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SITE MOVED - IN READ ONLY MODE 12/08/2015
Please use http://www.loverslab.com moving forward. Site has been restored to a previous version, and this one placed into a read-only mode. This is available for a limited time so users may reference/copy content that has been lost in the transition. This will no longer be accessible by December 22nd, 2015.
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Stamina HUD [FONV]
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Changelog
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v.1.2 - The core seems pretty much completed. Solved few script bugs, leading to random issues when reloading. Added a new variable to the fnPrint function. Tweaked some consumption values. Added an extra "weak" effect when you are in CoolDown - it now reduces Unarmed and Melee ability and damage. And... something else I cant' remember.
v.1.1 - Added an extra option on the MCM - Customize colors. If you check it, you will be able to choose your custom colors, as before. If you un-check it, you will have vanilla themes (the classic yellow and red per default - or different if you changed it on the main menu)
v.1 - Release
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BETA - Requires feedback
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A small script that adds a stamina bar on the NV hud. The bar itself doesn't do anything, but can be used along with other mods (i.e. this Sprint mod or these realism Options).
It has many options to configure it via MCM
- Debug Mode: not much interesting, it enables some console spam, for debug.
- Stamina Bar Position: this is important. When you click on this, you will be kicked out from the MCM and you will be able to decide the bar position, using the arrows. If you press SHIFT, it will move faster. E/R increases / decreases the size etc. all the commands are written on the screen.
- CoolDown: this Option on the MCM will decide the amount of seconds that Cooldown mode will least.
(what is CoolDown mode) When the stamina reaches zero, the bar will start blinking and the player will be exhausted >>> it will go in CoolDown mode. While in CoolDown, stamina won't regenerate.
- Force Walk: if enabled, the player won't be able to run in Cooldown mode (because he's exhausted)
- Breath Sound: if enabled, when the character will go under a certain value of stamina (the BREATHING THRESHOLD), it will start breathing heavily
- Breathing Threshold: the percentage where the player will start breathing
- Bar Primary and Secondary colors: they decide the color of the bar.
- Endurance and Agility Ratio:
These two sliders decide how much the player's S.P.E.C.I.A.L. influence the Stamina.
Player's END decides the max amount of stamina
Player's AGI decides the regeneration rate
Stamina Max = END * Endurance ratio
Stamina Regen = AGI * Agility ratio
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Requirements
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- NVSE 4.6+
- UIO
- MCM (while MCM is optional, the amount of configurable things is a good reason to install it)
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Installation
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Extract the content in Data or use a mod manager to do the same. Flag is on the load order and you're ready to go. Load order position is not influent.
Optional: if you prefer the alternative bar, after the installation un-pack it and overwrite the files
Updates: when not request, clean save is not necessary. However, if you'll have issues, it would be better making a clean save before reporting any possible problems (or temporary starting a new game and see how it goes)
A small video to show a bunch of features in game:
https://www.youtube.com/watch?v=CdBLe82z5fg&feature=youtu.be
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For Modders
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I'm still wondering what I should / shouldn't do, that's why I flagged it as WIP. Things can be changed properly if they are not easy to be used / they don't work at 100% etc. so I would appreciate some feedbacks on that.
The way to interact with it is pretty easy. There are 3 things done for now.
> A main function
Let iMaster := GetModIndex "Stamina.esp" Let bStaminaInit := 1 Let fnStamina := BuildREF iMaster 7188
After BuildREF, to drain or provide stamina, it's necessary to call the function passing 3 parameters:
Call fnStamina fValue fCoolDown sName
- fValue is the amount of stamina gained/drained(positive or negative).
- sName is a string, a note, better if it's the name of the mod. It's only used for test purpose, it will be printed on console if debug is activated.
- fCoolDown is a peculiar value, I'll try to explain it the best I can. It introduces a CoolDown time in the regeneration. The stamina mod ticks regeneration every 0.1 seconds. This means that if fCoolDown is 0, you will drain stamina but in the same time the regeneration will regenerate. At high regeneration rates, you risk that things like sprinting (which drain stamina continuously) won't consume the stamina as intended. To avoid it, you can introduce a fCoolDown of even just 0.2, it will prevents the stamina to regenerate. A higher value could be used to simulate a hit, for example, you put 2 seconds when you receive a hit, you won't regenerate for 2 seconds.
> A couple of events
"aSTTiredUDE" and "aSTNoTiredUDE" are dispatched when you are in CoolDown mode (see Stamina - when the bar blinks, when you are forced to walk)
> A function returns few vars
aSTfnPrint (Hex = 3027, Dec = 12327) wants a string as parameter (the name of the var) and returns the value of the variable. Not tested...
Parameters:
- "fStamina": actual stamina value
- "fStaminaMax": max stamina value
- "fStaminaRegen": regen value
- "bBlink": if true, the stamina bar will blink => when aST_TiredUDE will be dispatched
- "iBreath_TH": the threshold when the player starts breathing
- "fAgi_Ratio": Agility ratio
- "fEnd_Ratio": Endurance ratio
30/04:
Added a new parameter "rInit"
if eval (Call fnPrint "rInit")
If you call a string like this, it will go true only after that the main mod Stamina.esp has finished to be initialized.
