I would like to know to what extent the healing rates of the races were decreased, as I have just realized that the NPCs in my most recent game are no longer regenerating at all, and I (main character) was not either until I modified a few things using the command console. This may be due to something else but regardless, would you rule out this mod as being a cause, and either way a suggestion would not go astray. My most recent play through was with a female Breton, and for me at least, no diseases or whatnot were present.
Healing rates have decreased so that basically you need to make something to increase health. Cast a spell maybe, drink a potion or eat.
In vanilla game you might have noticed your healing rate is higher than damage you receive from certain enemies, which meant that you did have a scratch but you were 100% healed after couple of seconds. Now that wasn't nice
Really like the idea of deadlier animals and diseases, but is there any chance of a version without the racial edits? They seem pretty random and don't have much to do with what the rest of the mod is about.
Edits in races you mean reduced resistances ? I thought races had too big "bonuses" from the beginning, like resist cold 50 or so. Resistances for races are lowered, but not removed. When they are lowered gaming experience becomes somewhat harder, yet races do differ enough from each other. Reduced resistances is one of many tweaks that makes "harsh nature"
What really makes the difference is heal rate that this mod changes. You can see the impact from this video www.youtube.com/watch?v=yTrIRaD5qOU
I may have to update this mod some day to include Dawnguard and Dragonborn DLCs. I'll look edits to races then again, if people think edits now aren't ok. Thanks for the input
Making a fast search around the topic I found possible answer:
Delinquent Master: harsh_nature.esp means that Skyrim.esm and Update.esm must be loaded before harsh_nature.esp because the mod requires resources from both of them.
Actually, Skyrim.esm and Update.esm must be always loaded first and mods after them. Place them always at the top of loading list.
Yep, with powerful diseases (and effects) this mod makes gaming experience quite... harsh
Not to mention how much cure potions/diseases cost, and how hard it's to acquire them. Diseases are something you really want to avoid. Followers having diseases is a quite of a problem too.
(history: in earlier 1.x versions this mod made all followers mortal, but due to easily dying followers and comments from the players I removed that option from later versions)
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In vanilla game you might have noticed your healing rate is higher than damage you receive from certain enemies, which meant that you did have a scratch but you were 100% healed after couple of seconds. Now that wasn't nice
Endorsed anyway.
What really makes the difference is heal rate that this mod changes. You can see the impact from this video www.youtube.com/watch?v=yTrIRaD5qOU
I may have to update this mod some day to include Dawnguard and Dragonborn DLCs. I'll look edits to races then again, if people think edits now aren't ok. Thanks for the input
• Delinquent Master: harsh_nature.esp
Whats all this about??? Any help would be great
Brian
Delinquent Master: harsh_nature.esp means that Skyrim.esm and Update.esm must be loaded before harsh_nature.esp because the mod requires resources from both of them.
Actually, Skyrim.esm and Update.esm must be always loaded first and mods after them. Place them always at the top of loading list.
Not to mention how much cure potions/diseases cost, and how hard it's to acquire them. Diseases are something you really want to avoid. Followers having diseases is a quite of a problem too.
(history: in earlier 1.x versions this mod made all followers mortal, but due to easily dying followers and comments from the players I removed that option from later versions)