Morrowind
0 of 0

File information

Last updated

Original upload

Created by

Smokeyninja

Uploaded by

Cyracus

Virus scan

Safe to use

Tags for this mod

About this mod

Designed for OpenMW. Fully configurable regen for health, stamina, and regen. Some documented gmst edits to balance stamina. includes a version without most of the gmst edits in case you want to use something else that uses the same GMSTs.

Permissions and credits
I always hated that it was a choice between moving slower than a dehydrated slug or having all your stamina drained, but resolving that made spell casting trivial and overpowered so I made spell usage drain stamina as well. Running out of stamina doesn't prevent casting spells, just affects spell cast chance. You can still spam beginner spells, couldn't see a way to change that without making higher power spells horribly broken, but i reckon being able to spam basic spells isn't so bad.

First to adjust regen rates open with openmw-cs.exe, open scripts and sort by modified. I followed the same script layout for each stat, just different values for regen rate:
Magicka:
Set regen to ( djmax * 0.015 )
If ( Player->GetWeaponDrawn == 0 )
If ( Player->GetSpellReadied == 0 )
If ( Player->GetLevel >= 40 )
Set regen to ( djmax * 0.01 )
Elseif ( Player->GetLevel >= 20 )
Set regen to ( djmax * 0.005 )
Elseif ( Player->GetLevel < 20 )
Set regen to ( djmax * 0.002 )
This gives you 1.5% magicka per second when your weapon is sheathed and you spell is not readied, and depending on your level either 1%, 0.5%, or 0.2% regen when weapon drawn or spell readied. 
Health:
Set regen to ( djmax * 0.007 )
If ( Player->GetWeaponDrawn == 0 )
If ( Player->GetSpellReadied == 0 )
Set regen to ( djmax * 0.002 )
This gives you 0.7% health per second when your weapon is sheathed and you spell is not readied, and 0.2% regen when weapon drawn or spell readied.
Stamina:
Set regen to ( djmax * 0.05 )
If ( Player->GetWeaponDrawn == 1 )
Set regen to ( djmax * 0.007 )
Endif
If ( Player->GetSpellReadied == 1 )
If ( Player->GetLevel >= 40 )
Set regen to ( djmax * 0.01 )
ElseIf ( Player->GetLevel >= 30 )
Set regen to ( djmax * 0.007 )
ElseIf ( Player->GetLevel >= 20 )
Set regen to ( djmax * 0.005 )
ElseIf ( Player->GetLevel >= 10 )
Set regen to ( djmax * 0.002 )
ElseIf ( Player->GetLevel < 10 )
Set regen to ( djmax * 0.001 )
The first number is your regen when your weapon/spell isn't readied, the second is when your weapon's drawn, the rest are when your spell's readied. I modified spell casting to use stamina as well in an attempt to balance magic regeneration. Regen rate increases with level because you'll probably be casting some expensive magic later and the regen will be miserly otherwise. I don't feel this unbalances weapons, but if you do, that's why I'm including Configuration info. Anyway, without spells costing stamina you just always have max stamina and cast chance is always at peak levels for your character. That being said, you should be pretty free to spam cheap spells as fast as the magicka regen will allow (If I made early spells harder to spam late game spells devastate your stamina)

Note that, unlike health and magicka, fatigue has a game setting regen of 1.25 (specifically fFatigueBase, don't touch it unless you know what you're doing, it breaks things) so if you're trying to calculate your regen rate with a weapon out it's (max fatigue*0.007)+1.25 with weapon drawn, (max fatigue*[level respective value above])+1.25 when spells readied, or (max fatigue*0.05)+1.25 without.

4:GMST edits::
fBaseRunMultiplier: 1.75->3    (run speed)
fEncumberedMoveEffect: 0.3->0.5    (how much encumbrence effects movement speed, 0-0.99, still can't move at full encumbrence)
fEncumbrenceStrMult: 5->10    (strength times this equals max encumbrence)
fFatigueAttackBase: 2->0   (base stamina cost for weapon attacks)
fFatigueBlockBase: 4->7    (fatigue cost for blocking)
fFatigueRunBase: 5->3.5    (base fatigue cost for running)
fFatigueRunMult: 2->1      (afaik multiplier on fatigue cost of running)
*fFatigueSpellMult: 0->3    (makes spells also cost stamina)
fWeaponFatigueMult: 0->1.5    (makes weapon attack stamina cost based off weapon weight)

5:Related/incompatible Mods::
These other mods cover the same range of gmst edits:
Better Fatigue Usage https://www.nexusmods.com/morrowind/mods/43036
CarryOn https://www.nexusmods.com/morrowind/mods/44972
These other mods cover regen:
Better regen https://www.nexusmods.com/morrowind/mods/44969
DJ-Skyrim Regen Plus https://www.nexusmods.com/morrowind/mods/43959 

6:Credits::
Thanks to Graywander for Better Regen and CarryOn which I started with studying to get regen and stamina sorted out. 
Thanks to michalt919 for Better Fatigue Usage, where I got the weapon stamina changes from 
Thanks to DJ whose regen mod I scraped to get the regen effects and providing permission to use his stuff so long as credit is given.

7:Permissions::
If you take the scripting for regen credit DJ since this directly uses his code and that was his requirement as found in his mods readme. Credit me for cleaning it up and making this documentation with customization info. GMST edits are just changing Bethesda's game settings, as such I don't feel they require permission to use, I included info on other mods whose changes I looked at while making this.