About this mod
Adds buffs and (mostly) debuffs to primary stat (Health/Stam/Mag) consumption. Makes Stamina more important.
Introduces an Encumbrance system, a Magicka skill based mechanic, Adrenaline System, as well as a player Weight Gain/Loss & Height system.
- Requirements
- Permissions and credits
- Changelogs
- Donations
Hi everyone, and thanks for your interest in my mod! I've been part of the modding community since the early '90s and a TES fan since Morrowind. While I enjoy creating mods for my personal use, I understand they may not suit everyone's taste. Most of my mods weren't intended for public release, so they may lack polish or certain features. SPAM is my first major release, and I have others in the works.
Please note that I create mods voluntarily, and while constructive feedback is welcome, I'm under no obligation to update, fix bugs, or make requested changes. If you'd like to modify and release my work, just give credit.
Thanks for reading—now on to SPAM!
Vanilla Skyrim hands out power like candy. Within 30 levels - less in many cases - you’re a demi-god steamrolling everything, with 1000% movespeed, flying about the game world, with any sense of balance, challenge, or immersion completely shattered - Oblivion Remastered, anyone?
SPAM reverses that total rot.
By focusing on base attributes, ensuring their careful allocation and consumption-- the foundation of any GOOD RPG game -- SPAM forces you to think, plan, and play with purpose. Value is created in scarcity, and SPAM is restoring value back into Skyrim that it rightfully deserves.
Welcome back progression, welcome back immershun.
Core Features:
- Buffs and debuffs tied to Health, Magicka, Stamina, Encumbrance, Height, and Weight dependant upon values. One stat may influence another.
- Stamina drain on Running and Sprinting, only regenerates when walking or idle. Fully depleted stamina begins draining health.
- Stamina use & regen are modified by worn gear and carry weight—armor matters
- Carry Capacity reduced from 300 → 100 units. Encumbrance now matters.
- Swimming now consumes stamina aggressively. Heavier gear or higher encumbrance increases the drain. At 0 stamina, you start drowning.
- Adrenaline Mechanic: When health quantity or stamina regen is critically low, you get temporary stat boost—but suffer penalties later.
- Stat gain on level-up: +5 flat bonus (vs. vanilla +10), plus +2% of the current base value. Percentage halves when the stat reaches 500+ to slow runaway growth.
- Player Weight changes over time based on food intake and physical activity, with stat effects (see Weight section).
- Player Height can be specified (first load or closing RaceMenu). Height impacts stats (see Height section).
- New Spells: Novice Stamina Restore and Apprentice Stamina Restore added to vendor lists.
- Magicka scales with magical skill levels. Raise your magic abilities to raise your magicka pool. (See Magicka Section)
- Immersive Weight Potion: Causes weight gain/loss in both player and NPCs once consumed.
- Base stat potions (H/S/M) are more common for balance.
- Tumble Risk: High carry weight + low stamina/health can cause you to trip and ragdoll. You also can ragdoll on fall damage.
- Movement speeds tweaked for realism. Safe to overwrite with other movement mods.
- NPCs also get buffs/debuffs, though they don’t suffer stamina-based health drain.
- Optional Add-On for Frostfall and Last Seed integration: improves survival realism (see separate section).
SPAM’s changes to stamina are big—but it’s not a one-trick pony. All primary stats are now interactive, dynamic, and worth managing. Whether you’re in a dungeon or just walking to Whiterun, your body’s condition matters. But don’t worry—this isn’t micromanagement hell. You’re still playing Skyrim, just with consequences. Consequences of which create a much deeper sense of progression and immersion.
Undead, vampires, and other non-living actors won’t receive most stat buffs, but they still suffer from debuffs where appropriate. Similarly, Argonians will also not see many of the swimming debuff effects. For a detailed swimming segment, see "Other Noteworthy Changes" below.
Regen Rate Recommendations
To make the system feel balanced and intentional, SPAM assumes slower regen across the board. These rates can be tuned to taste, but here’s the recommended baseline:
Health: 0.20 (Vanilla: 0.70)
Magicka: 1.75 (Vanilla: 3.00)
Stamina: 2.50 (Vanilla: 5.00)
Health (Core Stat)
=============
Health is a foundational stat with wide-reaching gameplay consequences. If Health drops below 50%, Health Regeneration is fully disabled—encouraging proactive healing (via potions, spells, or resting) rather than passive recovery. Magicka has an Inverse relationship with Health; the lower your health, the greater magicka potential you unlock, hence lower health values give subtle magicka buffs.
High Health (≥75%)
✅ +15% Stamina Regeneration
✅ +15% Disease Resistance
✅ +2% Magic Resistance, plus +2% per 100 base Health (max +10%)
(Effects exclude Undead, Vampires, and Automatons. Magicka stacks separately.)
Moderate Health (50% – <75%)
✅ +15% Magicka Regeneration
❌ -15% Stamina Regeneration
(Stacks with Stamina-based penalties. No double-stacking from Health.)
