DARK CORNERS OF NIRN - STRESS by GPortner Version History: Read Changelog for full details. ver1.2: Further tweaked and improved. ver1.1: Added several tweaks and improvements. ver1.0: Initial public release CONTENTS 01 : Introduction and Description 02 : Systems and Features 03 : MCM Options and Configuration 04 : Requirements and Installation 05 : Acknowledgements 06 : Contact 01 INTRODUCTION AND DESCRIPTION "Dark Corners of Nirn - Stress" is a mod inspired by the game "Darkest Dungeon," bringing certain aspects of the Stress mechanic from that game to the world of Skyrim. Unlike other "needs" mods, DCoN focuses on mental well-being, rather than bodily needs. 02 SYSTEMS AND FEATURES STRESS GAIN: Time spent outside of safety, whether in remote parts of the wilderness, or deep within the chambers of a barrow, will cause you to accrue Stress. The amount of Stress gained is random, to an extent, but is influenced by various conditions: LIGHT: The less light there is, the more Stress a you will receive over time. In particularly dark areas, it may be prudent to bring a torch along, to help keep madness at bay. DANGER: Certain areas or situations are more dangerous than others, and danger has a direct influence on Stress. Unless you are trespassing or in combat, cities, towns, and villages are not considered dangerous. The wilderness is dangerous, but not as dangerous as a dungeon. COMBAT: Not only is combat dangerous (see above), but it is also inherently more stressful than non-combat situations. Any action you take in anticipation of combat, such as sneaking about or readying a weapon, will cause more Stress to accrue than otherwise. Keep this in mind, and consider sheating your weapons when not actively engaged in combat. INJURY: Whenever you take damage, you will gain a comparable amount of Stress to go along with the injury. Keep this in mind when picking your approach to any given encounter. CRIME: Trespassing, theft, murder, and any other crime will cause you to gain Stress: the weight of a guilty conscience. STRESS RELIEF: Not all hope is lost. There are a number of ways you can relieve Stress, if you find yourself approaching the precipitous threshold of madness: REST AND RELAXATION: Spending time in safe or relaxing places will cause Stress to decrease over time. Additionally, when you sleep anywhere, you will relieve at least a little bit of Stress: the safer and more relaxing the location, the more effective Sleep will be at relieving Stress. As a metric, a full nights rest (8 hours of sleep) in an Inn or your own bed in a player-owned house will relieve all Stress. o Additionally, while you have a RESTED buff (i.e. Rested, Well Rested, or Lover's Comfort) you will receive reduced Stress for the duration. FOOD AND POTIONS: Consuming food or potions will reduce your Stress levels by a little bit. Food is more effective at re- lieving Stress than potions are. o Eating Food will usually also grant the SATED buff, which reduces Stress for 4 hrs Game Time. o Using Narcotics will also grant the SEDATED buff, which reduces Stress for 3 hrs Game Time. o Drinking Alcohol will also grant the TIPSY buff, which reduces Stress for 2 hrs Game Time. HEROISM: Landing critical strikes and felling enemies will reduce Stress by a small amount. Leveling up and clearing dungeons will reduce Stress more noticeably. JUSTICE: Paying your due to society, either by paying accrued fines or serving time in jail, will reduce your Stress. AFFLICTION AND VIRTUE: Regardless of how careful you may be, it is inevitable that your Resolve will be tested when you accrue 100 Stress. When this happens, you will either gain an Affliction or a Virtue. AFFLICTED: This is the umbrella effect which is applied with each Affliction. It reduces max Health by 10% and decreases all Resistances (other than Stress Resistance) by 15%. On top of all that, Afflicted characters also tend to gain more Stress more frequently. There are Seven Afflictions that could be applied when you become afflicted: ABUSIVE: +20% Damage. -60 Armor. Reduced Accuracy. FEARFUL: -25% Damage. +40 Armor. 20% Speed increase. HOPELESS: -20 Armor. 30% Speed reduction. Reduced Accuracy. IRRATIONAL: -10% Damage. -20 Armor. 20% Speed increase. Reduced Accuracy. MASOCHISTIC: -60 Armor. PARANOID: -25% Damage. +40 Armor. 20% Speed increase. SELFISH: -10% Damage. +20 Armor. Reduced Accuracy. LEGACY AFFLICTIONS: The following Afflictions are considered Legacy Afflictions because they are taken from grasscid's Stress Mod, the spiritual predecessor to this mod. They are Disabled by default. ANXIOUS (grasscid's Paranoid): Increased Stress. DELIRIOUS (grasscid's Irrational): Erratic loss of Player Controls during combat. DESPONDENT (grasscid's Hopeless): -80% Damage. -80% Spell Durations. LETHARGIC: During combat max carry weight is reduced to 0. NEGLIGENT (grasscid's Masochistic): Receive quadruple damage. Spell costs are quadrupled. VIRTUOUS: This is the umbrella effect which is applied with each Virtue. It increases all Resistances (other than Stress Resistance) by 25% and caps Stress at 100. There are Five Virtues that could be applied when you become Virtuous: COURAGEOUS: +25% Stress resistance and gain the Courageous Call greater power: once a day, you and nearby allies gain 25 bonus Health and Stamina and double heal rate for 5 minutes. FOCUSED: +15% Critical Strike chance (even without a critical strike perk). Attakcs ignore 10% of the opponent's armor. POWERFUL: +25% Damage and gain the Powerful Call greater power: once a day, you and nearby allies gain +15% Damage for 5 minutes. STALWART: Immediately relieves 60 Stress. +50% Stress Resistance. VIGOROUS: +40 Armor. 