Magicka auto-regen mod

Post » Wed Apr 22, 2015 12:22 am

I just wanted to ask, if someone else here uses this mod, because I do and even if it makes game easier, I still believe that it's lore friendly. What's yours opinions?

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Lil Miss
 
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Post » Wed Apr 22, 2015 8:13 am

I get enough magicka regen in Oblivion and Skyrim so I never use a magicka regen mod in Morrowind. I don't use the quick casting tweak in MCP either.

The last character I played in Morrowind was a Telvanni and I started him through the Rise of the House Telvanni mod. One of the things I don't like about that mod is that it forces magicka regen on you. It also has some overpowered loot, but it is easy enough to get rid of loot. There is no way I know of to get rid of the magicka regen ability RoHT forces on you. I suppose I could load the save into the CS and try to figure out how to edit away the regen ability. Too much work.

Anyway, due to RoHT I do have some experience in magicka regen in Morrowind but I still prefer having to sleep. It forces you to treat magicka as a limited resource, and really makes managing your magicka pool crucial, which I like.

However I am in the distinct minority in that. The vast majority of posters here use magicka regen mods in Morrowind and the quick casting tweak in MCP.
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Chloe Botham
 
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Post » Tue Apr 21, 2015 7:02 pm

I am just not familiar with idea of having 50 magicka potions with me, and you can't sleep during combat of course... I just see this mod like something that makes this game more fluent or ,lets say, more adventurous(?)

I understand way you play, mana management is also fine but I am little bit woried, if it will be still fun, for purely mage character. That's the reason why I wanted to hear another opinions about this.

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I’m my own
 
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Post » Wed Apr 22, 2015 10:30 am

My mages rely more on enchant than potions. There is built in regen for enchant. They use enchant to deal with pests like cliff racers and such and save their magicka pool for when they really need it. They carry a few potions for backup but not 50. More like a dozen. When you are low on magicka and cannot find a place to sleep that's when the game gets exciting.

It's not a playstyle for everyone but I enjoy it.
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Lynette Wilson
 
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Post » Wed Apr 22, 2015 1:05 am

I use GCD for some characters, and it includes magicka regeneration at a rate that I found excessive. In essence, it took away the "tactical" feel of playing a magic-user. I ended up altering the rate in the Construction Set to about 1/4 of the default. That way, the character can generally recover most of his/her magicka during the long trek back from wherever the adventure led to and while selling loot, etc.

In games where I use MADD instead of GCD (I prefer GCD for "single class" focused builds, and MADD for "hybrid" builds), I use Fair Magicka Regeneration, also tweaked down considerably for the same reason.

I like a BIT of magicka regen, but the rates in OB an in most mods feel absurd. I'm not into playing a magic-user as a "flamethrower". I prefer it to be far more subtle except when you absolutely need to expend that power, and then pay the price for it. You still have potions for when you need to recover it "right now", but my characters use them sparingly, generally only carrying 2-5 on a trip.

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tegan fiamengo
 
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Post » Wed Apr 22, 2015 10:44 am

i find zero magicka regen to be a great way of playing, as well. it really adds some difficulty and strategy to the gameplay and helps me create better flow in the game, in terms of, separating my adventure in a more realistic manner: fight, rest, restock, repeat.

as well, i always carry around a reasonable number of potions and follow rather strict/realistic encumbrance rules.

Kovacius- it'd be great to be able to have a regeneration toggle on all the games to customize, since, a bit of regen makes absolute sense.

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Milagros Osorio
 
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Post » Wed Apr 22, 2015 2:15 am

"Cast on use" enchanted gear is what you want. Use the enchantments on rings and clothing instead of casting from your limited magicka. Enchanted stuff regenerates in Morrowind, Save your magicka pool for those spells that simply must be cast "on the fly."

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Heather M
 
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Post » Wed Apr 22, 2015 5:13 am

Yep, cast on use is the type of enchantment my characters tend to favor. Mages can self-enchant a small collection of rings and amulets with a variety of cantrip type spell effects, like waterwalk for about 12 seconds, weak levitate for four seconds, bound spear for a few seconds, some weak healing and some weak elemental damage. you can fit all that on common rings and amulets, which hold one point enchantments that are weak enough to be made by any character with a little patience and a small cash of filled petty souls. Your enchantments will be strong enough to deal with common vermin and can get you across a small stretch of water, or up to a ledge -- even a weak four second levitate on a common ring can get you up most Telvanni tubes, since you can recast in the air and with good timing, you can make it all the way to the top before the charges run out. May have to wait for it to recharge to come down, or carry a slowfall amulet (that you can also self create) to come back down.

As your skill increases you can slowly move up to more powerful enchantments on higher quality items (the quality of an item determines the power of the enchant it can hold), but unless you fortify your enchant skill through the roof, you will never be able to make super powerful enchantments, so its not unbalancing and your magicla pool remains your main way of dealing with tougher situations.

I will add that I don't play with Necessities of Morrowind. If I did, I'd probably have to get into the CS and tweak the GMST value for the amount of magicka you get from an hour of sleep. I've always thought that was too low anyway. I would increase it about five fold. With the Vanilla recovery rate and NOM, you would probably need to cart around 50 sacks of food just to stay healthy. But without NOM, there is really no drawback to having to sleep for 28 hours to regain your magicka pool, other than the potential random encounters. I think four or five hours or 8 at the most should be sufficient to regain a large magicka pool.

So, if I were going to use a regen mod, it would be just to increase the rate of magicka you get from an hour of sleep. I don't think anyone has made such a mod and I am too lazy to do it, although I think it should be pretty easy to do.

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Steven Hardman
 
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Post » Wed Apr 22, 2015 2:44 am

I use http://mw.modhistory.com/download-90-3910. I've tried them all, and this still consistently is the best of the lot. Don't use version 2.1, as it replenishes magicka too quickly, IMHO.

If you are looking for a more immersive experience, then try Silly Ichthyosapien's Mod, AKA http://www.gamesas.com/topic/1416933-betarelz-mastering-magicka/; I tested this extensively, and it does Exactly What It Says On The Tin. The only reason I don't use it anymore is I wanted a modular release.

Playing a style where *EVERYONE'S* magicka is stunted is not my cup o' tea, and nullifies The Atronach Sign (Womburn, which stunts magicka regen); DMR 2.0 slows regen enough to where a lower to mid level (and high if you are using very high cost spells, especially with an economy adjuster) will *NEED* to keep Magicka Regen potions handy at all times. This is most noticed if you are a Sorcerer with a penchant for Conjuration and summoning atronachs/daedra/Golden Saints (and these spells *SHOULD* cost the most in gold and magicka).

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Oceavision
 
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Post » Wed Apr 22, 2015 2:50 am

I love "http://www.nexusmods.com/morrowind/mods/42269/?" reasonable magicka regen mod and magic skills in general, it's very lore friendly, as mana comes from Mundus and the eye of magnus (I don't really remember), and it should be regenerating in all of the games, as a person draws his magicka supply from the sun/moon or Magnus, I can't really tell, but I'm sure it's lore friendly

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RAww DInsaww
 
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