Injured (<50%)
❌ Health Regeneration Disabled
(Undead/Vampire/Automaton excluded)
Low Health (20% – <50%)
✅ +30% Magicka Regeneration
❌ -30% Stamina Regeneration
❌ -20% Jump Height
(Not applied during Adrenaline State. Stacks with Stamina penalties)
❌ -10% Movement Speed
(Stacks with Stamina)
❌ -20% Disease Resistance
❌ -10% Magic Resistance
(Both stack with Magicka penalties. Excludes Undead, Vampires, Automatons)
Very Low Health (<20%)
✅ +60% Magicka Regeneration
❌ -50% Stamina Regeneration
❌ -40% Jump Height
(Not applied during Adrenaline State. Stacks with Stamina penalties)
❌ -15% Movement Speed
(Does not stack with previous Health-based movement penalty; does stack with Stamina)
❌ -40% Disease Resistance
❌ -15% Magic Resistance
(Both stack with Magicka penalties. Excludes Undead, Vampires, Automatons)
Critical Health (<10%)
✅ +100% Magicka Regeneration
❌ -30% Magic Resistance
❌ -25% Movement Speed
(Does not stack with previous Health-based movement penalty; does stack with Stamina)
❌ -80% Disease Resistance
Health Regeneration:
Regeneration is disabled unless both Health >50% and Stamina >50%. For every 50 points of BASE Health (not buffs), Regen Rate increases by +5%, capping at +50%. (Bonus starts at ≥150 BASE Health and maxes at ≥600.)
Adrenaline State:
The Adrenaline state is a passive ability/temporary boost/debuff activated by low health quantity, or Stamina REGEN MULTIPLIER, It provides increased health regeneration/Stamina Regeneration (depending on the trigger). Its purpose is to offer an immersive awareness of these critical stats and their status, plus a slight tactical advantage in various situations, but with a subsequent penalty to encourage (but not demand) strategic and careful use.
It aims to be non-intrusive and not require significant changes in playstyle with proper stat management - as well as offering a way for stats to communicate to the player outside of a silly green and red bar. This Feature was designed to better communicate the impact of low Stamina Regen or Health, and unite both mechanics without being too burdensome.
My SPAM - Potion Penalties mod is NOT required for this Adrenaline function to work, but it will enhance the experience as parts of it's functionality is incorporated.
The Adrenal state consists of the following:
- Visual & Audio Feedback: A heartbeat SFX + red visual pulse (GREEN tint if Stamina Adrenaline, if both HEALTH and Stamina are active, it's BLUE).
- Health Regeneration: On each heartbeat, restores +3% Health if only Health Adrenaline is active, or +2% if both Health and Stamina Adrenaline are active. STOPS when total health reaches approx 40%. (the adrenal state will continue, though!)
- Stamina/Magicka Drain: On each heartbeat, Stamina is drained. If Stamina Adrenaline is also active, Magicka is drained instead. Formula scales with Toxicity (via SPAM).
- Movement Speed Boost: +7.5% Movement Speed (+15% total if both Adrenaline States are active).
- Jump Penalty Negation: All jump penalties from Health or Stamina thresholds are disabled.
- Potion Alteration: Potions last ⅔ duration, but are ⅔ more powerful. (Does not stack with Stamina Adrenaline effects.)
Trigger Conditions:
In Combat:
Health ≤ 30% (adjustable; varies with SPAM Toxicity) and:
Weapon, spell, or fists equipped, OR
Sprinting or tripping.
Out of Combat:
Health ≤ 15% (half the in-combat threshold) and:
Stamina ≤ 50%, OR
Sprinting or tripping.
With high potion toxicity (via SPAM), thresholds are higher, making Adrenaline easier to trigger under stress.
Adrenaline State Ends If:
Health >60% for 5–10 seconds (longer with higher Toxicity from my SPAM - Potion Penalties mod), and no weapons/spells/fists equipped.
Health >90% ends it instantly.
Eating or drinking any food item while out of combat ends it, regardless of stats.
Auto-terminates after 5 minutes (300 seconds).
If Health Adrenaline ends, it will also forcibly end any Stamina Adrenaline.
Penalties Afterwards:
Once Health Adrenaline ends, a temporary penalty is applied to maximum Health, the scale of which is dependent upon how much time you've spent in the Health Adrenal state, Penalties are cumulative with the penalty afterwards getting steeper.
Total Adrenaline time is logged.
Each new penalty adds to the total penalty severity.
Sleeping resets the total Adrenaline time back to zero.
Once a Penalty expires, it halves total logged time; effectively REDUCING future penalties by half.
Cure Poison Potion (used during Adrenaline) clears active and future penalties for 5 minutes but does not reset time.
Safeguards & Priority:
Only one Adrenaline State per stat can be active at once.
If you have a penalty, that stat’s Adrenaline State cannot re-trigger until the penalty ends.
Health Adrenaline takes priority over Stamina—if triggered during a Stamina Adrenaline State, both will activate, making it harder to escape and recover.
Health Adrenaline will always forcibly end any active Stamina variant upon completion.
Additional Notes:
Trigger spell magnitude determines how long it takes for Health to drop to 40% while active (default duration: 120).
Vampires, Vampire Lords, Werewolves are immune to Adrenaline.
This system works without the SPAM – Potion Penalties mod, but will be enhanced by it.
Stamina Drain
===========
Stamina governs physical activity, finesse, and endurance. It's your fastest-regenerating resource, but don’t mistake rapid regeneration for an infinite supply. Low stamina heavily impacts your agility and precision, especially when engaging in tasks like lockpicking, sneaking, and pickpocketing. When in doubt: pause, catch your breath, and proceed carefully.
