That sounds awesome! Did you ever release your mod? Is it available on the steam workshop or nexus?
I’d like to play this mod but I also think it should stay a mod, the reason being that the system is not transparent enough. It’s a mechanic that is not apparent to the player and would confuse him if he didn’t deliberately choose it to be in the game.
Sure… Skyrim Heart Rate is on the nexus.
I feel absolutely horrible about it though. Since I haven’t been able to continue work on it, there are still some minor bugs. I’m going to implement Frostfall and RND integration as well.
I’ll be sure to try it out when I feel like playing Skyrim the next time. 
I do my share of scripting and coding at work but am always in awe about how people find the time and motivation to do something like that in their free time. Can you tell me what language or tech you used for your mod? It sounds like a script but how do you go about implementing it?
Oh sorry, I seem to be getting off-topic here. Maybe I should snoop around in the modding section a bit more.
Well… I think the source code is included in the mod files. The scripting language is called Papyrus, and is fully documented on Creationkit.com. It also builds on the Skyrim Script Extender (SKSE).
You have to use the Creation Kit, to build your mod, though. You build the infrastructure in the Creation Kit, and then reference external scripts. So in particular I build this mod around a hidden quest, that starts once the game is loaded up. This quest has a script attached to it, that initiates the functions. From that I can add in-game effects to the player. I can add scripts with more advanced effects to these in-game effects.
AWESOM! I like this stamina system!!! It is very realistic, perfect for KCD!!
Thanks for the answers/suggestions so far!
I am really interested what the majority of players out there think about stamina in Kingdom Come and I really hope the devs don’t make it to simple.
I don’t qute sure, that using only heart rate is a best option.
How you use training skills, like acrobatic, weapon specialisations and other? For better reflection of reality it would be great to use specialisation in your rate calculations, better running skill gives you less consunption of stamina and less heart rate rise, because your character is a PRO and uses his body with better effectivity.
And there is anothier thing - repeated actions, like swinging sword. Legs wouldn’t be more tired than hands. How about two zones: pectoral girdle and pelvic_girdle with zones of affection. That will give charactrer chance to flee when he can’t swing weapon anymore.
I’m really sorry, but our character is not a PRO, if this is a realistic game, our character should be a normal human, a person who can die in anywhere and for who knows what reasons
My point in using some variables to store training skill. Even ordinary people, when for example, running day by day will have better results in running after the month of that activity.
I was in the process of implementing a training/level system in the stamina model. I can’t exactly remember, but I think some of it is already in there.
I remember discussing training on the nexus, and of course it makes sense. There is the issue of balancing and keeping it fun, though. If a character’s condition is tied to how much they run every day, players will immediately train to their peak condition, and that will just end up as the new norm. The reason they are going to do that, is because they don’t really have to sacrifice anything for it.
It’s just another chore to maximize your characters capabilities. My plan is to tie it to the characters in-game stamina. Leveling up your stamina, will improve your condition, as it was intended in the original game. It would be nice, if you could tie it to a skill like in oblivion, but they got rid of that. I am also going to factor in the weight of your equipped armor. I’m just not sure how to keep the player from taking it all off, if they don’t use frostfall.
You’re right, but stamina will limit amount of non-stop running (not walking) in time and overral physical activity by the day - human body can’t do hard work all day - character will be exhausted at the end. Yes, there is lots of work with balance.
If players will mindless train their characters, may be they will just fall down exhausted. For example.
@Anzious you know what game is Tibia? it have a stamina system and a weight system (but no related). To training your skills you need to do a exactly things like:
To train your running strength when you need to overcome a set speed and a set time, it forces you to save all your backpack, just to train.
To train shooting bow, then shoot and depends on whether you hit an enemy or not, and where the success, increasing the ability, you can put a certain number of hit shots
To train … whatever you like
But the weight of the armor only affect the speed… (you can’t run with 30k in the body), but after 10 days with a lot of weight on, our character need to get used, really? A possibility is after 6 or 12 or 24 or … hours with this weight on, the character get used 1%, or similar, with a limit, like 15% of the weight ( the numbers can change it a lot)
Is a good idea?
And we can put a reverse system, no? if you no training in a lot of days, your strength will be down
(sorry, i’m not a english speaker, I do what i can)
Can we focus on different stamina models again? Let’s here some other ideas and discuss pros and cons!
(And please remember that we talk about KCD here, not Skyrim
)
Isn’t tibia the bone between the foot and the knee?
The developers should also think about implementing sweat to the game. Like in the walking dead game (survival instinct, the epic fail one). It should depent on what armor you have available (being half-naked in a cozy evening is, of course, better that wearing full plate armor in the middle of the day with catapults raining hell around you). It could serve as an indicator of how tired you are getting.
Nice idea, there should be as few HUD elements as possible (zero). Even Operation:Flashpoint in 2001 already had that mechanic where you began to wheeze audibly when you’d sprinted too long and then your aim was shaky - all without stamina bar.
Yes, but it also a game =)
Sweat? How the heck would that work?
I actually like this idea quite alot.
Something similar to the mod by @Anzious would suit very well to this game. A bit of a warmup in the start, then a large rise in stamina as adrenaline and heartrate rises. Then you start getting fatigued and less effektive.
This would have to be carefully implemented so it doesn’t become a ‘‘3 swings and you’re astmatic for 3 minutes’’-kind of thing, but if done RIGHT it would further underline the danger of fighting MULTIPLE opponents (which IRL is extremely dangerous). It would also show the importance of not letting the enemy tire you out. Finishing someone quickly would be more impressive as it is also more important, and mayhaps take more skill.
My two-penn’orth.
Meaning no offense, but I think if you guys are going to continue discussing the specifics of this skyrim mod (which by all means is an interesting topic of its own), you should really use the “Reply as a new Topic” function to create an off-topic thread to discuss this rather than persist in derailing this one.