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Add 5 health regen to wearable bandage


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Posted

Greetings,

 

So I like playing with no health regen on. I've decided though I need something past health potions, so I went looking for bandages. I've been using simply crafted bandages, and it is great and all, but I thought... "How cool would it be if I get a small health regen if I wear a bandage?" So I found Vicar Amelia Bandages (Vicar Amelia Bandages - Standalone Clothing for 3BA BHUNP and CBBE Bodyslide at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) and wanted to add a small like, 5 health regen so that I would have to unequip armor and wear the bandages to get healed. Maybe not completely immersive, and perhaps slightly tedious, but I liked it. So I've set out on a mission to learn how to mod the bandages to add this, as I've never modded before, but when I look around all the armor mod tutorials are on how to design the armor themselves. I just want to edit it and add that enchantment to the base version.

 

So, does anyone have a link to a tutorial? Or if this seems mind numbingly easy to someone with experience, would they care to add that to this mod? Or, has anyone come across something better?

Posted

Hi

 

I'd say the best thing to do is look for a mod that does something similar i.e

Maybe theres a sword/amulet/ring/clothing that increases regen, see how different peeps do it and apply the same.

My guess is since its an armor piece it would either be script, spell/magic effect based or a bit o both. anyway see how other peeps do it. gl

Posted (edited)
4 hours ago, Plaguetard2.0 said:

Greetings,

 

So I like playing with no health regen on. I've decided though I need something past health potions, so I went looking for bandages. I've been using simply crafted bandages, and it is great and all, but I thought... "How cool would it be if I get a small health regen if I wear a bandage?" So I found Vicar Amelia Bandages (Vicar Amelia Bandages - Standalone Clothing for 3BA BHUNP and CBBE Bodyslide at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com) and wanted to add a small like, 5 health regen so that I would have to unequip armor and wear the bandages to get healed. Maybe not completely immersive, and perhaps slightly tedious, but I liked it. So I've set out on a mission to learn how to mod the bandages to add this, as I've never modded before, but when I look around all the armor mod tutorials are on how to design the armor themselves. I just want to edit it and add that enchantment to the base version.

 

So, does anyone have a link to a tutorial? Or if this seems mind numbingly easy to someone with experience, would they care to add that to this mod? Or, has anyone come across something better?

You should be able to add a simple magic effect like that with xEdit pretty easily.

The SE version can be obtained here:https://www.nexusmods.com/skyrimspecialedition/mods/164/

So what you would want to do is open xedit from within MO or Vortex, right click and select none, then activate only the bandages mod. Hit Okay. 

I will go through the process using tera armors since I don't want to install a mod just for this, but the process should be the same. 

You should only see the one ESP and its requirements on the left panel, like so:

http://prntscr.com/uZqROafHyoxA

 

From here, you will find the item you want to edit. Since this is an outfit, it will be under armors. It might be in a different spot for the bandages but should be similar layout.

Next you have two choices. Either create a patch or edit the esp itself. I usually create a patch so my change will not be overwritten if a mod gets updated, though it won't matter if the mod never does get updated.

 

If you do edit the esp itself, you can skip this part, otherwise to make a patch:

Right click the armor and select "Copy as Override into..." http://prntscr.com/SibHTkK0HqW9

This will open a dialogue where you will create a new .esp. SSEEDIT will give a warning that what you are doing can potentially break things, hit yes I know what I am doing. Select the .esp with ESL flag and click okay. For a simple mod like this, esl is fine and will not count towards your load order. Specifically you want this one: http://prntscr.com/_1vhqkJuL7CP

Name it whatever you want. Now you have a new .esp on the left side. If there are additional items you want to edit, you can copy them into the same .esp by again selecting "copy as override into..." but this time instead of creating a new .esp, copy it into the one you used before. http://prntscr.com/LxLZqmAso62w

 

Now then. Go all the way up to skyrim.esm and expand it. Go to Object  Effect section and expand that.  You will see a list of every magic effect in base vanilla. It is a long list. For this you likely want an enchantment effect so it will be constant while the armor is worn, fortify health regen is what you are after. This is under Encharmorfortifyhealingrate. There are a few different strengths, you can pick the one you want.  Note the Form Id: http://prntscr.com/r78Nu-QC8RR2

Double click that to open a dialogue that will let you copy it and copy it. Now go back to the armor you wanted to add the effect to. With it selected you will see a field called EITM- OBJECT EFFECT. Highlight that slot under the ESL column that you selected (or if you edit the base esp the one from that mod instead) and select Add. http://prntscr.com/TkwEeKAZbxxz

You now have a null reference magic effect which does nothing at all. Double click it to edit it, and paste in the effect id you copied earlier. It should now look like this: http://prntscr.com/DbHuU3cfLRM9

 

 

Now save the .esp (top left of xedit, you will see 3 lines) and make sure that is loaded after the original mod's esp.

