Skyrim Special Edition
0 of 0

File information

Last updated

Original upload

Created by

TemplarSwift

Uploaded by

TemplarSwift

Virus scan

Safe to use

Tags for this mod

41 comments

  1. UnhealthyTruth
    UnhealthyTruth
    • member
    • 4 kudos
    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!

    Anyway, Thanks again!
    1. guard296
      guard296
      • member
      • 0 kudos
      this is exactly what i was looking for. @Templarswift made a great mod! and You helped me tailor their great mod to my personal taste. Thanks friend!
    2. drhamm
      drhamm
      • supporter
      • 74 kudos
      Thanks! I was getting frustrated with this, but just added the flag as per your instructions. Here's hoping!
    3. Woobby
      Woobby
      • member
      • 0 kudos
      Thanks! Took me awhile to figure out how to edit it o.o
    4. MurdertheH
      MurdertheH
      • supporter
      • 2 kudos
      Thanks! This mod was making slower, long-range combat impossible because NPCs kept healing between hits. I'll try this fix!
    5. FirstNameRAF
      FirstNameRAF
      • member
      • 0 kudos
      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
    6. SRW0
      SRW0
      • premium
      • 270 kudos
      Thanks FirstNameRAF! Thanks all, this is perfect.
  2. FashionSuckMan
    FashionSuckMan
    • supporter
    • 0 kudos
    does replacing actor type npc with actor type creature add to all creatures? I want every single living thing in skyrim to get this health regen

    or does it need to be for example: actortypegiant, actortypedragon, actortypetroll, actortype wolf.....ect
  3. TheMenAreFleeing
    TheMenAreFleeing
    • member
    • 0 kudos
    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.
    1. TemplarSwift
      TemplarSwift
      • member
      • 154 kudos
      Add keyword ActorTypeCreature to distribution
    2. sabster123
      sabster123
      • premium
      • 57 kudos
      can you please elaborate where and how to add keyword? Screenshot would be nice. 
      thank you in advance
    3. naruto2693
      naruto2693
      • member
      • 15 kudos
      ;NES_DISTR.ini
      ;NESMonitorAbilitynew
      ;Humans
      Spell = 0x801~nonessential_healthregen.esp|ActorTypeNPC
      ;Giants
      Spell = 0x801~nonessential_healthregen.esp|ActorTypeCreature
    4. hoangdai94
      hoangdai94
      • member
      • 42 kudos
      @TemplarSwift @naruto2693 Thanks a bunch, guys ! <3
  4. Sentosa2
    Sentosa2
    • premium
    • 1 kudos
    Anyway to prevent followers from boosting back to full hp immediately after combat?
  5. R3B3LCAUSE
    R3B3LCAUSE
    • member
    • 0 kudos
    Does this work with mods that alter the vanilla health regen rate?
    1. TemplarSwift
      TemplarSwift
      • member
      • 154 kudos
      they are independent
  6. mattski123
    mattski123
    • supporter
    • 88 kudos
    Does the spell show any effects (like light flashing)? And, the spell is automatically cast without actually doing anything, right?
    1. TemplarSwift
      TemplarSwift
      • member
      • 154 kudos
      There are no visible effects. It just uses magic effect which adds health.
    2. mattski123
      mattski123
      • supporter
      • 88 kudos
      Thanks :)
  7. brentw89
    brentw89
    • premium
    • 7 kudos
    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?)
    1. TemplarSwift
      TemplarSwift
      • member
      • 154 kudos
      This mod just slightly regen non-essential NPCs. It does not check whether they are followers or not.
    2. brentw89
      brentw89
      • premium
      • 7 kudos
      How long does regen take?  Will it stack on mods that influence follower regen or replace them?  
      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.
    3. TheMenAreFleeing
      TheMenAreFleeing
      • member
      • 0 kudos
      Checked that mod in XEdit. It doesn't touch anything regarding follower regen.
  8. tonycubed2
    tonycubed2
    • premium
    • 1,135 kudos
    Will this work on Npcs that are created after game starts?  On Npcs generated on the fly during encounter events for example.
    1. TemplarSwift
      TemplarSwift
      • member
      • 154 kudos
      I guess. But it will not aggect those of them who does not have ActorTypeNPC keyword on their actorbases
  9. Agnusthemagi
    Agnusthemagi
    • member
    • 67 kudos
    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!
  10. pytheian
    pytheian
    • premium
    • 27 kudos
    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.