Please help me to eliminate auto health regen once and for a

Post » Thu Jun 21, 2012 6:41 am

Well, the title says it already. I'm trying to eliminate the auto health regen for two days now, but it seem to return because of two reasons:

1. After talking to Parthunax the first time and choosing which shout to improve auto health regen kicks back
2. The same goes for Sinderion's Serendipity

After I thought I found the solutiuon yesterday, by removing the Sinderion spell from my inventory, I figured out the auto health regen is still there...significantly slower, but there. If it would auto regen 1 point in a minute I could life with it, but even after removing this spell, the auto health regen kicked back in.

The problem is, if I check my health regen rates with player.getav healrate/healratemult/combathealrate etc. it shows me an absolute 0. I additionally removed all three shouts granted to me by Parthunax, finally saving and returning into game. It's still there -.-

Please help me on this issue, as I'm really on my whits end how to get the most ****** feature ever out of an Elder Scroll game. Who had that idea in the first place?
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bonita mathews
 
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Post » Thu Jun 21, 2012 12:10 pm

I think health regen is a function under races. You could set the major playable races regen to 0? Then attach a script on a sleep event that sets it back to 0. THat way, if something happens, all you have to do is rest! Hope that works for you.
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Laura-Lee Gerwing
 
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Post » Wed Jun 20, 2012 11:49 pm

Yeah, thanks for trying. I've set the major race regen to 0. That's not the problem. The problem is that auto regen kicks back in after the Partunax quest and no one seemed to have found a fix for this.

I can easily modifie health regen through console, but this problem is not related to an actor value aka the health regen. It's either an engine bug, or done in purpose with boxed players in mind.

I've done complex research on this matter and tried various steps to get rid of the AHR to no avail. It's done through consoling, scripting, bating...no result...the AHR stays persistent no matter what you try.

I thought it might be either a spell or a perk. So I entered the PSB command on my level 1 character (were AHR is turned off and working), but it doesn't seem to be related to Sindrions or any other spell.

I've set up a .bat file granting me every single perk, yet there were no changes in turned off AHR behaviour. It stays off in lower levels but kicks back in after a certain time, most people keep telling after you do the Partunax quest, and after that trying to modifie the AV healrate or any other related AV does absolutely nothing. Even trying to raise the AV healrate does nothing. It just regenerates on a constant slow level...persistant, steady...unrelenting.
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Shianne Donato
 
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Post » Thu Jun 21, 2012 12:45 pm

...unrelenting.
Lol. Sorry I couldn't be of more use.
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Charles Weber
 
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Post » Thu Jun 21, 2012 6:57 am

In "QF_MQPaarthurnax_0003FA16.psc" Player is given Blades' faction status... maybe that does it somehow? (to test, I'd manually remove the action status from Player w/console to see if the AHR stops) I didn't see anything else in the 4 Paarth scripts I found that would really make a difference otherwise; maybe favors/relationships, but I don't see how. It could be done in a different quest-related script, but seeing as there are dozens; I'll leave that to someone else. I haven't found the Sinderion script so....
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Maria Garcia
 
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Post » Thu Jun 21, 2012 8:30 am

In "QF_MQPaarthurnax_0003FA16.psc" Player is given Blades' faction status... maybe that does it somehow? (to test, I'd manually remove the action status from Player w/console to see if the AHR stops) I didn't see anything else in the 4 Paarth scripts I found that would really make a difference otherwise; maybe favors/relationships, but I don't see how. It could be done in a different quest-related script, but seeing as there are dozens; I'll leave that to someone else. I haven't found the Sinderion script so....

I've been through all scripts related to the first Parthunax quest (MQ204) and the Sinderion spell. I thought there was a relation to the Sinderion spell shwoing an instance of health in the magic effect, but removing the spell from the PC doesn't do anything. Not a single script in the MQ204 quest shows a sign of health regen, or modification of it. The only sign for health change is when you need to shout the Firebreath at Parthunax he's been given 160 health back.

It's a huge letdown that there doesn't seem to be any chance to get rid of this stupid health behaviour.
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Celestine Stardust
 
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Post » Wed Jun 20, 2012 10:05 pm

You could give the character a perk that is active if his health regen is above 0. All it does is apply an ability that constantly saps your health at the same rate.
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matt oneil
 
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Post » Wed Jun 20, 2012 10:07 pm

You could give the character a perk that is active if his health regen is above 0. All it does is apply an ability that constantly saps your health at the same rate.

Which would be controlled by the actor value 'healrate'. Using the console with 'player.getav healrate' or 'healratemult' or 'combathealthregenmult' returns 0.00

A 0 can't be nullified, specially if it's already at 0.
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Reanan-Marie Olsen
 
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Post » Thu Jun 21, 2012 9:53 am

Which would be controlled by the actor value 'healrate'. Using the console with 'player.getav healrate' or 'healratemult' or 'combathealthregenmult' returns 0.00

A 0 can't be nullified, specially if it's already at 0.

Yes it can, it's just going to require more work on your part. You need to get a stopwatch and figure out the exact amount of health regenerated per second, even if these values are returning 0 when they shouldn't be. Then create a perk that (lets say the healrate is .20 per second) takes away 1 health every five seconds.

EDIT: Oh I see what you're saying now. The values never return above 0, so the perk would never trigger. Well, if you can find the events in game that cause regen to kick back in, you could just script those same events to addperk the perk discussed above.
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josh evans
 
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Post » Thu Jun 21, 2012 7:49 am

Yes it can, it's just going to require more work on your part. You need to get a stopwatch and figure out the exact amount of health regenerated per second, even if these values are returning 0 when they shouldn't be. Then create a perk that (lets say the healrate is .20 per second) takes away 1 health every five seconds.

