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37 comments

  1. itsbooby
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    This doesn't work, it will break your game and waste your time. It breaks the game by making characters move slower than a turtle, even in the intro. Will break the intro. Could be other mods compatibility, or this mod itself. Either way, along with what others say, you do not want this mod.
  2. powerchimp1
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    Apologies if Im missing something, but if this mod only affects movement speed, where is the incentive to wear heavy armor?

    A game needs pros and cons - choices based on context.It's good to make a distinction between light and heavy armor, but there needs to be a comparable buff to the damage you can take to offset the slower movement, otherwise people will just choose light armor everytime.
    1. sneaky_squirrel
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      While I am interested in making heavy armor more powerful, that is not the purpose of this mod. The mod's purpose is to make heavy armor feel more taxing than light armor (Not very well implemented at the moment though). If somebody wants to make heavy armor give more armor rating as well, he should get an additional mod to enhance it.

      I didn't want to jam in multiple different features into the same mod, otherwise some features may annoy players who were looking for a few specific features. I want to avoid feature creep.
    2. itsbooby
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      sneaky_squirrel has the right idea it's best to do a good job focusing on one thing in a mod, rather than try to do an overhaul-esque mod with tons of features which will likely bug out or be incompatible or like he said, annoy people
  3. nooky93
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    This mod is exactly what i was looking for, since i wanted a Requiem style gameplay without having to use the full Requiem mod.

    The only problem i have is that it doesn't work on my character since im playing with a custom race (Ningheim Race).
    I opened your mod in the creation kit and i saw that you gave each Vanilla Race the Slow-Magic effects (the effect names start with Z1, Z2, Z3 and Z4)
    So i applied those 4 effects on my custom race and saved the plugin. However, the effects still dont work on my custom race. On any Vanilla race they do work.

    Have i missed something?
  4. gluumba
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    Just so you know, running literally consumes 2x stamina with heavy armor as apposed to light and naked. you can fix it, but then light also has an upgrade making it consume still less, i think somebody who is used to wearing their type of armor will be able to move around in it ok
    1. sneaky_squirrel
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      Not entirely sure what you mean. Are you referring to "vanilla Skyrim sprinting" or "vanilla running"? Or do you mean "in real life"?
  5. Seijin8
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    Absolutely love the idea, though I do think the values are a bit too harsh. I doubt anyone will be able to agree fully on the best values to use, so maybe have it controlled by MCM?

    Just a thought. Love what you are doing, thanks for sharing it!
    1. malisbad
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      A bit too harsh?I think they are WAY too harsh. I'm all for the concept (Requiem fan here), but those stats are way too game impeding, IMO. Were these values even playtested?
    2. Psychobreach
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      These play values were tested by every member in the tweakteam. We fount that there was much more immersion in this mod. It makes the game even better in our opinion.
    3. Serithi
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      Coming from a realism standpoint, and thus immersion, these values are way, /way/ too harsh.

      Granted, someone unskilled in using heavy armor IRL would be slow, yes. But believe it or not, even full plate mail isn't /that/ heavy, once you have your strength up you can move in heavy mail just fine. It's not like in the movies and games where they're slow and lumbering, you can do /cartwheels/, you can hop onto horses just fine, your mobility is barely impeded once you're trained. If it slowed you down that much in a real fight, it's already failed as armor, because the whole point of it is to protect you without restricting mobility, otherwise it's all well and good having some strong steel covering you, but in the meantime every enemy ever can just run circles around you and stab you in the bits the armor doesn't cover, and you can't move to stop them. So having a well-trained heavy armor user still only move at half speed is not realistic in the slightest, and anyone who knows that will not be immersed in the slightest.

      Now, you might not be going for realism, and that's fine. But this is still perpetuating the coconut effect, falling back on unrealistic cliches instead of making it work with proper realism. I'm not trying to sound like an asshole here and i'm not trying to put down the effort that would've gone into this whole thing, i just hate the coconut effect with a passion and wish it would stop perpetuating.
    4. sneaky_squirrel
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      Seijin8, malisbad, Serithi, thanks for commenting. Glad to see opinions from this side of the spectrum.

