In addition, something I realized is your "low" and "high" health parameters are static for editing their tick values. I wanted to use the system so that I could heal and regen magicka when it's high but be unable to regen if it's too low, say under 70%.
Would you consider making it a percentage of your total health rather than a flat number?
Stamina would be easy, just a bit redundant as the normal Stamina regen built into the game is sufficient. Especially with this mods requirement that you need to be stationary for it to trigger.
The Percentage based suggestion will need some research to see the best way to implement it. I can write it down, but no guarantee it will be put into a future upgrade.
I asked on the MMC Discord and apparently, for the purposes I was talking about, this expression would work. local treshold = 0.5 if tes3.mobilePlayer.magicka.normalized >= treshold then -- Do your logic end I'm not code-savvy so do with that info what you will.
Error in event callback: .\Data Files\MWSE\mods\triballu\sitrestandheal\main.lua:227: attempt to index global 'menuMultiSRHFillbarsBlock' (a nil value) stack traceback: .\Data Files\MWSE\core\lib\event.lua:360: in function '__index' .\Data Files\MWSE\mods\triballu\sitrestandheal\main.lua:227: in function <.\Data Files\MWSE\mods\triballu\sitrestandheal\main.lua:220> [C]: in function 'xpcall' .\Data Files\MWSE\core\lib\event.lua:380: in function <.\Data Files\MWSE\core\lib\event.lua:364>
hello, im very happy with the mod, although i would ask some questions: 1. is it possible to get mcm options to set regen tick time and regen values myself? 2.I know some players use magicka regen restriction mods, would you like to interest them with your mod and make magicka regen a toggle option? 3 the animation is the same as in the teabag mod, and makes no incentive to have it over this one - does this mean that animation will change in future or the teabag mod will get archived? 4 is it possible to add audio clues\messages that a tick has passed and you received heals? P.S. letting know the time between the ticks will help to test the mod. so far i can only confirm that being afk will eventually get you maxed out
1. I can work on adding that feature in a future update. 2. I have thought about the redundancy here. I can't speak for them, but I could make mine toggle-able. I was considering just turning the auto-regen off. And using this Rest mod as a main. I imaging most of us eventually make an auto-regen ring later in the game anyways. 3. I would love to change the Rest animation for this mod. At the current time I do not have a replacement. I hope to update it in a future release. 4. It is possible. I can look into that.
can you clarify, how hud reacts to the health gained - mine fails to update the restored health\mana until it gets spended(taking hits\spellcasting) Is this the intended behaviour? i presume this is due to how outdated the game is... i had hopes that the regen features would have immediate feedback in HUD, the same way spell heals do P.S. On the other hand i have the @Throat Singing Temple Healers@ mod as well, and the heals i get from npc are displayed in HUD right away
Thats strange. It should be updating in real time. It increases in chunks. So not exactly like potions. It might be hard to notice if you are using the vanilla bars that are small.
Edit: I wonder if you have a mod thats changing the bars or bar id's.
I was able to recreate the issue. I will be working on a fix for it. If you want, in the meantime, feel free to download and use my Dynamic HUD Bars. That one is currently fully compatible.
thanks for taking time to look at the issue P.S. The tick regen sound suggests on magical nature of stance. Is this a purposeful addition to compliment the future animation change(some kind of meditation pose)? Looking at animation right now i feel a simple exhale sound might be more appropriate
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I'm using this mod as a sort of replacement for "Take a Breather - Danae's Edit" since it decided to crap out on me.
Would you consider making it a percentage of your total health rather than a flat number?
The Percentage based suggestion will need some research to see the best way to implement it. I can write it down, but no guarantee it will be put into a future upgrade.
Thank you.
local treshold = 0.5
if tes3.mobilePlayer.magicka.normalized >= treshold then
-- Do your logic
end
I'm not code-savvy so do with that info what you will.
stack traceback:
.\Data Files\MWSE\core\lib\event.lua:360: in function '__index'
.\Data Files\MWSE\mods\triballu\sitrestandheal\main.lua:227: in function <.\Data Files\MWSE\mods\triballu\sitrestandheal\main.lua:220>
[C]: in function 'xpcall'
.\Data Files\MWSE\core\lib\event.lua:380: in function <.\Data Files\MWSE\core\lib\event.lua:364>
I still want to clean up some of the code for a future update.
1. is it possible to get mcm options to set regen tick time and regen values myself?
2.I know some players use magicka regen restriction mods, would you like to interest them with your mod and make magicka regen a toggle option?
3 the animation is the same as in the teabag mod, and makes no incentive to have it over this one - does this mean that animation will change in future or the teabag mod will get archived?
4 is it possible to add audio clues\messages that a tick has passed and you received heals?
P.S. letting know the time between the ticks will help to test the mod. so far i can only confirm that being afk will eventually get you maxed out
2. I have thought about the redundancy here. I can't speak for them, but I could make mine toggle-able. I was considering just turning the auto-regen off. And using this Rest mod as a main. I imaging most of us eventually make an auto-regen ring later in the game anyways.
3. I would love to change the Rest animation for this mod. At the current time I do not have a replacement. I hope to update it in a future release.
4. It is possible. I can look into that.
You can now hear a sound. Turn the sound on/off. Change the tick values.
PS: The time between the ticks is 5 seconds.
1) Is it possible to take into account Wombburn (or anything stopping magicka regen like poisons)?
2) Health ticks up while taking continual damage. Maybe set Rest to not work while damage is being taken as a Toggle.
3) If you are resting and able to click a passageway/teleport you are still resting on the other side.
4) It still heals you when in the ESC/pause menu
You are no longer able to heal in combat or when damaged.
Is this the intended behaviour?
i presume this is due to how outdated the game is... i had hopes that the regen features would have immediate feedback in HUD, the same way spell heals do
P.S.
On the other hand i have the @Throat Singing Temple Healers@ mod as well, and the heals i get from npc are displayed in HUD right away
It increases in chunks. So not exactly like potions.
It might be hard to notice if you are using the vanilla bars that are small.
Edit: I wonder if you have a mod thats changing the bars or bar id's.
If you want, in the meantime, feel free to download and use my Dynamic HUD Bars. That one is currently fully compatible.
Download version 1.2 for the fix on the bars updating correctly.
P.S. The tick regen sound suggests on magical nature of stance. Is this a purposeful addition to compliment the future animation change(some kind of meditation pose)?
Looking at animation right now i feel a simple exhale sound might be more appropriate