EDIT: Oh I see what you're saying now. The values never return above 0, so the perk would never trigger. Well, if you can find the events in game that cause regen to kick back in, you could just script those same events to addperk the perk discussed above.

What I wanna say is, the only way for me to adjust the health regeneration via perk is by modification of the AV healrate. But the health regeneration later in game is not related to the AV, not to a invisible spell, not to a invisible perk. It's not related to the actor value that is responsible for health regeneration...it's something else. I've extensively tetsted this and no perk in the world will stop it.

The console returns that the auto health regeneration is turned off...but appearantly it isn't because my health is regenerating...;)
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Lucky Boy
 
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Post » Wed Jun 20, 2012 11:30 pm

What I wanna say is, the only way for me to adjust the health regeneration via perk is by modification of the AV healrate. But the health regeneration later in game is not related to the AV, not to a invisible spell, not to a invisible perk. It's not related to the actor value that is responsible for health regeneration...it's something else. I've extensively tetsted this and no perk in the world will stop it.

The console returns that the auto health regeneration is turned off...but appearantly it isn't because my health is regenerating... :wink:

I feel like you're discarding a viable solution out of hand. Regardless of where the health regen is coming from, it is still ultimately just health trickling in every so often. If you can counter that with an equal-and-opposite health draining ability, then why does it matter that you're still technically regenerating?
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Peetay
 
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Post » Thu Jun 21, 2012 6:48 am

I feel like you're discarding a viable solution out of hand. Regardless of where the health regen is coming from, it is still ultimately just health trickling in every so often. If you can counter that with an equal-and-opposite health draining ability, then why does it matter that you're still technically regenerating?

And I feel like you don't know what you are talking about.

How would I set up a counter health draining ability through spell or perk? I would do this with a magic effect with a detrimental variable that counters the auto health regen, right? Or I would do it directly through a perk that applies a negative health regeneration, right? What do you think controls booth solutions? It would be controlled by the...and now read carefully...ACTOR VALUE 'HealRate'.

But after the bug with returning auto health regeneration there is no way to permanently modifie the AV healrate. You can't modifie it to have less health regen and you can't modifie it to have more health regen. Do you understand it now? The reason why the auto health regeneration kicks back in is not related to that damn actor value, which you would need to control any of said spells, perks or whatever comes up in your mind.
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Jhenna lee Lizama
 
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Post » Thu Jun 21, 2012 6:14 am

I finally got it fixed!

And man was that complicated!

My first find was that the Sinderion spell does absolutely nothing to get a 25% chance to create two potions, because the perk that's responsible to increase that chance is outcommended with a ; in the responsible quest 'NN01' on quest stage 200. I'm sure they did this because it didn't work like supposed. The problem was, the magic effect was a value modfier and it's associated item was health. So it basically backfired on you by applying a constant +1 health regenration every second whenever you had the spell on your character.

My second find was that a similar problem occured for two of the three words you get learned from Paarthunax, namely the 'The Fire Within' (if you choose Yol) and 'Force Without Effort' (if you choose Fus). They booth share value modfiers in their effects and guess what was the associated item? Right...it was health.

What I basically did to fix the bugs was giving the magic effects a appropriate (or at least what I assume an appropriate) associated item. For the Sinderion Spell it's 'AlchemyMod', for The Fire Within it's 'DestructionMod' and for Force Without Effort it's 'ShoutRecoveryMult'. What it does know is raising skills destruction and alchemy for 1 point (invisible) and lowering the time for shout recovery by 1 second.

I've extensively tested this and I believe it's fool proof. In order to get this thing temporarily fixed before I release the new version, just type the following in console (this time for real):

player.removespell 000E8282
player.removespell 000E8281
player.removespell 0010BF09

This will remove all of thoose three spells and it should repair the auto health regen once and for all, unless you go back to Paarthunax and learn one of the two words again.
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sw1ss
 
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Post » Thu Jun 21, 2012 2:42 am

So, the problem was that besides the normal regeneration effect, the playe was receiving up to two different regenerating effects that weren't supposed to health you in any way?

Good finding. The bad part is that incomming DLCs could reintroduce the same bug with other perks. At least now we know where to search.
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Britney Lopez
 
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Post » Thu Jun 21, 2012 4:14 am

So, the problem was that besides the normal regeneration effect, the playe was receiving up to two different regenerating effects that weren't supposed to health you in any way?

Good finding. The bad part is that incomming DLCs could reintroduce the same bug with other perks. At least now we know where to search.

No, they not only gave you two different regenerating effects, they nullified every other too. At least thoose that were related to the 'healrate' and 'healratemult' actor values. That's why using the 'player.setav healrate 1' didn't do anything. Craziesd bug I ever experienced.

Most of the magic effects that work on perks have health as associated item, so I assume it's only related to that kind of spells. I've tested this on my vanilla character who has pretty much every perk and spell available. I've also used the PSB cosnole command on him and after apllying the fix there no longer was auto health regen, so I assume I've nailed them all... :biggrin:
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LittleMiss
 
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Post » Thu Jun 21, 2012 10:30 am

Great news :) . The whole regeneration is a flawed decision in my opinion and not being able to deactivate it wasn't pleassant.
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Jordan Moreno
 
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