I do not know if this may be related to this mod but i have a problem: At first i used this mod and the revert form mod (which apparently stops working on zone change or save load when in wolf form) i then installed the everlasting werewolf mod and uninstalled the werewolf meter. As the revert form mod was not working properly i uninstalled both the revert form and everlasting werewolf and reinstalled the werewolf meter. Now i decided to use some magic but i had to notice that my magicka regeneration is no longer working. With realistic regeneration mod i can see my regeneration is always 0 (only without regeneration buffing equipment). Despite that my magicka gets refilled and depleted when tranforming into a werewolf but afterwards still does not regenerate. Could this be related to some unlucky problems with these three mods and how could i fix this? I could not find a mod to edit the regeneration rate directly unfortunately.
Well, first off, the regeneration on Magicka is stopped during transformation, but upon return it is returned to normal by the meter, so if you're not a werebeast, then this mod stops all activity and monitors for another race change.
So, without knowing what state you were in when you removed the mod(s), I can't really assist you, but telling you that if you were normal and you removed this mod, then it wouldn't have had any impact on your Magicka afterwards.
general rule: do not remove mods in game progress ideally you won't add/remove mods in game progress either except if it's vanilla or near-vanilla. Basically each time you add or remove mods, you start over or make multiple saves in case of adding up.
This new notification setup isn't working great, I just got a notice that this had been responded to today, the other day I had none.
Anyhow, removing mods from a save *is* possible depending on the actual mod, some mods with no running scripts can be safely removed (save games record active scripts in them and where they were running, this causes update issues), so this mod *can* be removed because it holds no constant running scripts, you can remove it, (sorry for this, re-editing this, seems I had too many tabs open and responded to the wrong mod) as the mod has a means of monitoring the transformation, but, if the mod is removed, the script will cease to function (as in it'll stop), reason being is the script is called on a timer and disabled when it enters again, but only reactivates the timer if conditions are met. The script is on a Quest, if that Quest is removed (mod gone), the script won't run a repeat request, meaning the script will disappear from future saves, I do this with a lot of my mods, a way for the script to realize the mod was removed.
This mod doesn't affect the HUD in any way, only uses the Magicka value, it is up to the HUD to show changes.
It works for me, funny part was, when I ported this to SE, for some reason (not sure how/where), but SE removed the port from the game! It works fine with it actually, though the forced night transformations warn but don't seem to affect the bar (or it does and it is so tiny you don't see).
It is completely different, never even saw that, plus this one just happens, there is 1 script, low to no impact on game play, also restores the Magicka to it's original state on revert back to human. Not sure about that other one. Also plan to get it working with Moonlight Tales, as the SE version it doesn't seem to see it.
I'll look into that when I get spare time to do so, so please be patient, I just have to see if I can do that with any of the other SSE mod conversions I just finished getting done.
14 comments
So, without knowing what state you were in when you removed the mod(s), I can't really assist you, but telling you that if you were normal and you removed this mod, then it wouldn't have had any impact on your Magicka afterwards.
GuruSR.
ideally you won't add/remove mods in game progress either except if it's vanilla or near-vanilla.
Basically each time you add or remove mods, you start over or make multiple saves in case of adding up.
Anyhow, removing mods from a save *is* possible depending on the actual mod, some mods with no running scripts can be safely removed (save games record active scripts in them and where they were running, this causes update issues), so this mod *can* be removed because it holds no constant running scripts, you can remove it, (sorry for this, re-editing this, seems I had too many tabs open and responded to the wrong mod) as the mod has a means of monitoring the transformation, but, if the mod is removed, the script will cease to function (as in it'll stop), reason being is the script is called on a timer and disabled when it enters again, but only reactivates the timer if conditions are met. The script is on a Quest, if that Quest is removed (mod gone), the script won't run a repeat request, meaning the script will disappear from future saves, I do this with a lot of my mods, a way for the script to realize the mod was removed.
This mod doesn't affect the HUD in any way, only uses the Magicka value, it is up to the HUD to show changes.
GuruSR.
Werewolf Time Meter
Edit, found the answer further down
GuruSR.
https://www.nexusmods.com/skyrimspecialedition/mods/8389
GuruSR.
Just a little suggest though : This mod can be safely flagged as an esl in SSEEdit
GuruSR.