Will start by saying I really love what you created here, love that the health being reduced affects other things (and son on...) However, I have to say I always felt that health potions should work the other way around... By that I mean, when you're badly wounded the potions has more "work" to do and is less effective at lower health, although I guess it would be mostly wasted on someone with a minor scrape (dispersion in the body). I guess the way I'd see potions effectiveness change depending on your health for eg would be that it's effectiveness would rise sharply from 0% healthy to 100% effect when something like 30% healthy (?) and then drop slowly to 0 when 100% healthy... it always slightly weirds me out when something has a binary effectiveness (0 or 1) rather than something more organic...
I guess I'm asking you if you'd be capable to add an MCM menu with toggles for this type of behaviour? (That would make it a must have for me <3)
first of all, I'm grateful for your works. I love all your mods, every single one of them is all impressive. As for this one, it's really fun to play with, except when NPCs fell down a lot by running out of stamina, could you please give an option to prevent them from falling down? it's cool though at first, until I fight a "supposed to be good" opponent and then he just fell down after spamming power attacks at me.
The only thing wrong with this mod, is that it has issues with Dynamic Potions - Poisons - Ingredients - Food . The food that this mod edits prevents that mod from editing the food. Putting the mod before and after each other doesn't fix the issue.
Fine idea, but one BIG problem ! You should adjust "PCHealRateCombat Spell" for the Player (by lowering the value) and not deleting this. It causes usual CTD especially with USKP patches into my saves.
I found this topic too : http://www.gamesas.com/removing-the-pchealratecombat-spell-from-the-player-introduc-t302282.html
It is well known it may be dangerous to change many things for Player/Prisoner settings. Cheers
Fine. Good work ! Just a suggestion : vampires could have in my opinion a more important Health regeneration rate (for example the 0.7 vanilla rate), because they are undead creatures not human. i let you appreciate or not the idea.
Ok I have had to uninstall. It doesn't seem to work for NPC's (just the PC) and it seems to disable the ability of NPC healers (Cerwiden, Chaconne) to heal the PC.
That sounds like another mod is doing that.~ My mod should be working as stated, otherwise most likely you are experiencing a Mod Conflicting with My Mod.~
Thanks man. I was actually planning on making a mod like this myself with slightly higher health regen, but that won't be necessary anymore. I really enjoy your mods. Keep up the fantastic work!!!
Thanks, at first I only came out with a few mods, but recently it just seems like I'm noticing a lot of very simple changes that could make the game better than no one does or does in a way that I want exactly.~ One of the reasons I started modding was because I'm basically very detailed and if I want something a certain way I'll find a way to make it that way.
I was surprised how very very simple it was to start making modifications: it's a lot like Math, one my favorite subjects, you have your Pieces or Game Parts and you have your Formulas or Ways of Putting The Game Parts Together to create something.
Most of the time, I'm just taking things apart, learning what each piece does, learning how the pieces fit together to make something that works, putting those things back together, creating my own things using what I've learned, and altering the design to create what ever I want.
In a way, many things in life can be looked at from a Mathematical point of view if you look at things like that.
I cannot believe it has taken sooooooooo many years for somebody to come up with this! I use AFT and always set my followers to non essential, and I cannot stand the way they constantly regen so quickly!!! A thousand thank yours good Sir... err lady. :C)
You can call me whatever you like.~ I consider being called a female a tremendous compliment, because females are beautiful wonderful creatures to me.~ Everything is beautiful and wonderful in their own ways to me.~ ^_^
I'm not sure, I only know that by default Playable Human Races do not Regenerate Health during Combat because they don't have Regen Health in Combat Checked. I checked this box and changed their default Race Health and Stamina Regeneration.~
Everything else might be handled by other factors such as Game Settings, which I did not change.~
I wanted this to be a Race-specific thing, not a Game Settings thing, because creatures need higher regeneration since they don't usually use potions or heal spells.~
If I made this a Game Settings thing then the effectiveness of ALL things related to regeneration would most likely have been affected.~
29 comments
I guess I'm asking you if you'd be capable to add an MCM menu with toggles for this type of behaviour? (That would make it a must have for me <3)
As for this one, it's really fun to play with, except when NPCs fell down a lot by running out of stamina, could you please give an option to prevent them from falling down? it's cool though at first, until I fight a "supposed to be good" opponent and then he just fell down after spamming power attacks at me.
You should adjust "PCHealRateCombat Spell" for the Player (by lowering the value) and not deleting this. It causes usual CTD especially with USKP patches into my saves.
I found this topic too :
http://www.gamesas.com/removing-the-pchealratecombat-spell-from-the-player-introduc-t302282.html
It is well known it may be dangerous to change many things for Player/Prisoner settings.
Cheers
Just a suggestion : vampires could have in my opinion a more important Health regeneration rate (for example the 0.7 vanilla rate), because they are undead creatures not human. i let you appreciate or not the idea.
Notify in the description for whoever uses the RSCO.
I left the RS Children in the end and it did not fix.
RS Children has a patch for things like this, so it's okay, I posted it most to warn.
I was surprised how very very simple it was to start making modifications: it's a lot like Math, one my favorite subjects, you have your Pieces or Game Parts and you have your Formulas or Ways of Putting The Game Parts Together to create something.
Most of the time, I'm just taking things apart, learning what each piece does, learning how the pieces fit together to make something that works, putting those things back together, creating my own things using what I've learned, and altering the design to create what ever I want.
In a way, many things in life can be looked at from a Mathematical point of view if you look at things like that.
Covers most, if not all, of the eventualities.
You say in the description that the regens are the same inside and outside of combat. In addition, you say you don't change magika regen.
My question is: Is the magika regen equal to the vanilla in combat rate or out of combat rate?
Thanks!
Everything else might be handled by other factors such as Game Settings, which I did not change.~
I wanted this to be a Race-specific thing, not a Game Settings thing, because creatures need higher regeneration since they don't usually use potions or heal spells.~
If I made this a Game Settings thing then the effectiveness of ALL things related to regeneration would most likely have been affected.~
Thanks for the reply!