Good gravy this mod is awesome. Bringing Oblivion into the modern day where you can drag your happy butt with all your loot back to town rather than being utterly stuck in one place. Thanks!
What I'm about to say might sound like an annoying concept and it most likely is. But are any mods for oblivion that make it so that your stamina very slowly depletes during walking while encumbered, and you have to stop and catch your breath before continuing again.
It's a bit of an annoying concept but it does add a little bit of realism and immersion when you're playing a kleptomaniac mule character that grabs and picks up everything that they come across.
I think Basic Physical Activities has endurance cost for carrying too much, but I am not quite sure, because I would be, in fact, very annoyed by that concept :D Can't say how those mods would work together, if at all.
Just wanted to report that this seems to conflict with the Steed birthsign from Birthsigns of Cyrodiil: https://www.nexusmods.com/oblivion/mods/52281
The Steed birthsign is supposed to increase PC's carry capacity by 50%, the effect is added to the player, but with this mod active it's not actually active. If I remove this I get the expected bonus. My naive speculation is that this mod recalculates the carry capacity and does not take into account active effects maybe?
EDIT: for those concerned this functionality is also included in the Supreme Overhaul (SMO), and it does not conflict with the Birthsigns of Cyrodiil.
Ran into only one minor issue, and that was that both your popup messages added by the mod still had "TEST" in them, so for example if I was overencumbered I'd get a little top-corner message reading "TEST You are overencumbered."
It was simple enough to fix in TES4Edit, just thought you should know in case that wasn't supposed to make it through.
I am trying to use it with Ascension - Immersive Vanilla 'Overhaul' and it seems to be a conflict between the settings. When I enable this mod, the overall weight limit drops from 105 to 90. I have checked that for example the fActorStrengthEncumbranceMult is changed from 5 to 3.5 in Ascension but I am not sure which instruction in your script may be causing the math conflict, it seems that the value 3.5 is being rounded/truncated to 3 (30*3.5 = 105 but 30*3 = 90).
Regards
Updated: I found the issue in the scripts lSLEMainQuestScript and lSLEMenuQuestScript, the variable gMult is defined as short instead of float.
Kind of a side effect. The way I prevented the player from getting stuck was by increasing the limit with a huge amount, but that's globally. In other spots, I reverted it when interacting, but I didn't seem to have thought of pickpocketing. It's half cosmetic - as in no matter if the number there is high or not, gameplay effect would be the same.
62 comments
set tnoHSB.hud_min to sv_Construct"(GetBaseAV Encumbrance) - 4"
to
set tnoHSB.hud_min to sv_Construct"(GetAV Strength) * 5"
in Hud Status Bars.ini (5, or whatever your str multiplier is if you changed it).
But are any mods for oblivion that make it so that your stamina very slowly depletes during walking while encumbered, and you have to stop and catch your breath before continuing again.
It's a bit of an annoying concept but it does add a little bit of realism and immersion when you're playing a kleptomaniac mule character that grabs and picks up everything that they come across.
Can't say how those mods would work together, if at all.
Just wanted to report that this seems to conflict with the Steed birthsign from Birthsigns of Cyrodiil: https://www.nexusmods.com/oblivion/mods/52281
The Steed birthsign is supposed to increase PC's carry capacity by 50%, the effect is added to the player, but with this mod active it's not actually active. If I remove this I get the expected bonus. My naive speculation is that this mod recalculates the carry capacity and does not take into account active effects maybe?
EDIT: for those concerned this functionality is also included in the Supreme Overhaul (SMO), and it does not conflict with the Birthsigns of Cyrodiil.
Replacing add/removeitemns lines with modactorvalue2 strength +/-1 seems to fix the lag while the max weight is still correctly recalculated.
Ran into only one minor issue, and that was that both your popup messages added by the mod still had "TEST" in them, so for example if I was overencumbered I'd get a little top-corner message reading "TEST You are overencumbered."
It was simple enough to fix in TES4Edit, just thought you should know in case that wasn't supposed to make it through.
I am trying to use it with Ascension - Immersive Vanilla 'Overhaul' and it seems to be a conflict between the settings. When I enable this mod, the overall weight limit drops from 105 to 90. I have checked that for example the fActorStrengthEncumbranceMult is changed from 5 to 3.5 in Ascension but I am not sure which instruction in your script may be causing the math conflict, it seems that the value 3.5 is being rounded/truncated to 3 (30*3.5 = 105 but 30*3 = 90).
Regards
Updated: I found the issue in the scripts lSLEMainQuestScript and lSLEMenuQuestScript, the variable gMult is defined as short instead of float.