"You are carrying to much to be able to run" Message

Post » Wed Feb 06, 2013 3:05 pm

Any logical way to keep that message from poping up?

Reason I ask is simple, while writing a script that to test out requires a major overload of the actor.
Got a hunch that that message was making the lag even worse than it would be without 10k++ pounds of crap overburden.
Exited the game & made a pair of boots that would stop that message (15,000 lbs) and presto, lag-b-gone (well almost, but it was a huge decrease)

Now under normal situations I really wouldnt expect the script to ever need to deal with this much baggage, But ya never know?
And needless to say, dont want to keep a pair of boots that allow 15k pounds to be in the game.

Have searched through the game scripts as well as the editor and the closest match returned was this

if player.GetActorValue("InventoryWeight") > player.getActorValue("CarryWeight")
; debug.trace(self + " player is encumbered - do nothing")
return
endif
As ya see, does nothing really to the state that triggers the overweight thing (wont allow you to ride in a carriage)
And searching for either "InventoryWeight" or "CarryWeight" only produce results found in that same script.

Just searching for a way that when a storage container is opened,
the "You are carrying to much to be able to run" Message will not be ran over and over and over again,
and still be scrolling on the screen for quite a while after ya deposit all that weight elsewhere.
My script will have done its thing and be over, yet that message will still be firing for some reason?

Strange really, Game only needs to tell ya once you need to go on a diet & lose some weight.
After that not being able to move normally should be a dead giveaway that you are too heavy.
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Post » Wed Feb 06, 2013 3:42 pm

The biggest issue with this message is it pops up each time you add or remove one thing from your inventory. If you could somehow remove all items at once, or add all items at once, it should only pop up once. So, maybe try having all items get added at once, if that is possible. Use whatever the Take All key triggers I guess.

In the past, people would use the Feather Effect in scripts that added a bunch of weight to a PC. Does that effect even exist in this game? If it does, you could add to the script for testing, to put a feather effect on the NPC for a certain duration or until another container/activator runs a script to remove it.
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