Bug fix: Player-made potioins will now have the proper amount of duration (i.e. 5 minutes). Previously, some player-made potions were being generated with 0 duration. Thanks to mrmistophelees for the fix. (I forgot to add this credit to the read-me in the download packages. It will be in the next release.)
New feature: userNPCsDrinkRegenHMSPotions (Default: True): NPCs (i.e. followers) will drink regeneration potions for attributes (Health, Magicka, Stamina) that are less than 75%. Read the "Gameplay changes" section, below, in regards to NPCs.
New feature: When the player sleeps, NPCs (i.e. followers) sleep. Their health heals at the rate of 8 hours of player's sleep for their full health. Read the "Gameplay changes" section, below, in regards to NPCs.
I would really love to give this mod a go, but when I install it it messes up Battle Fatigue and Injuries. The HUD disappears and while the option to ask my followers if they are injured is still there, the dialogue box with their injuries doesn't appear. I've tried changing the load order, installing Useful Potions before BFI - nothing seems to work. Can anyone help?
Giving this mod a go, as it reminds me of the Witcher style healing potions. Just finished rebuilding the bashed patch, and it threw this error. I rebuilt it again and it threw the same error. Not sure if it's anything to worry about, but thought I'd report it:
Love the Witcher series. Haven't played 3 yet though...
Anyway, after some testing, I've noticed that even with setting the Health/Magicka/Stamina mults all to 100, the regen still won't go back to default. Health regen is effectively 0, which makes it so that even when drinking a health potion, it remains at 0, since a 20% increase of 0 is still 0. I'm running Wildcat, which alters the regen rates due to injuries, as well as iNeed, which adjusts the rates when hungry/thirsty/tired...but I don't think either of those would directly affect what this mod does. Plus, I have this loaded after those two.
It may require a reset of the mod (via the MCM) for the regen spell to update it's effects. The magnitude of the spell which controls the regen is applied with scripts on the spell. And resetting the mod will firstly remove the spell from you/all NPCs then hangs the spell's magnitude, ten re-apply the spell to the player/NPCs.
I had already tried that, to no effect. On a hunch, I reinstalled using the version with the separate MCM plugin, and after a reset, everything worked as it should have. It didn't throw a Wrye Bash error either. So it would seem that all the issues are tied up in the merged MCM version. The two esp version seems to be working just fine.
Unfortunately, there's no one-button setting so that you only get the expiration feature.
This is the closest I can get:
You can set the heal rates back to normal by setting their min and max values to 100.
Set userDurationRequiredForChange to a very large value, so that the duration of newly crafted potions and potions from outside the base game remain unchanged. Unfortunately, potions that are in the base game will remain changed. This is because their records reside in the mod's ESP.
Similarly, all heal potions will remain as regeneration potions.
One way to revert the base game's potion effects are to remove their records from the ESP with TESEdit.
But even after all that, I cannot guarantee that you will get what you want.
Because it's much more than that. I like the aproach that kuertee has with Useful Potions, namely removing the restore effects and turning them into regeneration and the limit on how many potions you can drink. CACO has restore effects but with a longer duration (from 1 to 10 seconds, and the it's magnitude scales accordingly). If I just put Useful Potions before any CACO changes (patches and such), will it just make the potions have the 5 minute duration and nothing else? Doest it scale magnitude?
I might just remove all potion and ingredient changes from Useful Potions and keep the Health, Stamina and Magicka regeneration potions, but I'm not sure how that would affect the mod.
You can drink over your limit but penalties are applied as described in the description tab and the read-me: "Use of potions more than their tolerance will cause their Magicka to be toxic - penalising their Health, Magicka and Stamina values by 50 per potion used over their tolerance. The minimum this penalty will take these Actor Values to is 25."
EDIT: And, yes, there is a "cooldown". It's when the potion's duration finishes. The mod re-checks how many other potions are still in effect and applies or removes the correct penalties.
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kuerteeUsefulPotions.esp: QUST.VMAD: Expected size == 118948, but got: 100819
Error loading 'QUST' record and/or subrecord: 02011AF3
eid = u'kuUPxMCMQ'
subrecord = 'VMAD'
subrecord size = 53
file pos = 98912
Error in kuerteeUsefulPotions.esp
And, yeah, I built this mod after I played the Witcher 2.
Anyway, after some testing, I've noticed that even with setting the Health/Magicka/Stamina mults all to 100, the regen still won't go back to default. Health regen is effectively 0, which makes it so that even when drinking a health potion, it remains at 0, since a 20% increase of 0 is still 0. I'm running Wildcat, which alters the regen rates due to injuries, as well as iNeed, which adjusts the rates when hungry/thirsty/tired...but I don't think either of those would directly affect what this mod does. Plus, I have this loaded after those two.
Is there a way to configure the settings so potions expire, but no other changes are implemented?
Unfortunately, there's no one-button setting so that you only get the expiration feature.
This is the closest I can get:
But even after all that, I cannot guarantee that you will get what you want.
I might just remove all potion and ingredient changes from Useful Potions and keep the Health, Stamina and Magicka regeneration potions, but I'm not sure how that would affect the mod.
EDIT: And, yes, there is a "cooldown". It's when the potion's duration finishes. The mod re-checks how many other potions are still in effect and applies or removes the correct penalties.