      @Serithi I am really intrigued by what your sharing with me. You guessed correctly about the coconut effect (Which I just learned), I have no idea how "truly heavy" heavy armor is in real life. The aim I have for this mod is to enhance my immersion, so I am interested in trying to steer my mod towards realism.

      I tried googling a bit and read that heavy armor, while not limiting movement that greatly, can be tiring if used for a prolonged period. So I am considering taking away some of the slow from the higher tiers of the armor skill and adding it to a slow which is active when the player is low on stamina.

      Serithi, what movement percentage would you consider to be normal for an experienced heavy armor user when he's not tired? I'm interested in tweaking this mod while I still can to create the most immerse build possible.

      Right now I am applying a slow when the armor users dips below 50 stamina. I tried using stamina percentage, but the creation kit cannot get values between 0% and 100% (So it is not possible for me to use percentage).
    5. malisbad
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      If you wanted to stay even somewhat closed to reality yet maintain some kind of playability, I'd max heavy move to about 80%, BUT sprinting becomes pretty much ineffective. Sprinting *may* take you up to 100% of your 'jog' speed, not 200% or whatever it is normally.

      While I've never donned plate armor, I have hiked with 70+lb packs and I can jog pretty well, just about as fast as a normal jog, and that's with all 70lbs on my back, not fairly evenly distributed over my body. What I couldn't even think of doing was sprinting anywhere even close to someone who is unencumbered. That is where these kinds of mods need to focus if you have any interest in reality, and therefore immersion.

      There just isn't a huge variability in jog speeds. It's not a top speed or a speed people strain to achieve, even fairly encumbered. I walk as fast unencumbered as a I do with a 60lb sack of potatoes on each shoulder. It's simply not hard. Of course I can't sprint that way, nor can I keep up that pace for prolonged periods of time.

      I think if you head in that direction with this mod you'll have a much larger following of people like me who like gritty immersion.

      If you want to stick with reality, institute a mild Sta drain while jogging. For wider playability appeal, instead of a drain, just make it no Sta regen while jogging. Stuff like that would ensure it's balanced, enjoyable and yet achieves its effectiveness.

      Here ya go, quick youtube search:

      Mobility demo: https://www.youtube.com/watch?v=Pz7naZ08Jd4
      Jogging just fine.

      Armor Documentary: https://www.youtube.com/watch?v=98hRtOJqOYE
      A lot more protective than given credit, IF made properly.
    6. Serithi
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      I would say closer to 90-95%, to be perfectly honest (though sprinting could be brought down to 80% or less, if it's possible to do that), and have it hit that cap a bit sooner than at skill level 80 since that's kinda late-game (or expensive as hell if using trainers) otherwise. Perhaps have it scale with your stamina so the more you have, the faster you can move with heavy armor, to give you added incentive to level that up as well so you can do more without slowing down as much.

      Indeed, heavy armor will tire you out faster, but while your energy's up and you've got the strength and training to use heavy armor you can move just fine. So i'd definitely suggest focusing more on the /fatigue/ aspects since A. you still have clear progression of how well you can use the armor, and especially B. it makes fights more tactical since then you gotta conserve stamina so you can maneuver at full speed. If you just attack willy-nilly then it'll tire you out and you can't move as well, and next thing you know you have 5 dudes wailing on you at the same time while you try to move away. And to paraphrase what i said before to fit the gameplay, it's all well and good having full Daedric armor on, but it only protects so much and you only have so much health.

      @ Malisband, the average well-tempered medieval full plate mail would only weigh around 15-25kg (33-55lb). So if you're hauling unevenly-weighted 70lb well enough, evenly-weighted 55lb would be a lot easier.


      Don't forget, the purpose of real armor was to deflect blows away, hence why it always had rounded shapes. It wasn't really designed to completely soften direct blows, you could shatter bones and even cut right through and dismember or decapitate the dude with direct hits that didn't get deflected, because the plates weren't /that/ thick, as they were mainly meant to simply deflect. Not everyone even used full plate mail, a lot of people just used chainmail and leather and such with maybe breastplates and the like.

