Could you please make a plugin with a lower value like 0.5% or 0.75% maybe. I like your mod but in addition with some other hardcore mods it is impossible to kill the first dragon! My arrows managed to take only 2-3% of his life when he lands. He regenerates everything back when flying.
Thank you for the v2 update! I'll will test it and let you know how it goes. By the way, I had to lower the game difficulty to kill the first dragon, so next time I encounter a dragon, I'll see how it goes and report back.
Hi! So I've tested your update on a new save and it did help for the first dragon, I think 0.5% is balanced for enemies with a lot of health and i managed to defeat him. By the way, I've checked the conflicts in SSEdit with other mods, so just to inform that Regeneralis is conflicting with some records of Animal Tweaks. So a compatibility patch is needed to resolve that.
Enemies that draw their stats from races that the player can come from are exempt, so human races are not included. I was afraid to involuntarily grant the increased regeneration to the player, too. Mayhaps this fear was unfounded? See also in the mod description on description page for further exemptions (basically a few unique enemies and those that already possess combat regeneration).
i have no SE now, don't know what you modified. i suppose you modify the "race" in esp, add "flag" "regen hp in combat". right?
i did that in normal skyrim before, it works fine, but it doesn't work on human enemies. i don't know why, actually i leave the comment is just for seeking this issue's reason. do you know?
Yep, I set hp regen in combat to true. Also, I adjusted the hp regenration rate generally to 1.0 (in most cases).
Furthermore, I did grant all creatures a new ability that is basically a copy&paste of the trolls in combat regenration ability (ie a fortify hp combat regen at half strength of the troll and minus fire vulnerability). This ability should ony fortify an existing combat regneration, so it should not make that big difference. Then again, I decided from the start to mirror the trolls mechanisms as close as possible to decrease the risk of hidden obstacles somewhere deep in the code.
if we suppose to make human enemy combat regen. during your experiment, did you see the regen works on human enemy? sure? i failed, then i suspected some game settings disable them.
The way I tried to get around the kiting issue was to reduce sideways and backward movement by 50 and 75% respectively, your mod will compliment it nicely I think.
Modifying the sideways and backwards speed sounds like a great appraoch, too.
I noticed that many creatures can catch up with my running light armored dark elf so far already. The AI lacking the ability to manouvre efficiently around obstacles and/or jump over such seemed to me the main reason for easy kitability. As I cannot teach the AI to do so, I came up with this regenerative protection which makes kiting vastly superior foes pointless.
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I will look into making dragons specifically regenerate much slower(later tongiht), mayhaps 50% of current rate.
Please keep me informed on whether this helps and about any other creatures/situations that need adjustment. Such feedback is really invaluable.
i did that in normal skyrim before, it works fine, but it doesn't work on human enemies. i don't know why, actually i leave the comment is just for seeking this issue's reason. do you know?
Furthermore, I did grant all creatures a new ability that is basically a copy&paste of the trolls in combat regenration ability (ie a fortify hp combat regen at half strength of the troll and minus fire vulnerability). This ability should ony fortify an existing combat regneration, so it should not make that big difference. Then again, I decided from the start to mirror the trolls mechanisms as close as possible to decrease the risk of hidden obstacles somewhere deep in the code.
during your experiment, did you see the regen works on human enemy? sure? i failed, then i suspected some game settings disable them.
The way I tried to get around the kiting issue was to reduce sideways and backward movement by 50 and 75% respectively, your mod will compliment it nicely I think.
Modifying the sideways and backwards speed sounds like a great appraoch, too.
I noticed that many creatures can catch up with my running light armored dark elf so far already. The AI lacking the ability to manouvre efficiently around obstacles and/or jump over such seemed to me the main reason for easy kitability. As I cannot teach the AI to do so, I came up with this regenerative protection which makes kiting vastly superior foes pointless.