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kuertee

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  1. kuertee
    kuertee
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    0.806, 23 April 2015:

    • 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.
  2. TimThe7th
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    Would there be issues porting this to sse via resaving in the creation kit? It looks fantastic and I'd love to give it a shot in sse. 
  3. sizt
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    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?
  4. Falkrun
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    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:

    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
    1. kuertee
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      That's weird. I'll need to re-look at the ESP file tonight. For now, I think it should be ok. Althoufh, I don't play with it bashed.

      And, yeah, I built this mod after I played the Witcher 2.
    2. Falkrun
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      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.
    3. kuertee
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      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.
    4. Falkrun
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      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.
    5. toxedo7
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      Yup worked for me too thank you for the information, i had the same thing
  5. BelmontBoy
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    Thanks so much for this excellent mod kuertee, really great work.

    Is there a way to configure the settings so potions expire, but no other changes are implemented? 
    1. kuertee
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      Hey, thanks!

      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.
  6. flanelinha
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    Can you do a version that don't affect the health/stamina/magika regen rate?
    1. ssuamier
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      I second this. Keeps me from installing the mod as I'd like to use other mods for that kind of changes.
    2. kuertee
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      I'm quite sure you can turn those effects off.
  7. Yoshh
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    Am I right assuming this is incompatible with CACO?
    1. thebunnyrules
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      Just place Caco after this mod in the load order. The 5 minute duration gets applied to the CACO potions via script.
    2. Yoshh
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      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.
  8. Axel335
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    Was making similar changes to the potions myself before I found your mod. couldn't play without it, thanks!
  9. xreddawgx
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    will this allow follower to periodically coat their weapons in poison ?
  10. HeavyH20
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    Is this compatible with perma given that this mod is lower in the load order. Perma changes stats and puts potions to regen form.
  11. Airesis
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    so you can drink 1 potion for every 50 magicka you have? what happens if you drunk more? or you cant? does it have a cooldown in that case then?
    1. kuertee
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      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.