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  1. gh0stwizard
    gh0stwizard
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    This is a port of classic Realistic Regeneration mod. Porting to Skyrim SE was took a lot of time. I have rewritten almost everything. So, probably, the mod contains some bugs.

    Please, report about any bugs you found.
    As always, I am open to hear your suggestions and ideas.

    Thank you!
  2. Thierry5821
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    Hello
    I am using your mod and this far, all seems to work well, HP does no longer regenerate by it-self.
    Thank you a lot for that :-)

    Yet the HP bar vanishes after a few seconds, even when HP is below the maximum.
    In my load order, there is iNeed, Immersive HUD and MoreHUD but I could not find anything related in SSEEdit.

    The reason why I think it is linked to your mod is that magika and stamina are left besides, set as disabled in the MCM.
    Only health regen is managed, "cancelled" in all situations (stay, wait, etc.. except sleeping)
    Yet while magika and stamina bars work as intended, meaning displayed as long as their values are lower than the max value, the HP bar does not remain on screen more than a few seconds.
    Is this something you faced already and for which you could provide a solution ?
    Thank you.
    1. gh0stwizard
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      Hi,
      I suppose you should check settings for Immersive HUD (iHUD) and MoreHUD. This mod does not affecting anything related to UI.
    2. Thierry5821
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      Hi
      my apologies for previous comment.
      Indeed, removing your mod and starting a new game did not correct the problem.
      Probably one of the HUD mods, yes, even if there are no options for hiding the health bar.
      Thank you and sorry again :-)
  3. gimmethatmod
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    Hi there.
    Every time i load a save or go in bleed out state while using "Death Alternative mod" this mod just stops working.
    It works when i disable the mod and enable back but shouldn't it be automatic ?
    I love this mod but i have this issue.
    1. gh0stwizard
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      Hi,
      If I recall correctly, Death Alternative mod is conflicting with this mod because it changes the character health regeneration. Seems to be I should create a patch for this mod. I will remember this.
    2. gimmethatmod
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      I was wondering if there is any console command that i can type to reset the mod ?
      Maybe i can create a bat file to make it auto-reset.
    3. gh0stwizard
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      You may enter to MCM menu of the mod (at any page of Realistic Regeneration) and exit without changes. This will fire the update of mod configuration. At the moment I see only this as a workaround.
    4. gimmethatmod
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      I'm currently using the deactivate and reactivate method from the MCM.
      But i'm going in blackout and bleedout state too much since any enemy could take me down with one hit. Yes, i'm a hardcore player myself :D
      That's why i want to evade MCM.
      Thank you for the replies and this mod.
  4. Byg
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    Ideally I'd like to use this mod with ineed, but I think ineed affects regen levels (not sure of what or how much yet - it doesn't describe the effects).
    I was thinking of using this to possibly prevent spell based healing in battles, so I'm forced to use potions. And, for example, perhaps to lower health regen generally so that any ineed effect would just be additive. Would it work that way or would one mod's effect dominate/replace the other's?
    1. gh0stwizard
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      Hi,
      I can't help you now. Last time I checked iNeed 1-2 years ago and forgot how its working. You may test this mod with iNeed and see yourself. Before testing save the game.
      Classic version of the mod describes that everything should be fine, but I am not sure: https://www.nexusmods.com/skyrim/mods/55507
  5. Byg
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    Hi, I notice this mod has 2 conflicting files with Simply Balanced, namely fissfactory.pex and fissinterface.pex. Does it matter which overrides? What is the effect, if any of one overriding the other?

    I didn't install the FISSES option, if that is relevant, as it's recent posts section on nexus is full of ppl saying it does not work.
    1. gh0stwizard
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      Hi,
      These files are required for this mod. Simply, they contain a loader for FISSES. Without them a mod would not know if the FISSES is installed or not.
      I presume that the order of the mods is irrelevant when FISSES is not installed. In other words, you may overwrite the files in any order.
  6. brentw89
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    Any idea how to reduce the health regen rate for followers? I like the companionship and help of essential followers, but they seem like invulnerable tanks in the game (I feel like I need do nothing but stand back and watch them eventually beat everyone). They rarely drop to one knee except in the rarest of circumstances. I can't find any SE mods to fix this, which I find puzzling as I see lots of complaints online.

    I found a 4 year old forum message from someone suggesting to modify the values below, but I'm not sure what INI file or section heading they fall under?

    fEssentialDownCombatHealthRegenMult=0.001
    fEssentialHealthPercentReGain=0.01
    fEssentialNonCombatHealRateBonus=0
    fEssentialNPCMinimumHealth=-90
    https://forums.nexusmods.com/index.php?/topic/6492126-how-to-make-essential-followers-not-op/

    1. axz2
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      On LE there is Ashien's Cursed Rings.
      On SE you might try Relevel NPCs - Rescaling NPC stats - https://www.nexusmods.com/skyrimspecialedition/mods/11209
      Unlike Ashien's Curesed Rings I haven't used it so I can't actually endorse it but its probably worth a try.
    2. brentw89
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      Thanks. There's a number of posts about Relevel not working or being buggy. The author hasn't replied since last year, so I fear this is a no-go. There's an SOT NPC mod mentioned in the description, but it appears that using the follower feature may cause any NPC riding a horse to go all weird. <sigh>
  7. ArngrimEinherjar
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    Is there any way to disable normal combat regeneration BUT without rendering the regen potions innefective while in combat?

