So, I have started creating patches for famous food & potions mods, overhauls. The first attempt was not very smart. That's why Realistic Regeneration 3.12 is out. I have optimized Spells & Magic Effects so they are using keywords instead of magic effects as much as possible. There is a minor issue of course, magic effects in vanilla game has changed FoodRestoreStaminaDuration & FoodRestoreMagickaDuration even more (they were changed before): I added a keyword to them. This was necessary because the mod should know that either a potion or a food effect is active on the player. And such changes gives an ability to easily create patches for existing overhauls or even don't create patches at all!
So, you may play with Gromits Potions & Food Overhaul plus CRX and any mod that does not change vanilla food items. To be clear, Gromits Cooking Recipes is the total overhaul for vanilla food system. And mods like Osare Food or Cooking Expanded is built on top of the vanilla food effects, they are not conflicting with Gromits mods at all.
The patch for Gromits Recipes Cooking was removed because now it is not required at all. Still, CRX is requires some minor changes. Read docs in the files.
With this mod installed my Stamina does not regenerate anymore on game load... have to switch cell and wait to start it again :( I have not set any changes to stamina regen in the mod MCM
Thanks for feedback. This is quite strange. This mod does not track cells to do anything. More than that if the mod has disabled options to control a regeneration rate, then the mod does nothing with this rate. Are you sure that there is no other mod which break your gameplay?
Welp, I need help. I've got CACO (latest version - 2.0) and RR + Caco-RR-Patch. I put them in right order, as it was said on previous pages (CACO>Patch>RR) and I still have 1hp\sec reg! RR works well with Magick and Stamina, but the main reason i downloaded it was an opprotunity to OFF the regeneration. I need someone give me an advice what to do :(
Hi there, Somebody already asked this question. As I recall, I have to create a new patch for new version of CACO. At the moment I have no enough time to complete this task. I can't promise, but I will try to fix the problem when possible.
This may be most of what I was looking for but... how sensitive is it? That is, can I use four or more decimal places? I'd like to set a value of .0005 health regen - something I can do in TES5Edit, at least. This should, at a timescale of 6, mean it takes two weeks of game time to heal from nothing to full: 100 / (.0005 * 3600 * 24 / 6) = 13.89 days. Given that the sleeping formula changes this to a timerate of 1, but sleeping itself should promote healing, I'd like it to be a regen rate of .000125 when sleeping - effectively, an 8 hour sleep would give the benefits of 2 hours waiting in real time.
Would also like magicka to go down to .007 (should take a full day to replenish from empty at the above timerate) and .00175 for sleep.
Well, it is possible, of course. But at the moment the mod is handling values starting from 0.01. When I developed this mod I never think about timescale and your case. So, I will probably try to release an update to this issue. Thanks!
I have never play Enderal. Is the mod working properly without Enderal for you? Enderal is a huge mod, so, probably there is a conflict between mods (Enderal overwrites settings for Realistic Regeneration). Sorry, can't help you much.
I seemed to have found the culprit and I believe its going to be a very quick and easy fix with Tes5Edit, I'm just not sure how to change the wording. This may even be something to bring up on CACO's page more so than here. But when I apply a bandage from CACO it is only healing me to the base value of my PC and not my buffed state. I am currently 130/140 (w/ +10 hp coming from Frostfall's warmth status). How would I change the conditions in Tes5Edit to make it so it calculates my total health after being buffed?
Edit: Changing the load order did not seem to work. It's definitely not accounting for any buffs when the bandages are placed on my character. Somehow RR and CACO are not speaking to one another for bandages.
I'm sorry for a late response (was afk for more than week). I can't help you without seeing what was changed in CACO (seems to me a lot was changed). In that way I will try to fix the patch for you very soon.
I have tested out CACO 1.2.1 and it is working for me as intended. I used Realistic Regeneration's Health attribute modifier option to buff my health. Then I've added via console Simple Poulstice + Clean Bandage. The only bad thing I have noticed that bandages do not working if HealRate is eq. to 0. And I have bad news if you are using CACO 2.0 BETA -- it was released after I've made the patch for CACO and I don't plan to create it at the moment. Can you tell me what is your version of CACO?
I am also using 1.2.1 and I have realized the issue. You are right my Heal Rate was equal to 0.0 and nothing works if that's the case. And even with a tiny heal rate of .1, CACO's health regen properties were healing me about 1hp/hour (0.1 *0.03 for example).
I will retest whenever I get a chance. Currently still in testing phase for all my mods and I am leaving this one for one of the last mods to re-download.
Apologies for any inconvenience and I very much appreciate your feedback and support as a mod author.
104 comments
So, you may play with Gromits Potions & Food Overhaul plus CRX and any mod that does not change vanilla food items. To be clear, Gromits Cooking Recipes is the total overhaul for vanilla food system. And mods like Osare Food or Cooking Expanded is built on top of the vanilla food effects, they are not conflicting with Gromits mods at all.
The patch for Gromits Recipes Cooking was removed because now it is not required at all. Still, CRX is requires some minor changes. Read docs in the files.
--
Have a fun!
have to switch cell and wait to start it again :(
I have not set any changes to stamina regen in the mod MCM
I've got CACO (latest version - 2.0) and RR + Caco-RR-Patch. I put them in right order, as it was said on previous pages (CACO>Patch>RR) and I still have 1hp\sec reg! RR works well with Magick and Stamina, but the main reason i downloaded it was an opprotunity to OFF the regeneration. I need someone give me an advice what to do :(
Somebody already asked this question. As I recall, I have to create a new patch for new version of CACO. At the moment I have no enough time to complete this task. I can't promise, but I will try to fix the problem when possible.
Would also like magicka to go down to .007 (should take a full day to replenish from empty at the above timerate) and .00175 for sleep.
Can this mod do this or is .01 as low as it goes?
Well, it is possible, of course. But at the moment the mod is handling values starting from 0.01.
When I developed this mod I never think about timescale and your case. So, I will probably try to release an update to this issue.
Thanks!
Edit: Changing the load order did not seem to work. It's definitely not accounting for any buffs when the bandages are placed on my character. Somehow RR and CACO are not speaking to one another for bandages.
And I have bad news if you are using CACO 2.0 BETA -- it was released after I've made the patch for CACO and I don't plan to create it at the moment. Can you tell me what is your version of CACO?
I will retest whenever I get a chance. Currently still in testing phase for all my mods and I am leaving this one for one of the last mods to re-download.
Apologies for any inconvenience and I very much appreciate your feedback and support as a mod author.