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JoeKa8

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  1. JoeKa8
    JoeKa8
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    Sticky
    By request I have uploaded a second Version in which the Respite-Perk works as in Vanilla.

    The duration of healingspells will not get extended, but instead the spells will also recover the same amount of stamina over 5 seconds.

    Use only one File.
  2. Leviosaaa753
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    Tried it on a fresh game with fresh save mod does not work
  3. richardrahl853
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    even after all this time, this mod is still one of my all time favorites. being able to instant heal something just doesnt make sense to me. what did the giant gaping would just heal in .001 seconds?!
    1. JoeKa8
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      Thanks :D
  4. User_2838758
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    Good idea !
    But perhaps "fast healing" should have a shorter duration than other spells ? I mean, it's called "FAST healing".
    An idea would be to make every healing spell for different situations.

    FAST healing : fast healing over 2/3 seconds. High mana cost.
    Close wounds : Slow, fire-and-forget healing for 4/5 seconds. Medium Mana cost.
    Healing : Slow channeled healing but low mana cost.
    1. JoeKa8
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      Hm, yes, a nice idea.

      But to be honest, right now to me this seems more like redundant micromanagment. I'm more into fast-paced combat :D
      In my personal game I use this mod with higher manacost (roughly 2.5 times more), so I mostly end up with a decision between two spells:
      -> a lot of heal at the cost of all my manapool or a medium heal for the half of my manapool ... or even more simple: I choose one spell for a hotkey, which I dualcast or singlecast ^^

      To me your Idea seems more fitting for a mmo, when beeing the healer in a group. But of course views on this are different and everyone likes a different playstyle ^^

      Also, I think this would be kind of anoying to realise because of how the experience-system in skyrim works: You mainly use the spell, which is fitting to your rank (novice, adept, etc.), because this is the one which gives you most experience in combination with best relation between cost and use.
      Of course it would be possible to make the three spelltypes you suggested on novice rank and make them stronger+more expensive with every mainperk you get, so every decision is suitable and fitting to game-progress. Then you would get very slow progress in restoration tree when being on a higher restorationlevel. The solution to this would be making the three spells for every rank, but this doesn't convince me either, because a) this would clutter the menu, and b) would mean editing level-lists, which brings incompabilitys (or another merged patch).

      The reason I wrote this long answer is that I basicly like your idea, but at this stage I can't see an elegant solution for a fun, balanced and fluent gameplay.
      You may have some additional thoughts on this? I'm open for input and willing to realise it, if I'm convinced and it is in range of my capabillities :P

      Edit:
      I looked it up, Restoration Experience is not based on its Base-Manacost, but instead of the points, which are healed. This means, it would be possible to make all three Healingspells Novice and change the mainperks of Restoration from Halfcost to +30%Power/+30%Cost. This Way it would be possible for all three spells to be suitable to gameprogress. But still there would be the problem of obtaining the spells, because I either have to edit the leveled lists or an merchant or add another merchant. Hm, maybe if there is some kind of demand for it or I'm bored, I'll do it.
    2. User_2838758
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      Yeah I see
      I'm already planning to make a perk, combat and magic overhaul and I'll think about a good solution ^^
    3. JoeKa8
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      Nice to hear :D

      Good luck :D

      I have actually reworked most of perk-trees on my own, but it is mixed with some small mods from other authors and in german. First I'm too lazy for translation and second it would be too much hassle to get all permitions, so I won't release it ^^
      (But I have released some earlier - in the meantime reworked - parts of it - only in german)

      Have fun while making your overhaul, maybe I'll use it :D
  5. ddmilliken
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    Great mod. Thanks.

