Magicka stopped regeneratíng.

Post » Sat Jan 22, 2011 2:15 am

Hi all,

after a little over 20 hrs of playing and 165 saves my magicka stopped regenerating.
I was by that time on bad terms with the gods. 10 septims bounty and lots of thieving, i e could not heal at altars.
Paid off bounty, could heal at altars, no luck. Sleeping does not help either. BOSS load order from OBMM included below:

Oblivion.esm
All Natural Base.esm
BathingMod_Base.esm
Unofficial Oblivion Patch.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
All Natural - Real Lights.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
AmbientTownSounds.esp
Atmospheric Oblivion.esp
Cities Alive At Night.esp
WindowLightingSystem.esp
CDM-Duel.esp
Chapel Tithe.esp
kuerteeSittableRocks.esp
My Voice Extender.esp
Purge Cell Buffers - Loading.esp
SoT_Holiday.esp
Enhanced Economy.esp
FF_Real_Thirst.esp
DLCHorseArmor.esp
DLCOrrery.esp
DLCVileLair.esp
DLCMehrunesRazor.esp
DLCSpellTomes.esp
VampireCurePotions 1.0.esp
XSPipeMod.esp
DLCThievesDen.esp
kuerteeWanderingEncounters.esp
A's Elven Swords.esp
TIE.esp
BogwaterDowns.esp
za_bankmod.esp
DLCFrostcrag.esp
Knights.esp
Enemy Actors Use Powers 0.1.1.esp
Birthsigns Expanded.esp
kuerteeInventoryIsABackpack.esp
kuerteeGoldIsAnInventoryItem.esp
RealHungerv1.4_NO_MMM.esp
BathingMod.esp
BathingMod_Bathrooms.esp
RealSleepExtended.esp
RenGuardOverhaul.esp
Duke Patricks Basic Denock Arrows.esp
nGCD.esp
CuteElf11.esp
1em_Vilja.esp
NoLoad.esp
Bashed Patch, 0.esp
Duke Patricks - Magic you can believe in.esp

All .esps checked with TES4Edit, cleaned from identical to masters records, records undeleted and disabled wherever applicable.
And I built my bashed patch with DP`s magic you... deactivated, enabling it afterwards.
What`s gone wrong?

Regards, Haldir
User avatar
Emmie Cate
 
Posts: 3372
Joined: Sun Mar 11, 2007 12:01 am

Post » Sat Jan 22, 2011 1:42 am

If healing at altars does nothing, it won't just be Astral Vapors, but does the Active Effects tab show anything giving you Stunted Magicka? I don't recall any items that might have the "Permanent Effects from Quest Items" glitch, but there could be mod-added ones.
User avatar
TRIsha FEnnesse
 
Posts: 3369
Joined: Sun Feb 04, 2007 5:59 am

Post » Sat Jan 22, 2011 7:47 am

Somewhat of a long shot...
nGCD handles health, magika and fatigue regen, and it correctly recalculates your stats if installed into an existing game.
So you could try disabling that mod, make a clean save then renable nGCD, so it resets.
User avatar
Add Meeh
 
Posts: 3326
Joined: Sat Jan 06, 2007 8:09 am

Post » Sat Jan 22, 2011 1:13 am

If healing at altars does nothing, it won't just be Astral Vapors, but does the Active Effects tab show anything giving you Stunted Magicka? I don't recall any items that might have the "Permanent Effects from Quest Items" glitch, but there could be mod-added ones.


Ghastley,

thx.

Active Effects tab, where is it? In my game interface I`m not subjected to any effects. Maybe you talk abt. CS? Which I`ve never used as yet, BTW.

Regards, Haldir
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Sat Jan 22, 2011 4:23 am

Are you sure it really stopped? If the Actor Value is reduced past 0 (into the negatives) it will take some time before you see the blue bar go back up. I have read that you cannot make the Actor Values go down past ZERO but that is not what I see in my experience. I know for a fact I can lower it past zero at least as far as the game code is concerned (if not the HUD).

Try setting the actor value up to 5 via the console and then see what happens.
User avatar
NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Fri Jan 21, 2011 10:00 pm

Somewhat of a long shot...
nGCD handles health, magika and fatigue regen, and it correctly recalculates your stats if installed into an existing game.
So you could try disabling that mod, make a clean save then renable nGCD, so it resets.


Hi Gaticus,

regen worked after disabling nGCD and works after enabling it, for now.

OBMM actually warns abt. a conflict between nGCD and darkuid and lets nGCD overwrite a darkuid file.
Maybe creating a timebomb.

THX awfully, Haldir
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Sat Jan 22, 2011 4:28 am

...OBMM actually warns abt. a conflict between nGCD and darkuid and lets nGCD overwrite a darkuid file.
Maybe creating a timebomb...


I'm pretty sure nGCD is just replacing the levelling screen. Other mods like Alchemy Advanced and Map Marker Overhaul also replace UI elements to provide the extra functionality.
User avatar
Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

Post » Sat Jan 22, 2011 4:35 am

Ghastley,

thx.

Active Effects tab, where is it? In my game interface I`m not subjected to any effects. Maybe you talk abt. CS? Which I`ve never used as yet, BTW.

Regards, Haldir

In the Magic page, tab farthest to the right. Helps you keep track of what stuff is doing what, assuming they use a magickal effect to do so(like a enchantment or spell/ability).

And spookyfx is right, you can have stats lower then zero in some cases. Not stats like strength or luck, and obviously not health, but fatigue and magicka can go below 0 if drained hard enough. Fatigue's the one you don't want below zero, because then you're stuck on the ground helpless.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Sat Jan 22, 2011 3:57 am

I have noticed this a few times only because when I use a scroll since I don't cast spells really.
I have to use a potion to get it back up.
Having to resave with nGCD disabled would get old fast.
User avatar
Darren
 
Posts: 3354
Joined: Wed Jun 06, 2007 2:33 pm

Post » Sat Jan 22, 2011 12:05 am

Are you sure it really stopped? If the Actor Value is reduced past 0 (into the negatives) it will take some time before you see the blue bar go back up. I have read that you cannot make the Actor Values go down past ZERO but that is not what I see in my experience. I know for a fact I can lower it past zero at least as far as the game code is concerned (if not the HUD).

Try setting the actor value up to 5 via the console and then see what happens.


Hi spookyfx,

how should that command be worded? I tried a few alternatives, no luck.

BTW, waiting 10 hrs did not make magicka to begin regenerating.

Regards, Haldir
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Fri Jan 21, 2011 10:34 pm

Using the wait menu has no effect on timers that run in realtime (not game time). So that is not really a surprise to me.

Try setting to 5 it this way:

Player.setav magicka 5

or

Player.forceav magicka 5

The set and force commands should not be used on stats like strength (stats that do not have a hud bar) but for fatigue and magicka it is ok. At least just for this test anyway.


Hi spookyfx,

how should that command be worded? I tried a few alternatives, no luck.

BTW, waiting 10 hrs did not make magicka to begin regenerating.

Regards, Haldir

User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Sat Jan 22, 2011 1:39 pm

spookyfx,

THX awfully, will try this next time the problem surfaces.

Regards, Haldir
User avatar
Marlo Stanfield
 
Posts: 3432
Joined: Wed May 16, 2007 11:00 pm


Return to IV - Oblivion