Skyrim

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Xander9009

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Xander9009

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11 comments

  1. nacrox
    nacrox
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    Very interesting, I will try this, thank you!
    1. eirikmurito
      eirikmurito
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      Can someone explain to me what this mod actually does. The describtion is very unclear to me
    2. Xander9009
      Xander9009
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      It gives you the ability to convert potions so that when you drink them, any excess restorative energy is stored until needed.

      If you convert a potion of minor healing, which heals 25 health, you'll end up with a potion that heals 25 health. However, with this potion, if you drink it while only missing 10 health, then you'll heal 10 health, and the remaining 15 health will be stored until you lose health again. If you then lose 5 health from a hit, you'll immediately heal that 5 health and the stored 15 health will reduce to 10 stored health.

      This also works for stamina and magicka potions.

      There are also 3 new spells, each storing a different attribute. They work basically like the "Healing" spell. You continuously cast them, and as you do, health, magicka, or stamina (depending on which of the three spells you're using) will be stored so that the next time that attribute goes down (such as if you start sprinting if you stored stamina, or you cast another spell if you stored magicka), it'll restore just as if you'd used one of the potions.
  2. godzila56
    godzila56
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    This mod causes an immediate crash of skyrim for me unfortunately
    1. Xander9009
      Xander9009
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      Well, shoot. Do you have the expansions? If not, that's why. I don't think it actually uses anything from them, and if not, I'll upload a corrected version shortly (I had a friend check everything over to make sure it was working, but she /also/ has all of the expansions, so she wouldn't have noticed this, sorry).
    2. Xander9009
      Xander9009
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      I removed those requirements. See if it works now.
  3. SilverNirvash
    SilverNirvash
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    could you possibly give us some video to see how it works? because i use skyre which makes potions heal over time rather than in one straight shot.....so i'd like to see HOW this works before giving it a shot to see if it'll be compatible with Skyre or not.
    1. Metallionus
      Metallionus
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      I'd like to se how it works, too.
      I'll run a few tests and use the DVR I have on my computer (Raptr DVR from AMD's Gaming Evolved client. It does the job well enough)
    2. Metallionus
      Metallionus
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      Okay, I've done some tests on both the Spells and Potions (I don't often have Ingredients with me), and I have some results.
      The Potion Converter didn't want to work with any potions with SkyRe, that will need a patch. The spells worked fine, although the Magicka one seems a little redundant to me. It costs 4 Magicka/s, and drains a further 10 per second into storage. When you've drained all your Magicka using the Spell, you pretty much just get half of your Magicka bar back instantly.

      Stamina one works fine, as you use Stamina (say Sprinting), it'll regen the bar while you sprint, so technically you can have Infinite Stamina, plus your Stamina regens faster by default in SkyRe, so you can channel the spell for as long as your Magicka can sustain it. That'll be useful for those who want to travel quickly and not worry about Stamina.

      Health drained normally via use of the spell, and didn't get aded straight back on after I finished channeling it, but I suspect it regens the same way as Stamina does, as you lose Health it'll be restored very quickly from your Stored Health.

      The game also notifies you of your Remaining reserves of Stored HP/STAM/MAG periodically, so you know how much you have left.
      These are the results of a brief test I did with Potion Conversion and use of the new Spells. Also, the three new spells will level your Restoration. One of them will, at least, I suspect that'll be the HP one.
    3. Xander9009
      Xander9009
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      All three will level your Restoration, and I may actually remove this experience gain if others want. I'm not certain it's a great way to go.

      I lowered the amount it stores from 10 to 5 (I did this a long time ago, but I forgot to change the book). My friend that tested it didn't know the exact amount, so she didn't notice this discrepancy.

      As for working with potions from other mods, no, that won't work. They MUST be base-game, vanilla potions. I reference them specifically in the script's properties, so mod-added potions won't work. I can, however, add potions from specific mods, and I probably will. I didn't want to bother doing that without any interest in it, though.

      And there might be something in SkyRe or some other mod you're using that makes your magicka regen immediately. How it SHOULD work, is this:
      Cast spell, channel it awhile. While you're channeling it, it constantly tells the script NOT to restore Magicka.
      Stop casting the spell, and it stops telling the script to stop restoring magicka, BUT it doesn't actually tell it to start yet, either.
      When your magicka is full OR when it is lowered for any reason, it starts restoring your magicka.

      It seems like your magicka is being registered as lowering for some reason. This might be script lag, I'm not sure. I can put it a small delay so it won't happen immediately, and that might make it work properly (it already worked properly on my system and my friend's, so I was hopeful). I'll post back when I get these changed and uploaded.

      EDIT: Forgot to mention it also automatically reactivates if you are in combat or if you enter combat.
    4. Xander9009
      Xander9009
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      I just opened up SkyRe and it doesn't add new potions, it changes the vanilla ones. They still restore toughly the same amount of attributes, so the numbers aren't a worry. I tested them with the potion converter and they worked fine. Are you sure you didn't put them into the ingredient converter? I ask because, while I thought I fixed this before uploading it, I originally had both cabinets named "Potion Converter". Also, are you sure the potions you put in were the normal restore potions? Only a potion like the vanilla-named "Potion of Minor Restore Health" or SkyRe's version of the names "Restore - Magicka II" will work. Anything else won't. But, like I said, I tried the SkyRe potions just now, and they worked fine.

      Either way, I put in a delay of 2 seconds for Magicka (health and stamina will still begin restoring immediately after the spell has stopped being cast if they are lowered; while I'd be perfectly fine with putting in a delay for stamina, health might not work out, though I'll give it the same delay if necessary). So, if you could let me know if your magicka is working properly now, that'd be awesome.

      I fixed the 10 point reference in the book to properly specify 5. And the reason the magicka storing spell seems redundant is because each spell works the same way: the spell costs magicka to maintain + 5 points of the affected attribute.

      If you guys think I should, I can easily make the Store Magicka spell cost no magicka so all of the drained magicka goes straight to your reserves, but it's already a tad imbalanced as it is. If I implement an MCM (let's say 100 unique downloads?), you'll get full control over what each spell costs, drains, and stores.