Morrowind

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Greywander

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Greywander

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8 comments

  1. sgtpsycho
    sgtpsycho
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    Really nice, adds a modern TES feel, without being really OP I think. I did find the attribute cap a bit limiting so I reduced it.  Fair warning for this, it seems the .omwaddon is not quite a text file even though the scripts are there in plain text.  Notepad  editing caused OpenMW to fail or drop the mod.  Notepad++ was fine to edit some of the inline values, but not remove lines entirely.
    1. zelurker
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      Err no it would be a very bad idea to edit the file directly with notepad/notepad++, it's just an esp with a different extension !
      Just use openmw-cs to edit it, you must pass the full path of the file on the command line so if the file to edit is in your current directory :
      openmw-cs $PWD/BetterRegen.omwaddon (assuming you use linux !)
      scripts editing is very easy in openmw-cs and you know immediately if the syntax is ok !
  2. zelurker
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    the mod disables magicka regen for the atronach birth sign, well since it starts at willpower = 50, there is no real reason to do that, it's easy to re-enable that anyway just comment out the 3 lines in the regen magicka script, I did it, tested, it works my magicka starts to slowly regenerate !

    edit : very nice settings for the slow regen by the way, tested some other mods for that mainly with mwse and they regen way too fast making stuff way too easy. Here you just get a tittle help, but it's still a lot like vanilla, a kind of improved vanilla, which is a very good idea.
    Endorsed and congratulations ! :)
  3. deleted158654323
    deleted158654323
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    Does this also makes NPC regenerate their magicka?
  4. ModGetter661
    ModGetter661
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    but how do i install it
  5. Darklocq
    Darklocq
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    Yeah, I would definitely suggest providing separate ones (and some combos) for Health, Magicka, and Fatigue, since people have all kinds of mods that tinker with these, and some of us might think one works fine but we're not happy with one or both of the others.

    That said, I can see two issues with this:

    1) It's of low utility. By making it inoperable until you have a stat of 50, only mid-to-high-level characters see any benefit. But by that level, any experienced player is already using constant-effect enchantments that provide Restore Health and Restore Fatigue, and should have lots of Restore Magicka potions. It's lower-end players who need it, the ones who die when facing 3 slaughterfish, or who can barely raise their weapon just because they jogged from Seyda Neen half of the way to Pelagiad.

    2) The diminishing returns system being on a curve as tight as a square root makes it useless at higher levels despite being tied to them. If I have 6x as much Health and Magicka now as I did back then, and my spells cost 6x as much to cast, and enemies I run into now are doing 6x as much damage per blow, then a healing rate that's only increased slightly despite prodigious efforts to raise stats will rapidly become unnoticeable. This will be exacerbated with your other mod that causes skill atrophy as level goes up.

    While I agree that previous regen mods tend to be unbalanced (even if you use one that's supposed to be a counter-balance to an unbalanced one!) I'm not sure this really addresses the issue. I would rather see a regen mod that produced a reasonably strong effect across all three stats, but for everyone, and with an option to increase it beyond my own for NPCs and creatures, to make combat harder both in one fight and across the span of the game day.

    I think a mod like that is needed because this game is ginormous and can quite literally take a year+ to do it all, even if it's your main hobby, you don't have new landmass mods, and you are using speed, encumbrance, and other tweaks that cut out some of the wastes of player realtime (walking like an old lady, standing around for things to reset, levitating at a snail's pace, going back and forth between the same two places over and over and over again to move gear, etc.). Greatly reducing the time wasted just waiting to be able to do anything again would be a great thing. (Though I'm sure the Necessities of Morrowind players think otherwise, since they're big into simulating moment-by-moment trivial hardships.)

    Anyway, what you've done in v1.0 is a good experiment and worth doing; I don't mean to sound overly critical. I would just change the numbers, add fatigue, and make separate and 2- and 3-stat combo variants in the same archive file. This would get better play-testing data, too.
  6. kingwulf
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    What is about fatigue?
  7. User_4870877
    User_4870877
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    Great! This is the kind of regen mod I was looking for! Would it be possible to make standalone versions for health and magicka?