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.
Uhhhhh. It's just a dummy item, because you need to add/remove an item to recalculate weight, which is used to update the display for menu mode. It should not remain in inventory, obviously. I'm wondering how that happened. You can get rid of it with removeitem 3E000806 1.
Hey, thanks for the mod! A much needed qol mod indeed! One question: I've tried opening it in CK in order to remove the speed restriction while walking, but the CK doesn't want to open the file at all. Could you make a version that lets you just walk at normal speed? Thanks in advance!
Ah. That's what I get for reading after midnight. Pretty sure Skryim is slow af as well (or perhaps that was the lack of athletics, reeee), but I see what I can do.
I'm playing Skyrim atm and it just stops you from running you can walk normal speed and jump, but jumping seems to be limited or aleast it seems to be that way.
Make sure you are not encumbered when saving, then just switch out the esps. I didn't have time to test it now, but it should work, lemme know if there are any problems!
This is excellent!! Now being Over-encumbered is like Skyrim..... Vanilla wasn't very immersive where you are close to being over encumbered but picking a flower puts you over and all of a sudden you can't move.
59 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).
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.
Thanks in advance!
Pretty sure Skryim is slow af as well (or perhaps that was the lack of athletics, reeee), but I see what I can do.
you can walk normal speed and jump, but jumping seems to be limited or aleast it seems to be that way.
Here's an edited version
Make sure you are not encumbered when saving, then just switch out the esps. I didn't have time to test it now, but it should work, lemme know if there are any problems!
just a question is it possible to enable jumping with out enable running or messing up the mod.