Thanks for the conversion of a great idea to this better implementation. I wanted to let you, and anyone else who might be interested, know that I added the "IsinCombat" condition to effect in the monitoring spell with no apparent ill effects. I'll be honest and say I don't know if it should be on the "magic effect" directly or the "monitoring spell" for best use, but putting the condition on the latter seems to produce the intended effect of stopping regen in combat for NPCs. I understand the effect was basically negligible when they are in combat, but since I don't actively regenerate in combat (in addition to some increased difficulty mods) I wanted battles to be even.
So I copied how Enaision controlled the nomadic heritage racial trait from Imperious which 'prevents' stamina drain when not in combat and allows stamina drain in combat (more or less that's how it works). I did some testing attacking Whiterun guards, watching their health levels with the console when they were in combat with me, after I stopped combat, and it all works as expected. Further, I've been playing with it like this for a week and haven't noticed any enemies regenerating in combat or any adverse effects.
Link to image of change for those interested: https://imgur.com/a/dkzot7K
I figure this might be a helpful change for some people, but I'm not saying its necessary nor am I asking you to change the mod. If, however, there is a problem with this change please let me know as I'd hate to mess up other people's games with bad advice!
Gonna try this out thanks For anyone who doesnt know how to do jack s#*! in xedit like myself, just right click on the top blank condition spot and click add
How should I go about adding this to creatures, for example Giants? the ones in my game eventually get worn down and die from fighting random encounters before I am strong enough to fight them. They have no regen at all.
Does this leave followers alone? (I think I have mods that influence how they're injured and recover, so I'm concerned about conflicts. Are all followers marked essential so they're ignored by this mod?)
Love the concept of this mod to fix the injured NPCs forever "bug" that really shows up when using injury animations but looking for guidance to not to create new issues.
That is one of my oldest gripes from the game, how on earth they removed regeneration from npcs. Surely this is the best way to fix it nowadays. Thanks for the mod!
For anyone else wondering, if you want NPCs including enemies to regenerate at same rate as player think you need to change the magnitude of the spell in the plugin to .5 from .2. thanks for making this dude.
41 comments
So I copied how Enaision controlled the nomadic heritage racial trait from Imperious which 'prevents' stamina drain when not in combat and allows stamina drain in combat (more or less that's how it works). I did some testing attacking Whiterun guards, watching their health levels with the console when they were in combat with me, after I stopped combat, and it all works as expected. Further, I've been playing with it like this for a week and haven't noticed any enemies regenerating in combat or any adverse effects.
Link to image of change for those interested: https://imgur.com/a/dkzot7K
I figure this might be a helpful change for some people, but I'm not saying its necessary nor am I asking you to change the mod. If, however, there is a problem with this change please let me know as I'd hate to mess up other people's games with bad advice!
Anyway, Thanks again!
For anyone who doesnt know how to do jack s#*! in xedit like myself, just right click on the top blank condition spot and click add
or does it need to be for example: actortypegiant, actortypedragon, actortypetroll, actortype wolf.....ect
thank you in advance
;NESMonitorAbilitynew
;Humans
Spell = 0x801~nonessential_healthregen.esp|ActorTypeNPC
;Giants
Spell = 0x801~nonessential_healthregen.esp|ActorTypeCreature
Would it conflict with this:
FollowerDeath and Injury Chance - Followers Can Die at Skyrim Special Edition Nexus -
Mods and Community
Love the concept of this mod to fix the injured NPCs forever "bug" that really shows up when using injury animations but looking for guidance to not to create new issues.
Thanks for the mod!