Extended Game Mechanics is my attempt to coordinate different essential Game mechanics like Fatigue, Encumbrance, Jumping and Food into a single mod, providing best oompatibility and game experience.
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File credits
Many Thanks as well to: (Mods included in EGM) Shads Water Bucket Plus by Shad44 Tchos Breakfast Food by Tchos Momo77 for Momos Farm Resource jbvw for Alluring Wine Bottles Cobl Team Tejon and Abo2 for motivation forli, Alent, Saebel for endless feedback!
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added temporary workaround for AV Capper infinite values.
Version 4.29
revamped Food Module (Fat values, Icons biased to Nutrition and Water values, thresholds)
revamped Food based influence on Fatigue
added ability to drink from Rain and corresponding sound effects
revamped Fatigue mechanics (fatigue compensation due vanilla mechanics)
updated EGM Manual to version 4.29
Version 4.28.6
revamped Speed Control (Ascent & Descent uses the same function now)
revamped Speed Control (Underwater Speed has been considerably reduced for all Actors)
optimized & cleanup
Version 4.28.5
removed bug from Food module (quenching sound did not play)
activated Luck module
added Events for Bad Luck
updated files & EGM Manual to version 4.285
Version 4.28.4
removed bug from Automatic food (ate all food possible)
changed Fooditems which provide both Food & Water
initial Food values are now set properly after restarting the module from Configuration Menu
added check in Fatigue Module for detection of any movement
optimized DisplayStats checks
Version 4.28.3
revamped Sickness module (Jail, Reset, Update, Initialization, Checks)
added checks for deactivated modules after restarting oblivion
optimized Food module
Version 4.28.2
small optimizations, and non-vital fixes (characters bodyweight wasnt initialized properly)
Version 4.28.1
altered fucntion for querying the Skill Mastery level to depend on gamesettings
added IsRidingHorse check for NPC and Actor to exlude any mechanics if actor is riding
optimizations & cleanup
Version 4.28
changed Status Message (includes Bodyweight now)
changed Food effect penalties
updated EGM manual to version 4.28
Version 4.27.6
removed small bug from Food demand calculations
revamped Food mechanics (Fat gain/loss, and random food status messages)
Version 4.27.5
revamped Food mechanics (many stuff...)
revamped FOOD UI Icons & other textures
removed bug from configration menu (early exit after reset)
add new switch to configuration menu (Use .ini file)
Version 4.27.4
revised FoodEffects module (correct token check with reference.IsEquipped)
small optimizations & cleanup
Version 4.27.3
small fix (NPC Faint couldnt be deactivated)
some optimizations and cleanup
Version 4.27.2
updated and completed normal maps for all fruit juice bottles (newest gimp plugin)
changed status text messages (default F8 key)
Version 4.27.1
removed bug in encumbrance module (calculation of weight, influenced by feather)
Version 4.27
fixed initialisation process, vanilla and 'alternative beginnings'.
Version 4.26.6
optimized Fatigue & Faint modules for Player & NPC
added function for Configuration Menu Initialisation (ZERO Check)
Version 4.26.5
removed bug from Fatigue Boost (fatigue boost when sneaking and sheated weapon)
added AV fatigue alteration function (using only ModAV2 for alterations with ZERO check)
optimizations & cleanup
Version 4.26.4
Sickness module changed, evey contraction with a disease can cause Sickness now
Food module changed, activated OnMagicEffectHit Handler for fire damage
some optimizations
Version 4.26.3
revised backward running (choking is useless now, a AV based timer solves the problem)
revised Food Values and Weight
optimized code (backward running module)
Version 4.26.2
altered movement formula, second attempt (mass factor for ascent/descent)
Version 4.26.1
altered movement formula (mass factor for ascent/descent)
Version 4.26
removed bug from base attribute query function
Version 4.25.9
added MOO Food, revised Food nutrition values
Version 4.25.8
activated missing running check (char was faster with weapon drawn)
Version 4.25.7
altered movement module (speed control), added new query function
Version 4.25.6
changed movement module (speed control)
changed Faint module (no more fainting when walking)
Version 4.25.5
removed bug in AVG module
Version 4.25.4
replaced all ForceActorValue statements with ModAVC (avoids mod conflicts)
Version 4.25.3
revised backward running module
cleanup
Version 4.25.2
small initialisation fix
Version 4.25.1
removed unnecessary check in DisplayStats module which caused an error
revamped initialisation routines for better initialisation process (added "LoadGame" handler)
added new configurable variable fOverweightBias in egm_config.ini
updated egm_config.ini
Version 4.25
optimized for better performance (revamped query function for uav)
