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KatArus

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KatArus

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33 comments

  1. KittyScars
    KittyScars
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    Any chance a patch for CACO might come out for this?
    1. KatArus
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      The sheer calculus and redesign required to balance it would entail an amount of work to remaking the entire mod from scratch and then some which, while doable, considering the extremely limited interest in this mod would not be a viable time and effort investment.
  2. Keltarion
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    Food no longer satisfies hunger with this mod. I ate all the food in my backpack but I'm still hungry. The potato in the description says that it does not increase regeneration but reduces it. Green apple restore 0 magicka in description. In the game itself it regen magicka correct. The same issue with tomato.
    1. KatArus
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      Overhaul mods override existing item effects. This one was made when hardcore mode didn't exist so, naturally, it is not compatible with it.
    2. Keltarion
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      Oh, okay. By the way, I play without auto regenerations of characteristics, and I see in description of mod, that you somehow changed Regeneration armor enchantments. Can i ask you to make other mod, delete from game or reduce to zero all Enchantments wich increase player magicka, stamina, health? Because when i put on jewelry or armor with +25 magicka for example, my magicka restoring to 25, I can heal myself with spell, then if I take it off and put it on again, my magicka will restore to 25 again, and I can heal myself again. This is a free and cheat healing, because of which potions or food no need anylonger.
    3. KatArus
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      A lot of things in the game engine are hard-coded and this is one of them. Realistic way of doing it was recoding these enchantments to not be permanent and use charge when you use their enchantments like use bonus mana they give you but I have already burned out by that point and didn't bother.

      At the end of the day, you are not cheating the game, but yourself.
    4. KittyScars
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      To be honest, I was planning on making this mod myself in Xedit, but obviously it would take alot of time. I really appreciate the mod author has done, and yeah, maybe a patch for various hunger mods would be ideal, but lol. I almost plan on doing it all by myself. 
  3. HUNKFSTZ
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    for some reason my stamina doesnt auto regen is there a version that lets stamina regen?
    1. KatArus
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      Nothing autoregens.

      Stamina is restored by eating vegetable based food like roasted potatoes, moonshine, cabbage soup etc and it's the cheapest and the most simple food.
  4. HUNKFSTZ
    HUNKFSTZ
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    I wish someone would port this to LE T-T
  5. JKS3N3I
    JKS3N3I
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    Is there a way to use this without the changes to autoregen?
    I'd like to use the fix for slowed regen during combat, but I'd also still like to have auto regeneration
    1. KatArus
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      That's what eating stews and soups is for - for example eating Horker stew will regenerate 20% of your health and 9% of your stamina per RL minute for 1 hour and 20 RL minutes and you can stack different kinds of them on one another.

      If you don't feel like it you can use console commands to modav healratemult, staminaratemult and magickaratemult each representing % of stat bar you will regenerate per minute, so if you input modav magickaratemult 100 into the console your character will regenerate 100% of it's mana bar every RL minute. In this mod those stats start at 0 and food temporarily boosts them so those commands will increase the baseline regeneration permanently. If you feel you've set it too fast add minus before number e.g. if you made 100% and feel it's too much you can do modav magickaratemult -50 and it will drop from 100% mana per minute to 50% so you can set whatever rate you feel like.

      All of this is per-character and is saved in your save so make a backup save and save the game after changing things if you want to keep them.
  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. KatArus
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      As you can see from the stats of my mod people are not really interested in this kind of thing, hence no discussions of this follower-wise

      The answer to your question depends on the mods that change followers you are using. Vanilla followers regenerate 0.7% of their health pool every second (game follows wildly different rules for player, generic NPCs and followers tbh) so if your follower has 1000 HP it will heal for 7 HP per second. Supposedly.
      1. My solution to this was an unleveler - a mod that, among other things, changes creature spawns by making them infinitely scale with your character level-wise and deal +1% damage for each level they have (so if my character is 160 level this makes enemies deal 2.6 times damage to me and my followers). Making it work a balanced way is a pain - you will have to tweak things via SSEedit a lot to find a good spot because of enchantments, alchemy etc.
      2. Slow time flow. Vanilla timescale is 20 and setting it to 6 will make NPCs regenerate 3.3 times slower.
      3. A possibly simpler solution is to just tweak you follower stats one by one via console. They have stats healrate equal to 0.7 that corresponds to 0.7% health healed per second (I play on 0.7 for example) so targeting your follower and typing modav healrate -0.6 (I personally prefer to not use forceav and setav - there are problems) will make their healrate 0.1 making them heal 7 times slower, for example, and healratemult which equals 100 - this stat is a direct heal rate multiplier (duh) 100 corresponding to 100%. This stat is used to calculate PC health regeneration potions and enchantment effects and isn't properly coded to be used by NPCs so I advise not touching it). This data is stored in save so don't forget to save after you're done. Note that this changes exactly the unique body that is standing in front of you so if you are using a follower mod that spawns/despawns/resurrects/clones/etc you may have to tweak each copy depending on the way it's implemented which is more trouble than it's worth.
      4. Mind that if you use follower-enhancing mods like AFT they may have built-in stat changing mechanics e.g. AFT gives NPCs a perk that counteracts vanilla 66% regeneration reduction in combat that my mod disables (boost follower combat regeneration settings option) that ends up making them regenerate 66% faster if not turned off, has post-combat auto heal functions that I turn off etc.

