Halting Magicka Regen (in a good way)

Post » Sun Nov 18, 2012 6:52 pm

Ahoy,

Now mods that stop health regen, for the most part, work. The only thing the default Health regen do is avoid using Potions/spells to heal you up, and pretty much negate the value of regeneration potions and renting a room at an inn.

However I was curious as to your take as to halting magicka regen. As the game stands balance wise right now, it would be terrible. Please don't get me wrong, I could very easily just go in and turn off magicka regen in about 20 seconds (well, not including the massive front loadtime of starting up creator kit). And in a few minutes make one that works well(ish)

But for people who want an old school experience (ala: D&D, other old games) wherein you have a limited number of casts (or magicka) inbetween resting you are pretty much screwed. Sure you could turn off magicka regen but unlike health, it would make mages practically unplayable as currently their spells don't do much damage.

So really the alternatives are, reducing spell costs across the board or boosting the effects of current spells... or both... or something I haven't been clever enough to figure out.

Really I am just up for anything that makes inns more useful... I haven't made a septim from adventurers in a long time..
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Lifee Mccaslin
 
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Post » Sun Nov 18, 2012 7:54 pm

I have a 360, so I cant really mess around w/stuff like that, but if I was to suggest anything, it would be to raise the potency of spells. As far as the mana cost goes, expierament with it for a little, and see how that works. Through enchanting, even with destruction cost lowerd to 0, I still fel like im throwing hundreads of bolts at bad guys, and they just brush it off, so it probly needs a little reduction if there's no mana regen, especialy since you'll be useing the other schools as well. The potency of spells def needs uping though.

I wish I could test this, old school sounds fun, plus it would give not only inns as you say some use, but it would give all those worthless mana potions I have some value as well.
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noa zarfati
 
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Post » Sun Nov 18, 2012 11:38 am

Through enchanting, even with destruction cost lowerd to 0, I still fel like im throwing hundreads of bolts at bad guys,

Yeah I know, but I am talking about playing the game normally, I mean if you really wanna break the game, smithing alchemy and enchanting are always there to terrorize the game horribly

I am kinda curious if I could re-do the old "Cast X level of spell Y times in-between resting.

Any script gurus think you could take a whack at it? I have some programming knowledge (though it was in C++ and Java) but not too quick witth scripting yet
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MISS KEEP UR
 
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Post » Sun Nov 18, 2012 3:22 pm

http://www.creationkit.com/Perk_Entry_Point

Mod spell cost, or mod spell duration/magnitude?
Or you could set the base and levelup magicka higher.

Also, if you set the rate too low, you will have to sleep for like 24 hours or more to recharge it all when you have a lot of magicka. You could write a script that fully restores it if you sleep for more than a certain amount of time, if you're have that problem.
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Andrew
 
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Post » Sun Nov 18, 2012 7:55 pm

Yeah I know, but I am talking about playing the game normally, I mean if you really wanna break the game, smithing alchemy and enchanting are always there to terrorize the game horribly

I am kinda curious if I could re-do the old "Cast X level of spell Y times in-between resting.

Any script gurus think you could take a whack at it? I have some programming knowledge (though it was in C++ and Java) but not too quick witth scripting yet
Believe me I know. I was useing the 0% cost to make a point of how weak the spells are. I usualy dont use any of the crafting skills, and never more than one per character. Like I said, wish I could help you try some of this. Leme know how it plays.
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Breanna Van Dijk
 
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