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Always Hungry

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craftymonkey

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63 comments

  1. Carvool
    Carvool
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    This mod is everything I didn't know I wanted. Balanced regen, and it adds extra incentive to working your way through the various factions
    that upgrade it. Super satisfying to unlock those upgrades!!

    I just want to report one conflict. The "Progressive Training Duration" option in ncgdmw-lua interacts poorly with the "Regenerate while Waiting/Resting" option in this mod. Training sets your magicka to like -1500. Thankfully, both options can be toggled and I opted to disable the former. Would be nice to see some compatibility, though. Not sure how possible that is.

    Also yeah, like the previous commenter said, getting a +80% bonus to max regen for conjurer was a massive jumpscare, haha. It was easy enough to fix the typo in the script myself, though.
  2. Ekonk
    Ekonk
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    I've encountered a bug. When I gained the rank of Conjurer in the Mage's Guild, I got a +80% bonus (!!!!!!). I am now regenerating ALL of my magicka. I got the rank up in the Mage's Guild in Old Ebonheart in Tamriel Rebuilt, if that's important.

    EDIT: Just checked a comment below here. It's because the modifier in the script is 0.8. It should be 0.08.

    Otherwise, I think this is a great mod.
  3. Kekmakka
    Kekmakka
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    I thought this mod wasn't working at first, but then i realized that it was because i have the Atronach birth sign. I've been using the sister mod, Natural Magicka Regen so far since i thought this one was broken because of that.

    It's nice to allow the player to decide how flexible their gameplay can be based on personal preference, but having that option set as off by default is something bad IMO, because i only came looking for this mod to make the Atronach actually worth having it, or else any other sign will be much more useful with this mod on. The 0.5x speed limit for the Atronarch is already punishing enough.
  4. DunhermSpeakers
    DunhermSpeakers
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    All this effort, but no install instructions.
  5. stephen27898
    stephen27898
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    • 0 kudos
    This mod doesnt appear to be working.
    1. matthewfarmery
      matthewfarmery
      • member
      • 1 kudos
      For those that are saying its not working, by default, the magic regen only regens your mana to 20% total. Try and use a spell that depletes all your mana, and see if that works. Or go to the settings page and adjust the magic regen percentage. It works for me, and I'm running a pretty modded game.

      It didn't look like it was running at first, until I realised that. But as it says in the main page, the percentage does increase as you level in the mage guild. But try the above and see it it works. 

      So far, I do like this mod, really helps a lot. 
  6. RunaDacino
    RunaDacino
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    Feels the most vanilla friendly magicka regen mods. I did change the scales around (600 seconds for 1 int, 300 for 100 int) and made it consider fortify magicka, but with those it feels proper. Early game I have my "cantrips" I can access always for sustain and to be able to do content as a mage without relying on melee weapons or exploiting alchemy, but for my big nukes I must drink potions or rest up beforehand (115 total magicka). In terms of utility, it feels about what I'd expect from pathfinder 1st edition.

    I imagine an apprentice altmer/breton would prolly break early game balance (20% of 200 base magicka being enough to spam greater fireball/frostball without needing to rest or drink. However, you can always customize it so nbd), I'm doing a wood elf bard/agent with apprentice.
  7. evmcgee
    evmcgee
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    Conjurer in the Mages Guild was set to 0.8 in imr_guilds in the version I downloaded last night. This resulted in an 80% increase. Just need to change the variable on line 16. Cheers!
    1. zdsheldon
      zdsheldon
      • member
      • 0 kudos
      Had the same issue. Thanks for the fix!
  8. BIueLotus
    BIueLotus
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    • 1 kudos
    It would be awesome, if you added configurable health regeneration to the mod
  9. Alexandroi
    Alexandroi
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    It's not working for me for some reason, hm. I have 0.49 open MW, it shows fine in scripts - I can change the settings and whatnot or reset them to default. The logs show no red lines or warnings that I could relate to this mod. I also don't think there should be any conflicts either in my modlist. Any ideas? 

    I have a mod "potential progression", but it shouldn't conflict, I don't think. 
  10. Sengan64
    Sengan64
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    latest 0.49 dev build this causes a crash when trying to open the resting menu 100% of the time