updated files & cleanup
Version 4.24.3
corrected the query function for biased wieght (worn weight + perk modfiers)
corrected encumbrance calculation (feather spell effects were not added properly)
changed base skill & attribute query function (DRAIN modifications alyways negative)
Version 4.24
optimized for better performance (Tool used: RuntimeScriptProfiler)
Version 4.23
removed a bug from encumbrance module, max. overweight was calculated incorrectly
changed the sound effects of the Faint module to play appropriatly at the location of NPC (playsound3d, no ghost sounds of fainting NPCs)
some code cleanup
updated EGM Manual to 4.23
Version 4.22
removed a possible null division bug
some code cleanup
updated EGM Manual to 4.22
Version 4.21
changed initialization process for better compatibility with alternate start mods
updated EGM Manual
Version 4.20
removed bug from sickness event (timestamp was not initialized)
changed point in time in the game when EGM gets initialized after starting a new game
changed initialization routine
Version 4.19
removed bug from visual blur
removed bug from jump mechanics
updated EGM Manual to 4.19
Version 4.18
revamped Configuration Menu
added Display Info for Food items
revised Spell Fizzle
updated EGM Manual to version 4.18
Version 4.17
changed Sickness mechanics
removed quite some bugs
new manual is going to be uploaded with next version (pls look at Beth forum thread)
Version 4.16
reduced underwater movement speed
actor value changes are to be reset with every load (in order to minimize aberrations)
Version 4.15
removed bug from Encumbrance, causing message to be static.
added Actor Value Check for Speed for all Actors running EGM mechanics
Version 4.14
improves script processing time of the actor scripts
Version 4.13
adresses some minor issues in Encumbrance mechanics (messages & burdon effect)
Version 4.12
maintenance release, revised & cleaned up code, removed some bugs
small changes in Food, Faint, Encumbrance modules
updated EGM Manual to 4.12
Version 4.11
revised encumbrance, fatigue, running mechanics
bug fixes in movement calculations
updated EGM Manual to 4.11
Version 4.10
condition check was missing
Version 4.09
removed bug from Getter Function for Actor value
revised Fatigue & Running mechanics for all Actors
Updated EGM Menu
Version 4.08
some small changes in Fatigue mechanics, and code cleanup
updated EGM Manual to 4.08
Version 4.07
revised Jump mechanics (restored OBSE detection)
Version 4.05
revised Fatigue mechanics (calculation of forces for encumbered movement)
removed Encumbrance/Overweight penalties on Skills
Code Cleanup...
Version 3.84
Removed Bug (short variable declared as float) in Speed Mechanics
Revised Backward Running mechanics
debugging........
Version 3.83
removed bug from Backward Speed calculations interfering with general Speed adjustment
Fatigue related mechanics run now per frame, player & NPC
revised Speed adjustments
changed clean up procedures in token scripts
Version 3.82
revised functions in Bow and Food Mechanics
completely covered food and potions from Vanilla, COBL, OOO, Better Cities
updated EGM nutrition table (each Food item with its own nutritional value)
Version 3.81
corrected Bow check (Disabled Crouch/Sneak functionality after Arrow Dennock)
Version 3.80
completely revised Bow mechanics
updated EGM Configuration Menu
changed sound options and altered correlating mechanics
updated EGM Manual to version 3.80
Version 3.79
removed buggy checks on Token, which could cause save game bloat
Version 3.78
revised encumbrance - speed mechanics for both player & nps (pls read the manual)
revised fatigue mechanics for both player & nps (pls read the manual)
updated EGM Manual to version 3.78
Version 3.77
corrected encumbrance based Speed alterations
Version 3.76
corrected encumbrance based fatigue expenditure calculations
changed sound file (male thirsty)
Version 3.75
removed recurring Bow Sway activation after loading a save game
altered Water quenching values
added COBL suppport for cobWater (compatibility with Better Citites / Open Cities)
Version 3.74
revised Fatigue mechanics (Ascent/Descent ini settings removed, altered movement settings)
removed quirk causing CTD in city or due companion mods ( IsRunning check on NPC's)
updated manual 3.74
Version 3.71
updated fatigue token script time query functions (from scripteffectelapsedseconds to getsecondspassend, Faint and Blur were missing)
Version 3.70
all magic effects have been altered to token-based enchantment effects
revised encumbrance mechanics
altered bow sway mechanics
updated manual 3.70
Version 3.56
changed all drain effects from Hunger/Thirst to script based effects
changed all Hunger/Thirst effects from disease to ability
removed bug from Thrist update mechanism
Version 3.55
- updated speed & endurance basevalue query functions
-every spell with negative effects is changed to type Disease.
