I have an issue. When sheathing magic and a sword, the regeneration stays the same. But unequipping magic makes regeneration go faster. I believe I also have this issue with just magic, so I was always confused if the mod was working.
In mode0, is important to have spells sheared to increase magicka regeneration, but does that mean that having sheared weapons has the same effect, or we could effectively "cheese" out by having weapons out. Or does mod0 only confer the sheated status (hands up low magic regen, hands down high magic regen)?
In mode1 the important aspect is the spells readied/equipped isn't it. That means that even if is not sheated ( hands down) nagicka rehén is affected, so the only way to increase regeneration is to swap to a weapon
If this is correct then it seems that mode 1 is more suitable for hybrid builds because to increase mágicos regeneration we can swap to weapons, so the loop is akin to attack with mágico, when empty swap to a weapon attack until out of stamina, now magic is full again. Then mode0 would be more suitable for pure mage builds
Which makes it quite a cheat. With Spell Hotbar we need to reverse the system and give incentive to actually equip spells. Each spell cast through hotbar should be weaker than a properly channeled one that was equipped before.
I've noticed the magicka regen is only active when you have a spell sheathed in your main-hand (off-hand spell sheathed doesn't seem to work). Is this intentional? The description just says "spells" so it seems to be assuming you'd only ever use this feature as a pure mage (main-hand, possibly dual wielding).
I play spellblade characters a lot and I've noticed I need to swap to a spell in my main-hand/dual wield them and then sheath my spells to have the regen activate. It would be nice if it was a spell in ANY hand.
That's a careless request. NPCs wouldn't be aware of the system, therefore they wouldn't put their spells away to regenerate magicka, so, in order to affect NPCs, this mod would need to somehow revamp a core aspect of the AI, which likely wouldn't be feaseble without constantly running scripts during combat.
This seems to interfere with magicka regen enchantments, at least in my game. It was working fine until I enchanted some armor with magicka regen spells, now it seems to work sporadically/randomly. I'm using the "default" version and have the regen set to 5x when unequipped. When I'm battle sometimes it works perfectly, other times it's the vanilla regen time. I just noticed this so I haven't been able to 100% confirm that it's the enchantments yet, but something is definitely screwing with it.
Would be a nice option to allow for faster magicka regeneration once the player has no spell equipped but a weapon drawn. That would allow for some action while regenerating, and open up for hybrid play styles. From an immersion point of view, I'd think of it as the player not needing to wasting energy on concentrating on the magicka in his hands.
I 100% agree with this. I think this would benefit a spellsword style gameplay a lot as you could use magic attacks to supplement your main attacks without losing the ability to regen.
Agreed, a toggle would be great for battlemages. I'm currently rolling a new character and leaning towards a spell/sword type. This mod is exactly what i was looking for, because i found it comical to get drunk off potions by downing one every few seconds during demanding fights. I'm no Geralt of Rivia, i'll DIE!!
A potion should be used if depleted of HP/Stam/Mana, not multiple times in a single fight. Faster regeneration of mana is a great idea, as long as the enemies demand a longer fight (More difficult). You have to deal less damage or they have to have more hit points. In my humble opinion to make this mod balanced.
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But unequipping magic makes regeneration go faster.
I believe I also have this issue with just magic, so I was always confused if the mod was working.
In mode0, is important to have spells sheared to increase magicka regeneration, but does that mean that having sheared weapons has the same effect, or we could effectively "cheese" out by having weapons out. Or does mod0 only confer the sheated status (hands up low magic regen, hands down high magic regen)?
In mode1 the important aspect is the spells readied/equipped isn't it. That means that even if is not sheated ( hands down) nagicka rehén is affected, so the only way to increase regeneration is to swap to a weapon
If this is correct then it seems that mode 1 is more suitable for hybrid builds because to increase mágicos regeneration we can swap to weapons, so the loop is akin to attack with mágico, when empty swap to a weapon attack until out of stamina, now magic is full again.
Then mode0 would be more suitable for pure mage builds
Each spell cast through hotbar should be weaker than a properly channeled one that was equipped before.
I play spellblade characters a lot and I've noticed I need to swap to a spell in my main-hand/dual wield them and then sheath my spells to have the regen activate. It would be nice if it was a spell in ANY hand.
Perfectly balanced, as all things should be.
That would allow for some action while regenerating, and open up for hybrid play styles.
From an immersion point of view, I'd think of it as the player not needing to wasting energy on concentrating on the magicka in his hands.
A potion should be used if depleted of HP/Stam/Mana, not multiple times in a single fight. Faster regeneration of mana is a great idea, as long as the enemies demand a longer fight (More difficult). You have to deal less damage or they have to have more hit points. In my humble opinion to make this mod balanced.