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Permission
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
329 downloads
Updated
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Writable Logbook [Fallout NV]
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Update
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NOTE on update: if you come from a previous version (especially <2.7), you could experience strange behaviours, a clean save would be necessary.
V4.0 UPDATE
IT STILL REQUIRES THE MAIN FILE (v.3) TO BE INSTALLED BEFORE IT! This is just an incremental update.
- Groovatron compatibility granted
- For modders: as per request, now 2 events are dispatching
--- aLBOpenLogbook
--- aLBCloseLogbook
- Solved a small issue preventing TTW users who updated NV to receive their logbook
V3.0
Since ENB users can have problems in erasing characters with Backspace, I added the left arrow to erase the last character you are editing.
Uploaded another interface file, the previous one was wrong. Not a big deal, however it was not the one intended and it was different from the pics)
V2.9
Added hotkey to open the LogBook without opening the pipboy (configurable via MCM - Default L)
V.2.8
Patched for TTW, now it shouldn't be possible to cause issues forcing the logbook to appear in inventory. It will be added after the quest Escape! in DC
V.2.71
Re-packaged the folders, I did a typo in the folder name, probably preventing a mod manager to install it correctly
V.2.7
Corrected critical issue mainly for non-Lutana users
V.2.5
I changed idea, I did a new version.
- Added options to custom the UI, inside MCM, along with some pre-made themes. People using a custom UI graphic (i.e. Darn UI) should hopefully now be able to adapt the interface to their needs. If then a Darn UI user will send me the parameters to set MCM, I'll add it as pre-made theme for Darn UI.
- Switched the day time back of 5 days (thank you RogueMage)
- Added an initialization quest: now it will start after the first tutorial quest inside doc mitchell's house.
V.2
- Corrected little script things
- Corrected a major issue where the logbook was erased everytime you were quitting and then playing again
- AnT is in the safe list now
- Introduced possibility to save the logbook on a file (Thank you Luthien)
v.2 is probably the last stable version before removing the state of Beta.
The optional requirement of Lutana was changed from v10 to v11 (updated around 26-27th february, check Lutana's page)
This allowed me to introduce a new function in MCM that will save the LogBook inside a file. The file will be in Data\Config\LogBook, and it will be named with the name of your character. So basically you can have more logbooks if you play with more characters at the same time.
What the save will do:
> It will create the file if it doesn't exist. It will overwrite the existing entries
What the save won't do:
> If you save the file, then you manually erase a line using R and then you save again, you won't see the difference. This because the save is not differential, it will only store new values but not erased values. So, if you erased many lines and you want to update your logbook file, simply erase it and create a new one in game using the MCM option.
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Description
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A writable Logbook for New Vegas made by Odessa and me. It will be automatically added to your inventory once you finish the first quest "Ain't that a kick in the head) in NV, or "Escape!" in TTW. You will find it under Apparel, like armors and outfits. Once you'll click on it, you will be kicked out from pipboy and after an instant it will open.
At start you will have only the cover, you will have to add a new page entry pressing the key N. The new page will contain the actual date, expressed as "number of days since you started the game", like a logbook. You can add a new page only once a day.
You can browse along the pages using the four arrows or using WASD (NOTE: direct code, not controls)
You can edit a page browsing over it and then pressing E: at that point, you will enter in EDIT mode, a green line will highlight the line you can edit. To edit the highlighted line, you can press <Enter>, a cursor will appear on the line and you will be able to write. <Enter> again will confirm your sentence. To quit EDIT mode you will press E again. You can press R to remove a line, except for the very first entry (the one named "NOTHING SO FAR" when you create a new page). You can add a new line pressing N, the line will be added just under the point where you actually are (the green hightlight line). If you press down arrow over the last line, you will automatically add a new line at the end (exactly as if you were pressing N and you were in the last position).
To exit the logbook you must press Q in GameMode and ESC in MenuMode.
NOTE: the keys could seem a lil hard to remember, but they are all written as description near the logbook, when you open it, so you can't make mistakes.
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GameMode vs MenuMode
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GameMode is "realtime", the game doesn't stop. It's more realistic, it will show an animation of your character pinching on the pipboy. If you are using a pipboy replacer / remover, it still shouldn't be that bad.
Since you can be attacked, there's a safe script that will kick you out from the logbook if a creature is near you
GameMode requires Lutana and it's a lil more script intensive.
MenuMode is paused game, just like when you open your pipboy or you talk with someone or you sleep. No animations will be triggered nor you can't be attacked. However, in any case you won't be able to open the logbook if are already in combat or an enemy is near.
MenuMode doesn't require Lutana and it's a lil less script intensive.
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MCM
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MCM is not mandatory, however it would make easier choosing the few extra options
1) Debug mode: flag it to check the console spam and understand something more when there are problems.