      I could get into a whole rant about how armor is so often unrealistically portrayed in games (probably starting with boobplates :U), but that may or may not be something for another discussion. This is turning into a wall of text as it is .
    7. malisbad
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      I happen to like boobplates very much and is one are where I don't mind at all breaking from reality :-P
    8. Serithi
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      Ehh. I'd rather the boob shapes are saved for, you know, the boobs themselves . When it comes to armor, realism kicks in.
    9. Seijin8
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      @Serithi: Wall of text, yes, but an informative one. Thanks for sharing it.

      There's always an issue when trying to simulate real-world in video games. In-game, you could go from 15 Heavy Armor to 100 in a matter of a few hours if you had the funding and training time, and enough other ways of "pushing" your level up (like casting Courage on your dog repeatedly, etc) but that clearly isn't realistic; much of the reality of a high-end skill is the development of the attributes that support it (strength, endurance, etc.). Equally unrealistic are scaling/leveling mechanics and a lot of other things that we can't easily disentangle from the game.

      So, if the goal is game balance (not necessarily equalling reality), then the original suggestion of half speed is reasonable, so long as the armor is paying for itself in other ways. I've never been happy with heavy armor's protection-to-weight ratio, but I've also never cared for how easily a bandit chief is running up and down stairs in steel plate, nearly as fast as my leather-armored sneakthief. Without locational damage and realistic weapon vs. armor penetration, health/armor bloat is the only way to adjust for it.

      Without some skill/attribute that directly reflects athleticism, we have to assume that the skill includes everything needed to make it work (in some unrealistic hyper-specialized fashion that does not cross skill boundaries).

      To me, the sweet spot between reality and game balance would be to make heavy armor negate low-damage impacts from small weapons, carry more inertia with movement, greatly reduce sprint speed and debuff stamina regen, with most penalties mitigated by normal perk progression. I would also reduce the in-game weight, since encumbrance values are nearly meaningless when the starting player can carry 300 lbs in their back pocket anyway.

      Just my 2 cents. Thanks everyone for the discussion.
    10. sneaky_squirrel
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      Well it is about time I brought a new version out, so I am going to try out a build with Heavy Armor starting at 40% and ending at 95% (20% of that will be in a perk tree, so limit is 75% without perks). I have implemented a light stamina drain when "running". I'll try to also add a heavy sprint stamina tax (Since I can't modify sprint speed independently from running speed, I'll just up the cost).

      Meanwhile, any opinions on light armor? I'm thinking of taking a route which lets the player exceed the starting speed ( 100% + ) when unarmored or wearing light armor (Meaning he would only lose these speed bonuses when in heavy armor).
    11. Seijin8
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      Increased speed unarmored, yes. Lightly armored, nah. In the game as it exists now, there's little to differentiate light armor from no armor. I've always wanted unarmored to be a viable choice for non-mages, but it simply isn't. If you could have increased jump/run speeds and lower stamina drain when unarmored, that would go a long way.

      EDIT: Agreed with the heavy armor speed totals, but disagree with them scaling more with skill than perks. I'd rather see skill number have zero effect on speed adjustments with the burden placed on perks, as representing genuine investment in the skill.
    12. sneaky_squirrel
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      Regarding Perks Vs Skill in having the majority of speed contribution, I will favor skill (For my devices), but making an alternate version which favors perks would be a piece of cake. So that shouldn't be too much of a problem.

      By unarmored I assume you mean no Light Armor cuirass (Since you mentioned mage and probably meant being able to use robes over light armor), then I have some good news. I plan to make the cuirass be the main piece that decides the player's speed (It looks heavy), therefore I want to make CERTAIN light helmets, gauntlets, and boots give the player no slow (Those really don't look like they should slow someone down).

