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.
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.
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.
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.
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.
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...
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.
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.
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!
21 comments
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.
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.
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...
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.
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.