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Kaylo

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kaylo

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About this mod

Severely crippled Magicka Regen (both PC and NPC) without negating/breaking mechanics revolving around it, such as Magicka Regeneration enchants. Best middle ground for those that want disabled Magicka Regen without breaking everything or creating a compatibility nightmare.

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Requiem SE Tweaks - Crippled Magicka Regen
for ogerboss'
Requiem - The Roleplaying Overhaul v4.0+
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ESL-flagged.

Some people play Requiem - The Roleplaying Overhaul for a more Hardcore experience. Others play it for the Roleplay aspect. A few for the Realism. I'm in the latter group. I dislike Requiem changes that are solely to make the game more difficult for the Player when it means also making it less realistic. Mostly that touches on an unrelated subject to this mod, but the changes I made here are part of that same core concept, as I found the entire Magicka meta to be rather stupid. NPC mages barely ever run of out Magicka, even if you actively use Magicka-draining spells on them. They're machine guns with unlimited ammo. Later in the game, the Player suffers the same problem. Way too much Magicka, unlimited spells.

My goal was something akin to Morrowind's zero magicka regen, but that isn't gonna work. Why? Because there are too many game mechanics revolving around Magicka Regen. Regen potions, regen Perks, regen enchantments, etc. You could convert the Magicka Regen effects to a flat regen value as a solution, but how much further editing would that provoke? 150% magicka regen per second enchantment on Master robes? It would turn into 150 magicka per second. You'd need to edit that down to around 1.5/s-ish. And you'd ultimately have to also edit the values of every regen enchant, potion, perk, etc. for that idea to work. And what about mods? Do you go and edit all of those too? You're talking almost 100+ edits just in the base game, plus all uniques in all your mods.

It's just not feasible. Or remotely compatible with anything.

But what if you just tone it down? Like A LOT. Everything still works the same as intended in the base game, but suddenly Magicka becomes much more scarce a resource. It also makes things you'd largely never use at higher levels - like Restore/Regen Magicka potions - viable again. And more useful and engaging content is always a good thing.

If you want to get an idea of how it feels, fire it up on your current save and try it out. Just don't save if you have any Race edits outside of Requiem.
(What This Mod Does)
Crippled Magicka Regen:

Bottom line, what is the foundation of all Magicka Regen mechanics in the game? Race. Everything - literally EVERYTHING - is calculated off of the base Race's Magicka Regen stat. Bigger magicka pool? Calculations are still based on Race. Magicka Regen enchants and Perks? Still based on Race. Even with your vast and sortied Modlist, how many mods do you think you have with a custom, unique Race? Very, very few. Almost all of them use an existing Race as their template, just reskinned with added abilities and custom stats. So by only editing this one stat for every base Race in the game, you maintain compatibility with practically everything.

So. What's Changed:
  • Racial Magicka Regen - reduced to 1/10th. A Breton (superior to all other Races) in Requiem has 1.15 Magicka Regen per second. Now? 0.115/s This means that fresh out of Helgen you barely regenerate magicka at all. But take a few perks, increase your base magicka, get some regen enchants? ...still slow. But you'll fully restore your magicka pool in a few minutes without using any potions. By mid to late game? Not that slow - you'll actually regen fast enough that it's useful in a single encounter. So yes, regen enchants/perks/etc. are still useful. More so, really. Focus on regen in your build and you'll outlast everyone else. Eventually, at least.
  • No Player combat regen nerf. I really hated this concept as it made no sense. Now you regen at the same rate both in and out of combat.
  • NPC's have the same limitations you do, though their substantially higher magicka pools means it's less of a problem for them then for you. That said, you can now actually wear them down and exhaust their magicka pools, or even tactically reduce it with Lightning and other magicka draining spells. And once it's depleted...you'll have a decent window to finish them off before they can cast another spell. Or at least a more powerful one, depending if they have lower level spells available.
  • Monsters? Also nerfed. My changes vary based on what attacks they have available and how much they use magicka, but generally they are 1/10th the rate they were before. Many have small enough magicka pools by default in Requiem that draining their reserves via spells/lightning is a viable tactic.
  • Illusion Toggled Spells - this required heavy editing because the Upkeep costs of Damage Magicka in those spells scale with magnitude, and it interacts weirdly with fractions like 0.03 magicka damage per second. But this mod includes fixes similar to my Illusion Upkeep Fix mod. So yes, even with cripplingly slow magicka regen, their upkeep costs are exactly the same as in base Requiem, just scaled down to match regen rates.
Does (sorta-kinda, depending below)require re-running the Reqtificator
Compatibility/Installation: 

So here's the thing. I copied over all base Requiem stats in this mod, and the only edits are to the Magicka Regen stat. I have all kinds of edits to Race in my modlist such as base mass, reach, turn rate, etc. You probably have a bunch too if you're cool like me. You really should be installing this with a Bash patch or similar so that only the Magicka Regen rates are copied over and the rest of the vanilla Requiem stuff is overwritten. So if you don't know how to do that, I recommend learning if you're going to keep adding mods.

That said, if you're stubbornly against learning things and have the time to spare, you pretty much just need to go through the Race tab in my mod and copy over the single Magicka Regen stat into whatever is taking priority. So if you have 10-15 minutes to spare and refuse to spend it learning how to make a bashed patch, go for it champ. Everything else you can let take priority.

As far as mods that modify regen rates and whatnot, they all should be compatible as again - EVERYTHING is ultimately based on the same Race magicka regen stat. So it'll scale accordingly without needing any modifications or tweaks.
Installation: Install with relevant mod manager or manually if you like to live dangerously.

Uninstall: Safe to remove mid-game, though always remember that even changing load order can potentially break things in the long term.