 

 

Edit: the modified armor in game: http://prntscr.com/LfiA9IKc1ae6

 

Although I just thought, if your base health regen is 0 that effect probably wouldn't do much for you. Maybe you could use one of the alchemy effects although I am not quite sure how creating an enchant from that would go.

Edited by sila
Posted
1 hour ago, sila said:

You should be able to add a simple magic effect like that with xEdit pretty easily.

The SE version can be obtained here:https://www.nexusmods.com/skyrimspecialedition/mods/164/

So what you would want to do is open xedit from within MO or Vortex, right click and select none, then activate only the bandages mod. Hit Okay. 

I will go through the process using tera armors since I don't want to install a mod just for this, but the process should be the same. 

You should only see the one ESP and its requirements on the left panel, like so:

http://prntscr.com/uZqROafHyoxA

 

From here, you will find the item you want to edit. Since this is an outfit, it will be under armors. It might be ina  different spot for the bandages but should be similar layout.

Next you have two choices. Either create a patch or edit the esp itself. I usually create a patch so my change will not be overwritten if a mod gets updated, though it won't matter if the mod never does get updated.

 

If you do edit the esp itself, you can skip this part, otherwise to make a patch:

Right click the armor and select "Copy as Override into..." http://prntscr.com/SibHTkK0HqW9

This will open a dialogue where you will create a new .esp. SSEEDIT will give a warning that what you are doing can potentially break things, hit yes I know what I am doing. Select the .esp with ESL flag and click okay. For a simple mod like this, esl is fine and will not count towards your load order. Specifically you want this one: http://prntscr.com/_1vhqkJuL7CP

Name it whatever you want. Now you have a new .esp on the right side. If there are additional items you want to edit, you can copy them into the same .esp by again selecting "copy as override into..." but this time instead of creating a new .esp, copy it into the one you used before. http://prntscr.com/LxLZqmAso62w

 

Now then. Go all the way up to skyrim.esm and expand it. You will see a list of every magic effect in base vanilla. It is a long list. For this you likely want an enchantment effect so it will be constant while the armor is worn, fortify health regen is what you are after. This is under Encharmorfortifyhealingrate. There are a few different strengths, you can pick the one you want.  Note the Editor Id: http://prntscr.com/r78Nu-QC8RR2

Double click that to open a dialogue that will let you copy it and copy it. Now go back to the armor you wanted to add the effect to. With it selected you will see a field called EITM- OBJECT EFFECT. Highlight that slot under the ESL column that you selected (or if you edit the base esp the one from that mod instead) and select Add. http://prntscr.com/TkwEeKAZbxxz

You now have a null reference magic effect which does nothing at all. Double click it to edit it, and paste in the effect id you copied earlier. It should now look like this: http://prntscr.com/DbHuU3cfLRM9

 

 

Now save the .esp (top left of xedit, you will see 3 lines) and make sure that is loaded after the original mod's esp.

 

 

Edit: the modified armor in game: http://prntscr.com/LfiA9IKc1ae6

 

Although I just thought, if your base health regen is 0 that effect probably wouldn't do much for you. Maybe you could use one of the alchemy effects although I am not quite sure how creating an enchant from that would go.

 

Thank you sooooo very much. I had opened up xEdit but just felt lost as I'd only opened it before to solve simple conflicts or to do cleaning. I can't tell you how much it means that you took that much time to write a response. I didn't see this before heading to bed, but it'll be my morning project to work on. Thanks again!

Posted
8 minutes ago, Plaguetard2.0 said:

 

Thank you sooooo very much. I had opened up xEdit but just felt lost as I'd only opened it before to solve simple conflicts or to do cleaning. I can't tell you how much it means that you took that much time to write a response. I didn't see this before heading to bed, but it'll be my morning project to work on. Thanks again!