Stamina was the foundation of this overhaul, driving significant changes—second only to Magicka.
High Stamina (>80%)
✅ +15% Health Regeneration (excludes Undead, Vampires, and Automatons)
Medium-High Stamina (>50%)
✅ Enables Health Regeneration if Health is also above 50% (Undead, Vampires, and Automatons excluded)
Medium-Low Stamina (<55%)
❌ Jump Height reduced by 15% (Stacks with Health-based penalty. Exempt during Adrenaline State)
❌ -25 to Pickpocket skill
❌ -25 to Lockpicking skill
❌ -20 to Sneak skill
❌ -15 to Speech skill
📉 Triggers Weight Loss (see Weight section)
Critical Stamina (<10 points or near 0%)
❌ Health Bleed: Lose 0.5 HP/sec down to 55 HP (then stops) (Undead, Vampires, and Automatons excluded)
❌ Jump Height reduced by 30% (Stacks with Health penalty, up to 70% total reduction. Exempt during Adrenaline State)
❌ Trip Hazard: While sprinting or running at <1 stamina, there’s a chance to ragdoll (see details below)
❌ Regen Assist Mode: Upon walking/pausing, Player slows to a walk, stamina regenerates rapidly, and becomes immune to further drain (Read more below)
❌ -50 to Pickpocket
❌ -50 to Lockpicking
❌ -40 to Sneak
❌ -30 to Speech
Two new Restoration spells restore Stamina:
One Novice Concentration spell
One Fire-and-Forget variant
Both scale with Restoration skill and can be found in stores across Skyrim.
Stamina Mechanics & Modifiers:
Base Stamina Bonus (Passive), For every 50 base Stamina (ignoring buffs), stamina regeneration rate increases by 5%, capping at +50% regen (from 100 to 600 base Stamina).
Running/Sprinting Stamina Drain:
Drains 0.5 Stamina/sec by default
Additional drains based on:
Heavy Armor:
+0.25/sec per piece (max +1.0)
Halved at Heavy Armor 25
Removed at Heavy Armor 60
Sneaking:
+1.0/sec (reduced to 0.5 at Sneak 25, removed at 60)
Encumbrance:
Adds up to +5/sec when fully loaded
MoveSpeed Modifiers (SPAM 7.0+):
+2 Stamina drain for every 10% speed over 110%
Caps at 100 Stamina/sec at 250% speed - massive, massive drain on high movespeed.
Movement above 150% speed is severely penalized
This movespeed edit was vital; it was way, way too easy to get high movespeed in this game with little to no consequence. That nonsense stops. Now.
Swimming:
Base 1/sec (2/sec at full speed)
+3/sec with any Heavy Armor
+15/sec at full encumbrance
Regen reduced up to -200% based on gear and load
Argonians are exempt from regen penalty
Depleted Stamina triggers Drowning instead of just health bleed
Vanilla Breath-hold extended (30 → 50 seconds default)
Stamina Regen Assist (SPAM 10.0+)
When your stamina hits zero and you stop moving or begin walking, Regen Assist Mode kicks in — a temporary recovery phase designed to reward tactical pauses. While active:
- Stamina regenerates rapidly up to 99%.
- All stamina drain is blocked, except from unpatched external mods.
- Movement speed is reduced (slightly faster if you're in combat).
- Regen speed INVERSELY scales with your Base Stamina:
- Up to +50% faster if Base Stamina REGEN MULT is below 100.
- Up to -50% slower if Base Stamina REGEN MULT is above 100 (capping at 200)
Regen Assist ends if you:
– Sprint
– Sneak
– Swim
– Mount a rideable entity
How it Works:
Watch for a subtle blur effect when your stamina hits zero — that's your signal. If you pause or walk briefly, Regen Assist will activate, letting you top off your stamina without triggering drain the moment you start moving again.
This system encourages burst movement and tactical pacing, inspired by stamina mechanics in games like Helldivers 2. It’s ideal for players who want to chain short sprints without being punished for a single empty bar - its also a handy way to discourage you from "stamina bar watching". It's great if you play with a controller too, as you can just slightly let up on full stick tilt, let this effect kick in, then go back to full stick tilt again while its in effect -- no need to be finding that "sweet spot" to keep "walking".
Trip / Tumble Hazard
While sprinting or running with <1 Stamina, or taking fall damage, you have a chance of ragdolling/tripping over:
Tripping is calculated by:
Every time stamina hits ≤0
Every 6–13 seconds randomly while running
Chance increases based on:
Encumbrance: Up to +40% chance at 100% carry weight
Health: Up to +59% at 1 HP
Note: You can only have a maximum of 80% probability from tripping.
Fall Tumbles (from fall damage):
Similar mechanic to "tripping", but total max trip chance is 90% (vs 80%). Dice roll ALWAYS occurs -- every time you take fall damage.
Probability is Reduced by HIGHER Stamina Percentage - eg; At 100% stamina, fall tumble chance is REDUCED by up to 60%. Higher encumbrance will also increase probability.
Best mitigation: Slow down, manage your stamina, and avoid being overburdened.
Adrenaline State:
Works almost identically to Health Adrenal State. Except it restores STAMINA, at the expense of Health.
The (Stamina) Adrenal state consists of the following:
- Visual & Audio Feedback: A heartbeat SFX + red visual pulse (GREEN tint if Stamina Adrenaline is also active, if both HEALTH and Stamina are active, it's BLUE).