altered random check in overfed event for calculating sickness chance
Version 3.52
changed speed and endurance query functions to use getBASEAV2
added some food items
Version 3.51
altered Fatigue mechanics (fine tuning)
removed bug from function to retrieve actor speed from game engine
altered head bobbing
added head bobbing profile for different movement types
Version 3.50
removed LAST quirk in automatic speed correction
revised fatigue mechanics
Version 3.47
- new head bobbing algorithm
- revised fatigue mechanics (weight and speed alterations have been made stronger)
- changed Fatigue and Speed mechnics for swimming.
- Bow Overdrawing glitch fixed.
Version 3.42
- updated Food Mechanics and nutrition table ('Chorrol Double Cream' was missing, Water mechanics were deactivated)
- updated Bow mechanics, trained condition in bow does not depend on strength anymore, but actual experience
- updated Automatic Speed Control (Drain effects were used as positive amount, set to negative, works correct now)
- updated Encumbered movement, Speed increase while running down a descent has been corrected, it is now the less the more encumbered your character is.
- updated Manual to 3.42
Version 3.39
- updated Food Mechanics and nutrition table (watermelon was 10x the nutrition, added some missing food items)
- updated Bow mechanics, way better now! Take a look at the manual 3.39!
- updated egm-config.ini & manual
- updated configuration menu
Version 3.34
ESP Update, adresses an issue with the water detection when drinking
- removed Sprint running feature, obsolete due encumbered movement speed control
- altered Speed compensation and encumbered movement speed control
- removed bug in Fatigue mechanics, a variable overflow led to broken stats.
Version 3.25
fixes wrong variable type in Fatigue mechanics
Version 3.24
last fix for Food Icons (terrible Trial&Error!)
updated small parts of Food mechanics
improved Food Icons Textures
updated Fatigue mechanics, jumping for creatures and npc costs 20 fatigue points
updated manual
Version 3.20
- small fix with a huge effect, initialisation routine was only working for a restarted game, not a Load SaveGame. Sorry. Sorry. Sorry
(This error was small and double wired due use of the new PostLoadGame Event! I have tested it before now)
- updated Speed compensation module
- fixed missing pant sounds!
Version 3.18
- improved Fatigue mechanics (Encumbrance influences Fatigue Return Rate, and Speed, all calculations are based on ingame values )
- new Fatigue dependent Jump mechanics!! (I think they fit really well ....)
- Speed is now influenced by encumbrance and ascent/descent for player/npc/creatures
- and hopefully last bug fix with Waterskin! (sorry)
- updated Manual 3.18 (necessary if you ask yourself 'What the heck is this mod doing?')
and some yummy bugs...
Version 3.13
- Food Icons improved plus bug fix (Food symbols were mixed up after awhile)
- many bug fixes in Fatigue mechanics, reworked fatigue & faint mechnics
- new Manual
Version 3.08b01
changed to .esp, added own Water Resources (Waterbucket, Waterskin, and more)
new Automatic Feeding system for FastTravel/Sleep/Wait ( not tested!)
revised Running, Fatigue, and Food mechanics, improved loads of code
Water demands met realism! Check out the updated Manual 3.08b
This is BETA! Pls post any errors...thx! (Clean save necessary! Remove Shads Water bucket, if used!)