A small error on that actually. 

 

1 hour ago, sila said:

  Note the Editor Id: http://prntscr.com/r78Nu-QC8RR2

The form id there is actually the one you want.

 

 

Posted

I do wonder if that health regen effect will actually do what you want though. I don't think there is a flat x amount of health regen per second enchant in vanilla skyrim, so depending on how your 0 regen mod is going about giving you 0 regen it might not work. If it just sets the regen to 0% increasing health regen by a percent with that effect would do nothing. If it modifies your health regen by something like -100% it would probably give you an extremely slow health regen (since with the buff you would now have only -70% health regen) and would likely want more than that.

 

If the second one is true and you want more than the 30% from the vanilla effect, you would need to create a new enchant entirely. To do that, go to the original effect encharmorfortifyhealrate04 that we used. Right click and select "copy as new record into..." http://prntscr.com/6pjV2_R7RFkv and add it to the patch you made. DO NOT MODIFY SKYRIM.ESM ITSELF. Any update to the game will overwrite that and it will be a real chore to do it again. Even if you were willing, you never want to mess something up in the base game and have to verify files.  

 

Make sure you change the name, doesn't matter really what you call it you won't see this in game. I'll just call it newregeneffect. On this form find Magnitude. I will change it to 200, that will be 200% faster regen in game. Now you will see that your effect has a different form id, copy that into the EITM OBJECT line on the armor and you are done.

 

IF your no health regen mod is a modifier, that should give you a decent amount of regen while it is equipped...

 

What mod do you have that is removing your health regen exactly?

 

 

 

Posted (edited)
7 minutes ago, sila said:

I do wonder if that health regen effect will actually do what you want though. I don't think there is a flat x amount of health regen per second enchant in vanilla skyrim, so depending on how your 0 regen mod is going about giving you 0 regen it might not work. If it just sets the regen to 0% increasing health regen by a percent with that effect would do nothing. If it modifies your health regen by something like -100% it would probably give you an extremely slow health regen (since with the buff you would now have only -70% health regen) and would likely want more than that.

 

If the second one is true and you want more than the 30% from the vanilla effect, you would need to create a new enchant entirely. To do that, go to the original effect encharmorfortifyhealrate04 that we used. Right click and select "copy as new record into..." http://prntscr.com/6pjV2_R7RFkv and add it to the patch you made. DO NOT MODIFY SKYRIM.ESM ITSELF. Any update to the game will overwrite that and it will be a real chore to do it again. Even if you were willing, you never want to mess something up in the base game and have to verify files.  

 

Make sure you change the name, doesn't matter really what you call it you won't see this in game. I'll just call it newregeneffect. On this form find Magnitude. I will change it to 200, that will be 200% faster regen in game. Now you will see that your effect has a different form id, copy that into the EITM OBJECT line on the armor and you are done.

 

IF your no health regen mod is a modifier, that should give you a decent amount of regen while it is equipped...

 

What mod do you have that is removing your health regen exactly?

 

 

 

Simple No Health Regen at Skyrim Special Edition Nexus - Mods and Community (nexusmods.com)

Relatively new and there is actually a post about how he got this to work, because normally once you disable health regen, no enchants or fortify health regen works. It was the first time I saw it mentioned that those work, so I tried fortify health regen potions and it worked. The bandage item I was using actually healed like this, it just didn't last very long and I burned through insane amounts of bandages, so I was playing and thought... "What if I could wear the bandages and they heal me?" And hence, here we are.

 

An Update, I decided to try things tonight, and it works perfectly. However, when I ran Loot recently I saw I got this error "Cyclic interaction detected: VAmeliaBandages.esp --[Master]-> Bandages Health Addon.esl --[Master Flag]-> VAmeliaBandages.esp"

 

It isn't the biggest deal, as I put my "Bandages Health Addon.esl" patch into it's own mod file and can just deactivate it and run loot and reactivate it, but I wasn't sure what I may have done wrong that I'm getting that error.

 

 

Here is what he said in how he got it to work... I understand some of what was said, but not all.

"tl;dr: modified healratemult instead of healrate.

