For some reason, on my Forgotten Stories mod setup, health regen effects from non-food items (such as the Silent Step of the Ratcatcher) refused to work at all unless I eat something. When I do eat something, the bonus is through the roof, just as you describe in your forum post. So not only does this mod address the latter, but it looks like it will also address the former! Neat!
Sooooo the mod is working and it also has some unintended positive extra effects? Or do I have to fix something, because I really hope not, I have no clue at all anymore how any of this works. xD
Sorry for seeing your reply so late. On an unmodded game, I had the above problems. I was hoping--and still am, since I haven't played in a good long while--that your mod somehow fixes this.
Edit, Oct 8: Alas, I still have that problem. I drank a Health Regen potion outside combat, but it did nothing--nothing outside combat, nothing during combat.
Is that with or without the mod? I no longer have Enderal installed, so can't test myself and would therefore appreciate a conclusive report by someone who can. :)
I did some light testing with the Special Edition, and it works fine so far. It seems to function as expected (HP regen for eating cooked food is much slower after drinking health flux or wearing ratcatcher boots than in vanilla) without any edits needed.
Probably not without a conversion. Sorry I can't give a definitive answer, as I haven't touched any version of Skyrim for a long time and I would have to re-learn a ton of stuff to get back into modding.
Yes, Minimal Harvest and The Magic of Food and Drink need this mod, both are also available for se but Regeneration Fixes and Food Diversification unfortunately not
Oh but they probably include the framework (maybe even an updated version). Also, apparently my house mod works without conversion, so this one might as well. It's less complex (no scripts). If you want to give it a shot and report back if it works, I believe other players might be grateful. :)
Good question, I have forgotten pretty much everything about this mod or Skyrim/Enderal modding in general. My faint memory says probably not, since Vanilla food effects rely on different base parametes and you would likely get imba regeneration effects (like 100 HP/s or so) from regeneration items and barely notice the effect of food (I think). Either way, won't be balanced at all..
I just ran across your post on the SureAI forums and was very happy to see that you not only described the issue, but have already created a fix (at least for health regeneration). This seems like a much needed fix, especially since I'm planning on playing a Vandal for my next playthrough. I'm looking forward to seeing what you can come up with for the armor overhaul, and for the "outsourced" magicka regen overhaul you mentioned.
Thank you for this wonderful contribution to a fantastic game.
Magicka Regen overhaul is already included in the update (that I'm gonna release in a few minutes). What I "outsourced" was a proper food overhaul with more options and real diversity.
That's fantastic :) Just as I noticed my mana regen skyrocketing when stacking multiple sources, you have a fix out. Can't wait to test it out, maybe I'll actually have a use for mana potions now!
Edit: Love the changes, now wine and mana fungi are needed on top of mana regen from gear items and Focus use, and in intense battles mana potions are needed as well. As it should be. Very cool addition to the game, in fact I wouldn't be surprised if SureAI decide to roll these changes into vanilla Enderal.
I've already sent stuemper the framework, as it can count as "bug fixing" (and bug fixing is the only thing they are still willing to do, no major balance changes). Currently he doesn't have time to implement it, and it probably needs some more thorough testing. But eventually I think yes, in some form this will become official.
I will be the first it seems to give props for the well thought out and concise explanation of Heal Rate, and heal rate multi which has always confused me. I too feel in love with enderals health/food system and wanted to bring it to regular Skyrim. Which I did. But after reading your essay (yup I read it!) and looking at all the math, makes me realize eventually when I get a new PC, I'm going to have to seriously consider an update. This mod is a wonderful addition to Enderal, and deserves more love than has been given. But since I don't have a PC, this post will have to suffice in showing my appreciation for your work. Especially in explaining how it all works. I
I do have one question though, did you touch the beverages in Enderal? I kind of felt sureai missed an opportunity to improve on the old vanilla system. Let alcohol boost stamina Regen, and let wine boost Magicka Regen. In either case, this mod is on my track list for the future!
Thank you for your appreciation! Credit for all of those explanations goes in large part to Antauris, who in fact HAS brought Enderal's food system to Skyrim Special Edition, except he improved upon it by going about it the way I explained. He did most of the original research on the matter in the course of a PM conversation we had, and I've just relayed it publicly (years later). It's weird that documentation on the matter is so hard to find.