      Cheers.
    2. brentw89
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      Thank you for all the info! I'm using AFT and disabled those boost options, which has helped. To reduce the regen further, is the modav healrate command safe to use if I'm using AFT?
    3. KatArus
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      using modav on anything that is not already modav'ed by something else is completely safe as far as I'm aware, just be aware that it's additive and is an independent game engine modifier. Let's say something is 10 by default. so typing modav -2 will keep default at 10 but game will treat it as 8. if you type modav -2 again modifier will become -4 so if you later go setav 20 (instead of 10) that -4 won't go anywhere and game will treat it as 16 and the only way to get rid of it is to type modav 4. AFT doesn't touch healrate, but some mods that overhaul thralls/seduction/illusion/etc do so you just type getav healrate to make sure you start at 0.7, type save healrate0.7 - this will make a hard save that will tell you where you started before you experiment. Take note that making your followers into werewolves or vampires through AFT does affect healrate.
  7. revotter
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    Enchantment changes are buggy, or so it seems.
    Let me explain my experience:
    First of all, I'm finding most enchanted items having 0% Regen rate. That's absolutely not lore friendly. This mod is the one nerfing those enchantments.
    So I go to SEEDIT and change the enchantment potency from your mod, just changing the values, nothing more. So I put, let's say, 70% Magicka Regen.
    When that happens, the item that was 1% Magicka Regen, turns into 70%, as expected. But... Price is 1000000 septims.
    That is, obviously, not logical. So I guess you changed somehow the enchanted item prices.
    Well, my conclusion is simply:
    -I'd like nerfed regeneration, sure, but not 0% or 1%. It's just too buggy. I'd prefer, for example, 5% or 10% as lowest and 100% as highest, for the very best enchanter.
    -Also, prices should be coherent, and compatible with "Enchanting Adjustments and Price-Charge Bug Fix", which is a basic mod for enchanting imho.

    That's all. Also, off topic, since I've been using this mod for a lot of time already, I ask. Why food Regen duration is only 60 seconds? Why not 2 hours? Is there a reason for that? I don't understand it.

    Thanks anyway! Right now I'm just removing your enchanting edits and making them vanilla.
    1. KatArus
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      It says in the description, under paragraph 2, that all regen armor enchantments are 'extremely nerfed in power'. That number is not bugged, it's not high enough to get UI to show 1%. Regeneration balance is completely rebuilt and having a single 70% magicka regen item will regenerate 70% of your mana pool per RL minute. In terms of balance it's like permanent free high tier regeneration potion effect on. I don't understand the point of getting a mod that turns autoregeneration off and makes you heal with food, potions or magic and then wanting an item that essentially turns free autoregeneration back on. The only free regeneration effects I left are Standing Stones.

      Of course, if effect that has 0.001 effect power and costs 500 gold is changed into 70 effect power it will then cost 70000 times 500. You must change Enchantment cost too.

      In 2.0 foods now last RL 20 minutes for medium and 1.5 hours for stews. There are also fondues that heal 5 hp/mana/stamina per second for extended periods of time.
    2. revotter
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      I was aware of the nerfed enchantments, what I didn't know is that 0% magic enchantment was intended.
      You say it's an UI issue, but when I wear that item (Boots with 0% magicka regen), the magic bar in the UI disappears.
      Is that because it takes a lot of time to recover so the UI bar doesn't even stay active? I thought it was because it wasn't regenerating anything at all.
      I completely understand the point of the mod and why regeneration must be nerfed, but 0% in an item sounds extremely non-gameplayable. I wanted to enchant an item with magicka regen and it said 0% or 1%. if it's 0,5%, I should know as an enchanter.
      Also, I think it's understable (following the Skyrim logic) that magicka regenerates quite fast. Nerfing health and stamina regen a lot is understable, you can 'train' how to play without them, but it's quite unplayable as a magician if you can't rely on your magicka regen.

      "In terms of balance it's like permanent free high tier regeneration potion effect on."
      Then make enchanting like a free low tier regeneration potion, that would be perfect. I'm playing an extremely hardcore Skyrim experience, and with this mod, being a pure mage is pretty useless compared to being an archer for example. That's not balanced at all. I can barely shoot an spell and run (with little stamina) from enemies, yet an archer can shoot endless arrows and still have a decent health bar (since, when leveling up, an archer doesn't need to focus on Stamina, like mages must focus on Magic). Mages should rely on enchanting at least, so enchanting shouldn't be useless. Make it 5% regen at least. 0% or 1% is completely useless for a fight.