Regen in Skyrim is basically a product of your health, the base heal rate (healrate) and the heal rate multiplier (healratemult). UESP has a bit more info on it?.
Heal rate mult is used by a lot of regen effects in the game, like potions or enchants that fortify regeneration, and also similar negative effects. Only very few things touch the base heal rate, in vanilla only Histskin and the Ring of the Hunt (afaik).
By reducing healratemult to zero a potion can still work since it just boost the value for a bit temporarily. To make sure Histskin and the ring still work I added two exceptions that disable the mod while they are in effect.
There are other mods that do it in a similar way. Some of them were too complex for my simple needs or I didn't know about them until uploading my own solution.

Feel free to check the mod in SSEEdit, it's a pretty tiny change.

Edit: Combat regen rate is untouched by my mod, I am still debating on possibly disabling it to buff the usefulness of fortify regen effects in combat. Maybe I add this as an option in the future."

Edited by Plaguetard2.0
Posted (edited)
7 minutes ago, Plaguetard2.0 said:

An Update, I decided to try things tonight, and it works perfectly. However, when I ran Loot recently I saw I got this error "Cyclic interaction detected: VAmeliaBandages.esp --[Master]-> Bandages Health Addon.esl --[Master Flag]-> VAmeliaBandages.esp"

That means that both mods are set as a master of each other and loot doesn't know what to do with them. Is the bandage health addon one you made as a patch? It should not be an .esl, it should be saved as an esl flagged esp specifically.  http://prntscr.com/_1vhqkJuL7CP that one.

 

The difference is that .esl files count as a light master, which does not take a slot in your load order but still counts as a master file like ESM does. In order to get the benefit of not taking a slot in your load order, you use esl flagged .esp. I know it might be a bit confusing :joy:

Edited by sila
Posted
10 minutes ago, sila said:

That means that both mods are set as a master of each other and loot doesn't know what to do with them. Is the bandage health addon one you made as a patch? It should not be an .esl, it should be saved as an esl flagged esp specifically.  http://prntscr.com/_1vhqkJuL7CP that one.

 

The difference is that .esl files count as a light master, which does not take a slot in your load order but still counts as a master file like ESM does. In order to get the benefit of not taking a slot in your load order, you use esl flagged .esp. I know it might be a bit confusing :joy:

Ah, whoops. That makes sense. You certainly pointed out the right one to use, but it was late and I totally just saw esl and gravitated to it. It has been fixed now. Thank you!

Posted (edited)
6 minutes ago, Plaguetard2.0 said:

Ah, whoops. That makes sense. You certainly pointed out the right one to use, but it was late and I totally just saw esl and gravitated to it. It has been fixed now. Thank you!

All good, glad you got what you wanted out of it.

 

And now that you know how to do some edits yourself you can do similar things for other armors. xEdit is actually pretty simple to use once you get the hang of it. It's way better than creation kit, although there are some things creation kit can do that xedit cannot.

Edited by sila
Posted (edited)
9 minutes ago, sila said:

All good, glad you got what you wanted out of it.

 

And now that you know how to do some edits yourself you can do similar things for other armors. xEdit is actually pretty simple to use once you get the hang of it. It's way better than creation kit, although there are some things creation kit can do that xedit cannot.

Indeed! When I first opened it, I just didn't understand what I was looking at. I've gone into esp files before to fix corrections, but you just drag and drop to resolve conflicts with that based on what I feel should be the top mod, never had to actually understand what I was looking at in detail. Your tutorial was really easy to follow, and definitely made me start seeing the things I'm actually going in on and what it means to edit them, as well as made me realize I probably shouldn't be editing the esp files themselves in some cases and could create a patch file. Really appreciate it.

 

One would think at 629 Active Mods, that I wouldn't find more things to tweak (and normally when I do, I find someone already has made a mod for it, haha)... but there I was going through a dungeon and thought... "Sure would be cool to wear some sexy bandages that could restore my life between fights." And I made it only 10% health regen, because then I have to decide... do I sit and wait and let my Needs build, or do I continue on... if I do continue on and I run into an enemy, now I have to decide, do I fight in the bandages, or do I try to equip armor. I have Souls Menu and an animation that runs for each item equipped, so while I don't make it so I can't equip something else mid battle (that would mess with iEquip), I make it very punishing if I don't think it through and make sure it is safe to do so.

 

And certainly now the next time I like a mod but perhaps don't like the values of what it changed, I'll know how to change it or patch it myself. Perhaps one day, I'll make my own mod after all these years.

Edited by Plaguetard2.0

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