As for the Drink stuff, I deliberately only fixed this one aspect of Enderal. You see, Magicka regeneration is just as broken because Enderal takes the same approach as with Health regeneration, only it's not as visible. Essentially, the mage perks that give you additional mana regeneration also do this via MagickaRate and not MagickaRateMult, but any equipment increases MagickaRateMult. That's why you get such broken mana regeneration at some point.
But FEAR NOT, for I have outsourced that part. KuroPurple is in the process of making a Food Overhaul for Enderal, and she will tackle drinks as well. I'll support her endeavors by doing some tests about the Mana regeneration issues, and provide her with some numbers to work with. (I just really hope that mod will eventually be released, because I really don't want to make another huge food overhaul. I started a full Food & Alchemy overhaul for SSE that never saw the light of day because my playthrough was over before I had finished the mod ... it currently sits at around 70% completion, with about 30 pages of spreadsheets and word/txt documents to keep track of all the changes.)
Edit: I just realized you're the person behind The Magic of Food and Drink. I did look to your mod for inspiration regarding my own (unreleased) food overhaul. ;)
Well, it's not all that exciting. :D Just an ESM that includes the basic regeneration fixes, so we can build our more advanced stuff on top without having to worry about conflicts or load order. We're still getting used to it.
I love how in depth you go with explaining why you made this mod, very insightful. On a side note, do you think this will effect the regen that phasmalist apperations have? Personally I feel it's beyond strong so I wouldn't mind. If i read correctly they have 50 heal rate (yes 50% per second) which is supposed to be disabled in combat, but I've discovered when you teleport them back to you, which i use a lot for tactical retreats and such, the game forgets it's supposed to be disabled for a second and they basically get a full heal.
This mod does not affect Apparitions in any way, as it only changes how food eaten by you (the player, and the player only) achieves its regenerative effect. Apparitions don't eat food, so they are not affected by any changes this mod makes. But now that you mention it, I might look into the mechanics of how Apparitions regenerate health. I suspect whoever implemented the regeneration effect made the same mistake they made with regular food in that they changed HealRate instead of HealRateMult, which produces insane regeneration rates.
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Edit, Oct 8: Alas, I still have that problem. I drank a Health Regen potion outside combat, but it did nothing--nothing outside combat, nothing during combat.
Thank you for this wonderful contribution to a fantastic game.
Also, thanks! :) User name checks out. :P
Edit: Update is out.
Edit: Love the changes, now wine and mana fungi are needed on top of mana regen from gear items and Focus use, and in intense battles mana potions are needed as well. As it should be. Very cool addition to the game, in fact I wouldn't be surprised if SureAI decide to roll these changes into vanilla Enderal.
I do have one question though, did you touch the beverages in Enderal? I kind of felt sureai missed an opportunity to improve on the old vanilla system. Let alcohol boost stamina Regen, and let wine boost Magicka Regen. In either case, this mod is on my track list for the future!
Thanks,
MisterB
As for the Drink stuff, I deliberately only fixed this one aspect of Enderal. You see, Magicka regeneration is just as broken because Enderal takes the same approach as with Health regeneration, only it's not as visible. Essentially, the mage perks that give you additional mana regeneration also do this via MagickaRate and not MagickaRateMult, but any equipment increases MagickaRateMult. That's why you get such broken mana regeneration at some point.
But FEAR NOT, for I have outsourced that part. KuroPurple is in the process of making a Food Overhaul for Enderal, and she will tackle drinks as well. I'll support her endeavors by doing some tests about the Mana regeneration issues, and provide her with some numbers to work with. (I just really hope that mod will eventually be released, because I really don't want to make another huge food overhaul. I started a full Food & Alchemy overhaul for SSE that never saw the light of day because my playthrough was over before I had finished the mod ... it currently sits at around 70% completion, with about 30 pages of spreadsheets and word/txt documents to keep track of all the changes.)
Edit: I just realized you're the person behind The Magic of Food and Drink. I did look to your mod for inspiration regarding my own (unreleased) food overhaul. ;)