- Lowered blur peak intensity from 4.0 to 3.0.
- Changed blur/pant intensity formula from x^4 to x^3 so onset is
more gradual.
1.3 by Donovan Baarda (abo)
- Fixed collapse from fatigue drain when hit.
- Fixed overblown blur effect on collapse or death.
- Lowered fFatigueReturnBase from 1.0 to 0.5 and fFatigueReturnMult from 0.1 to 0.05.
- Added x^4 encumbrance fatigue drain.
- Added Wounded/Encumbered fatigue drain message.
- Added *Gain variables for tuning effect intensities.
- Added OBSE dependency.
1.4 by Donovan Baarda (abo)
- Added OBMM install script to check installed OBSE version.
- Increased fatigue regen and lowered fatigue burn rates.
- Changed fFatigueReturnBase from 0.5 to 0.1 and fFatigueReturnMult from 0.05 to 0.08.
- Changed fFatigueRunBase from 3.0 to 5.0 and fFatigueRunMult from 20.0 to 15.0.
- Changed fFatigueJumpBase from 6.0 to 10.0 and fFatigueJumpMult from 40.0 to 30.0.
- Corrected script blur variable name from shaderGain to blurGain.
- Added verbose setting to turn off Encumbered/Wounded warnings.
1.5 by Donovan Baarda (abo)
- Fixed and tuned all fatigue settings to be less harsh for low level characters.
- Changed fFatigueReturnBase from 0.1 to 2.0 and fFatigueReturnMult from 0.08 to 0.06.
- Changed fFatigueRunBase from 5.0 to 6.0 and fFatigueRunMult from 15.0 to 12.0.
- Changed fFatigueJumpBase from 10.0 to 12.0 and fFatigueJumpMult from 30.0 to 24.0.
- Added settings fFatigueAttackWeaponBase 4.0 and fFatigueAttackWeaponMult 0.1.
1.6 by Donovan Baarda (abo)
- Added settings to make block and marksman fatigue burn less harsh for low level characters.
- Added fFatigueBlock* and fMarksmanFatigue* settings.
1.7 by Donovan Baarda (abo)
- Changed collapse on zero fatigue to a trip probability based on luck-modified acrobatics.
- Added tripGain variable for tuning trip probability.
- Changed collapse fatigue damage from 10.0 to 3.0.
- Changed wounded/encumbered fatigue drain to restore fatigue on health/encumbrance restore.
- Changed fMarksmanFatigueBurnPerSecond from 10.0 to 8.0.
- Changed pant frequency from 4.0->0.5secs to 3.0->0.4secs.
1.8 by Donovan Baarda (abo)
- Fixed bug when health, fatigue, or encumbrance is modified outside normal limits by other effects.
- Removed Encumbered/Wounded warnings and verbose setting.
- Turned off fatigue effects if dead.
- Turned off pant sound if swimming.
- Changed collapse fatigue damage from 3.0 to 6.0.
- Changed fFatigueRunBase from 6.0 to 5.0 and fFatigueRunMult from 12.0 to 10.0.
- Changed fFatigueJumpBase from 12.0 to 10.0 and fFatigueJumpMult from 24.0 to 20.0.
- Changed fPerkAthletics*FatigueMult from 1.0->0.6 to 1.0->0.80.
1.9 by Donovan Baarda (abo)
- Fixed bug where fatigueLevel was not limited <=1.0 causing excessive blur/pant.
- Introduced variable heartbeat to smoothly scale blur/pant intervals.
- Totally tuned pant sounds, intensities, and intervals to scale much better.
- Added drown sounds for fatigue when swimming.
- Reduced blurGain from 3.0 to 2.0.
- Added fPerk*Armor*SpeedMult settings.
- Added hard variant selectable via omod install script.
1.10 by Donovan Baarda (abo)
- Rearranged script so that blur/pant effects react faster to fatigue drain changes.
- Added IsUnderWater detection for pant sounds when swimming on the surface.
- Changed heartbeat blurInterval equation from x^3 to x^2.
- Changed hard variant to be an additional esp containing only changed game settings.
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