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��[color=#ff0000][size=6][u]HT Casting Regeneraton[/u][/size][/color]



HT Casting Regeneration allows the player to regenerate Magicka while they are still casting, charging, or channeling spells. This is a feature that I was always perplexed was not in the base game, it makes no sense that holding a fireball should keep your bar from filling back up.

The mod is highly customizable via a SkyUI MCM menu. See the screenshots section.



[b][color=#f6b26b][size=5][u]Configuration[/u][/size][/color][/b]

[color=#fce5cd][size=4]Enable/Disable the mod:[/size][/color]

Removes or adds the main script to the player.



[color=#fce5cd][size=4]Update Interval:[/size][/color]

The amount of time between the script's updates. Lower values will make the Magicka bar move more smoothly, but will take up more time that could be better-used on other scripts. My script is very light, but if you put it too low it may be hard on low-end pcs.



[color=#fce5cd][size=4]Global Multiplier:[/size][/color]

The multiplier by which the rate of casting regeneration will be modified.



[color=#fce5cd][size=4]Regeneration Cap:[/size][/color]

The percent of the total cost of the spell(s) being casted that this mod will recharge. Example: You have 100 Magicka max, a fireball costs 50, this setting is set to 0.5, you would be able to recharge up to 75 Magicka while holding a charged fireball in one hand. If this is set to 1, you will be able to regenerate 100% of your Magicka bar. At 0 you will be able to regenerate to MAXMAGICKA-SPELLCOST while you are still casting/charging/holding a spell.



[color=#fce5cd][size=4]Channeling�Enabled:[/size][/color]

Should you regenerate Magicka while using a channeled spell (Flames/Frostbite/wards, etc.)? Warning: Can cause major balance issues, due to the possibility of being able to infinitely channel a spell.



[color=#fce5cd][size=4]Channeling�Regeneration Multiplier:[/size][/color]

The multiplier by which the rate of casting regeneration will be modified while using a channeled spell. (Flames/Frostbite/wards, etc.)



[b][color=#f6b26b][size=5][u]Installation

[/u][/size][/color][/b][color=#fce5cd][size=4]Fresh Install[/size][/color]

Install using the NMM or any other mod management utility, or just copy the contents of the archive into your Data directory.



[color=#fce5cd][size=4]Update

[/size][/color]To update to a newer version, uninstall the old version via the NMM or as described below (since you are updating, the latent variables are not a problem). Once that is done, install the newer version as explained in the Fresh Install section. Then go into the in-game MCM menu, and press the uninstall�button and then press it again to reinstall. This will Refresh all variables, as if you had just installed the mod, fresh, for the first time.



[color=#f6b26b][size=5][u][b]Uninstallation[/b][/u][/size][/color]

Do not simply remove the mod. The mod saves data in your savegame. To uninstall cleanly you must go the the in-game MCM menu and click on the Uninstall button in the right-hand column and then save your game. This will remove the magic effect with the script from your character and purge all of the latent settings data from your save. Once you have done this you can simply uninstall via the NMM or remove the files that you added earlier. NOTE: This mod uses a third-party library (JContainers) which is packaged within. If you have other mods that rely on this package, be careful not to delete its files if uninstalling manually. Uninstalling via the NMM should be save however, as it is designed to avoid just this type of problem.



[color=#f6b26b][size=5][b][u]Requirements[/u][/b][/size][/color]

Skyrim Script Extender (SKSE), version 1.7.1 or greater:�[url=http://skse.silverlock.org/]http://skse.silverlock.org/[/url]

SkyUI(for configuration, will work without it):�[url=http://www.nexusmods.com/skyrim/mods/3863/?]http://www.nexusmods.com/skyrim/mods/3863/?

[/url][size=2]JContainers(packaged with my mod, so you don't need to download it):�[url=http://www.nexusmods.com/skyrim/mods/49743/?]http://www.nexusmods.com/skyrim/mods/49743/?[/url][/size]

[color=#f6b26b][u]

[size=5]Compatibility[/size][/u][/color]

This mod only adds new forms and scripts, so it will be comparable with anything and everything. Even other mods that might mess with the player's magicka, as my mod only modifies it via the RestoreAV command (never directly sets it).



[b][u][color=#f6b26b][size=5]Changelog[/size][/color][/u][/b]



[b][color=#dd7e6b][size=3]1.0.1 - 12/21/14[/size][/color][/b]

[list][*]Fixed an oversight that caused the regeneration rate to not be affected by modifiers the player had (enchantments, standing stones, etc).[/*]

[*]Added some instructional text to the MCM menu regarding proper update procedure.[/*]

[*]Changed some MCM option's text to be more clear.[/*]

[/list]

[color=#dd7e6b][size=3][b]1.0.0 - 12/21/14[/b][/size][/color]

[list][*]Initial release.

[/*]

[/list]