Realistic Regeneration Author: gh0stwizard Version: 3.13 URL: http://www.nexusmods.com/skyrim/mods/55507/ --------------------------------------- Description --------------------- The mod gives you an ability to customization of regeneration rates for Health, Magicka and Stamina. Features: * Powered by SkyUI (MCM only) * Supporting modes: sleeping, waiting, sitting, running, sprinting * Supporting potions and food * Supporting combat modes * Supporting courage & fatigue modes * Supporting items, magic effects and abilities * FISS support --------------------------------------- Requirements --------------------- SKSE 1.6.16 or newer http://skse.silverlock.org/ SkyUI 5.1 or newer http://skyrim.nexusmods.com/mods/3863 FISS as an option http://www.nexusmods.com/skyrim/mods/48265/ --------------------------------------- Updating --------------------- Updating from 3.x: * Just overwrite files (install new version) and continue playing Updating patches from 3.11 to 3.12+: * CRX: delete the old .esp and use the new patch * Gromits Cooking Recipes: delete old .esp; now its supported out of box Updating from old version 2.x: * Deinstall old version as described in this README (see below) * Install new version as described in this README (see below) * Possible you have to use "Save game script cleaner": http://www.nexusmods.com/skyrim/mods/52363/ * Start a new game :> --------------------------------------- Is this mod for you? --------------------- The mod is considered as a constructor, a builder [of your own reality], you name it and not as a pre-defined preset for your play through (still, some presets are included). Because there are a lot of things that might change the balance of the game, this mod follows next rule: It has been said something as small as the flutter of a butterfly's wing can ultimately cause a typhoon halfway around the world. - Chaos Theory The mod gives you an ability to control regeneration rates for most situations in the game. Still, there is a lot of work to be done. If you like to play with own rules, then this mod is for you. If you are looking for a bold balancing mod you have to look some overhauls around, mostly because they covers much more than just regeneration rates. --------------------------------------- Things that mod does --------------------- The mod is based around of modifying next actor values depending on the situation: HealRate, MagickaRate and StaminaRate. Plus it can handle next values in the combat mode: CombatHealthRegenMult, fCombatMagickaRegenRateMult and fCombatStaminaRegenRateMult. Note: Please read HOWTO file included with the mode to obtain details if you don't know what was said above. Also the mod is watching what you are doing and what effects are active, such as: sitting, running, sprinting, combat, active effects of potions of regeneration, food; controls rates for sleeping, waiting; changing actor values when PC is in the werewolf form. And more. --------------------------------------- Compabilty --------------------- Versions 3.xx of this mod should be compatible with everything. You have to enable or disable options and look if your mods are working properly with Realistic Regeneration. This mod modifies player variables (via ForceAv +/- MagicEffects): * HealRate * MagickaRate * StaminaRate Also, it may modify such variables depending on player's decision: * CombatHealthRegenMult * fCombatMagickaRegenRateMult * fCombatStaminaRegenRateMult Magic Effects modified to fix bugs related to regeneration rates: * Force Without Effort [000E827F] * The Fire Within [000E8280] * Restore Stamina [FoodRestoreStaminaDuration] [001058A3] * Restore Magicka [FoodRestoreMagickaDuration] [001058A7] * Sinderion's Serendipity [NN01PerkEffect] [0010F84C] The mod does NOT change any NPCs values. The mod does NOT change any race values. The mod does NOT change any variables for potions, food, etc. Fully compatible: * Babettes Feast - Improved Cooking * Cooking Expanded * Eli's Coffee Mod * Frostfall - Hypothermia Camping Survival / no issues were found (may be I'd missed something) * Gromits Cooking Recipes - Food - Drink Overhaul / starting from 3.12 its supported out of a box * Gromits Potions Heal Over Time Mod * Immersive Potions * iNeed - Food Water and Sleep * Osare Food * Realistic Needs and Diseases / no issues were found (may be I'd missed something) * Skyrim Redone * SkyTweak / use in-the-mod "Create Save" (inside SkyTweak) button to avoid race conditions Partially compatible: * Nordic Cooking (all food will be recognized as potions of regeneration) * Requiem (it uses own hardcoded system for stamina regeneration) * SkyDie (it uses own hardcoded system for health regeneration) Patch required: * Complete Alchemy and Cooking Overhaul * Dovahcook - Cooking Recipes Expansion * Phitts Alchemy and Food Overhaul Incompatible (requires patches; in todo list): * Zinni's Food Overhaul / a patch required (it contains dozens files, ask me if you need this) All mods listed as incompatible will working fine together with Realistic Regeneration. But you can't control regeneration rates for food, potions (if a mod covers them). That's means you can't increase or decrease the rate of regeneration. Solution: Just left options for food/potions as "DISABLED" inside of MCM for Realistic Regeneration to live with that. --------------------------------------- Load order --------------------- Better keep Realistic_Regeneration.esp file at bottom of your load list because of changes for magic effects in the vanilla game. See details described above at "Compabilty" section. --------------------------------------- Food, potions mods and Realistic Regeneration --------------------- Starting 3.12 the mod was optimized to better compatibility with food and potions mods. At the time of writing this document, prefered load order: OsareFood.esp CookingExpanded.esp GM-HMSPotions3SecsWeighted.esp GM-CookingRebalanceFinal.esp CRX.esp CRX+Realistic_Regeneration.esp <-- download this