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Making Regeneration potions work in modded Skyrim where base regen is set to zero


Corsayr

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Posted

Hi there ?

 

As the title suggests I am looking for a way to make it so regen potions actually work in a Skyrim build where the base regen is set to zero. 

 

A little background (not needed reading but shows what I am trying to achieve)

 

In my current build, I don't want Magicka to regen at all naturally, it requires something else to make it happen. Also, my natural healing rate has been set very low so healing takes days instead of hours unless assisted through various means. This is all easy enough to achieve but it also makes it so regen potions don't really do anything, and since Magicka regen potions are EXACTLY the sort of thing I want to be effective this is sort of a problem. ?

 

For a while, I have been using Realistic Regeneration which kind of sort of did what I want... but ultimately had some issues that made me feel like a new direction was in order. It allowed for regen rates to be set for potions, but the rate was static and therefore the magnitude of the regen potion was totally irrelevant and only the duration mattered. This offends my immersion inner voice. ?

 

So ideally I'd like to figure out how to change the regen rate calculation for potions (and other effects if possible food, items, standing stones, etc) to be a multiplier of a base 3 instead of the player's current magickarate* stat. Or some other strategy that achieves the same basic outcome... I am open to suggestions. 

 

As always I do thank you in advance for your attention in this matter. ?

 

 

 

*I didn't realize this until my spell checker mentioned it but the stat MagickaRate is Magic Karate without the space! Ninja Wizards!

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Posted
2 hours ago, Corsayr said:

Hi there ?

 

As the title suggests I am looking for a way to make it so regen potions actually work in a Skyrim build where the base regen is set to zero. 

 

A little background (not needed reading but shows what I am trying to achieve)

 

In my current build, I don't want Magicka to regen at all naturally, it requires something else to make it happen. Also, my natural healing rate has been set very low so healing takes days instead of hours unless assisted through various means. This is all easy enough to achieve but it also makes it so regen potions don't really do anything, and since Magicka regen potions are EXACTLY the sort of thing I want to be effective this is sort of a problem. ?

 

For a while, I have been using Realistic Regeneration which kind of sort of did what I want... but ultimately had some issues that made me feel like a new direction was in order. It allowed for regen rates to be set for potions, but the rate was static and therefore the magnitude of the regen potion was totally irrelevant and only the duration mattered. This offends my immersion inner voice. ?

 

So ideally I'd like to figure out how to change the regen rate calculation for potions (and other effects if possible food, items, standing stones, etc) to be a multiplier of a base 3 instead of the player's current magickarate* stat. Or some other strategy that achieves the same basic outcome... I am open to suggestions.

I haven't really looked at regen rates or realized potions are a multiplier on the base instead of an increase by %, so this might not work...

 

but could you have a negative buff of the base amount instead of changing it to 0, perhaps even changing your base to be higher, so instead of a regen of 1, you have a regen of 3 with a -3 debuff, and then a potion could increase that to .... 3.3? with a 30% buff? or to 9 with a 300%?

 

Posted
39 minutes ago, NickNozownik said:

Try the SkyTweak mod. It allows you to change all regen stats without messing with other mods. It's compatible with pretty much everything.

Skytweak is what I am using to negate the base regen atm, but that is what is making the regeneration potions have no effect. If base regen is 0 then increasing that by X% still = zero regen. ?

31 minutes ago, karlpaws said:

I haven't really looked at regen rates or realized potions are a multiplier on the base instead of an increase by %, so this might not work...

 

but could you have a negative buff of the base amount instead of changing it to 0, perhaps even changing your base to be higher, so instead of a regen of 1, you have a regen of 3 with a -3 debuff, and then a potion could increase that to .... 3.3? with a 30% buff? or to 9 with a 300%?

 

 

it is an increase by % but it is a % of regen rate, which if 0 then the increase is also 0...

 

But if the regen rate was 3.0 and I had a debuff that removed mana at that same speed creating an equilibrium of 0 any regen potion would calculate off the 3.0 regen rate and add to it creating a net positive... so that should work... but how to create a persistent debuff to do this... ?

