I really love this mod, it works a lot better than some of the other magicka regen mods I've tried to use. People down below from over 10 years ago indicate it might be unstable but I haven't had any problems. That said, I had an extremely light load order when I downloaded this mod, don't know how stable it would be if you're running lots of scripts and other mods.
I correctly installed the mod (in the Data Files folder) and enabled it in Data Files but it still doesn't work as there is no Magicka regeneration occuring when I load up the game. Is there a reason for this or if it is an issue with the mod can you please fix it?
Best of found here, on nexusmods. I using PlayOnMac and most of mods are just uninstallable in a simple way. Most popular simple mod gives me too slow regen, thus removing possibility to play a mage without farming lots of potions of magicka. Thank you for this wonderful mod :)
In the process of writing a guide on Magicka regeneration mods, I examined this mod closely, and came up with the conclusion that this mod is NOT RECOMMENDED for use of this mod until some serious problems are corrected. I will happily reverse my thumbs-down, and endorse it as a valid Magicka regeneration mod alternative, but not until it is fixed.
Longer Explanation:
With the caveat that I am no scripting expert by any means, I must say that this mod appears to be quite competently written, but there are several major problems that *must* be corrected for it to be of use:
1) It contains the 72 errant "evil" GMSTs that should be removed before use.
2) Author, you added a Startscript, which is good, but you neglected to remove the replacement "Main" game script and what appears to be an unnecessary duplicate of the "Startup" script, though I could have missed some change you made. Either way, both should absolutely be left alone for reasons that are covered in scripting guides like Morrowind Scripting for Dummies 9.0. There are better ways of starting the script, even if you want to avoid making the mod Tribunal-dependent. (Setting up an activator in Seyda Neen is one option that has been used.)
3) A lesser problem, but one that is important nonetheless, is that the mod includes no readme and is not packaged in an archive file. It is really helpful, and avoids problems for players, if you enclose the file in a ZIP or RAR archive with a readme that adequately explains exactly what your mod does.
That said, again, I will be happy to endorse it once these problems are fixed, as the actual regeneration script appears quite well-done. Until then, it is likely to cause problems.
Though it seems to work if you disable the mod, start a new game, save, then load the game with the mod on. The issue is quite odd considering I didn't have any problems with this mod before...
Help, please! I tried making the mod not give magicka regeneration to characters with Stunted Magicka, but my CS crashes each time I try. The code I used was: [Player.GetEffect 136] == 1 . Is there some known problem with that code?
8 comments
I really love this mod, it works a lot better than some of the other magicka regen mods I've tried to use. People down below from over 10 years ago indicate it might be unstable but I haven't had any problems. That said, I had an extremely light load order when I downloaded this mod, don't know how stable it would be if you're running lots of scripts and other mods.
Edit: Nevermind I found a mod that actually works: MWSE Magicka Regen
Short Summary:
In the process of writing a guide on Magicka regeneration mods, I examined this mod closely, and came up with the conclusion that this mod is NOT RECOMMENDED for use of this mod until some serious problems are corrected. I will happily reverse my thumbs-down, and endorse it as a valid Magicka regeneration mod alternative, but not until it is fixed.
Longer Explanation:
With the caveat that I am no scripting expert by any means, I must say that this mod appears to be quite competently written, but there are several major problems that *must* be corrected for it to be of use:
1) It contains the 72 errant "evil" GMSTs that should be removed before use.
2) Author, you added a Startscript, which is good, but you neglected to remove the replacement "Main" game script and what appears to be an unnecessary duplicate of the "Startup" script, though I could have missed some change you made. Either way, both should absolutely be left alone for reasons that are covered in scripting guides like Morrowind Scripting for Dummies 9.0. There are better ways of starting the script, even if you want to avoid making the mod Tribunal-dependent. (Setting up an activator in Seyda Neen is one option that has been used.)
3) A lesser problem, but one that is important nonetheless, is that the mod includes no readme and is not packaged in an archive file. It is really helpful, and avoids problems for players, if you enclose the file in a ZIP or RAR archive with a readme that adequately explains exactly what your mod does.
That said, again, I will be happy to endorse it once these problems are fixed, as the actual regeneration script appears quite well-done. Until then, it is likely to cause problems.
Though it seems to work if you disable the mod, start a new game, save, then load the game with the mod on. The issue is quite odd considering I didn't have any problems with this mod before...