patch for CRX.esp Realistic_Regeneration.esp If you don't have some files its ok. The list above is just an example. If you have some mods that listed as compatible place them before/above Realistic_Regeneration.esp as it was shown in the list above. If you have some mods that listed as incompatible (see Compabilty section above) place them after/below Realistic_Regeneration.esp. --------------------------------------- Issues --------------------- Issue #1 When you are awake after sleeping you may notice that a health (either magicka, stamina) after a few seconds passed has been increased (decreased) to a higher (lower) value. All is ok, as intended. Issue #2 Starting from version 3.07 of this mod the new fatigue's effects were added. Well, it is possible that your attributes health/magicka/stamina (as you defined in options) decreases when you are doing next things. Let's take an example for stamina fatigue effect when you are running. Steps to reproduce the bug (not always, but often): 1. You are running. 2. At this moment you open a map and do fast travel. 3. After you have arrived to the destination you'll see that stamina has been decreased. I don't know how to fix this issue at the moment. I have to find a time to investigate it. Solution: Stop before openning a map, this will stop the fatigue effect. --------------------------------------- Credits --------------------- The mod was created with notice to other mods, such as: * Realistic Health Regeneration by Beagle2 * Disable Health Regeneration by Drazhar14 * No health regen with fix to perks by Huillam * SkyTweak by GrimyBunyip Thank you, guys! --------------------------------------- See also --------------------- * Vitality: the mod with same goals as this is; have own features http://www.nexusmods.com/skyrim/mods/69377/ * Skyrim -Community- Uncapper: I'm using it as a supplementary to this mod http://www.nexusmods.com/skyrim/mods/1175/ --------------------------------------- F.A.Q --------------------- Q. Realistic, you said? This is not a realistic! A. Real reality is not exists. Each of us feel reality on his own. Q. Numbers... I don't understand them! A. This mod controls next actor values, below showed default numbers: HealRate = 0.7 MagickaRate = 3.0 StaminaRate = 5.0 Higher values means faster regeneration rate. Please, read HOWTO file included with this version of the mod for more information. It is hard to explain all details in this F.A.Q. Q. What's about potions, food? A. Supported. Remember, a potion or a food should increase a regeneration rate and not just restore your attribute. Q. What's about weapons, fights? A. Combat mode is supported. Q. How exactly works settings for potions, food, etc? A. In brief, the settings for potions has highest priority. The default regeneration rate is placed under "Staying" settings. It has special priority. Priorities from highest to lowest: 1. Waiting/sleeping/werewolf ** 2. Abilities ** 3. Potions 4. Food 5. Combat * 6. Items 7. Sprinting 8. Running 9. Sitting 10. Staying ** That's means the food (potions) settings overwrites any other settings, but for a limited amount of time. * As 3.12 combat settings will take priority over sprinting, running and items (!). ** This settings have special priority, see the list below. Special priorities: 1. Staying <---- so called "DEFAULT" rate * 1. Waiting/Sleeping/Werefolf ** 3. Spells (abilities) *** * This is the main entry point of the mod. Values defined here will be set via ForceAv() command for HealRate, MagickaRate and StaminaRate. So, by all means these values represents your default regeneration rates for most situations until they will be overwritten by other settings in this mod, such as different values for potions, food, you named it. ** Currently waiting/sleeping/werewolf settings overwrites any settings, including potions, food, etc settings. If waiting/sleeping options were set to "DISABLED" then into account will be taken your current regeneration rate (at the moment when you have opened the wait/sleep menu). See the formula below for details. *** As 3.09 the behavior for abilities was changed. Now it is an addition to your current rate at the moment. So, the abilities will have better means for your character. Q. The regeneration rate when sleep is too high or low! A. Yes, as intended. In game hours will be converted to real ones. To gain new value for a health you should wait the same amount of hours in real time. If you are real hardcore player just disable regeneration at all. Also, please note that the formula has changed in versions 3.xx: Gained amount of attribute = * 3600 * For instance, you set the rate to 0.01 for health regeneration, so: Total health after a sleep = + (0.01 * 3600 * hours) --------------------------------------- References --------------------- 1. http://www.creationkit.com/index.php?title=Category:Settings 2. http://en.uesp.net/wiki/Skyrim_talk:Attributes --------------------------------------- FISS support information --------------------- The mod is using FISS version 1.21 and contains the next files: * Data\Scripts\FISSFactory.pex * Data\Scripts\FISSInterface.pex as it described in FISS's documentation. --------------------------------------- Installation --------------------- For NMM, MO users: * Download, install and activate the mod as any other. * Follow instructions from p.3 below For all: 1. Unpack the contents of the archive to your "../Skyrim/Data" folder. 2. Check Realistic_Regeneration.esp file in your mod manager. 3. Run Skyrim via SKSE. 4. Enter to Mod Settings and exit: Esc -> MOD SETTINGS -> TAB -> TAB 5. Wait 5-10 seconds until you receive the message "Realistic Regeneration Disabled" 6. Enter to Mod Settings and customize it on your taste. --------------------------------------- Uninstalling --------------------- 1. In Mod Settings disable the mod 2. Save the game 3. Disactivate the mod in your mod manager 4. Delete files from ".../Skyrim/Data" folder (for non-NMM/MO users)