      If that's not what you meant, please explain what kind of playstyle you had in mind.
    13. Seijin8
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      Your solution sounds perfectly reasonable (though I am picturing someone clomping around in Daedric boots and gauntlets while wearing miner's clothes). Ignoring for a second that the sniper-stealth build is already overpowered, an unarmored assassin able to navigate an area with more climbing/jumping/speed would be able to replace armor with obstacles while remaining active and an enjoyable playstyle (at least until the Shadow Master perk, which pretty much negates the challenge).

      I willl re-advocate the idea of an MCM managed system though, since there is clearly disagreement about optimum values for the highs/lows and where the burden of speed adjustment should come from.

      Either way, thanks for taking the time to create this and listening to the community opinions on the topic.
    14. Mr. Dave
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      Sneaky, if you want to make a realism mod, then drop the speed modifiers completely and do stamina modifiers instead. Set running in a full set of heavy armor to drain the amount that sprinting does now, and set sprinting to drain double its original amount. Adjust the formula for wearing less pieces.

      If you want to do a mod that makes you notice the difference while wearing various armor, then yeah, do the speed changes you are currently working on.

      I've fought in just about every type of armor out there over the course of 20+ years, and really didn't notice any speed difference at all, unless it was a very poorly fit suit. But I did notice a difference in how quickly I got winded and overheated. Also, I have watched guys I know in full plate outrun and outfight through speed, many others who were not wearing as much armor. Granted, someone with no skills wearing the armor may have mobility issues until they get the hang of it. But it doesn't take very long. Oh yeah, and a chain hauberk will wind you a lot faster than a set of plate. Chain is like breathing under water due to the fact the pressure is all enveloping and constant. It's horrible to fight in lol.
    15. sneaky_squirrel
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      @Mr. Dave Yes, I do want to make heavy and light armors to feel immediately different. Convenience will take priority over reality if reality is not adding to the fantasy I am aiming for. I am also noticing that I can't really see any chain hauberk in Skyrim (Unless it is underneath some vanilla armors, but I can't imagine how). Most of the early Skyrim heavy armors actually do look pretty light. I might actually be able to make early heavy armors that don't look heavy to begin with (Like the ones the Orcs are wearing in my mod image) lighter and make the lategame fantasy armors be the really heavy ones (Dwarven, Orcish, Daedric, Dragonbone etc).

      I'll be checking if realistic stamina drain levels (Described in your comment) would work well in the mod, I'm actually looking forward to more stamina drain, a reason to finally level stamina over health.

      Thanks for sharing this information. I'm feeling less and less qualified to make this mod as time goes on, but at least I'm learning some new stuff.
    16. Seijin8
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      If you can create the components (data and script tweaks), then you are at least as qualified as the devs that created the game in the first place. Don't let debate discourage you We're all using a lot of mods to create the fantasy/reality/sim we want to see, and that is going to vary tremendously between players.
  6. Kazanna
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    Being that I've worn physical armor that goes a bit beyond most of the skyrim armor weights (excluding ebony and above of course) I have to say that the movement limitations I'm seeing are kind of high compared to what it actually does. I'm not as strong a person as any of the characters in skyrim would be, especially living in lands like Tamriel, but I was able to move at a very fast pace and engage in a full sprint for a decent period of time. Great idea, needs better execution.
  7. Zethras
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    This mod looks like something worthy of a try

    I'm just a little concerned about the move speed. IMHO, the light armor should have, with a LA skill at 85, a speed of 80/85%, while having a lower speed (say, 40%) at lower level. As for the heavy armor...I think the speed at lower levels is good enough, I think, but I also think you should give a higher speed (just like the light one). If you accept a word of advice, it would be better with a 60% movement speed. Still slower than the light armor, of course, but not too much

    Or, if you don't like my advices....what about giving specific speed percentage to every single armor? I know it is kind of a huge job, but it would be more immersive, IMHO For example, a carved nord armor should give a higher speed bonus than the steel plate one, because the carved nordic have some open spots for the joints to move, while the steel plate is more like a medieval full plate armor, wich obviously decreases speed movement

    Sorry if my comment bothered you but.....you asked for advices and I gave you one >.< (two, actually )
    1. sneaky_squirrel
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      Thanks for sharing your ideas. I also feel both armor types could get a speed boost at higher levels (80%/85% for light, and 60% for heavy, just like you suggested). What I had in mind was to implement further speed bonuses through perks in the Heavy Armor and Light Armor perks trees (Which would allow the player to reach these speed values).

