Now, some people argue about the unit of wight used in the game, well, if it is lbs, then Bethesda's employees are insane, and if it's an algorithm. . . .despite all the math I've attempted to do on the subject, all the algorithms for every weight conversion I could think of failed. -Although- if the unit is "Half-Grosses of Grams" then it's actually fairly believable- e.g. 72 grams x 20 (iron longsword) =/~ 3.1 lbs . . . Which is actually pretty close ^.^ (they range 2-4 pounds basically) Don't ask how long it took to find that particular formula, you wouldn't believe how complex some of the ones that were a lot further off were.
Now, I'll be done editing every item in Vanilla with SI by Wednesday, but before I actually use the algorithm instead of estimating, some issues. First of all, I want to see how people take this mod. Second I wanna see what happens to my game with all the mods I have, because if it doesn't conflict with my set-up, I can't imagine someone it would conflict with, apart from having the same mod, or a serious fluke
This first version is a bit iffy, you see, first I just eye-balled everything and did it more by mind, e.g. most light greaves weigh around 1 lb and heavy ones around 3- according to the actual math is that right? Uhh. . . I'm pretty sure it isn't, but this is a proof of concept as I said, and I'm -not- doing all that math (simply because it is -so- redundant) without support "Hey would you please?" in my ear ^.^
Now, here's the problem with even using this right now.
Everyone's gonna argue, and they'd be right, so if the unit of measurement was grosses of grams, how exactly can you change it to lbs and expect to lug around 500? That's, asinine, insane, and impossible! Well, it's not impossible, 100 str would be LEGENDARY str, think you know, I can't remember his name, some German guy, ah hell, think Atlas! Still 500 is a tad much.
Still, by my formula at 100 str you could only handle ~80 lbs, now the max a -thief could handle would be right around there, so let's change the formula to say what a thief would have for 80 lbs.
My thief is usually a wood-elf, lets be generous and say the average thief starts with 40 instead of 30 str therefore. So. . . if you start at 40, in twenty levels, averaging +3 modifiers all said and done, and you level str every-other level to keep your loot capabilities up to par, end-game with 70 str, therefore our math would give out for 80 lb at 70 str--- 1.14 as the modifier, leaving a max of 114 carry weight, emm... let's change it to 1.15 just for even numbers, everything square? Well I hope so because that's what I'll be setting the carry-weight/str modifier to (unless you people throw a hissy fit) . Now, since I'm not using the formula and eye-balling it atm, I'm setting it to 2.
AH! Now here's the real problem with this mod as is. For every outside item you need to manually go in and lower the weight to meet my levels yourself, or else not be able to carry it. Or at least, not much else besides
And there's another problem. I changed -every- Vanilla ITEMS' weight (books, armor, weapons, ingredients, everything), so anything that alters them, if this is loaded last you should be okay, a few more tests. . . .
When I finish this I'll run it as it full is, with my estimate numbers, see what happens (I have well over 200 mods, and quite a few are item mods, particularly clothing) If it doesn't cause a major kill everything screw-up in my oblivion, I can't imagine one where it would. Although the trouble of, I'd have to go back, do it again with the math (I'll be using an excel sheet to copy/paste/do it entire screens at once) but awell. . . I worry about Francesco and Oscuro and MMM or just FCOM though. . .
A not about how I determined that a Thief should have 70 str at lv 21. . .
I assumed that a Role-player that does NOT grind for that dumb-ass +5 did it, why, because what THIEF would be able to maximize their ability to increase their STR? A warrior I could believe, not a thief. I could see a thief maximizing their AGI or SPD, maybe their personality, depends on the type-- but you get the idea, a roleplayer does not WANT 100 in every stat, it's dull, it's boring, it sucks. I'm sure there's a mod out there to cap your stats based on your class ----I do believe I saw an alternate start, or was it a birth sign mod. . . . either way there were statues at the chargen dungeon and picking one of the three classes set those limits, I don't use that mod because I'm pretty good at resisting grinding ^.~ but it is great to help teach people to RP better ^.^
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EDIT:
A closer look at Francesco's mod, and more so FCOM, I don't think I could make this compatible, plenty of people don't use it. . . but plenty do. I'm going to finish this test version, and try it out with my oblivion set-up (to which I am adding Fran's and configuring it to make sure my mods don't conflict first XD) --- All that thinking, and I didn't think of the overhauls.
I think, Fran's may already have something like this, I need to look. . . . *sighs* Bloody overhauls, so hard to anticipate what they already thought of, especially when oscuro refuses to reveal everything he did, and I can't really tell item-by-item, only be able to say it's like a whole new game.