- Stamina Regeneration: On each heartbeat, restores +6% Stamina if only Stamina Adrenaline is active, or +2% if both Health and Stamina Adrenaline are active.
- Health/Magicka Drain: On each heartbeat, Health is damaged. If Stamina Adrenaline is also active, Magicka is damaged instead. Formula scales with Toxicity (via SPAM).
- Heatbeat frequency is DECREASED the more the offending stat(s) are "restored" to simulate a "calming down" effect. It's also decreased the higher your toxicity.
- Movement Speed Boost: +7.5% Movement Speed (+15% total if both Adrenaline States are active).
- Jump Penalty Negation: All jump penalties from Health or Stamina thresholds are disabled.
- Potion Alteration: Potions last ⅔ duration, but are ⅔ more powerful. (Does not stack with Stamina Adrenaline effects.)
Trigger Conditions:
In Combat:
- Stamina Regen Multiplier < SPAM_G_Adrenal_STAMR_VARThresh Global (default 50) AND
- Is in Combat AND
- While wielding a weapon/spell/fists, OR sprinting, OR tripping, OR Stamina <=25%
Note: The Regen Multiplier threshold (SPAM_G_Adrenal_STAMR_VARThresh) varies from its default of 50 with the SPAM - Potion Penalties mod. Higher potion toxicity increases this value, doubling at max toxicity, making the Stamina adrenaline state MORE likely to trigger.
Out of Combat:
- Stamina Regen Mult < 2/3rds of SPAM_G_Adrenal_STAMR_VARThresh Global AND
- NOT in Combat, And
- Is Sprinting, OR is Tripping, OR Stamina <= 25%
Adrenaline State Ends If:
- Total Stamina exceeds 80% for a continuous 5-20 seconds - time varies with Toxicity level (SPAM - Potion Penalties mod) and if weilding any weapon.
- A active Health Adrenaline State ends and you're NOT in combat.
- Eating or Drinking ANY food item as long as you're out of combat, will end adrenaline regardless of stat (H/S/Regen) status.
- If a Stamina Adrenaline State runs for longer then 300 seconds (5 minutes).
Penalties Afterwards:
Once Stamina Adrenaline ends, a temporary penalty is applied to maximum Stamina, the scale of which is dependent upon how much time you've spent in the Health Adrenal state, Penalties are cumulative with the penalty afterwards getting steeper.
- Temporary reduction to the max value of the triggering stat (e.g., max stamina loss if stamina regen triggered the state)
- Penalty magnitude and duration depend on the total time spent in the Adrenaline state
- Magnitude: (Time x (Statvalue/1000) + 0.2), maxing at 50% of CURRENT stamina
- Duration: (Time x 2), up to 600 seconds
Example:
100 stamina character in Adrenaline for 10 seconds: -3 Stamina points for 20 seconds.
(Note: This may sound like a rather trivial sum, but it mounts up over time and odds are you'll be in and out of this state alot, especially as a new character!) a maximum 50% of total Stamina loss/penalty can occur
Safeguards & Priority:
Only one Adrenaline State per stat can be active at once.
If you have a penalty, that stat’s Adrenaline State cannot re-trigger until the penalty ends.
Health Adrenaline takes priority over Stamina—if triggered during a Stamina Adrenaline State, both will activate, making it harder to escape and recover.
Health Adrenaline will always forcibly end any active Stamina variant upon completion.
Adrenaline time is cumulative
Longer Adrenaline durations lead to more severe penalties over time
Sleeping resets logged time to zero
Total logged time halves each time a penalty duration completes
A Cure Poison potion - ONLY if consumed while an adrenal state is active - clears any active penalties and future ones for 5 minutes - in doing so, negates the halving benefit of the active penalty, and adrenal time will still accrue.
Additional Notes:
Trigger spell magnitude determines how long it takes for Health to drop to 40% while active (default duration: 120).
Vampires, Vampire Lords, Werewolves are immune to Adrenaline.
This system works without the SPAM – Potion Penalties mod, but will be enhanced by it.
Magicka Tiers & Effects
=================
Of the three core stats, I intentionally made Magicka the least affected by buffs and debuffs. The reasoning is simple: most of Tamriel’s population isn’t magically inclined. While The Elder Scrolls lore suggests magic is common, the games rarely reflect this convincingly. So, giving significant Magicka bonuses across the board would feel unbalanced—the ability to cast spells is already a major advantage in itself.
Magic in Skyrim should feel rare and powerful. Yes, you’re the Dragonborn, a special case—but your uniqueness lies in the Thu’um, not in spellcasting. That’s what sets you apart. Mastery over Magicka should be earned, not handed out freely.
I want to encourage players to invest in Magicka if they want to become powerful mages. This means relying on potions, blessings, enchanted gear, and other resources—especially in the early game—to boost your magical abilities. Access to arcane power should feel like a commitment, not a default. One of Skyrim’s biggest flaws was handing players everything too easily, which led to a shallow and forgettable progression system.
For characters who are magically inclined—player or NPC—Magicka is typically depleted during active use. So, to maintain balance, I’ve avoided extreme buffs or penalties. That said, I still want to reward usage. When your Magicka is below 80%, you’ll gain small passive benefits. But if it drops too low, subtle drawbacks start to appear.
