AHREndur doesn't seem to work. I instead used player.getav endurance to read from the player's endurance. Haven't tested any of the other stats/skills yet, as I was only interested in making regeneration endurance-based, so as to give me a reason to level that up.
Would be awesome if this supported the companion regen ability implemented by ANB Dynamic Health Regen. While I eventually give mine a constant effect restore health item, in the earlier levels its a bit tiresome to have to keep manually healing them after every fight.
Or just have an option to apply to this mod's effects to all NPCs and creatures. One thing that's irritating about this entire series of games is you can beat on someone, run away to heal up, then come back and beat on them some more while they're down, as if they wouldn't do anything to improve their own lot, but just stand around bleeding out while you were away.
You mean "don't recover health even when waiting/sleeping"? If that's the case, then no.
Instead, if you mean, manage/configure/disable THIS mod's regeneration, you just need to open the ini which comes with this mod. AHR is highly configurable and allow you to micromanage the conditions and the amount of health regeneration per second.
Thank you for the response. I did mean don't recover health, as I am trying create a more 'survival mode' feel to the game. I'm really struggling to find a mod that will allow me to do this. It would be OK if I could just find the parameter for it as I would then just change it in TES4edit, but I can't find it.
Perhaps I'm missing something. Shouldn't "AHRHealthM/100.0" lead to 1%/second regen as a base?
I also have the ini set for four-second regen delay after damage, which doesn't seem to be working. I made a custom self-damage spell to test the regen rate. It dealt 300 damage over three seconds, which should've triggered the delay. Instead, while not enough to completely counter the damage, it effectively did about half of what it should have and with no delay.
This mod acts completely with scripts and alter nothing in the game or the world. It just calculate the regeneration rate and modify the current health of the player.
Only the "logic" of this mod may be incompatible (if some mod doesn't expect the player to be able to regenerate his health), but the esp itself can't conflict with anything.
Whatever you want to know if you can use a formula in some ini (like AHR or HUD Status Bars Enhanced), you can do a quick test: In game, open the console with key ~ and test the formula (type it and press enter): if it works in the console, you can use it in the ini.
NOTE: Some commands don't print the result in the console (or print nothing at all), but this means nothing. If you don't get an error messages in the console, then the command/expression worked and it's very likely it can be used in AHR.
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But otherwise the mod seems to work very nicely.
also how can i use absolute values, square roots and powers?
Or just have an option to apply to this mod's effects to all NPCs and creatures. One thing that's irritating about this entire series of games is you can beat on someone, run away to heal up, then come back and beat on them some more while they're down, as if they wouldn't do anything to improve their own lot, but just stand around bleeding out while you were away.
If that's the case, then no.
Instead, if you mean, manage/configure/disable THIS mod's regeneration, you just need to open the ini which comes with this mod.
AHR is highly configurable and allow you to micromanage the conditions and the amount of health regeneration per second.
I also have the ini set for four-second regen delay after damage, which doesn't seem to be working. I made a custom self-damage spell to test the regen rate. It dealt 300 damage over three seconds, which should've triggered the delay. Instead, while not enough to completely counter the damage, it effectively did about half of what it should have and with no delay.
It just calculate the regeneration rate and modify the current health of the player.
Only the "logic" of this mod may be incompatible (if some mod doesn't expect the player to be able to regenerate his health), but the esp itself can't conflict with anything.
In game, open the console with key ~ and test the formula (type it and press enter): if it works in the console, you can use it in the ini.
NOTE:
Some commands don't print the result in the console (or print nothing at all), but this means nothing.
If you don't get an error messages in the console, then the command/expression worked and it's very likely it can be used in AHR.