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Showing results for tags 'rest'.
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In order to play the game more, a simple QoL mod could be made that restores player alertness according to player character sleep time. The quality of the restoration is improved if sleeping in inns or homes. The mod may have a secondary function that grants the player nutritional fulfilment upon consumption of food by the player character. There will have to be a configurable limit to prevent sickness from suddenly consuming ten sweetrolls, a wheel of cheese, and five bowls of salt. This would strengthen the player character in a fun and balanced way by helping to factor out the weakest link.
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I would really like the ability to use kindling at campsites to rest, or some other way to accomplish it. I just would like to feel like a wanderer of Gransys, not afraid to brave the night out among the monsters.
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I want a very simple mod really. All it needs to do is change the time references to a non-English one. So instead of saying 9:30 PM it would say 21:30. Optimally the mod would change all references to time into this superior format but even if you just fix the rest UI I'd be very happy. Bonus: If you want you could also change date references into the superior format YYYY/MM/DD altough it is not as important as fixing the clock.
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I'm trying to edit the rest script to give more magicka regen per hour rested. as i play my mage its just killing me in the back of my head thinking that i'm spending 24+ hours resting whenever i need to get all my magicka back. i would rather it be like 10 hours max, for really high mana. but for the life of me i cannot find the damn resting script to edit the formula / values. can anyone point me in the right direction here?
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I'm looking for a mod that changes the time on the sleep/wait menu to the time it would be when you're FINISHED resting/waiting, rather than just the time at which you started resting/waiting. For example, say I want my character to sleep at 12:00am and wake up at 9:00am. Instead of setting the slider to 9 hours and have the time at the bottom of the menu remain at 12:00am (and then watch it change as my character is sleeping), I'd rather have the time at the bottom reflect the time it would be after my character is finished sleeping and change dynamically according to where I place the slider. So if I open the menu at 12:00am and set the slider to 1 hour, the time at the bottom would read 1am, if I set it to 2 it would read 2am, and so on. Similar to setting an alarm. I've looked around for a mod that does this, but I haven't found one. If someone knows of an already existing mod that accomplishes this, please let me know. Also, if for some reason this is unchangeable, let me know! Any response/help would be greatly appreciated. Thanks!
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Hi, so, this is rather self explanatory. I've been looking all over the web but to no avail to find something like this. What I had in mind is to let the player choose to either wait or rest when pressing the "wait button" in Oblivion and/or Skyrim, bringing back the old times while keeping the new feature of waiting, if it's possible. Of course, when you'll rest it will be illegal like in Morrowind in certain areas so one must pay attention. I have no idea how hard could it be to implement such a feature or why no one ever asked it before, but I do hope it would be possible to do, thanks beforehand to any help given and/or for reading this far and sorry for any mistakes made while typing as English is not my native language. P.S. After the 28th of this Month I don't know if I'll be able to reply to questions given me or keep following this topic, but I do hope someone will make something like this come true, if not for me for someone who desires it too but can't ask around for various motives. Thank you :smile:
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I hope this isn't overwhelming or under-whelming. I know the sleep eat drink thing has been done, but NOT like this. This is easy for people ingame and even fun. I used imp's complex needs mod for a long time, but I always wanted something I could see. Now Imp is no longer updating his mod and I've always had a better idea. Something just like the basic game with a little fun thrown in. Please give it a read! Thanks! PasserThru Fatigue Bar Explanation: A new 4th bar for a new attribute called Fatigue with the intention complementing and being handled much like the Health, Magicka, and Stamina bars already in the game. Handles needs to eat and sleep and more... Brief Description of function: In a simple manner, using built in values and prexisting systems, it expands upon the 3 main bars Health, Magicka, and Stamina by adding the concept of (overall) fatigue and the control thereof to simulate the missing needs of hunger, thirst, rest, sleep, and even time to heal while at the same time naturally allowing a more appropriate place for spells, powers, and potions and ingredients in the care of these needs. In Addition, it adds a simple, fun, interesting, and somewhat immersive result to failure by players and NPCs to manage those needs effectively. Advantages: Simplicity: It's just a simple bar that is derived from and affected by only what affects the other 3 bars and uses that to limit the character's actions accordingly using mostly built in elements and a few various programmed new effects. It uses what's already in the game to accomplish it's functions. Visual: Like the other 3 bars, the player will be able to see their level of Fatigue and be aware of their/its status at all times. Canon: It's inline with the original design of the game like the Health, Magicka, and Stamina bars. It's designed to complement them and their functions. Compatibility: There aren't very many mods out there that really mess with how the game manages health, magicka, and stamina. It uses what's already in the game to accomplish it's functions. Should work with any new DLC. It's less invasive, less complicated, and should enhance most anyone's game experience. Funny: It's fun watching people pass out ragdoll and it's fun seeing people passed out in odd positions, especially NPCs that didn't find a place to sleep. They collapse where they stand and you find them that way. Useful: I know where you sleep! You gotta sleep sometime! Since everyone has to sleep Vampires and Assassins will find this very useful. What it is not: It's not over-complicated or over-restrictive. It is not designed to add penalties to the character's stats depending on their relative level of fatigue. Of course, after this, it would be easy for someone else to use the Fatigue bar to implement penalties, but I think getting tired, having to sleep and eat are penalities enough on their own. I don't intend on this being a "Reality mod." Indepth Description of Function: Just