Does this mod check if the player currently has a stunted magicka effect placed on them? This mod says that your mod only checks for the wombburn effect.
I'm playing with a birthsign mod that has stunted magicka on the Atronach, and I'm still regenerating magicka over time with this mod. Will just disable it while playing with that birthsign, but it's a shame it isn't quite as fully functional as the description suggests.
I was really enjoying this as a struggling level 1 hybrid character not wanting to rest every 5 seconds.
However even with just a few more levels, this mod is starting to feel a bit too OP. I just don't need to use mana potions. Maybe my spells are just that low tier?
I saw your formula for the mod, being ( ( wp + ( int / 10 ) ) / 40 ) which is genius.
Would you be able to make a version that halves this? Like ( ( wp + ( int / 10 ) ) / 80 ) That or making it regen every 8 seconds instead of 3?
For me that would encourage using my mana potions and rest, while still getting some mana regen make gameplay feel better and get that passive regen while in town. Cheers!
Isn't this mod's name a contradiction? Since there is no magicka regen in the game besides resting and potions.
How is this mod 'purist friendly'? the description really doesn't tell us anything in that regard.
Do you only regenerate if you are standing still in an area where resting is possible and at the rate you would regenerate by actually resting or something?
You cannot really be considered 'resting' otherwise and thus should not regenerate mana whenever resting isn't an option for you...
Doesn't regen anywhere near quickly enough to let you spam spells, maybe you'll get one extra spell off per fight but that's about it. I really like it this way, and it's way better for roleplay than justifying a mage character waiting for 3 days in the middle of a bandit-infested cave.
Any way to make this cease to work during combat? This gives a kind of unfair advantage. For a perfect purist-friendly solution, magicka should regenerate when chilling and strolling through Ascadian Isles, while behave in a vanilla way when fighting. EDIT: after a liddle fiddling with the script, I came up with the idea of blocking regen if your hands or weapon is drawn. This piece of code placed just before your "set timer to ( timer + GetSecondsPassed )" does that: if ( player->GetWeaponDrawn ) set timer to 0 endif if ( player->GetSpellReadied ) set timer to 0 endif This works for me perfectly but maybe there is a better solution? PS: I absolutely wouldn't mind if you uploaded an alternative version of the mod with my addition ;)
This is a cool mod, keeping this in my load order.
I had to make a small change to make this compatible with the birthsigns mod I'm using, because magicka would regenerate for me even when picking the Atronach sign. I changed this line in the startup script:
if ( player->GetSpellEffects "wombburn" == 1 )
to
if ( player->GetEffect sEffectStuntedMagicka == 1 )
This change will make it so the script does not depend on the spell ID, which might be changed by a mod, but instead on the Stunted Magicka debuff which should always be present when using the Atronach birthsign.
I love this mod and have tinkered with it a bit myself. I like the idea of how much magicka regen you can get could be customizable by how you play your character, making the regen based on Intellect and Willpower, however I did not like how quickly my newly created character regenerated magicka, so I set out on a modding adventure.
What I ended up doing is making the magicka regen based on 1 second and changing the equation to the following:
(GetSquareRoot, int) * (wp * wp / 70710.67811 )
The idea behind this is to have the magicka regen based on intellect, but on diminishing returns and have it scale exponentially on willpower. At 50 intellect and 50 willpower, this will give you 1 magicka per 4 seconds. Change the divisor to your liking; lower if you want it faster and higher if you want it slower. Hopefully this allows a bit of a fun way to make willpower (for the purpose of regening magicka) really strong if you stack enough of it. Will report back here with a reply/edit to see how much I like or hate this change.
I have only done any mod work for morrowind in openmw, so I don't know how to even check if it works for regular morrowind. From what I understand from a quick google search it should be possible to just change the .omwaddon to .esp and use that.
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I'm playing with a birthsign mod that has stunted magicka on the Atronach, and I'm still regenerating magicka over time with this mod. Will just disable it while playing with that birthsign, but it's a shame it isn't quite as fully functional as the description suggests.
I was really enjoying this as a struggling level 1 hybrid character not wanting to rest every 5 seconds.
However even with just a few more levels, this mod is starting to feel a bit too OP. I just don't need to use mana potions. Maybe my spells are just that low tier?
I saw your formula for the mod, being ( ( wp + ( int / 10 ) ) / 40 ) which is genius.
Would you be able to make a version that halves this? Like ( ( wp + ( int / 10 ) ) / 80 )
That or making it regen every 8 seconds instead of 3?
For me that would encourage using my mana potions and rest, while still getting some mana regen make gameplay feel better and get that passive regen while in town. Cheers!
How is this mod 'purist friendly'? the description really doesn't tell us anything in that regard.
Do you only regenerate if you are standing still in an area where resting is possible and at the rate you would regenerate by actually resting or something?
You cannot really be considered 'resting' otherwise and thus should not regenerate mana whenever resting isn't an option for you...
I really like it this way, and it's way better for roleplay than justifying a mage character waiting for 3 days in the middle of a bandit-infested cave.
EDIT: after a liddle fiddling with the script, I came up with the idea of blocking regen if your hands or weapon is drawn. This piece of code placed just before your "set timer to ( timer + GetSecondsPassed )" does that:
if ( player->GetWeaponDrawn )
set timer to 0
endif
if ( player->GetSpellReadied )
set timer to 0
endif
This works for me perfectly but maybe there is a better solution?
PS: I absolutely wouldn't mind if you uploaded an alternative version of the mod with my addition ;)
I had to make a small change to make this compatible with the birthsigns mod I'm using, because magicka would regenerate for me even when picking the Atronach sign. I changed this line in the startup script:
if ( player->GetSpellEffects "wombburn" == 1 )
to
if ( player->GetEffect sEffectStuntedMagicka == 1 )
This change will make it so the script does not depend on the spell ID, which might be changed by a mod, but instead on the Stunted Magicka debuff which should always be present when using the Atronach birthsign.
Hopefully this will be helpful to someone.
Fixed mod is here: Purist Friendly Magicka Regen (Willpower scaling and Stunted Magicka fix)
What I ended up doing is making the magicka regen based on 1 second and changing the equation to the following:
(GetSquareRoot, int) * (wp * wp / 70710.67811 )
The idea behind this is to have the magicka regen based on intellect, but on diminishing returns and have it scale exponentially on willpower. At 50 intellect and 50 willpower, this will give you 1 magicka per 4 seconds. Change the divisor to your liking; lower if you want it faster and higher if you want it slower. Hopefully this allows a bit of a fun way to make willpower (for the purpose of regening magicka) really strong if you stack enough of it. Will report back here with a reply/edit to see how much I like or hate this change.
https://www.nexusmods.com/morrowind/mods/49040/
I have only done any mod work for morrowind in openmw, so I don't know how to even check if it works for regular morrowind. From what I understand from a quick google search it should be possible to just change the .omwaddon to .esp and use that.