Posted
48 minutes ago, Corsayr said:

Skytweak is what I am using to negate the base regen atm, but that is what is making the regeneration potions have no effect. If base regen is 0 then increasing that by X% still = zero regen. ?

 

it is an increase by % but it is a % of regen rate, which if 0 then the increase is also 0...

 

But if the regen rate was 3.0 and I had a debuff that removed mana at that same speed creating an equilibrium of 0 any regen potion would calculate off the 3.0 regen rate and add to it creating a net positive... so that should work... but how to create a persistent debuff to do this... ?

sexlab aroused? change the built in debuff to learning speed to regen and set it the same for all levels? create a custom disease and just use a bat file to reapply it if you get cured?

 

I think there's a way to make a custom spell effect and have it apply to the character at all times, like the SOS spell or some others I can't think of right now. When i open the console and click on any NPC and look at spells or effects or something it shows active,hidden stuff from various mods.

Posted

Okay I think I got something that will work

 

I added the vampire magicka debuff to an item at a magnitude of 100 this cancels out the 3.0 regen rate.

 

then I made sure the magicka regen mult rate in skytweak was 0 (100 magnitude debuff VS 100 Magnitude regen = zero mult rate? seems like that is what is going on anyway) 

 

Then I ate an apple 2% and drank a regen potion 20% and boom MagickaRateMult is now 22 and my regen is slow but about right (no way to know for sure but it seemed about the right speed for 22% of 3.0)

 
 
 
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Posted

Okay so after some time, this system appears to have some issues...

 

the MagickaRateMult gets off kilter a lot...

 

and it is not apparent why.

Posted
2 hours ago, Corsayr said:

Okay so after some time, this system appears to have some issues...

 

the MagickaRateMult gets off kilter a lot...

 

and it is not apparent why.

more things affecting it than you expected... usually is the answer.

 

Has your magicka pool increased since you started? I read that regen rates increase as pool size does.

 

could also be certain rates are not resetting to the new zero and that's leading to issues.

Posted
5 hours ago, Corsayr said:

Okay so after some time, this system appears to have some issues...

 

the MagickaRateMult gets off kilter a lot...

 

and it is not apparent why.

 

you have set global value magicka regen to 0

you have set mana regen potion to give +20

after drinking 5 mana potion you have +100

 

mana regen potion, effect whatever, + x% magicka regen, duration 10 sec

it's 0 * x% magicka regen so that do nothing, so you use a mod that make it give + x mana per second instead?

you want that to no longer be x all the time, but dependant on your stats?

replace x with player.mana / x, and the more mana you have, the more regen

 

 

Posted
6 hours ago, yatol said:

 

you have set global value magicka regen to 0

you have set mana regen potion to give +20

after drinking 5 mana potion you have +100

 

mana regen potion, effect whatever, + x% magicka regen, duration 10 sec

it's 0 * x% magicka regen so that do nothing, so you use a mod that make it give + x mana per second instead?

you want that to no longer be x all the time, but dependant on your stats?

replace x with player.mana / x, and the more mana you have, the more regen

 

 

Okay so setting the global magickarate to 0 is pretty easy.

 

But how do I change the potions to x mana per second instead? Or even better do you know off hand a mod that already does this? I currently use CACO so any potion altering MOD would have to be compatible with that... Or I would have to ditch it which would be sad for me but getting regen to work the way I want is more important. 

Posted
10 hours ago, karlpaws said:

more things affecting it than you expected... usually is the answer.

 

Has your magicka pool increased since you started? I read that regen rates increase as pool size does.

 

could also be certain rates are not resetting to the new zero and that's leading to issues.

Obviously one or more of these are the case but without better tracking tools for magickaratemult I have no idea how to diagnose what is the cause so as to try a fix. Right now the best tool is to open console every so often and player.getav magickaratemult but that doesn't show me what is impacting it. ?

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