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WhiskyTangoFox

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WhiskyTangoFawks

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About this mod

Overhauls encumbrance into a more interesting mechanic

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It's widely agreed that Fallout's Over-Encumbered mechanic is terrible. If you pickup 1 gram too much, suddenly you can't run or fast travel, and you're forced to drop something to be able to move again. The penalty here is taking the game's most boring mechanic (movement) and making it even more boring. This is just bad game design, particularly in an open world game where you can just come back for things later. It doesn't force the player to choose between one thing and another, it just forces the player to waste time.

My primary design goal for this mod is to make Encumbrance a manageable state, and to introduce player choice around when the player chooses to be encumbered, and how much to risk being encumbered. The player has less carry weight and so they will be forced to choose more often, BUT dipping into over-encumbrance is now manageable, especially with the strong back perks, and traveling while encumbered back to base should be possible, as long as you keep your weapon holstered. The end result is that the player is forced to choose how far to push their luck carrying loot home.

Mod Features

Strong Back Changes
  • You get the Run While Encumbered effect of vanilla Strong Back 3 for free
  • SB1 Now heavily reduce the amount of AP required to run while your weapon is holstered
  • SB2 +25 Carry Weight
  • SB3 Runninq while encumbered no longer costs AP while your weapon is holstered
  • SB4 +50 Carry Weight
  • SB5 In vanilla you can fast travel, in survival you no longer take periodic fatigue.

- Base Carry Weight
The player has a base carry weight (in survival) of 50 (this is 25 less than in vanilla survival)
This mod is designed to a) be used with a backpack mod, and b) allow the player to manage encumbrance over long distances.

Over-Encumberance and Fatigue
  • Being over encumbered now damages your Fatigue, instead of your Health and Limbs. 
  • This fatigue will last until you next sleep.
  • How much fatigue damage you take scales with how encumbered you are, the more stuff you pickup, the more fatigue damage you take.
  • Effects which increase your carry weight (Backpacks, Pocketed Mods, Perks) increase the amount of stuff you can carry before becoming encumbered, but once encumbered that extra weight will still result in extra fatigue damage. The only way to reduce how much fatigue damage you take is by increasing your Strength (or by just not being encumbered).

The primary penalty for encumbrance now, is fatigue accumulation. This can be easily cured once you're back at base, however it does make combat significantly more challenging. I highly recommend grabbing Fatigue - Enhanced Combat Realism, especially if you don't use VATS.

- Companions
  • Humanoid companions now have a base carry weight of 50 (down from 100), this should be enough to manage their gear
  • Non-humanoid companions (Codsworth, Dogmeat) now have a base carry weight of 10, they don't have much gear to equip.
  • The vanilla bug where companions randomly get a huge boost to carry weight has been fixed

Because the over-encumbered status is now pretty manageable, your companions expect you to carry your own crap. They have enough carry weight to manage their own gear.



Under the Hood

  • This makes a modification to the HC_Encumbrance script, which is responsible for calculating and dealing the scaling component of the fatigue damage. Users wanting to tweak this can edit either the multiplier variable or the timer variable on the script in fo4edit.
  • This mod uses the GetInventoryWeight F4SE function, run on a default 45 second timer. In my limited testing, I didn't notice this causing any script lag. But if you get a weird delay in fatigue damage, then it's likely the result of running script heavy mods, and having a ton of crap in your inventory requiring extra calculation.


Known Issues
- When you first load the game, you will get a "You are encumbered, running will drain your AP" message. This is the result of a workaround I put in place to avoid the vanilla survival carry weight bug on companions. It takes a second for the mod's effects to kick in and recalculate carry weight.



Other Recommended Mods
Fatigue - Enhanced Combat Realism: Makes AP matter for players who don't use VATS
Companion Inventory Monitor: Fixes a vanilla exploits with companion carry weight


Whisky's Survival Mods
Feast and Famine Overhauls food availability, makes water and sodas not heal
Less Dungeon Loot - Makes statically placed food and chems more rare.
Stimpacked - A Survival Healing Mod: Changes food healing to only heal up to certain thresholds
Barter Vendor Restrictions: Reduced vendor caps, and restricts what vendors buy
Load Oud: An Encumbrance Overhaul: Reworks encumbrance mechanics
Home Unimprovement: Survival Settlement Crafting