50% Speed increase. 5% Increased Heal Rate. LEGACY VIRTUES: The following Afflictions are considered Legacy Virtuess because they are taken from grasscid's Stress Mod, the spiritual predecessor to this mod. They are Disabled by default. ARDENT (grasscid's Vigorous): 100 Bonus Health and Triple Heal Rate for 1 hr 40 mins Game Time. FERVENT (grasscid's Powerful): +100% Damage and Double Spell Magnitudes for 1 hr 40 mins Game Time. ZEALOUS (grasscid's Focused): 100 Bonus Stamina and Magicka and Triple Recovery for both for 1 hr 40 mins Game Time. Once an Affliction is gained, it will not be lost until you spend time in a relaxing location (e.g. an Inn) while your Stress is 60 or lower. On the other hand, a Virtue is lost as soon as you return to safety, regardless of your current Stress level. HEART ATTACK: If you push yourself too hard after gaining an Affliction and manage to accrue 200 Stress, you will suffer a Heart Attack. This is lethal, if you are also At Death's Door (see below) but, at any rate, will relieve 30 Stress, drop you to 10% health,and apply the Heart Attack Recovery effect: -10% Damage. +15% Stress Resistance. 20% Speed reduction. Reduced Accuracy. AT DEATH'S DOOR: Whether you get their by heart attack, or simply from taking too much damage, when your health falls to ~10% you are At Death's Door: -25% Damage. -33% Stress Resistance. 50% Speed reduction. Reduced Accuracy. Suppressed Heal Rate. Suppressed Heal Rate means that your health will not automatically recover as long as the effect is applied. To recover from At Death's Door, you need to raise your health to ~25% by some other means (e.g. drinking a potion). In this case, you will still be suffering from Death's Door Recovery: -5% Damage. -10% Stress Resistance. 10% Speed reduction. Reduced Accuracy. Death's Door Recovery and Heart Attack Recovery both remain in effect until you return to safety. 03 MCM OPTIONS AND CONFIGURATION DCoN is provided with an MCM which has three pages: "General Options," "Advanced Options," and "System." GENERAL OPTIONS: This page contains the general purpose options which are to be used for the most basic level of cusomization. STRESSFULNESS: Select the overall multiplier for Stress which is gained over time. Theslider ranges from 0.25 to 2.00 and is adjusted in step increments of 0.05. MESSAGE THRESHOLD: Periodically, a message notification will let you know what your current Stress is, so that you do not need to continually access the menu to monitor your Stress. Lower numbers on this setting will cause these notifications to display more frequently, and higher numbers will result in less frequent notifications. AT DEATH'S DOOR: This feature can be disabled here. If you are already At Death's Door, this will not remove the effect, but it will prevent it from getting reapplied later on. HEART ATTACKS: There are two customization options for Heart Attacks: they can be disabled or they can be made to always result in Sudden Death, regardless of whether you are At Death's Door. AFFLICTIONS - IMOD INTENSITY: Effects which cause Reduced Accuracy achieve this by applying Image Space Modifiers. This setting is used to adjust the intensity of these Imods. Setting the Intensity to 0% effectively disables Reduced Accuracy effects. AFFLICTIONS - NOISES: Fearful and Paranoid both cause ambient noises to be played periodically. These noises can be turned off here. VIRTUES - VIRTUE CHANCE: The likelihood that you will gain a Virtue rather than an Affliction when you hit 100 Stress. The default value is 25%. Adjustments are made in 5% increments, with a minimum of 5% and a maximum of 40%. ADVANCED OPTIONS: More detailed customizations can be made on this page: o Individual Afflictions or Virtues can be disabled. o The effect of Speed Changes can be adjusted. o Stress Gain / Relief for certain actions can be modified. o Location classification (Safe / Dangerous) can be modified. o Locations (or even individual Cells) can be added to Custom Lists for consideration in classification. SYSTEM: This page allows for disabling the mod, in case you wish to uninstall it. Disabling the mod will remove all active effects and stop further Stress Gain / Reflief from occuring. It will also disable the other pages of the MCM. If you choose to re-enable the mod afterwards, the system will reapply any effects it removed. 04 REQUIREMENTS AND INSTALLATION This mod requires SKSE and SkyUI. To install, simply extract the files into your Data folder. For uninstall, it's recommended that you first disable the mod using the MCM, to prevent any lingering effects. 05 ACKNOWLEDGMENTS I'd like to thank RedHook Studios for making the excellent game Darkest Dungeon, which inspired this mod. A very special thanks goes to grasscid for the original idea to bring the Stress mechanic to Skyrim; and much gratitude, as well, for granting me permission to upload my take on the idea. 06 CONTACT Any questions, comments, concerns, or recommendations, please contact me via Nexus, either in the comments section for this mod or PM.