      About the 2.0 version, you mean a future one coming? We're now in the 1.2 version? I installed the last update and food didn't update, maybe I need to cook new food to see the change? Need to check it again, didn't notice any duration change.

      Edit: Just to make you understand my hardcore character: I'm an archer that's supposed to have a few necromancy spells to use as a second weapon. Also, I'm an enchanter. Those three skills are my main. Yet I'm level 15 (Conjuration level 45), and due to nerfed regeneration + nerfed enchantment regeneration, I can't reanimate more than one enemy per fight. Yet I can shoot thousand arrows without limits. I understand you can like a gameplay without regeneration enchantments, but since I think it's pretty reasonable to have them, why don't you create an option to make them at least a little useful? 5%? 10%? Instead of 0% and 1%. BTW, I'm just suggesting. It's your mod, do what you want. I understand you can have other opinion about this topic. That's why I suggest making an option where enchanting isn't 0%. It shouldn't be hard, I think.
    3. KatArus
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      1. You will restore 25% of your total mana pool wearing one most powerful mana regen item (e.g.Master Robes) for 24 In-game hours. Lower tier items regen is so low it effectively regenerates nothing. The only reason I left it in the game is to preserve 100% installation-uninstallation compatibility.
      2. I always play very magically-heavy characters. You either a) have less than 500 mana pool b) completely ignore Elseweyr fondue and other mage-oriented foods I have introduced. Eating stew+soup+wine+pie will easily keep you casting c) don't wear peerless magicka-equivalent items d) ignore regenerate and fortify magicka alchemy potions e) play with unleveler and don't use weakness to fire/frost/shock poisons
      3. My mod doesn't cover alchemy and stamina management balance and is not an ultimate experience package. You will have to use more mods like Wildcat on top of it for that. I do have alchemy overhaul done but it needs a lot of polishing. I also have Destruction magic overhaul mod released already.
      4. 2.0 was already released, look in the files section and install it. It's much better balanced than 1.2.
      5. Use a mod to increase summon lifespan until it dies if you want to play necro or summoner. Skyrim's core Conjuration is built around idea of spamming summons I also have completely rebuilt shop potions - they restore a lot now, Mana potions restore 40-70-120-200-350-all mana each depending on potion level. Buy them or brew your own. You're struggling because you don't use even half of restorative tools mod offers.
      6. I have no problem making you some Imba mana regen item if 2.0's balance doesn't suit you. You may also consider using Apprentice Standing Stone - it will regenerate 100% of your mana pool per minute but will make you take double damage from enemy spells.
    4. revotter
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      Very interesting post you make, thanks.
      But, still, I'd prefer a 5%-10%-15% magic enchantment instead of 0% or 1%, it's ugly af and I'm preparing my Skyrim for a newbie that doesn't even know what's a mod. I'd prefer a seamless experience. 0% feels buggy.
      Just make an optional file to change those enchantings + prices, and I'll be happy. :)
      Thanks anyway, seriously.
    5. KatArus
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      You can just place EnchantingAdjustments below my file in load order and it will revert enchantments back (but not shop items and items that already exist) or open my file in sseedit and rightclick - delete Object Effect category in it (it will make all new loot/shop items and enchantment items vanilla. Will not alter already existing items)
  8. deleted6419983
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    It is probably not compatibille with Caco Hunterborn Campfire and Frostfall Right ? i like these kind of mods more than for Example i Need because i need and such mod are more about micromanagment which i dont like and it get a lot in to gameplay i just want food to be more effective so you have urge to eat it and not using only poition instead
    1. KatArus
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      It depends on how they are implemented, I'll take a look. I've already made compatibility patch for Realistic Needs and Diseases.

      There is another side though - effective food tempts you into eating much more than your character realistically can. I mitigated it by potions healing instantly while food is healing over time, but still.

      edit: I've looked around and there is no compatibility. Just like RND, food effects are overwritten by custom coded ones. so you'll have to pick one overhaul that suits you most,
  9. revotter
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    Could you add a sleeping functionality as well?
    That would make this mod a soft Skyrim needs mod, which would be unique and awesome. Consider it, please.
    And I'm not talking about forcing to sleep. Maybe a good reward if you sleep? Like, increased max attributes? +10 maybe? For 12 hours? Something like that.
    1. KatArus
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      I will consider something, but the point of this mod was to figure out how to do all of this without any scripts, perpetual quests or even SKSE, which I managed to pull off. If there is a way to make a perk that gives bonuses (bonus regeneration rates while you sleep?) based on how many hours you sleep in a row or something I'll implement it.
    2. revotter
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      I'd agree with anything you add. A little improve to sleep effects is good :)
  10. Izvestija
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    That's waaaaay too much potato moonshine!
    1. KatArus
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      I bet my 1500 bottles of mead that it's not too much!