      As for specific armor speed percentages, definitely a feature I am interested in. Really good idea. I'd like to implement this and probably can, but this is a feature I want to work on only after I have addressed the issue with overall speed ( I want to reach a build that appeals to the majority of players, and is worthy of a mod they can recommend to others ).

      Now in case you read this comment, would you mind answering me the following question? Would you prefer a version of the mod which does not require perks to reach these speed levels -> (80%/85% for light, and 60% for heavy) or would you feel it would be fair to invest a couple of perks to improve your movement speed?
    2. Zethras
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      I think it would be fair and more immersive to spend some perks to achieve this

      After all, in the weapons perk tree it is not enough to reach certain values in terms of skill level, in order to master them, but you have to spend some perks in order to make more deadly attacks, to have more chances to decapitate, to spend less stamina for power attacks...you name it! XD And this thing becomes more deeper with SkyRe, ACE or the perk overhaul I'm using, Syynx Perky Reborn The first perk gives the damage boost (just like the armor one gives the armor class boost), but in this case the speed level should be treated like a bonus feature, something like:

      You spent so much time wearing this type of armor that you are able to move faster while wearing it

      Just to give you what I'm thinking about
  8. COOLJ808
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    How compatible is this with Skyre? Does this use the same method?
    1. sneaky_squirrel
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      I have read the description on Skyre. It appears to be that mod changes the armor rating of armor pieces. "Truly Heavy Armors" is incompatible with mods that change armor pieces. The reason why is because this mod depends on adding Keywords to all armor pieces which it uses to keep track of individual pieces of armor to apply the appropriate slow effect.

      It is currently not compatible with Skyre (Most likely), it can be made compatible, but would take a significant amount of effort. I might make this mod compatible with other mods in the future.

      Not sure what you mean by "same method". If you are referring to the armor slow, it is most likely a different method.
    2. COOLJ808
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      Could Tes5Edit do it maybe?
    3. sneaky_squirrel
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      TESVEdit? It is feasible, but it would require you to add a Keyword to EVERY single piece of un enchanted armor (It's not that bad, but it takes a while). Just opened up my mod in TESVEdit, seems like keywords in that program have some extra ID digits besides the name (Much more tedious to add them compared to the Creation Kit).

      Now, I am happy that you want to try out my mod, but I want to make a recommendation. I am currently working on implementing a Heavy Armor and Light Armor perk tree (Trying to make as little changes as possible) to add more speed boosts for armor (Read Zethra's comment three comments downwards). I plan to make a few more changes to make my mod much more enjoyable.

      Could you give me a little bit of extra time before you try to edit it? I don't want to waste your time, I'm confident I can improve this build a lot in little time to give you more options / progression.

      Also, I'm kind of in the dark as to what Skyre does with heavy armor and light armor, if it is not too much to ask what features you enjoyed from it, could you share those with me? (So I can see what would work best here)
    4. deleted8265935
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      A simple answer that I think will work: load this mod after SkyRe and the ratings this changes will be applied. Also: I'll link you the video as-is: http://www.youtube.com/watch?v=Fl_dCuwGmaQ
  9. deleted8081533
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    The slow balance is stupid
  10. Dehatyagi
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    Nice concept, but I think it being adjustable would be better. Also would the steed stone negate this mod?
    1. sneaky_squirrel
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      Although I agree that an adjustable version would be better, I do not know how to do this (And it appears that adding an MCM menu would require scripting). Best thing I can do at the moment is offer different versions to give everyone a version close to what they desire.

      This mod is currently not affected by the steed stone's "no movement penalty", you will still be slowed by armor. Now if you wish to remove or lessen the movement penalty using the Steed Stone, I can probably manage to implement that in an alternate version (Shouldn't be too hard). I'll try to fulfill requests if I can.