Magicka should be used, not hoarded. Active use should provide subtle value beyond just casting the spell itself.
Furthermore, when Health is low - when the body falters and death nears - the veil between Mundus and the other planes thins. It is in these moments, close to the edge, that the soul burns brightest, and the connection to Magicka intensifies. This manifests through SPAM mechanics: as Health declines, Magicka capability swells.
This system enshrines risk and reward into magical combat. The most powerful mages are not those who cling to safety, but those who embrace the brink, dancing on the edge of death to channel the deep, spectral currents of Magicka.
In this way, the system reflects the idea that true mastery of the arcane lies in transcending the fear of death and drawing strength from the liminal space between life and the ether.
Very High Magicka (≥80%)
✅ +5% Disease Resistance (Stacks with Health bonus, but not with other Magicka-tiered bonuses)
High Magicka (30%–80%)
✅ +10% Health Regen, Stamina Regen, and Magicka Regen (Does not apply to Undead, Vampires, or Automatons.)
✅ +2% Magic Resistance for every 100 base Magicka, up to a max of +10% (Active only when Magicka is between 30% and 80%. Stacks with Health variant.)
✅ % Chance to absorb hostile spells: For every 100 total Magicka, gain +1% absorb chance, up to a maximum of 5% (Only active when current Magicka is below 80%.)
✅ +10% Disease Resistance (Stacks with Health variant.)
Low Magicka (≤20%)
❌ -10% Magic Resistance (Stacks with Health penalties.)
Additional Magicka Mechanics:
Starting Penalty:
You begin with a -90 Magicka penalty, reducing your starting pool to just 10 points. This is an intentional design choice to encourage progression through magical investment and training.
Magicka Regeneration Scaling:
For every 50 base Magicka (level-up investment only), Magicka Regeneration increases by 5%, capped at +50% regen. This effect begins at 150 base Magicka and maxes out at 600 base Magicka.
Skill-Based Magicka Growth (The Pièce de Résistance):
Gaining skill levels in any of the following schools increases your total Magicka:
Alteration
Conjuration
Destruction
Enchanting
Illusion
Restoration
Scaling formula:
+1 Magicka per skill level gained (across any school). Once your total across these six schools exceeds 150, the bonus is halved to +0.5 per level. After 300 combined skill points, it is halved again to +0.25 per level. The reduction is gradual to avoid sudden Magicka loss on skill thresholds.
Skill Tracking:
This system checks and updates:
When any of the six skills increase
When you level up
When you open your inventory (to catch gear-based changes)
Every 30 seconds during gameplay
Net Effect:
Maxing a single school = +100 bonus Magicka
Maxing all six = +300 bonus Magicka (Far outweighs the initial -90 penalty!)
Item Interaction Examples:
- Cloak giving +15 to Destruction? = +15 Magicka
- Potion boosting Restoration by 5? = +5 Magicka
- Amulet with +10 to Enchanting? = +10 Magicka
And the reverse applies: items/debuffs reducing magic skills will reduce Magicka, but NEVER below the base value; this rewards players who invest in the magicka stat per level up by giving a guaranteed reserve minimum.
Vampires & Transformations
Vampire Lords & Werewolves: +300 Magicka upon transformation
Standard Vampires: +150 Magicka
These boosts are designed to prevent broken transformations due to low Magicka and reflect their supernatural nature.
Feedback & Immersion:
When your Magicka increases or decreases by ≥5 points, you'll see a subtle visual/audio cue and a notification: “I feel the magicka stirring within me...” (This message is randomized and may not always appear, but the visual effect always will.)
NPCs & Compatibility:
This skill-based Magicka system is Player-only. NPCs still benefit from buffs/debuffs via standard stat thresholds.
Customization via Global Variables
SPAM_G_BaseMagickaPenalty: -90.0 — Adjusts initial Magicka penalty. Safe to change mid-game.
SPAM_G_GiftedMagickaMult: 1.0 — Multiplier for skill-based Magicka bonus calculations.
Encumbrance System Changes
=======================
The encumbrance system in vanilla Skyrim was broken, both in terms of balance and immersion. The starting carrying capacity of 300 points was excessive, making it far too easy to accumulate loot, which in turn flooded the game’s economy with wealth. The ability to hoard vast amounts of loot and sell it created an imbalanced, unrealistic economy. To address this, significant changes have been made to improve the system’s logic and difficulty.
Starting Carrying Capacity:
The starting carry weight is now 100 points, down from the absurd 300 points in vanilla. This forces players to consider their gear and loot more carefully from the start, avoiding the ease of hoarding and resulting in a more balanced economy.
Worn Armor/Clothing Weight Adjustment:
Armor and clothing that you wear are now 40% lighter than if they are unequipped. This compensates for the reduced carry capacity, allowing you to carry more when fully geared.
Carry Weight Reduction (Nude):
Wearing no armor or clothing now reduces your carry capacity by 40%. If your max carry weight is 100, you’ll only have 60 carry capacity when naked. This encourages thoughtful equipment choices and adds a layer of realism to the system.
Swimming Encumbrance (SPAM v11+):
Swimming while wearing armor or clothing increases the weight of said clothing/armor by 300%. For example, if you’re wearing a 30 armor cuirass, it will increase to 120 units when you swim. This adds a real penalty for being heavily armored in water, making you think twice before swimming when geared up. See the Swimming segment in "Other Noteworthy changes" below.