    Not that it makes a difference, but Equilibrium seems to cancel the HOT.
    1. JoeKa8
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      Exploiter spotted! :D

      1. Cast HoT which gives greater amount of health than it costs mana
      2. Cast spell which transfers health to mana at ratio 1:1
      3. !!! (yes, not ???)
      4. Profit! (Full Mana & Health)

      I took a look at Equilibrium. It seems like it is intended by Bethesda that Equilibrium cancels every spell, which has the Keyword "MagicRestoreHealth", which is kind of useless, since there are no HoTs in vanilla game. Channeling Healing and Equilibrium at the same time works because the magic effects get reaplied every second (but will still lead to loss, since the magnitude of equilibrium is greater than the one of healing ^^). Basicly, Equilibrium cancels and reaplies itself every second. This wouldn't be necessary for Equilibrium to work, but it seems like Bethesda knew you and me would be there and they don't want you to exploit my mod :D

      I will not change Equilibrium :P
      If you want to, open CK and uncheck the "Dispell Effects with these Keywords"-Box in the magic effects of Equilibrium
      Anyway, thanks for the note :D
    2. ddmilliken
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      I like that it is working that way. I was thinking there may be a way to use the Equilibrium effect (making an offensive version of the spell) to strip enemy mage's HOTs.

      That is probably beyond the scope of this mod but maybe something for another.
    3. JoeKa8
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      I think enemies won't have HoTs, since they mostly use other versions of the spells ... There always is a cloned version of a spell, which only can be equiped in the left hand, so enemies will not unequip their mainhand-weapon when using a spell (e.g. draugr, which use frost-spells) .. These Lefthand-Versions are left untouched by my mod.

      But to be honest, I've never seen a vanilla enemy, which has used a healingspell. I use combat evolved (core), thalmor & foresworn there use healing, but I didn't want to nerf them.
      I won't be making this mod, since I'm not not in really in the mood for such an big rebalance, sorry.
    4. User_2838758
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      vanilla enemies do use healing spells. Heck, I've seen conjurers use Command Daedra on my own summons, for the first time since 4 years (in a vanilla playthrough)
    5. JoeKa8
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      Okay nice, thanks for info, I was not aware of that ^^

      I haven't played vanilla for a long time :P
  6. Kolagon
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    I use Ordinator perk tree, main reason I wanted the heal over time spells without the perk tree you added, thanks
    1. JoeKa8
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      I didn't change the perktree, only the description of the Respite-Perk.

      Ordinator kept the Respite-Perk same as Vanilla, it only changed it's dependence.
      This means, Ordinator and the original version of my mod would be compatible if you load my mod before Ordiantor. In this case you just would have the false Ordinator-Perkdescription in your Ingame-Skillmenu. If you do it like that and take the Ordinator-Respiteperk, your healingspells won't regenerate Stamina as the Perk says, instead the duration would get doubled as it is supposed to in my mod.

      So if you want to try it, you can. But be aware when installing it for an existing save. The Position of Ordinator in Loadorder would change, because my mod must go before it. This can cause trouble. One way to get it work would be unlearning every Perk you have and readd it later. This can be done with a Respecc-Mod, but I don't know if there is one for Ordinator (Or you can use the Ingame-Respecc-Funktion with Dragonsouls, which is added by Dragonborn-Addon ... a quite uneasy way would be removing every perk you have learned through console and later readd it through console). Another way would be to move an other Mod in your Loadorder, which is currently before Ordinator, below Ordinator (Something like Textures etc.) This way, Ordinator would keep its position.
  7. Kolagon
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    I love the idea of the spells being duration but could you make a seperate mod that changes the spells but leaves the perk tree alone?
    1. JoeKa8
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      Do you want a version in which healingspells regenerate stamina or in which there are no editet perks for better compability?

      It may sound weird to you if you don't know how the respite-perk is set up in creation kit ^^
      The Perk itself does nothing, so removing my editet perk from this mod would only give better compability with other mods that change the restoration tree. I just editet it for the description, which is shown in the skillmenu ingame.
      Making the Healingspells actually regenerate Stamina again would mean editing the spells.

      Anyway, I can do both ^^ Do you want The Staminaeffect also over time or instant? ^^

      Edit: Done
      I have uploaded a second Version in which the Respite-Perk works as in Vanilla. The duration of healingspells will not get extended, but instead the spells will also recover the same amount of stamina over 5 seconds.
      Use only one File.