    What are "courage" and "fatigue"?

    Also, I don't understand what does the slider of items, potions, food, etc. do.
    1. gh0stwizard
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      Hi there!

      >Is there any way to disable normal combat regeneration BUT without rendering the regen potions innefective while in combat?
      I don't understand you clear. If you wish do disable displaying health/magicka/stamina bar then you have to use a mod like iHUD.
      You can disable combat regeneration totally by setting Combat Multiplier for Health to 0.
      Also, there are two kinds of potions: 1) one that adds some amount points instantly 2) other that increasing regeneration rate. First one unable to fix without changing such potions (you need another mod for this). Second one can be disabled if Combat Multiplier is set to 0.

      I reread your question 3 times and seems to be I understood. Regeneration potions in this mod are always have precedence over combat. So, you can disable regeneration potions like I said if set Combat Multiplier to 0. If you want to disable combat regeneration and still use regeneration potions then you may set Combat Regeneration set to 0, set potion regeneration value greater than 0 and that's all.
      Note about difference between Combat Regeneration and Combat Multiplier. Read the article for this mod on Nexus for details.


      >What are "courage" and "fatigue"?
      Courage is fast regeneration.
      Fatigue is a way to decreasing an attribute (health, magicka stamina) while doing something (e.g. running).

      >Also, I don't understand what does the slider of items, potions, food, etc. do.
      Almost all sliders are responsible for a regeneration rate of deriving attribute (health, magicka, stamina).

      The mod is concentrated on changing regeneration rates of Health, Magicka, Stamina for the player character in different situations (sitting, running, etc).
    2. ArngrimEinherjar
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      Thanks, your answered my question: I wanted to stop normal regeneration in combat without making regen potions useless.

      Another question: the potion regeneration value is .7 if activated. Does this mean every regen potion will have the same effect as they do ususally in a vanilla game? If I raise the number, how will this affect potions that add different % of regeneration? Like 50%, 80%, 100%, etc.

    3. gh0stwizard
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      >the potion regeneration value is .7 if activated. Does this mean every regen potion will have the same effect as they do ususally in a vanilla game?
      Yes, it is.

      >If I raise the number, how will this affect potions that add different % of regeneration? Like 50%, 80%, 100%, etc.
      For instance, you set regeneration to 1.4, then this means that you increased regeneration up to x2. But there is a second multiplier which affects regeneration rate in the game.
      I have wrote the article which explains your question here https://www.nexusmods.com/skyrimspecialedition/articles/346
      Keep in mind that this mod is changing xRate and not xRateMult (where x is Health, Magicka or Stamina). Otherwise I would be needed to change every potion, item, spell in the game (e.g. for potion +50% I have to recalculate this value based on what you set, for instance mult = 200, then the real value for the potions is 100 and so on).
    4. ArngrimEinherjar
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      I'll take a look at the article, but I think I now figured it out.

      Thanks and endorsed :)
  8. Byg
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    Could this work for VR?
    1. gh0stwizard
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      I would say it must work. At least if you have no issues with SkyUI.
  9. ravenrage
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    Hi,
     
    Great work!
     
    But I found something.
    When I transform to Vampire Lord form then the regeneration of magicka (maybe health and stamina as well) return to default rate (I have tested out of combat).
     
    If I open the mod configuration menu and exit then it goes to defined rate.
    1. gh0stwizard
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      Hi. Thanks for feedback. It seems this is a bug. I will try to fix it soon.
    2. ravenrage
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      Thank you! :)
  10. andreig
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    Hello. I have to say that this is one of the few mods on the Nexus that adds some SLOWER regen rates to magicka and stamina. Any plans to add support for the vampire lord?
    1. gh0stwizard
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      Hi. Thanks for feedback!
      Never thought about the vampire lord. Its weird. I will look on it later. At the moment I have no time for modding =\
    2. andreig
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      Thank you for the reply. I have this mod in my load order since its download. I like it :) the only thing missing is the VL support
  11. jimmehboy321
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    was reading previous comments, and i have a question about how the mod "overrides stone effects" and "does not affect enchantments"

    what does this mean exactly? like how does the apprentice stone interact with this mod? and how does a 100% magicka regen enchantment interact with this mod?
    1. gh0stwizard
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      Hello,
      >what does this mean exactly?
      Each stone, enchantment, magic, etc effect have its own (bonded to it) magic effect in the game (better to say, it looks as described before in Creation Kit). This magic effect does that a player see in the game. For instance, fire enchantment have the magic effect which deals 25 fire damage. The actual damage is a property for this kind of the magic effect.
      It is possible that stone and enchantment are sharing the same magic effect. In that case, if a modder changing this magic effect in Creation Kit and then published such a mod, then when using this mod stone effect will use that modified magic effect.
      I have considered this mechanic when I've released changes for stone effects. Don't worry about this.

      >like how does the apprentice stone interact with this mod? and how does a 100% magicka regen enchantment interact with this mod?
      As I recall, this stone does not require any changes to work with Realistic Regeneration.

      Some stones, like Lady Stone using a different kind of the magic effect (in Creation Kit). For Lady Stone I changed this magic effect, so its now increasing your total regeneration rates by addiction (instead of multiplying).
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