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Realistic Regeneration


Author: gh0stwizard
Version: 3.13
URL: http://www.nexusmods.com/skyrim/mods/55507/


---------------------------------------
Description
---------------------

The mod gives you an ability to customization of regeneration rates for
Health, Magicka and Stamina.

Features:

* Powered by SkyUI (MCM only)
* Supporting modes: sleeping, waiting, sitting, running, sprinting
* Supporting potions and food
* Supporting combat modes
* Supporting courage & fatigue modes
* Supporting items, magic effects and abilities
* FISS support


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Requirements
---------------------

SKSE 1.6.16 or newer
http://skse.silverlock.org/

SkyUI 5.1 or newer
http://skyrim.nexusmods.com/mods/3863

FISS as an option
http://www.nexusmods.com/skyrim/mods/48265/


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Updating
---------------------

Updating from 3.x:
* Just overwrite files (install new version) and continue playing


Updating patches from 3.11 to 3.12+:
* CRX: delete the old .esp and use the new patch
* Gromits Cooking Recipes: delete old .esp; now its supported out of box


Updating from old version 2.x:
* Deinstall old version as described in this README (see below)
* Install new version as described in this README (see below)
* Possible you have to use "Save game script cleaner":
http://www.nexusmods.com/skyrim/mods/52363/
* Start a new game :>


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Is this mod for you?
---------------------

The mod is considered as a constructor, a builder [of your own reality],
you name it and not as a pre-defined preset for your play through
(still, some presets are included). Because there are a lot of things
that might change the balance of the game, this mod follows next rule:

It has been said something as small as the flutter of a butterfly's wing
can ultimately cause a typhoon halfway around the world.

- Chaos Theory

The mod gives you an ability to control regeneration rates for most
situations in the game. Still, there is a lot of work to be done.

If you like to play with own rules, then this mod is for you.

If you are looking for a bold balancing mod you have to look some overhauls
around, mostly because they covers much more than just regeneration rates.


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Things that mod does
---------------------

The mod is based around of modifying next actor values depending on
the situation: HealRate, MagickaRate and StaminaRate.

Plus it can handle next values in the combat mode: CombatHealthRegenMult,
fCombatMagickaRegenRateMult and fCombatStaminaRegenRateMult.

Note:
Please read HOWTO file included with the mode to obtain details
if you don't know what was said above.

Also the mod is watching what you are doing and what effects are active,
such as: sitting, running, sprinting, combat, active effects
of potions of regeneration, food; controls rates for sleeping, waiting;
changing actor values when PC is in the werewolf form.
And more.


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Compabilty
---------------------

Versions 3.xx of this mod should be compatible with everything.
You have to enable or disable options and look if your mods are working
properly with Realistic Regeneration.


This mod modifies player variables (via ForceAv +/- MagicEffects):
* HealRate
* MagickaRate
* StaminaRate

Also, it may modify such variables depending on player's decision:
* CombatHealthRegenMult
* fCombatMagickaRegenRateMult
* fCombatStaminaRegenRateMult

Magic Effects modified to fix bugs related to regeneration rates:
* Force Without Effort [000E827F]
* The Fire Within [000E8280]
* Restore Stamina [FoodRestoreStaminaDuration] [001058A3]
* Restore Magicka [FoodRestoreMagickaDuration] [001058A7]
* Sinderion's Serendipity [NN01PerkEffect] [0010F84C]

The mod does NOT change any NPCs values.
The mod does NOT change any race values.
The mod does NOT change any variables for potions, food, etc.


Fully compatible:
* Babettes Feast - Improved Cooking
* Cooking Expanded
* Eli's Coffee Mod
* Frostfall - Hypothermia Camping Survival / no issues were found
(may be I'd missed something)
* Gromits Cooking Recipes - Food - Drink Overhaul / starting from 3.12
its supported out of a box
* Gromits Potions Heal Over Time Mod
* Immersive Potions
* iNeed - Food Water and Sleep
* Osare Food
* Realistic Needs and Diseases / no issues were found
(may be I'd missed something)
* Skyrim Redone
* SkyTweak / use in-the-mod "Create Save" (inside SkyTweak) button
to avoid race conditions


Partially compatible:
* Nordic Cooking (all food will be recognized as potions of regeneration)
* Requiem (it uses own hardcoded system for stamina regeneration)
* SkyDie (it uses own hardcoded system for health regeneration)


Patch required:
* Complete Alchemy and Cooking Overhaul
* Dovahcook - Cooking Recipes Expansion
* Phitts Alchemy and Food Overhaul


Incompatible (requires patches; in todo list):
* Zinni's Food Overhaul / a patch required
(it contains dozens files, ask me if you need this)

All mods listed as incompatible will working fine together with
Realistic Regeneration. But you can't control regeneration rates for food,
potions (if a mod covers them).
That's means you can't increase or decrease the rate of regeneration.

Solution:
Just left options for food/potions as "DISABLED" inside of MCM for
Realistic Regeneration to live with that.


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Load order
---------------------

Better keep Realistic_Regeneration.esp file at bottom of your
load list because of changes for magic effects in the vanilla game.
See details described above at "Compabilty" section.


---------------------------------------
Food, potions mods and Realistic Regeneration
---------------------

Starting 3.12 the mod was optimized to better compatibility with food
and potions mods. At the time of writing this document, prefered
load order:

OsareFood.esp
CookingExpanded.esp
GM-HMSPotions3SecsWeighted.esp
GM-CookingRebalanceFinal.esp
CRX.esp
CRX+Realistic_Regeneration.esp <-- download this patch for CRX.esp
Realistic_Regeneration.esp

If you don't have some files its ok. The list above is just an example.

