Skyrim Special Edition
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Checometer

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About this mod

Removes regeneration delays from magicka, health and stamina.
Removes regeneration penalty when in combat, for magicka, health and stamina.
Hopefully removes NPCs being able to regen magicka while casting.
Removes NPC magicka cost reduction.
Seem unbalanced? Details in description for changing that.

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Annoyed by having to wait several seconds until your magicka or stamina start to regen before you can do anything?
Don't like how the second you get into combat you regenerate as fast as paint dries?
Appalled at how bonus health regen is completely useless?
Do you feel like resorting to suicide when a mage casts a ward for 3 minutes straight?
Well this "fixes" all that, or some of that, if you just delete what you don't like.
It also makes running around a lot less tedious.


Q&A minus the Q:
Yes, it makes the game easier with no inherent penalties. (You can give yourself a penalty if you want, details below)
Yes, having a 0 delay on stamina means you can power attack infinitely, which leads me to recommend this mod
(https://www.nexusmods.com/skyrimspecialedition/mods/11118/?tab=description) Optional, though heavily unbalanced (moreso than it already is) if not installed.
And yes, its compatible with whatever you're thinking of, this only edits 8 values that are easily overwrite-able by any conflicted mods and you can change the values easily to suit whatever balance you want.

Details:
In vanilla/unmodded skyrim;
Magicka, stamina and health all have delays after they have been damaged or used, 3 seconds for magicka and stamina, 5 for health.
In combat regeneration rates are stunted for the sake of "balance". Magicka regens at 33% effectiveness (1%/s), stamina at 35% (1.75%/s) and health at 70% (0.49%/s).

With this mod:
There is no delay, so all three stats constantly regenerate except for magicka when: Casting a concentration spell or holding a charged spell in your hand.
There is no combat penalty (Aside from the optional files), so all three stats regenerate just as fast in combat as they do out of it, which is fairly unbalanced together with no delay.

DIY:
If you feel this is overpowered but still like part of it, you can nerf yourself one of two ways, lower the regen overall using the console, or lower the regen in combat using SSEEDIT.


If you want to lower the speed of the regen overall, you can modify the corresponding actor values in the console;

Healrate Default = 0.7
Magickarate  Default = 3.00
Staminarate  Default = 5.00


Use "Player.getav ____rate"  if you want to make sure the base values are right so you can mod them accordingly, only an issue if you use a race mod.

Use "Player.modav ____rate x.xx"  modav adds or subtracts from the base value but is safer than using forceav and more permanent than setav, so just put a number in normal to raise and a "-" before the number to lower


If you want to reinstate/change the combat regen values;

Open up SSEEDIT and either

Right click and remove "fCombat______RegenRateMult" if you want vanilla values

or

Go down to the corresponding float value, right click, Edit and put whatever you want, 1 being 100% 0.1 being 10%, etc.


Compatibility:
SPERG's full combat regeneration perks work strangely, giving a flat value to your base rate rather than actually changing the combat regen rates.
The perks give +6, bringing your base rate to 11, or just over double, which is then affected by combat regen rates, meaning it will give you ~double regen rates rather than just "full".

Most combat overhauls like Wildcat change regen values, so make sure this goes under any of those.




And that's it.