Stamina Regen Penalty (SPAM v12+):
Encumbrance now scales the Stamina Regen penalty as its a percentage based penatly.
This means that regardless of how much you increase your stamina regeneration, you’ll always face a consistent penalty when encumbered, making stamina management a key consideration in combat and exploration regardless of how powerful you become.
Other Changes:
Carry weight gains per stamina level have been reduced to 1 point per level up. While this is a significant nerf, it aligns with more realistic expectations. By level 100, you’ll gain 100 carry capacity (if all you levelled was stamina), which should be more than sufficient for most players. This change does not impact any additional carry weight bonuses you may gain from buffs or other sources along your journey, so it’s still possible to accumulate a large amount of carry capacity through various means.
Note that these are Player-only effects (AI unaffected), as AI lack the capacity to manage their inventory well.
These changes not only improve the game’s economy but also encourage players to utilize backpacks, hire followers, and carefully consider their gear to avoid encumbrance penalties.
Encumbrance Debuffs & Effects
========================
Encumbrance-based debuffs are applied at different levels of carry weight, affecting your stamina regeneration, movement, and other stats. The following thresholds determine the penalties applied:
20% - 40% Encumbered
❌ -5% Scaling Stamina Regen
❌ -10% Scaling Stamina Regen (Swimming Only) (Waterbreathing effect exempts this debuff)
>25% Encumbered
❌ +1 Stamina Drain per second (While Swimming, Only when Moving) (Argonian exempt)
❌ -5% Movement Speed (Swimming Only, while wearing armor/clothing/helmet)
>=40% Encumbered
❌ +1 Stamina Drain per second (Running & Swimming, stacks)
❌ -10% Jump Height Reduction (Inactive if in Peak Condition or Last Seed effect, Undead exempt)
40% - 60% Encumbered
❌ -10% Scaling Stamina Regen
❌ -20% Scaling Stamina Regen (Swimming Only) (Does not apply under Waterbreathing effect)
55% - 75% Encumbered
❌ -5% Movement Speed (Total -10% if swimming, and only while wearing armor/clothing/helmet)
❌ +5% Noise when Moving
>60% Encumbered
❌ +1.5 Stamina Drain per second (Running or Swimming, stacks)
❌ +0.5 Continual Stamina Drain (Swimming Only, Argonian Exempt)
❌ +1 Stamina Drain per second (Swimming Only, while moving at full speed, Argonian Exempt)
❌ -20% Jump Height Reduction
❌ -5% Movement Speed (Swimming Only, total -15%) (Argonian exempt)
60% - 85% Encumbered
❌ -20% Scaling Stamina Regen
❌ -30% Scaling Stamina Regen (Swimming Only) (Does not apply under Waterbreathing effect)
75% - 100% Encumbered
❌ -10% Movement Speed (Total -20% if swimming, -15% while moving regularly)
❌ +15% Noise when Moving
>85% Encumbered
❌ +1.5 Stamina Drain per second (Running, Swimming, stacks)
❌ +2 Continual Stamina Drain (Swimming Only, Argonian Exempt) (Will drain Stamina to zero)
❌ -30% Jump Height Reduction
❌ -30% Scaling Stamina Regen
❌ -50% Scaling Stamina Regen (Swimming Only) (Does not apply under Waterbreathing effect)
100%+ Encumbered
❌ +2 Stamina Drain per second (Running & Swimming, stacks)
❌ -30% Scaling Stamina Regen (Waterbreathing exempt)
❌ Continual Stamina Drain even when stationary
100% - 150% Overencumbered
❌ Can only Walk (Vanilla behavior)
❌ Continual Stamina Drain of 2 points per second, down to 50% max stamina, then halts
❌ +25% Noise when Moving
>150% Overencumbered
❌ Stamina Drain of +4 points per second (Now 6)
❌ Drain occurs down to 10 points of stamina
❌ Health Bleed: Lose 0.5 points per second while moving (Does not kill the player, but reduces health to 1 before stopping)
>200% Overencumbered
❌ Stamina Drain of +4 points per second (Now 10)
❌ Drain will deplete stamina to zero, triggering health loss when stationary
❌ Health Bleed: 0.5 points per second until reaching 1 HP
===================
Additional Features
===================
Barefoot Bonus
When you are barefoot (no shoes of any kind), the following bonuses apply:
✅ +15 points to Sneak skill
✅ Reduced chance to Tumble/Trip by 15% (when carrying ≤50%)
❌ Increased chance to Tumble/Trip by 15% (when carrying >50%)
Weight & Height Attributes
====================
The Weight attribute, influenced by your chosen body type in Racemenu, now provides various buffs and debuffs that affect gameplay. Additionally, Height offers its own unique set of benefits and drawbacks, based on your chosen size.