If you have some mods that listed as compatible place them before/above
Realistic_Regeneration.esp as it was shown in the list above.

If you have some mods that listed as incompatible (see Compabilty section
above) place them after/below Realistic_Regeneration.esp.


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Issues
---------------------

Issue #1

When you are awake after sleeping you may notice that a health
(either magicka, stamina) after a few seconds passed has been increased
(decreased) to a higher (lower) value.

All is ok, as intended.


Issue #2

Starting from version 3.07 of this mod the new fatigue's effects were added.
Well, it is possible that your attributes health/magicka/stamina
(as you defined in options) decreases when you are doing next things.

Let's take an example for stamina fatigue effect when you are running.
Steps to reproduce the bug (not always, but often):

1. You are running.
2. At this moment you open a map and do fast travel.
3. After you have arrived to the destination you'll see that stamina
has been decreased.

I don't know how to fix this issue at the moment. I have to find
a time to investigate it.

Solution:
Stop before openning a map, this will stop the fatigue effect.


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Credits
---------------------

The mod was created with notice to other mods, such as:

* Realistic Health Regeneration by Beagle2
* Disable Health Regeneration by Drazhar14
* No health regen with fix to perks by Huillam
* SkyTweak by GrimyBunyip

Thank you, guys!


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See also
---------------------

* Vitality: the mod with same goals as this is; have own features
http://www.nexusmods.com/skyrim/mods/69377/

* Skyrim -Community- Uncapper: I'm using it as a supplementary to this mod
http://www.nexusmods.com/skyrim/mods/1175/


---------------------------------------
F.A.Q
---------------------

Q. Realistic, you said? This is not a realistic!
A. Real reality is not exists. Each of us feel reality on his own.

Q. Numbers... I don't understand them!
A. This mod controls next actor values, below showed default numbers:
HealRate = 0.7
MagickaRate = 3.0
StaminaRate = 5.0

Higher values means faster regeneration rate.

Please, read HOWTO file included with this version of the mod for more
information. It is hard to explain all details in this F.A.Q.

Q. What's about potions, food?
A. Supported. Remember, a potion or a food should increase a regeneration
rate and not just restore your attribute.

Q. What's about weapons, fights?
A. Combat mode is supported.

Q. How exactly works settings for potions, food, etc?
A. In brief, the settings for potions has highest priority.

The default regeneration rate is placed under "Staying" settings.
It has special priority.

Priorities from highest to lowest:

1. Waiting/sleeping/werewolf **
2. Abilities **
3. Potions
4. Food
5. Combat *
6. Items
7. Sprinting
8. Running
9. Sitting
10. Staying **

That's means the food (potions) settings overwrites any other settings,
but for a limited amount of time.

* As 3.12 combat settings will take priority over sprinting, running
and items (!).

** This settings have special priority, see the list below.

Special priorities:

1. Staying <---- so called "DEFAULT" rate *
1. Waiting/Sleeping/Werefolf **
3. Spells (abilities) ***

* This is the main entry point of the mod. Values defined here will be
set via ForceAv() command for HealRate, MagickaRate and StaminaRate.
So, by all means these values represents your default regeneration rates
for most situations until they will be overwritten by other settings
in this mod, such as different values for potions, food, you named it.

** Currently waiting/sleeping/werewolf settings overwrites any settings,
including potions, food, etc settings.
If waiting/sleeping options were set to "DISABLED" then into account
will be taken your current regeneration rate (at the moment when you
have opened the wait/sleep menu). See the formula below for details.

*** As 3.09 the behavior for abilities was changed.
Now it is an addition to your current rate at the moment.
So, the abilities will have better means for your character.


Q. The regeneration rate when sleep is too high or low!
A. Yes, as intended. In game hours will be converted to real ones.
To gain new value for a health you should wait the same amount of
hours in real time.
If you are real hardcore player just disable regeneration at all.

Also, please note that the formula has changed in versions 3.xx:
Gained amount of attribute = * 3600 *

For instance, you set the rate to 0.01 for health regeneration, so:

Total health after a sleep = + (0.01 * 3600 * hours)


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References
---------------------

1. http://www.creationkit.com/index.php?title=Category:Settings
2. http://en.uesp.net/wiki/Skyrim_talk:Attributes


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FISS support information
---------------------

The mod is using FISS version 1.21 and contains the next files:

* Data\Scripts\FISSFactory.pex
* Data\Scripts\FISSInterface.pex

as it described in FISS's documentation.


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Installation
---------------------

For NMM, MO users:

* Download, install and activate the mod as any other.
* Follow instructions from p.3 below

For all:

1. Unpack the contents of the archive to your "../Skyrim/Data" folder.
2. Check Realistic_Regeneration.esp file in your mod manager.
3. Run Skyrim via SKSE.
4. Enter to Mod Settings and exit:
Esc -> MOD SETTINGS -> TAB -> TAB
5. Wait 5-10 seconds until you receive the message
"Realistic Regeneration Disabled"
6. Enter to Mod Settings and customize it on your taste.


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Uninstalling
---------------------

1. In Mod Settings disable the mod
2. Save the game
3. Disactivate the mod in your mod manager
4. Delete files from ".../Skyrim/Data" folder (for non-NMM/MO users)