2) I've lost my logbook: will give you another logbook if you have lost yours (because it's not considered quest item so you can drop it in a container)
3) MenuMode: if flagged, will select MenuMode; if unflagged, will select GameMode. If Lutana is not installed, you won't be able to unflag it.
4) AZERTY bug: this is just for those lucky ones using QWERTY but Beth was really thinking they were using AZERTY
Manual enabling options via console:
1) Set "xx000AE0".bDebug to 1
2) Player.AddItem xx000ADD 1
3) Set "xx000AE0".bLogMode to 1 >>> *** SEE NOTE BELOW!
4) Set "xx000AE0".iKeyb to 1
*** NOTE: setting to 1 means enabling MenuMode. DO NOT FORCE THIS VALUE TO ZERO IF YOU DON'T HAVE LUTANA!
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Requirements
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- NVSE v4.5+
- JazzIsParis UIO
- MCM (Optional)
- Lutana (Optional) v11+
- 45+ fps (Optional). More it's lower and less it's smooth when you write.
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Installation
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Install the requirements and then use your favourite mod manager to install this package, or unzip the content inside Data as always.
If you are updating, please do a clean save.
NOTE for DARNUI users, or whatever custom UI you are using: you can custom the UI alignment using the MCM options, I included a picture that shows the parameters. It's not super easy but if you can manage to make some template for Darn UI I will include them as standard templates in a future update
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Known Issues and extra notes
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Until it's Beta, Debug Mode will be enabled by default. Can be disabled via MCM or console.
Darn UI will probably have a misplacement on the strings, due to the different size. I'll be happy to make a patch if some Darn UI user will drop me a line and will have small patience to send me a screenshot and try the patch.
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Permission
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
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Credits
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Odessa
Jaam, Luthien, JazzIsParis
Prideslayer and Doctasax
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Video example in game
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https://www.youtube.com/watch?v=Og8GDb9Mi60
193 downloads
Updated
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Stamina - Options [FONV]
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Description
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Update 1.3 - Introduced consumption while Swimming. This will start only after that the Courier is in the water for at least 4 seconds. This will happen even if the Player isn't moving (because to float you must move), and then the stamina consumption will become higher if you move.
Changed the overall formula: now Running and Swimming (and maybe Unarmed, I don't recall) depend by the ratio between Carry Weight and Max Carry Weight.
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Description
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A plugin that uses the Stamina bar hud to consume stamina. It can be considered a REALISM plugin.
For now, it adds 4 options, all configurable via MCM, every option can be enabled / disabled singularly, as the amount of stamina they drain.
- Consumption when running (yes, not sprinting, the common NV run). At the actual value, the stamina drains very slowly, but it drains. With middle values, you can probably run from Goodspring to Primm.
- Consumption when wearing a medium or heavy armor
The amount of consumption depends by the value on MCM and the difference between your STR value and the requirements (threshold). The minimal threshold is not configurable: you require 6 STR for medium armors and 7 STR for heavy armors.
- Consumption when wielding a weapon with an higher requirement of STR - this is pretty bad. To make an example, a simple 10mm machine gun require at least 5 STR. If you're a technician-kind of character, probably your STR is low and now you will have more issues in handling these weapons.
- Consumption when fighting Unarmed or Melee. It subtract a certain value of stamina every hit you does, it doesn't matter if you hit or not. This value depends by the MCM value and your END value.
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Install
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Unpack everything inside Data and activate the ESP, or use a mod manager. Load Order is not influencing.
While both MCM and Stamina bar are not listed as Masters on the ESP, they're pretty much required.
When you'll start the first time, the extra options will be all unflagged, they must be activated via MCM.
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Permissions
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This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod must share the same policies. There are no exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
87 downloads
Updated
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Interior retexture - 3 set
By A.J. in Modders Resources
These are some little retextures I did while creating Alice. Nothing great, if you hear me, but maybe someone could still like them and use them. I mainly did them to reduce the sensation of deja vu I usually have when I enter in new buildings ("oh... this is not a station, this is the Sarsaparilla Factory!").
Keep in mind this:
- Some textures are twice the resolution of vanilla
- Some textures lack of Normal Maps because I liked vanilla ones over them, it allowed me to reduced the size
- A LOT of textures lack of MipMaps (because of the size thing...) but you can easily do them in few clicks with GIMP or Photoshop. Or don't use them if you can stick with it.
Unpack the content inside Data, it will create meshes\LL\etcetc. and textures\LL\etcetc. I included meshes with already the path changed, so it's less work for you. They could have different names, but still they include the original name on them, so you can easily understand which tile are they corresponding when you'll create a new tile ID in the GECK.
There are 3 sets, here some pictures of how they appear ingame:
Permissions:
This mod can be considered free for non-commercial use only - please credit the deserving, when deserved - Any mod that contains any assets from this mod MUST SHARE the SAME policies. There are NO exceptions for this: if you don't like this rule, don't use this mod or any of its assets. Instead, if you can stand to my will and you understand that my main purpose is mods diffusion, feel free to do whatever you want with this mod and PM me if you need some help, I'll be glad to help you.
54 downloads
Updated