like the health, stamina, and magicka bar, your Fatigue bar also scales with level. The Fatigue bar is at all times the total base size of your Health, Magicka, and Stamina bars added together. Every time they increase, it does. Anything that fortifies Health, Magicka, or Stamina, fortifies your Fatigue Bar. If the effect wears off it shrinks the Fatigue bar too. What decreases Health, Magicka, and Stamina increases your Fatigue and vice-versa. The Fatigue bar fills with exertion. Exertion is caused by any act that reduces the other 3 main bars. The degree that the other 3 bars affect the Fatigue bar is determined by various formula. [important standard] Loss of health is exertion directly added to the Fatigue bar. [Arbitrary guess] Any reduction in stamina or magicka adds a tenth of that reduction as exertion to the Fatigue bar. To simulate the daily cycle, the Fatigue bar slowly fills with time regardless, called Daily Exertion. It takes about a day to totally fill like you'd expect. [version 1.x] Walking slightly increases daily exertion. Walking while encumbered really increases normal daily exertion. Walking, jumping and falling should affect stamina and still count as exertion and therefore increase fatigue, but they don't right now in stock Skyrim. [version 1.x] Actions that knock down or stagger opponents, but do no/little health damage should cause (more) fatigue also. Respite is the opposite of exertion. Respite is a reduction from the Fatigue bar caused by anything that refills or refreshes the other 3 main bars in addition to rest and sleep. Spells, powers, potions, ingredients, and food can provide Respite for characters, Player and NPC alike, as they refresh the other 3 main bars. However, restorative spells, potions and ingredients cannot provide anymore Respite than it takes to refresh the 3 main bars. [version 1.1] Some powers and food and drink will continue to provide Respite even after a character's health, stamina, and magicka, are completely refreshed making them an important thing to have. [version 1.2] As a matter of fact a quarter of the Fatigue bar can only be filled by food and drink. So, if you're fully rested you'll always wake up hungry. A good meal keeps you going. [version 1.2]Conversely, the last half of the Fatigue bar can only be recovered normally by sleep or rest or supernaturally by spells, powers, or potions. Food and drink won't keep you awake. Think of it like this... If you're so tired you can barely stand, eating an apple is not going to help. Regeneration of health, stamina, or magicka counts for only half toward reducing exertion (Respite). Thereby despite regeneration, reduction in the 3 main bars still causes exertion and still adds to the Fatigue bar. Regeneration will not allow you to stay awake. It's not a good idea for players to wait until the last moment to sleep. If you find a nice chair or a warm bedroll while roaming take advantage of it. When you notice you're getting tired get some sleep or take a seat and rest. Better safe than sorry. Just make sure there aren't any interruptions from enemies and monsters. Nobody wants to wakeup dead either. Getting to Sleep or just passing out... Once a character reaches a certain level of high fatigue ( [Arbitrary guess]The last 4th of the bar) they MUST find a (safe) place to rest/sleep. Players must be careful, because any over-exertion at this point will cause them to collapse and pass out. Any action attempted without the necessary room left in the fatigue bar to accomplish it will not work/happen/will fail just like trying power attacks with no stamina. Some things might even result in harm to the character if they can't handle it. [[version 1.5] NPCs are an important part of this mod but can be put off until the basics are finished] NPCs will go to their bed like normal unless they don't have one. If they don't NPCs will find a free bed if there is one or they can choose to sleep on the floor or even in a nearby chair. If a character, NPC or Player, has not found a place to sleep and actually started to sleep by the time the Fatigue bar maxes out, they will simply pass out and collapse ragdoll unconscious until they have either recovered the [Arbitrary guess]minimum to go find a (safe) place to sleep or they are awakened by health damage. Once asleep they will remain asleep until a [Arbitrary guess] minimum amount of the Fatigue bar is recovered then a Player can choose how long to remain asleep or get up. NPCs will remain asleep unless in danger, unless they decide to sleep somewhere else close that is better, until they are no longer fatigued, or activation of a script wakes them up. Generally, passing out should be avoided. You don't sleep well in ragdoll positions and it leaves you open for attack. [version 1.2] It is important to know that the character's sleeping "arrangements" will determine how well they sleep or how quickly they recover. Obviously, your own bed is best, an inn second, bedroll inside, bedroll outside, on the floor inside, and lastly outside on the ground. Passing out inside a house is better than sleeping outside on the ground. [version 1.3] Sleeping on the floor of a cave is only marginally better than sleeping on the ground outside unless it's raining or snowing. [version 1.5] You can't sleep on the ground when it is raining or snowing without a bedroll unless you passout. [version 1.x] And, that should make you sick with hypothermia or pneumonia, the flu, or atleast a cold, but that might be a little beyond the perview of this mod. You won't sleep well or very long at the very least. Severe Health damage will immediately wake characters up in the red ( [Arbitrary guess] the last 8th of the bar) and give them a short period of time to save themselves and find a better resting location. They must use this time wisely, because they can pass out again quite easily. This is a good way to get killed as finding a place to sleep while you're being attacked is unlikely. [version 1.2] This situation and severe damage can make a character "Over-Fatigued" as they both cause exertion beyond the Fatigue bar maximum, requiring twice the sleep to recover. I have more regarding the rest in chairs feature and other things, but I think this is enough for now. Trying to keep it simple. Let me know what you think.
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I can't level up at all. Whenever I rest in a bed once the XP bar is full, the game exits out. Save files aren't corrupt, they load fine, and I made sure it was definitely Oblivion XP and it's not conflicting with other mods as I tested it out on a clean install of the game. Same thing happens. Installed with Wrye Bash according to instructions.
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Good morning everyone! My mod request is this: I would like to return to camp and long rest anywhere, even in dangerous enemy strongholds, so long as I am not currently in combat. This way, I would not have to backtrack allllll the way out to get to camp and get my spells back. I know there are potions for that. Still, a mod would be preferable. Thank you for your time. Sincerely, Lenny Valentine
