[Relz] Magicka Regen for NPC's

Post » Sat Mar 26, 2011 1:11 pm

Ok, my third mod. Hope you like it.

Download 1: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7757

Download 2: http://www.tesnexus.com/downloads/file.php?id=26466

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The Elder Scrolls III
Morrowind Mod:
Magicka Regen for NPC's v2.5
by: Kalamestari_69
REQUIRES: TRIBUNAL OR BLOODMOON

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1. Installation
2. About this mod
3. Playing the plug-in
4. Incompatibilities
5. Questions
6. Save Games
7. Other info

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1. Installation

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Extract one of the esp's to Morrowind\Data files directory
and from your Morrowind launcher, select the esp you chose.

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2. What this mod does?

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Did you ever found it anoying that NPC mages were too...easy? After running out of their magicka, they were nearly defensless.

This mod adds magicka regen ability to all the races of tamriel. You see mages using their magickal powers even after they have run out of all magicka.
Of course this doesn't mean that they have unlimited magicka. It's just and ability: Restore Magicka 2-4 points per second.
There is also an option to remove this effect from you NPC companions. All you have to do is to look for "zero magicka regen" topic in your's companions dialogue options.
I did it because there is a high change of the effect to be reapplied when changing cells (only for NPCs), and when it hits the limit it wraps (goes negative). E.g. if you give a companion a CE restore health item, it turns into a drain health item after a few cellchanges.
You don't need to worry about this bug. Just use "zero magicka regen" topic in your companions dialogue options and everything should be fine.


Remember that this mod will not do anything to the Player.

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3.Playing the plug-in

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There are three different types of plugins:

"Normal" if you just want magicka regen ability to all the races ( this wont change anything else )

"Wakim's" if you wan't "Wakim's Game Improvment's Balance - Character mod" effects and magicka regen for the races.

"k_69's" if you want Oblivion style abilities and magicka regen for the races. Argonian breathing is not affected

Just select one of them, put the esp into you Data files folder and check the mod in your Morrowind launcher.

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4. Incompatibilities

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If you are using other mods that change something from the races, it might conflict with this mod.

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5.Questions

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1. Is this mod combatible with any other chargen mods out there?
Answer: Yes. It should be.

2. Does this mod effect on custom races added by other mods?
Answer: No. Only vanilla races are affected.

3. Does this mod alter creatures anyway?
Answer: No.

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6. Save Games

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I'm prety sure this wont change anything in your gameplay. But as always, backup your original savegames. If you don't see the effects, use Wrye Mash's repair all command. That should help.

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7. Other info

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version 1.0 -Initial release

version 1.5 -fixed some bugs

version 1.5b -Replaced mod with "Unlimited Magicka for NPC's"

version 2.0 -Returned Magicka Regen to the community

version 2.5 - Script should not be running in menumode now
- Fixed argonian breathing power not to be CE

Thanks to:

Melian for scripting and dialogue help
Peple in Bethesda Forums
Bethesda for this wonderfull game

You may not upload this mod anywhere else, but if you plan to use any part of this mod in your own mods, you have to ask permission from me.

User avatar
Gemma Woods Illustration
 
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Joined: Sun Jun 18, 2006 8:48 pm

Post » Sat Mar 26, 2011 6:34 pm

Sounds excellent. Pretty sure this will be a permanent add-on for me. Thanks for the release!

EDIT: Not an expert on GMST's and stuff, but TESTool found 72 GMST's and 1 other object in Wakim's Regen.esp. :unsure:
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JESSE
 
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Post » Sat Mar 26, 2011 12:44 pm

I like it as well, makes my game more balanced, since I added mana regenration for my PC?s a long time ago by myself ;)
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sarah simon-rogaume
 
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Post » Sun Mar 27, 2011 12:17 am

I'm curious, why is there a compatibility issue with a chargen mod? I'm asking because I use one of the quick chargen mods and I was wondering if there would be an incompatibility between it and this.
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Ashley Tamen
 
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Post » Sat Mar 26, 2011 11:33 pm

I'm curious, why is there a compatibility issue with a chargen mod? I'm asking because I use one of the quick chargen mods and I was wondering if there would be an incompatibility between it and this.


Do you use Immersive Chargen mod? If you don't, then there would be an incompatibility between it and this mod.
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Baby K(:
 
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Post » Sat Mar 26, 2011 10:32 pm

I'm sorry, I don't think I phrased by question right...

Is the default version of your mod dependent somehow upon the vanilla chargen (ie is that why you added a compatibility file for Immersive Chargen)?
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Ray
 
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Post » Sun Mar 27, 2011 12:56 am

I'm sorry, I don't think I phrased by question right...

