Skyrim Special Edition
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fenix31415

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fenix31415

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About this mod

When I played skyrim, stamina was useless green thing on the screen. I have some ideas (mostly my experience, I didnt clone <some popular game>'s stamina system. Hate it.) implemented there.
It is complete stamina overhaul.

Requirements
Permissions and credits
Translations
  • Russian
Donations
Stamina in skyrim is boring. This mod aims to make it complete gameplay feature.

Mod was completely reworked and completely renamed. In a few releases it will be perfect, I suppose.

I have a discord server now, where you could find useful info about my mods, suggest your ideas for
released or new mods and give me a feedback. Also I planning to record
some tutorials about SKSE modding soon, you could find it in the
according channel.



Mod has actually 3 separate functions (working with both player and NPC of course)
  • Block actions if the actor does not have enough stamina for them.
  • Сustom configurable stamina consumption for many actions.
  • Сustom configurable stamina regeneration.

Everything is highly configurable and you can tweak this in MCM, which is persistent across characters. interesting, how many people skipped my mod just because of mcm absence :(

Blocking actions

Actions you can block/allow with low stamina:
  • Melee attacks;
  • Bashes;
  • Bow shots (do not confuse with crossbow);
  • Blocking;
  • Jumping;
  • Running.

Player melee attacks can either be blocked or scaled. It means that you still can attack with low stamina, but with less damage. For example, if attack cost is 50, you have only 10 stamina, then you deal only 20% of total damage.

Also you can allow any action, in this case you can perform the action no matter how many stamina you have. In this way it is possible to make deal power attacks without stamina.

Action cost

Action cost depends on weight of appropriate part. Below is a list with them:
  • Melee attack — attacking weapon (or fist);
  • Bash — bashing item (weapon, bow or shield);
  • Bow shot — bow weight;
  • Bowstring taut — bow weight;
  • Blocking — blocked item (weapon or shield) + attacking item;
  • Jumping — curiass;
  • Swimming — curiass;
  • Running — total equipped weight.

In general, formula is ‘k * weight + b’, where k & b you can tweak for every action type.

Level influence

If you want to get somewhere else, you must run at least twice as fast as that!
As the level increases, the costs of the action increase. To be able to perform same number of actions during you playthrough, you should upgrade stamina every ‘k’ levels (configurable).

Skill influence

As the skill increases, the costs of the action decrease. You become more and more efficient warrior, you less tired. The skill naturally corresponds to the action. There are no skills affected to swimming, jumping, running.

Hud meter

Yeah, now all actions that drain stamina now make the meter blink if stamina is over.

Regeneration

Health & Stamina

My idea was increase stamina regen with high stamina and health and decrease with low. Someone’s asked to change it and gave me an idea of the second type.

For now, health and stamina modifiers have two behaviors:
  • ‘Wellness’: with high values (~90) stamina rate has bonus.
    With lower values (almost ~10%) you have rate debuff.With (~50%) values you have normal rate.
  • ‘Berserk’ — exactly the opposite.

Don’t get it wrong, all formulas are continuous, there is no old-school papyrus stuff with spells & conditions. You can think of it like you have permanent effect, but it’s magnitude differs with health/stamina percentage.

Actually, both behaviors have right to a life. So I keep and implemented both. You can chose either both , say, Wellness, or different for health and stamina influence.

Carry & equipped weight

The more in your backpack, the slower regen. Equipped things contribute more. Sometimes it is good move just take off your clothes and run away :)

Moving type

While standing I rest faster than while running. Now you too.

Delay

Now all actions behave correctly when current stamina less than cost. In this case regen delay should be.

Also now it depends on action cost too. The more attack cost, the more you need to wait (as usual, configurable).

MCM

Finally, right?
I hated mcm because of papyrus and subsequent problems with saves. But now life become easier.
Huge thanks to parapets and his mcm helper!

I did my best to make it really understandable and nice (I spent whole this day making it..). Also it can be easily translated to other languages.

