The script seems to work great, however I feel like the regeneration is way too fast. So perhaps you could give us some different options, or something similar.
Open TES4Edit, type Simple in search. Right click and select none, then click the esp and load. Click on the + beside the Simple esp and then click the + beside spell. Click on the the one that appears and near the bottom right on the right side you will see Magnitude 10. Change that to whatever you want. Then close TES4Edit I tried 3 and it's a lot slower. 2 might be what you are looking for.
I feel the speed is necessary to combat wait spamming, although I see that slowing it down would benefit certain types of game play, or even just making it more aesthetically pleasing. What MetaDowN says seems good, you can also use the Construction Set. I could make several iterations of this mod with different speeds, but that seems excessive. I don't typically make mods like this, but if I can find a way to tie the magnitude of the ability to a customizable .ini file somehow, I would add that feature for sure.
Would you mind if I put up my own version of this mod if you don't want to put up a nerfed version.
I toned the magnitude to 2 and added a 30s cooldown to the script.
It works, but not sure how efficient it is, I'm a n00b to Oblivion scripts.
;when exiting combat, an ability called "AbHealthRegen" is added after 30s ;when entering combat, "AbHealthRegen" is removed
scriptName HealthRegeneration
short DoOnce
float fQuestDelayTime
float Delay
begin GameMode
set fQuestDelayTime to .01
if (player.IsInCombat != 1) && (DoOnce != 1) message " " message " " if (Delay < 30.0) set Delay to Delay + getsecondspassed else set Delay to 0.0 player.addspell AbHealthRegen set DoOnce to 1 endif endif
if (player.IsInCombat == 1) && (DoOnce == 1) message " " message " " set Delay to 0.0 player.removespell AbHealthRegen set DoOnce to 0 endif
This script could be reused for an ability that either adds a Stunted Magicka effect or a line that changes game play settings (FMagickaReturnBase, FMagickaReturnMult etc.) to speed up/slow down regen depending on combat status. Good idea!
You use the Construction Set, which is included in all copies of Oblivion and should be located in the install folder. I recommend checking out the Construction Set Wiki's beginner's guide if you're new to it. Also, if you tell me specifically what you want I'd consider making it myself lol
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Edit: Never mind, I found it. I just went in and changed the ability magnitude. I like it though!
Edit of an edit: Can you create a magicka and stamina version? The normal regen is bad.
I toned the magnitude to 2 and added a 30s cooldown to the script.
It works, but not sure how efficient it is, I'm a n00b to Oblivion scripts.
;when exiting combat, an ability called "AbHealthRegen" is added after 30s
;when entering combat, "AbHealthRegen" is removed
scriptName HealthRegeneration
short DoOnce
float fQuestDelayTime
float Delay
begin GameMode
set fQuestDelayTime to .01
if (player.IsInCombat != 1) && (DoOnce != 1)
message " "
message " "
if (Delay < 30.0)
set Delay to Delay + getsecondspassed
else
set Delay to 0.0
player.addspell AbHealthRegen
set DoOnce to 1
endif
endif
if (player.IsInCombat == 1) && (DoOnce == 1)
message " "
message " "
set Delay to 0.0
player.removespell AbHealthRegen
set DoOnce to 0
endif
end
This mod looks great at reducing the tedium of waiting after each combat loop.
Would it be possible to configure this for magicka as well?