Thank you for making this very useful mod :) I am playing with version 1.6.1170.0. My question is, is the effect of this mod limited to the player? I first equipped the player with it and verified that it works correctly. Next, I removed the ring and equipped a follower who was a tank with the ring instead. The ring worn by the follower consumed my MP and restored my life.
But would it be possible to have a start+stop point, like "begin healing when below 50% health, and stop healing when above 90% health"? Also, would it be possible to have two versions of the thing? One that will be ready to heal at any given moment, and one which will only do its thing when the player is outside of combat?
Because on the one hand, not having to stop and switch spells and then manually cast healing is amazingly useful. But on the other hand, running out of mana because you got reduced to 85% health and this enchantment deemed it urgent to kiss that boo-boo better (when the enemy was at very low health and would have died to one more spell) is frustrating. Perhaps it won't be an issue once I have a larger mana pool to work with. But for a new mage character, this could be an excellent quality-of-life change.
Not sure if this is a bug or a mod incompatibility, but I'm not able to enchant rings and gauntlets with auto healing. I'm currently running with an Adamant/Mysticism/Thaumaturgy modlist.
Necklaces and boots can still be enchanted, and the enchantment seems to work as advertised on them.
If this mod doesn't work and you're using an older version of Skyrim such as 1.6.640, you'll need to use "Backported Extended ESL Support".
https://www.nexusmods.com/skyrimspecialedition/mods/106441 Adds support for the extended plugin (ESL) range introduced in game version 1.6.1130 to versions 1.5.97, 1.6.659, and anything in between.
If you've reverted to an older version, please try this.
I really need this mod (great idea!), but the ring is not in Helgen in the new game, nor is it on Colette. And if I disable the mod and load a save where the mod was used, there is not even a warning, as if it was never there.
Thanks for the feedback and I'm sorry to hear that it's not working for you. I will update this mod tonight, making it available for existing saves. In its current state, being located in Helgen Keep, it's kind of geared towards new games. Try loading a Prisoner save (or a save that is still early in the Unbound quest) and running to the jail cells (where the torturers are) in the keep. The ring should be located next to the book in the cell with the mage. I will also add a way to confirm that the mod is loaded into the game without having to go look for any items.
Yes! I was planning to work on that tonight. I think I will add it to leveled lists and as a permanent item in Collette's inventory at Winterhold college. I should have it ready for the weekend. I will update you when it's ready if can.
Automatic Healing Version 0.2 is out. The Ring of Auto Healing is available from Colette Marence, resident master of restoration, at the College Of Winterhold. Let me know if it costs too much. Players can now acquire the ring after completing the Unbound quest, so the mod is for new and existing games. I will eventually make settings configurable by the user to disable/enable either location.
Making it available on existing saves (currently the ring of automatic healing is only in Helgen Keep) is my priority for this evening. Version 0.2 will feature Collette from the College of Winterhold having the ring for sale.
Version 0.3 will provide options. I'm open to suggest for the final implementation, but I think I will begin with FOMOD installer options that everyone can set as they install the mod. Then later I will go back and make it more lore-friendly (and configuring mid-game without reinstalling the mod).
The first two options I will create is checking health more/less often. In the code (shown below) it checks the player's health every second and heals if necessary. We'll just change the 1.0 to a variable set by the user. This is only necessary for damage like falling, poison, drowning. There's also an OnHit function that triggers a health check whenever the player is hit by enemies' weapon and magic attacks. If you're feeling adventurous, you could restrict the enchantment to a combat automatic healing effect rather than overall healing by disabling it altogether. I'll add a switch for that and enclose the OnUpdate function in a condition. Long story short, I hope this addresses overhead concerns (the script, .PSC file, is very short and I'll add the comments that I removed back in since users might want to read it).
The second option will be whether to gain experience or not. We'll just enclose the code below inside a condition that evaluates whether or not the user selected experience.
I wanted to provide configurable options any way. I will just start with what's being requested. If all goes well, I will have both minor version upgrades done by Saturday morning. Thanks for the excellent questions!
26 comments
I am playing with version 1.6.1170.0.
My question is, is the effect of this mod limited to the player?
I first equipped the player with it and verified that it works correctly.
Next, I removed the ring and equipped a follower who was a tank with the ring instead.
The ring worn by the follower consumed my MP and restored my life.
But would it be possible to have a start+stop point, like "begin healing when below 50% health, and stop healing when above 90% health"?
Also, would it be possible to have two versions of the thing? One that will be ready to heal at any given moment, and one which will only do its thing when the player is outside of combat?
Because on the one hand, not having to stop and switch spells and then manually cast healing is amazingly useful. But on the other hand, running out of mana because you got reduced to 85% health and this enchantment deemed it urgent to kiss that boo-boo better (when the enemy was at very low health and would have died to one more spell) is frustrating.
Perhaps it won't be an issue once I have a larger mana pool to work with. But for a new mage character, this could be an excellent quality-of-life change.
A "Stop once hit X%" Would make this already awesome mod perfect!
My Inquisitor thanks you.
Necklaces and boots can still be enchanted, and the enchantment seems to work as advertised on them.
https://www.nexusmods.com/skyrimspecialedition/mods/106441
Adds support for the extended plugin (ESL) range introduced in game version 1.6.1130 to versions 1.5.97, 1.6.659, and anything in between.
If you've reverted to an older version, please try this.
Не работает, если устанавливать на сохранённую игру и в Винтерхолде у Колетты его тоже нет.
Может причина- новую игру начать, а может ещё чего.
And
Does this level Restoration XP when it applies?
Version 0.3 will provide options. I'm open to suggest for the final implementation, but I think I will begin with FOMOD installer options that everyone can set as they install the mod. Then later I will go back and make it more lore-friendly (and configuring mid-game without reinstalling the mod).
The first two options I will create is checking health more/less often. In the code (shown below) it checks the player's health every second and heals if necessary. We'll just change the 1.0 to a variable set by the user. This is only necessary for damage like falling, poison, drowning. There's also an OnHit function that triggers a health check whenever the player is hit by enemies' weapon and magic attacks. If you're feeling adventurous, you could restrict the enchantment to a combat automatic healing effect rather than overall healing by disabling it altogether. I'll add a switch for that and enclose the OnUpdate function in a condition. Long story short, I hope this addresses overhead concerns (the script, .PSC file, is very short and I'll add the comments that I removed back in since users might want to read it).
The second option will be whether to gain experience or not. We'll just enclose the code below inside a condition that evaluates whether or not the user selected experience.
I wanted to provide configurable options any way. I will just start with what's being requested. If all goes well, I will have both minor version upgrades done by Saturday morning. Thanks for the excellent questions!
Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)
HealPlayer()
EndEvent
Event OnUpdate()
HealPlayer()
RegisterForSingleUpdate(1.0)
EndEvent
Function HealPlayer()
Float currentHealth = PlayerRef.GetActorValue("Health")
Float maxHealth = PlayerRef.GetBaseActorValue("Health")
Float currentMagicka = PlayerRef.GetActorValue("Magicka")
If currentHealth < maxHealth
CalculateAdvancedHealing(currentHealth, maxHealth, currentMagicka)
experienceGain = magickaCost
If healAmount > 0.0 && magickaCost > 0.0
PlayerRef.RestoreActorValue("Health", healAmount)
PlayerRef.DamageActorValue("Magicka", magickaCost)
Game.AdvanceSkill("Restoration", experienceGain) ; Enclose this line in a condition
EndIf
EndIf
EndFunction