Version 3.07b07
added drinks like Beer, Milk, Brandy, etc with their kcal values for food mechanics.
supports now Food/Potions from Vanilla, OOO and Cobl
Version 3.07b06
changed starvation health penalty to be increased app. every hour instead exactly every hour
removed redundant code from encumbrance mechanics, 4 Spells deleted
updated Manual to 3.07e
Version 3.07b05
small bug removed, due null pointer reference CTD possible after death
Version 3.07b04
Bug 1 removed: Token distribution works fine now on all filtered NPC's (Hooray!)
Bug 2 removed: Undead/Skeleton/Horse conditional check was wrong
Bug 3 removed: CTD after death of actor, Script Effect Finish Block corrected and moved to the end
Version 3.07b03
in the the Leak of the night swift release
removed two little bugs from encumbered running and jumping mechanics
Version 3.07b02
removed bug from Token distribution
added new switch in egm_config.ini, SpeedencumbMult
changed Food mechanics Starvation spell (is going to be explained in next the manual)
removed bug from Hunger/Thirst mechanics, Vampires should be excluded now in EventHandler
update EGM Icon, updated egm_config.ini
Version 3.07b01
rewritten Food mechnics / based on real Kcal values of Food
rewritten Fatigue effects, no more script but token based script distribution
updated Config menu
updated egm_config.ini and Manual (3.07a)
many, many other changes and updates
Version 3.06b03
completely rewritten Faint mechanics plus code optimizations
Faint probability depends now on movement Speed, Endurance, Athletics, Luck
updated Manual to 3.06c
Version 3.06b02
some optimisations and removed bug from Faint mechanics to prevent from fainting
Version 3.06b01
new Fatigue mechanics, encumbrance and speed affects now ALL actors!
new Jump mechanics, every jump is dynamic, based on encumbrance
removed bug from Willpower influenced Fatigue Loss
updated egm_config.ini and Manual
new mechanics measure units in Joule, meters and Kilo. Most accurate calculations.
Version 3.05b01
Encumbrance Speed modifier added
updated Config Menu and egm_config.ini
removed some small bugs
Version 3.04b03
updated running mechanics to be able to function on their own
changed speed compensation, using now the lowest possible value -128
changed speed compensation, draining speed below zero could cause failure
Version 3.04b02
changed jump recognition to be more precise
some small changes, nothing of much importance
Version 3.04b01
updated Config menu
updated Food mechanics
updated Icons
Version 3.03b01
- changed Food mechanics to accept all types of ingredients
- changed Bow Sway mechnaics, added Event Handler
- optimized loads of code, updated Config menu
- updated egm_config.ini
- updated Manual
Version 3.02b04
improved Food/Water Icon, no more random icon change on mouseover events. used Eventhandler for Update function.
Oblivion is too easy for you? You are tired from running around like Conan and decapitating everything without any challenge? Then EGM is for you! ========================================================================================================================================================================
Extended Game Mechanics is:
Hunger & Thirst gameplay elements (makes use of Oblivion GOTY, MOO, OOO, Better Cities and Cobl Food & Water)
Fatigue Effects plus Fainting
Backward Running & Speed mechanics
Actor Value management
Encumbrance with Overweight
Jump mechanics
Spell Fizzle
Bow mechanics
Head bobbing
Fatigue and Health Blur
More details? ==> get the newest EGM Manual in the Downloads section !
====================================================================================================================================================================== Installation requires: OBSE 0021+, MenuQue 16, DarnUI/DarkUId and COBL Bain-Ready for Wyre Bash, just drop into Bash Installers Folder. Before Installation, please READ the Manual. EGM is a complex mod for the experienced adventurer.
PLEASE DO A CLEAN INSTALL!!!!!
Dont forget to configure the egm_config.ini.
The mod contains 3 .esp files:
Extended Game Mechanics.esp - main file
Extended Game Mechanics - Waterbuckets vanilla Cities.esp - use for Waterbuckets in vanilla Cities (not Better Cities)
Extended Game Mechanics - Waterbuckets Landscape.esp - use for Waterbuckets in Cyrodiil landscape
Additional files are the .ini file, egm_config.ini, and resource files.
Note: DisplayStats by TheNiceOne is included!! Deinstall original DisplayStats if installed.
Use Boss for Load Order (should be placed before Better Cities) ========================================================================================================================================================================