This makes the movement fatigue ACTUALLY halved, not to where fatigue ends up costing nothing for for running. To compensate, I'd also recommending tuning down the fatigue cost in this mod by about a third, set
fWeaponFatigueMult=0.75
This makes it where swinging a battleaxe doesn't take out a literal third of your entire fatigue bar in the early game. I've tested it, and this is pretty much perfect.
It's a very interesting mod. Sadly, a low stamina makes accuracy attacks much more difficult and it may unbalance the gameplay. I always run out of stamina in any fight and so then I can't hit anything.
Thank you for the suggestion, but I think I will keep your mod in my load order, but disabled. I will enable it maybe in late game, if the game becomes too easy.
Honestly, the more I'm playing, the more this mod is annoying me. Doesn't seem to matter what kind of a character I'm playing, what level or weapon skill they're at, how much fatigue they have, or whether I've put up some Restore Fatigue constant enchantments - nything heavier than a dagger is going to eat all my fatigue in a few swings and then I'll be whiffing nothing but thin air for the rest of the fight.
You'd think weapon skill might reduce the fatigue usage, too. The master knows how to swing his sword more efficiently than an apprentice.
25 comments
to:
fFatigueRunBase = 4
fFatigueRunMult = 2
fFatigueSneakBase = 1
fFatigueSneakMult = 1
fFatigueSwimRunBase = 4
fFatigueSwimWalkBase = 2
This makes the movement fatigue ACTUALLY halved, not to where fatigue ends up costing nothing for for running.
To compensate, I'd also recommending tuning down the fatigue cost in this mod by about a third, set
fWeaponFatigueMult=0.75
This makes it where swinging a battleaxe doesn't take out a literal third of your entire fatigue bar in the early game. I've tested it, and this is pretty much perfect.
You'd think weapon skill might reduce the fatigue usage, too. The master knows how to swing his sword more efficiently than an apprentice.
Also, look for glass weapons.