Enderal
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Unedjis

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Unedjis

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About this mod

Reworks the mechanics behind Enderal's health regeneration in order to make it less complicated to build upon. In the process, this mod fixes the broken health regeneration potions and enchantments and diversifies foods a little bit without changing their core function.

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Permissions and credits
Translations
  • German
Motivation

Enderal follows the paradigm of zero "natural" health regeneration, which is a feature I really love. This paradigm, however, has been implemented in a weird and impractical way (which I have outlined in more detail here, in case you're interested). As a result, certain health regeneration items such as Health Flux Potions as well as any armor pieces that grant +Health Regeneration (e.g. Silent Step of the Rat Catcher) give INSANE amounts of out-of-combat health regeneration (up to 100 hp/s). This does not bother most people, as it basically only cuts down on down time between fights, which can be very convenient. However, I am also creating an overhaul of the Armor Sets, and I would like to implement items that grant some minor in-combat regeneration - the key concept here being "minor". With the original way Enderal implemented health regeneration, this new feature would be very easy to abuse simply by downing a Health Flux Potion before or during battle and enjoy instant regeneration of any incoming damage (basically God Mode via potion). Hence my fix.


Features

1) Boring and complicated fix of background mechanics (see my post on the SureAI forum on this).

2) Processed food (i.e. anything you cook at a cooking pot, plus many store-bought foods) now grants health regeneration according to type and weight. The heavier the food, the longer the duration. Overall, durations have been shortened, you you might want to pop in a post-combat snack after each fight. Check the readme for a "spreadsheet" of the effects (click on "View as plain text" for better layout). Raw foods remain unchanged.

3) Adjusted regeneration values for enchanted items that have them. This is a rough estimate of what I guess the devs originally wanted in strength. (Essentially I just added a zero everywhere, and still you'll get about 1/10 of the effective regeneration bonus you got before with the broken mechanics.)

4) No changes to stamina and magicka regeneration.

Brief example: If you have 100 Health and eat some bread (+100% Health Regeneration), you will regenerate 1 HP/s for the duration (at 500 Health this would be 5 HP/s). If you eat some Beef Stew (+200%) instead, you will regenerate 2 HP/s (or 10 HP/s at 500 Health). Regular Enderal always has you regenerate 1.6 HP/s at 100 Health, regardless of which food you eat.


Changelog and Updates

  • As of v2.0, this mod also tackles the issue of Mana Regeneration, which was broken for the same reasons as Health Regeneration (SureAI for some reason decided to modify MagickaRate instead of MagickaRateMult, which led to unintended interactions with regular Mana Regeneration items, essentially granting you +100 MP/s out of combat as soon as you got some decent equipment).
  • The background mechanics of the mod have also been altered to be based on a new common framework for various mods that will be released by KuroPurple and me. We had to find a way to make sure our mods are compatible in the sense that users wouldn't be able to exploit our fixes. Essentially, KUFramework.esm contains all of the "basic" fixes that stay as close to the Vanilla system as possible in their ingame effect. KUFramework is a common master file used by all of our mods, and is always safe to overwrite with newer versions of KUFramework. The version number of KUFramework used by the mod in question will be given in the description of each file.



Known Issues and Limitations

None so far. Please let me know if you find any weird regeneration behavior.


Future Plans

Make that Armor Set Overhaul


Installation / Update / Uninstallation

Should be safe to add and remove at any point. Either install using a mod manager or just manually drop the ESP into your data folder.

If prompted to overwrite KUFramework.esm, check the version number of the framework that is given in the description of each download file on any mod that uses it. Only overwrite if the version used by the file you're currently installing is newer than the existing one. Same version number = same file = no difference.

Example (HYPOTHETICAL!):
  • Regeneration Fixes and Food Diversification (as the first published mod that uses KUFramework.esm uses KUFramework v1.00.
  • Let's suppose for my upcoming Affinity Armor Sets mod (that is also based on KUFramework) I have to add some functionality to KUFramework (probably not, but who knows). That would mean I would change the file and designate the framework used in that mod as v1.01.
  • Now the install order matters. If you install Food Diversification first, then you must overwrite KUFramework.esm with the file provided by Affinity Armor Sets because the file included in Food Diversification lacks some records Affinity Armor Sets relies on.
  • If you install Affinity Armor Sets first and THEN Food Diversification, you must not overwrite KUFramework.esm because Affinity Armor Sets has the newer version and depends on the new functions included in that file.
  • TL;DR: Always have the latest version of KUFramework.esm, never overwrite that file with older versions.



Load Order & Compatibility

Anywhere, but be mindful of mods that also tackle the regeneration issue, such as Ixion VII's Gameplay Overhaul (available for Forgotten Stories only on the Workshop, I think).

Known incompatibilities:
- Ixion VII's Gameplay Overhaul (no need to use my mod if you have that one, as it also addresses regeneration within its own balance)


Credits

  • SureAI for creating Enderal.
  • gavrant for a long and fruitful discussion of the mechanics behind regeneration that helped me *really* think this through.
  • Antarus for providing original research on regeneration upon which I could base my findings.
  • KuroPurple for collaborating with me on KUFramework and mods dependent on it.