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Beagle2

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Beagle2

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21 comments

  1. ZveroBoyZ99
    ZveroBoyZ99
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    Mod does not working. Author, in your .esp file there are references to some script files. But there is no .bsa archive with this script files.
  2. Maniac3020
    Maniac3020
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    I tried adding the spells to my character with the console, but the damage attribute for my healratemult just kept increasing in the negative values to infinity, and I cannot find anything on the internet about how to change that with the console, aside from loading a previous save.
    1. Beagle2
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      Which commands did you use in the console?
  3. Taedus
    Taedus
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    What do I need to change to make full regeneration take one week instead of two? If it takes two weeks, you will recover so slowly that you won't notice it and you might as well use a mod that disable health regen completely.
    1. Beagle2
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      You can make a change via the console. This mod changes the healratemultiplier, you could use the console to change that value to something you like more. The console command is:

      player.setav healratemult 0.10

      Where 0.10 is what I used for this mod, the higher the value, the quicker the Regeneration. The Default 100.
  4. cloudfefe
    cloudfefe
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    It's not working for me either. Can someone please let me know what values are supposed to be changed and what they're supposed to be changed to? I tried to fix the problem using the console commands that @blackjackgarry suggested but they didn't work. I'm going to try changing those values through the modav console command.
    1. Beagle2
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      The console command is:

      player.setav healratemult 0.10

      Where 0.10 is the value this mod uses. The Default value is 100.

      Before you use that console command I recommend to first run the command

      player.getav healratemult

      This Returns the current value before any change, so you know which value you can revert to.
  5. Teirdalin
    Teirdalin
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    Just the mod I was looking for. Too bad it does not work.
    1. TenShadows
      TenShadows
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      Same problem. Still regenerating as usual.
  6. LeForgeron
    LeForgeron
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    Good mod, why not do the same with magicka regen, stamina regen and carry weight.
    1. agnosticnixie
      agnosticnixie
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      Aside from carry weight (which isn't in pounds anyway - Morrowind and Oblivion used ounces as a rough guide) these are lower than the other elder scrolls games.
  7. AlterMann22
    AlterMann22
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    Not working on me too.
    1. blackjackgarry
      blackjackgarry
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      @Beagle2

      AlterMann22 is corret - its not working.
      (Using the newest Patch and SKSE, loading as last mod)

      The problems are:
      - the B2RRDummyQuest is not starting. I don't get your mention messages, also in a new game.
      - The Spells are not active (thats bec. the Dummy Quest wasn't starting)

      Now I tried to 'console startquest' the Dummy Quest - also not working.
      Now I looked into the spells and started them with player.addspell **0022f9, *FA, *FD - IN THIS CASE I GOT IT TO WORK!

      So, the problems are the quest conditions!
      Another thing is, that you didn't set a name to the spells except Healt with HealRate. I also changed the value to show the effect. When I did all this I was able to see and experience the differences.

      So, for the moment, you have to MANUALLY start all three spells like:
      player.additem ..0022F9(.. stands for the mod position)
      player.additem ..0022FA
      player.additem ..0022FD
      You may also change the esp with Tes5edit to show the effects, and give these spells a name (stamina & magick are empty)

      Hope this helps to get it on track...

      AddOn: I think the quest stages are wrong. You should have (my understanding) at least 2 stages. One for starting, and one for stopping...
    2. Beagle2
      Beagle2
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      blackjackgarry, I thank you for your detailed troubleshooting, much appreciated. Indeed the Quest not starting is most likely the cause.

      I installed the creation kit again to see if a fix can be done, only to realise that the .esp file doesn't store the script's source code as text, and instead I should have done a back-up of the files in the CK's script folder (which i didn't) before the last format c: /

      Thus a rewrite will be necessary, which will take a while, as I already forgot (or suppressed?) almost everything about making mods with the Creation Kit.

  8. xp32
    xp32
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    Great! I really want this kind of thing all along but can't made it my self. Btw, does this mod change race tab inside its esp ?
    1. Beagle2
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      Thanks, no the mod doesn't change any race-data, actually it works more like an invisible magic effect on the player, which makes it almost 100% compatible to other mods.
  9. antontheking123
    antontheking123
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    Great mod man! A fantastic option would be like a less hardcore one that slows regeneration when out of battle more than vanilla but less than your hardcore one. Like maybe it takes 20 minutes to reach full health. Thanks for the great mod bro!
  10. Beagle2
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    It affects the player character only.

    Personally I prefer it this way, because you don't have to constantly check and manage your followers health.

    Maybe I can make it optional with the next update.