FAQ
  • Is it compatible with <mod>?
    Read 'compatibility' section.
  • How to <tweak formula X>?
    Before asking, make sure you have read the article and hints in mcm.
  • Add crossbow consumption please?
    I think it is tooo easy to use it, so I suppose there is no stamina consumption there.
  • Add animations please?
    I am not familiar with it and actually unlike any animation mods. Currently I do not want to learn it and even more so add them to my mods. I like gameplay things, I hate useless, but beautiful things.
  • Why default config is imbalanced?
    I did my best to create flexible formulas you can easily tweak as you want. Also I do not play, so I cannot test it for a long time, with high level PC. However, I tried to make current config more balanced.I believe many of you will share configs with comments, but.. not :(…I’ll update and upload Mern’s preset soon.
  • What if I want to just install mod and play the game as is?
    I do not think it is a good idea. In this case you cannot understand 70% of stuff happening around you. So, digging with configs, reading how mod works is important to have an idea what you’re playing at.
  • Have you patreon? What do you think about paywall?
    Haha to answer this I can say that I recently learned how to create cofee.. By one of my user’s request ;)When I played skyrim, it was quite boring. My goal is make the game better for everyone. I want that anyone could download my mod and enjoy great time with this game. So no, I will never ‘sell’ my mods :)


Compatibility
  • In general, it is compatible with everything. Feel free to install/uninstall it at any spot in the playthrough.
  • As any SKSE plugin with hooks, It will conflict with another SKSE plugin with same hooks locations. But do not worry, it is very unlikely.
  • There is a rule ‘If two mods do same thing different ways, it may cause problems!’.
    I believe I’ve covered all stamina aspect in the game so maybe other stamina mods can conflict (like, double cost — from my mod and from stupid papyrus script) with this.

Incompatibility

Do not worry, it is just “logical” incompatibility. The reason of that is there are some mods which forcibly “orders” creatures to act, without checking stamina. So, sometimes creatures may perform different “heavy” actions without stamina. Plugin cannot fix that, only authors.
  • Inpa Sekiro Combat and other stamina breaking mods.

Compatibility - for mod authors

If you are writing a combat mod, just check stamina before any force papyrus action NOT ONLY FLIP COIN. It is best practice for combat modding, probably.

Known issues (also see “bugs” section)

Feel free to report bugs in comments, I’ll do my best to fix that.
  • I found and REed only spot when releasing an arrow, not pulling the bow. So, currently stamina decreases when arrow releases.

Future plans
  • AE — see sticky post.
  • v6.0? — buffs/debuffs (other than changing stamina rate). E.g. walk and attack speed, carry weight etc.
    ^^^^ still thinking, but I haven’t any great idea, for the sake of which it is worth drop a release.

Feel free to share ideas with v6 and other!

Changelog

v5.0 — reworking & mcm update
  • Added stamina drain while swimming
  • Hud meter now blinks
  • Even more options (running, combat rate mult, etc)
  • MCM!!!!!!

v4.2
  • Fixed vampire bug (probably)
  • Added setting to make perks (reduce stamina costs for attack) working with normal attacks too
  • Added “weapon type base” in formula (read toml), as llOCOX suggested

v4.1
  • Fixed an issue with zero-rated creatures
    (before they lose all stamina and do nothing; now they can attack even without stamina). Thanks to DeathVelvet and hellnhavoc for reports
  • Fixed a bug with perk (before perk applied even on normal attacks; now only for power). Thanks to vsky1 for report
  • Added custom stamina regeneration formula. Thanks to Caninum for suggestion

v4.0
  • Fixed bug when sometimes (for animals mostly) stamina do not damaged
  • Improved calculation for creatures weight
  • Keeping bowstring now takes stamina
  • Skill reduces attack/bash/shot cost
  • Custom regeneration

v3.1
  • Fixed some configuration issues, big thanks to Mur4s4me for pointing and testing!
  • Splitted Melee and Bash, as AlexProto suggested
  • Improved settings - now works all combinations of DenyNPC/DenyPlayer/CostNPC/CostPlayer.
  • Fixed a bug (found by me haha) when jump damage stamina even without jumping (e.g. you press jump button while attaching or running)
  • Fixed perk issue, thanks to lapissodalis93 for report
  • Fixed issue when player can still attack even with 1 stamina, thanks again Mur4s4me for report

v3.0
  • Added stamina consumption, thanks to huhwhat23921 for idea
  • As requested by many people, added more flexible formula for requirement & consumption

v2.0

Installation/Uninstallation
Install/uninstall it like any SKSE plugin.

Requirements
Source
Available on my github.

Credits
  • Ryan (Fudgyduff) for CommonlibSSE
  • It’s my first mod (yeah I started with SKSE modding) and Dropkicker helped me a lot with understanding this stuff

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