Heavy Weight
✅ +20% Health (Player Only)
❌ -20% Stamina (Player Only)
❌ +10% Noise when Sneaking
❌ -10% Movement Speed
✅ +10% Power Attack Strength
✅ +10% Carrying Capacity
✅ +10% Damage Resistance
❌ +10% Fall Damage Taken
Medium-Heavy Weight
✅ +10% Health (Player Only)
❌ -10% Stamina (Player Only)
❌ +5% Noise when Sneaking
❌ -5% Movement Speed
✅ +5% Power Attack Strength
✅ +5% Carrying Capacity
✅ +5% Damage Resistance
❌ +5% Fall Damage Taken
Average Weight
➡️ No Change to Health, Stamina, Movement, or Damage Resistance
Medium-Light Weight
❌ -10% Health (Player Only)
✅ +10% Stamina (Player Only)
✅ -5% Noise when Sneaking
✅ +5% Movement Speed
❌ -5% Power Attack Strength
❌ -5% Carrying Capacity
❌ -5% Damage Resistance
✅ -5% Fall Damage Taken
Lightweight
❌ -20% Health (Player Only)
✅ +20% Stamina (Player Only)
✅ -10% Noise when Sneaking
✅ +10% Movement Speed
❌ -10% Power Attack Strength
❌ -10% Carrying Capacity
❌ -10% Damage Resistance
✅ -10% Fall Damage Taken
Height Effects
The Height attribute also adds new dynamics to gameplay, influencing visibility, combat effectiveness, and intimidation. You get to specify your character's height on the closure of RaceMenu:
Very Tall
❌ +25% Easier to See While Sneaking
❌ +30% Fall Damage Taken
✅ +10% Likelihood of Critical Hits to Enemies
✅ +20% Intimidation Effectiveness
Tall
❌ +15% Easier to See While Sneaking
❌ +15% Fall Damage Taken
✅ +5% Likelihood of Critical Hits to Enemies
✅ +10% Intimidation Effectiveness
Average Height
➡️ No Change to Visibility, Fall Damage, Critical Hit Chances, or Intimidation
Small
✅ +15% Harder to See While Sneaking
✅ -15% Fall Damage Taken
❌ -5% Likelihood of Critical Hits to Enemies
❌ -10% Intimidation Effectiveness
Very Small
✅ +25% Harder to See While Sneaking
✅ -30% Fall Damage Taken
❌ -10% Likelihood of Critical Hits to Enemies
❌ -20% Intimidation Effectiveness
=================================
Weight Change System & Immersive Potions
=================================
The Weight Change System introduces a dynamic and immersive way for the player to manage their weight. Both eating and activity levels affect your weight, with mechanics that mirror real-life changes. Additionally, special potions can accelerate these changes, making weight management a deeper part of your gameplay.
Eating and Weight Gain
Every time you eat food, the weight value of the food is added to the Global variable; SPAM_Weight_Variable.
If the value becomes positive, you'll gain weight upon sleeping. If it remains negative upon sleeping, weight loss will happen. Weight change occurs upon waking from sleeping and the maximum you can gain or lose per day is 6%.
Stamina Level Influence:
While stamina is below 50%, your SPAM_Weight_Variable is affected based on your carry weight. The closer you are to 100% carrying capacity, the greater the weight loss will be.
At 0% stamina, the weight loss effect is multiplied by 2, leading to -0.01 to -0.03 weight loss per random (3-6 second) interval.
Sleep Cycle Weight Adjustment
After sleep, the SPAM_Weight_Variable is added to DailyWeight.
Maximum weight change per sleep cycle is capped at ±6%.
Adaptation Modifier
This modifier makes it so continually eating large amounts of food will eventually stabilize your weight, making it harder to gain weight without eating significantly more, and Likewise, reducing your food intake will gradually stabilize weight loss, leading to less effect from further calorie deprivation.
The system requires an adjustment to your relationship with food to effectively gain or lose weight over time, and stops you from simply eating vast amounts all the time to gain loads of weight, and similarly, depriving yourself of food to keep getting the same weight loss.
Undead Characters
Undead (Vampires, Vamp Lords) are not affected by this weight change system, though they still experience the potion effects mentioned below.
Weight Change Potion
A Weight Change Potion is available at any potion shop and can increase or decrease weight.
Weight Change Per Interval:
5% change every 15 seconds (up to a maximum of 15%).
If you sleep while the potion is active, the maximum weight change can reach 30%.
Usage on NPCs
The potion works on NPCs as well (if supported by the appropriate mods).
Note: Due to base game limitations, neck seams may appear when the potion is applied to NPCs, but this is a known issue with the game engine.
Potential Risks
Overuse: If you excessively spam the potion on yourself, it will result in death.
For NPCs, the potion will simply not activate if overused.
Cost
The potion is expensive, making it a resource that should be used sparingly.
Audible Weight Indications
As of SPAM 11, your character will provide audible cues to signal weight changes. These occur primarily on the consumption of food items or when exerting yourself (sighing).
Burping: When your DailyWeight exceeds 1 (weight gain is expected upon sleeping). This will trigger after eating food.
Sighing: When your DailyWeight is negative due to exercise or activity, indicating that weight loss will occur during sleep. The frequency of sighs increases with greater weight loss.
Listening to these cues will help you track your character's weight status and adjust your food intake or activity accordingly.
Other Noteworthy Changes
=====================
Swimming
Swimming in SPAM is dramatically overhauled—and honestly, it needed it. Vanilla Skyrim treats water like air: you zip through it with no resistance, no weight, no realism. It's completely detached from how swimming should feel—slow, heavy, risky.
That changes here.
Because SPAM touches every major attribute, swimming becomes a system that demands respect. Stamina drain, encumbrance penalties, drowning mechanics—it all comes together to make crossing water genuinely dangerous if you’re not prepared. It’s one of the most "real-feeling" changes in the whole system.