Is the default version of your mod dependent somehow upon the vanilla chargen (ie is that why you added a compatibility file for Immersive Chargen)?


Well it removes the magicka regen ability from the player in the begining of the game. Thats why.

Edit: There is also a start script that removes the ability from the player in any exsisting games.

Begin MyScriptif ( player->GetSpell MySpell == 1 )	player->RemoveSpell MySpellelse	StopScript MyScriptendifend

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sunny lovett
 
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Post » Sun Mar 27, 2011 2:00 am

So is it cleaned? Seems to have the typical 72 dirty GMST's.
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Ysabelle
 
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Post » Sat Mar 26, 2011 12:44 pm

So is it cleaned? Seems to have the typical 72 dirty GMST's.


What the... I need to check it.
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Queen
 
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Post » Sat Mar 26, 2011 1:45 pm

intresting mod lol. It never occured to me that NPC's would need a regen mod too - nice work. and kudos for a unique mod
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Samantha Wood
 
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Post » Sat Mar 26, 2011 3:58 pm

I was looking through the CS and saw the gmst fNPcbasemagickamult. If it does what it sounds like, wouldn't it just be easier to edit it (ie give NPCs more base magicka) and not worry about regen to accomplish the same goal, magic users not being helpless? Just a suggestion.
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Lady Shocka
 
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Post » Sat Mar 26, 2011 2:49 pm

Ok, cleaned esp's with TesAme.
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sara OMAR
 
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Post » Sat Mar 26, 2011 1:50 pm

Ok, cleaned esp's with TesAme.

nice :goodjob: - downloading it now
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Bambi
 
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Post » Sun Mar 27, 2011 1:08 am

Ok, cleaned esp's with TesAme.


If the new one is on TES (it had 0 downloads) it still has 72 GMST's.
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Laura Wilson
 
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Post » Sat Mar 26, 2011 6:57 pm

Sounds cool.
Is this compatible with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037?
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CRuzIta LUVz grlz
 
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Post » Sat Mar 26, 2011 11:55 pm

Sounds cool.
Is this compatible with http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7037?


Yes it should be.
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electro_fantics
 
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Post » Sun Mar 27, 2011 3:05 am

If the new one is on TES (it had 0 downloads) it still has 72 GMST's.


I removed them with TesAme. There shouldn't be any.
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Prue
 
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Post » Sat Mar 26, 2011 11:35 pm

How exatly did you do this without effecting the player becuase i dont think it will work with custom-made-races?
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Dan Endacott
 
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Post » Sat Mar 26, 2011 5:12 pm

I removed them with TesAme. There shouldn't be any.


It was still the old file. In the new I see that they are named "Clean". :)
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James Rhead
 
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Post » Sat Mar 26, 2011 7:58 pm

How exatly did you do this without effecting the player becuase i dont think it will work with custom-made-races?


It will work only for vanilla races and if the player still gets the ability ( via console or by other means ) it will be removed from him/her via script.
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Rachael
 
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Post » Sat Mar 26, 2011 6:48 pm

It was still the old file. In the new I see that they are named "Clean". :)


And i started to think that it didn't work what i did :lol: .
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ILy- Forver
 
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Post » Sun Mar 27, 2011 1:38 am

Now this sounds rather interesting, couple this with NPC Enhanced and enemy mages could be very challenging. Thanks, Kalamestari_69 :thumbsup:

Could you explain what "Oblivion style abilities" in the k_69's* plugins are?
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MARLON JOHNSON
 
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Post » Sun Mar 27, 2011 3:29 am

Could you explain what "Oblivion style abilities" in the k_69's* plugins are?


It changes most of the race's abilities to what they are like in Oblivion.

Altmers are 25% weak to fire, frost and shok

Dunmers Ancestor guardian spell summons ancrestal ghost for two minutes

Nords are only 50% resistance to frost and Thunder fist spell is renamed to: Nordic Frost and does 50pts of frost damage.

Argonians have waterbreathing ability (constant effect)

Bosmers Beast Tongue spell doesn't last anymore !?500?! seconds

etc...
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Mandy Muir
 
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Post » Sat Mar 26, 2011 7:37 pm

Ah, thanks. I guess I should have worked that out for myself. My brain mustn't be working. :facepalm:
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Quick draw II
 
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Post » Sat Mar 26, 2011 10:32 pm

This coupled with Fliggerty's Fleeing Fetchers (or any other mod that makes NPCs flee when too hurt) gives enemy mages an offensive reason for running away...build up power and try again!
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Monika
 
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