Optional but recommended:
For a truly immersive swimming feel, I highly recommend using the mod: True Directional Movement. By adjusting turn rates, you can emulate the floaty, sluggish resistance of water. It's not required, but the difference it makes is huge—which is why it’s listed as a soft requirement in the mod setup.
Key Mechanics Recap – Swimming in SPAM:
- Stamina drains on water entry and while moving, scaling with encumbrance.
- If you're over-encumbered or wearing heavy armor, stamina drains even while stationary.
- When stamina hits zero, drowning begins. (Argonians, vampires, and water-breathers are immune.)
- Drowning health loss formula:
- (BaseHealth / (Magnitude * EncumbrancePercent))
- Magnitude defaults to 30 (approx. seconds before death).
- The more you carry, the faster you drown.
Armor weight penalty:
Clothing and armor (body slot) weigh +300% in water. Yes, it's as awful as it sounds.
Movement speed reduction:
- Base -10%, scaling up to -20% based on carried weight.
- You can avoid 10% of this by swimming nude.
- Argonians ignore the second 10%.
- Wearing no boots negates part of the penalty.
Stamina regen reductions while swimming (non-water-breathers):
- 40% reduction when nude
- 80% in clothing
- 120% in light armor
- 170% in heavy armor
Vanilla drowning still applies. Staying underwater too long = death, no matter your stamina regen.
Breath-hold time extended from 30 to 50 seconds to balance the above changes.
Strategic Considerations:
- Strip before you dip – Drop armor, carry it separately, and swim light. But keep in mind: being nude gives a -40% carry capacity penalty, so plan accordingly.
- Ride the current – Don’t fight water flow if one exists. Let it carry you. Struggling wastes stamina and accelerates drowning.
- Use your follower – Let them haul your gear while you cross safely. That’s what pack mules—I mean, companions—are for.
Swimming is no longer just a throwaway animation—it’s a real mechanic, one that can kill the unprepared. Plan ahead. Think before you leap.
Frostfall / Last Seed Patch
This patch introduces changes related to stamina, its regeneration, and the impact of various states such as diseases, hunger, and thirst.
1. Thirst Impact on Stamina:
States Impacted: Thirst states ranging from "Very Thirsty" to "Severely Parched."
Very Thirsty / Parched / Severely Parched: These three thirst states cause the following penalties:
Stamina Reduction: A progressive 5% reduction in maximum stamina and stamina regeneration rate.
Severely Parched: In this extreme state, the player suffers a 15% reduction in both maximum stamina and stamina regeneration rate.
2. Hunger Impact on Health:
States Impacted: Hunger states ranging from "Hungry" to "Starving."
Hungry / Very Hungry / Starving: These states lead to reductions in maximum health and health regeneration rate, similar to thirst.
Health Reduction: Up to a 15% decrease in maximum health and health regeneration rate.
3. Disease Impact on Stamina and Health:
Disease Progression: As diseases worsen, they also negatively affect both stamina and health.
Disease Impact: Diseases will cause up to a 15% reduction in both stamina and health regeneration rates.
Stacking: These reductions from disease stack with the effects of thirst and hunger.
Installation/Uninstallation/Compatibility
=============================
Prerequisites:
While the mod doesn't rely heavily on other mods, it's recommended to have the following for stability and optimal functioning:
- Engine Fixes
- Scrambled Bugs
- Unofficial Skyrim Special Edition Patch
- SKSE (Skyrim Script Extender)
- SPID (for NPC effects)
Aside from SKSE, everything else in the above list is pretty much optional but i'd STRONGLY advice you use, just in case.
Installation Process:
Install with a mod manager.
Load the ESP/ESL in the mod manager (can be placed anywhere in the load order).
Start the game and load a new or existing save.
Wait for 10-60 seconds in-game to trigger a visual cue (blue effect) and an audio cue that indicate the mod has applied successfully.
Compatibility:
Problems should be far and few between, The mod avoids major changes to base records to minimize conflicts, so should be quite compatible with most things. Here's a list of potential issues to watch for:
Swimming & Movement Speed: This mod handles swimming mechanics, so any other mod that alters swimming might conflict - especially movement speed. Worst that'll happen is your speed will reduce so much that your character will remain "stuck" when swimming
Stamina Drain: Mods that add any kind of stamina drain (say, perk mods that drain stamina on movement) will cause issues and WILL require a patch. Certainly wont be game breaking, but may cause inconsistencies with drain.
Race Changes: Avoid changing races (RaceMenu) mid-game as this can lead to issues, especially with magicka/stamina/health values. This is something you should never normally be doing anyway due to base game issues. This is by far the worst thing you could do and will potentially be game/save breaking. Dont do it. Transformations (e.g., vampire, werewolf) are supported and work absolutely fine.
Uninstallation / Reinstallation / Clean Save:
Open the console in-game and type help SPAM.
Find the SPAMPRIMARYQUEST entry and note its FormID code.
Then Type:
Setstage <Formid> 200
(Where FORMID is the code you retrieved earlier. Do not use <>.)
into the console to trigger a cleanup process.
Wait for a prompt. Should take approx 60 seconds tops.
Save your game, quit, and remove SPAM from your load order.
Re-load the save and save again to complete the removal.
(Optional) Use RESAVER to clean up any leftover SPAM-related scripts from your save if necessary. Although it's extremely unlikely this should ever be necessary.