Turn off health regeneration

Post » Tue May 15, 2012 2:51 am

Okay, based on Cloaked's work on the walk speed issue. I believe I have found the setting for this:


player.setav HealRate 0.0

There is also:
MagikaRate
StaminaRate


The original value was: 0.70



player.getav should give you defaults if you want to play with the settings yourself. There are tons of variables. I'll have to try out radresist next time I boot up and see exactly how much of fallout is still in the "new" Creation Engine. 8)

Will the player.modav command work instead of setav? It's better than forceav, but I forget all of the different command consequences now.



@PetrusOctavianus

There won't be a steam-free version until there isn't a steam anymore.
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Kirsty Wood
 
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Post » Tue May 15, 2012 11:23 am

Actually, I think this is due to most of the console generation of players wanting interactive movies, with as little thinking and problem solving as possible. I've seen people complain that there is not an arrow or light bulb or something above the heads of quest giving NPCs. Talking to every NPC, who don't even stand still, is like, you know, so year 2000, you know. The thought of having to make an effort is unbearable for most gamers todays, and it is they who are catered for by the game developers who want to make money.

At least we have the possibility of making the PC version better.
It will be interesting too what happens on the Skyrim modding front.
Personally I will not buy Skyrim as long as it requires Steam to run in the background, though. But I hope in due time a Steam free version is released that does not punish honest PC gamers like myself.
But I'm not surprised to see that you are already active in the Skyrim Mods section. :smile:
Yes, yes I agree, but I did make an exception regarding Steam in this case.

Good news though - it doesn't require Steam to run in the background, but you do have to install it. It is tied only to the launcher. I just played for 2 hours without Steam being active at all. the exe does not require Steam once it is installed.

Read more http://www.gamesas.com/index.php?/topic/1258551-unofficial-steamdrm-discussion/ (the past threads too were all great debate).

Sorry for off topic
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Emerald Dreams
 
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Post » Tue May 15, 2012 2:41 am

What I just wrote on my nexus comment board:
Spent the last four hours trying to get rid of health regen. Something's up with Skyrim.esm - it *looks* like it's laid-out similarly to all their past games, but it's extremely wonky (not to mention bogged down with FO3/NV leftovers, wtf). For example, I see a spell called PCHealRateCombat and a Magic Effect called AbFortifyHealRateCombat - and I can see through the console that the spell and the effect both are placed on me (sometimes???) when I'm in combat... but removing them, either via the console or an esp seems to have no effect. I'm getting similar stories with almost everything in the Game Settings. Currently, I've taken a break from health regen and gone back to figuring out how to add more perks per level. I've figured out how to change the M/H/S bonus per level, but that's it - again, tons of settings that seem to do *nothing*! Once I get a script compiler (may be able to force TESSnip's to work), I can figure out dirty workarounds to both problems. If someone wants to let me know how to force FNVEdit to ignore or suppress errors, that would be awesomely helpful, since it not only hangs fifty times on them, but won't let me edit until I fix them.

I see the setav fix - but what's with all the bogus GMST entries? And all the missing ones (like skill progress rates)? I feel very comfortable under the hood in every other Beth game, but this one seems sloppy and wonky, almost like a fake file... Anyone else scratching their heads at Skyrim.esm?
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Kit Marsden
 
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Post » Tue May 15, 2012 12:08 pm

Okay, based on Cloaked's work on the walk speed issue. I believe I have found the setting for this:


player.setav HealRate 0.0

There is also:
MagikaRate
StaminaRate


The original value was: 0.70

DEAR GOD IT WORKS! You have done it! Mere words cannot express my thanks.

Now I can quit screwing around in towns and get out there and get myself bloodied!
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Mizz.Jayy
 
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Post » Tue May 15, 2012 10:21 am

DEAR GOD IT WORKS! You have done it! Mere words cannot express my thanks.

Now I can quit screwing around in towns and get out there and get myself bloodied!

Quick one, did Magika automatically regen in Oblivion? I know it didn't in Morrowind...
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Robert Jackson
 
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Post » Tue May 15, 2012 2:04 am

DEAR GOD IT WORKS! You have done it! Mere words cannot express my thanks.
It doesn't seem to be kept across savegames, I believe you have to set it every time you load.


I see the setav fix - but what's with all the bogus GMST entries? And all the missing ones (like skill progress rates)? I feel very comfortable under the hood in every other Beth game, but this one seems sloppy and wonky, almost like a fake file... Anyone else scratching their heads at Skyrim.esm?
I agree. There are some very strange things going on here. Even the executable appears to be full of old stuff. I can't believe they compiled old FO3 code into the exe. Old variables like fAtuoVanityModeDelay (which was used for the last three games, maybe even Morrowind) are no longer used, but yet the game still clearly has a delay before it goes into that mode, why? There are tons of other things like that. It is very strange.
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Tanya Parra
 
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Post » Tue May 15, 2012 10:29 am

It doesn't seem to be kept across savegames, I believe you have to set it every time you load.
Using "forceav" instead of "setav" will fix this issue, but it's not advisable to use forceav because the change is permanent and can only be overwritten by another forceav.

So, if for some reason, you wanted to use a mod that made the regen system a bit more balanced, it may not apply as it wouldn't be able to overwrite the forceav. Or at least I don't think so.

But yeah, if you have no plans to use something like that, then by all means, use forceav.
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StunnaLiike FiiFii
 
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Post » Tue May 15, 2012 12:42 pm

I believe the command player.modav will continue through with savegames. It won't adversely affect the game like forceav does, and will allow regular changes to be made to the variable.

However, modav works a bit differently than the rest. If you type "player.modav healrate 0" it doesn't set healrate to 0, it adds 0 to the healrate.

Thus, "player.modav healrate 1" takes your current healrate and adds 1 to it. To get it down to zero, you'll have to use a negative number.
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Tai Scott
 
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Post » Tue May 15, 2012 3:07 am

I believe the command player.modav will continue through with savegames. It won't adversely affect the game like forceav does, and will allow regular changes to be made to the variable.

However, modav works a bit differently than the rest. If you type "player.modav healrate 0" it doesn't set healrate to 0, it adds 0 to the healrate.

Thus, "player.modav healrate 1" takes your current healrate and adds 1 to it. To get it down to zero, you'll have to use a negative number.
Just tested this, and I can confirm that it works beautifully. :thumbsup:

For anyone else that sees this thread, just type in player.modav healrate -0.7, and that will disable health regen for you.

I love how some requested fixes don't even require a mod to be made.
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Sabrina Steige
 
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Post » Tue May 15, 2012 3:38 pm

The game must be significantly easier with armor. As a mage I die very, very quickly if I'm not careful and the healing most definitely matters. One Yol Toor from a Dragon = 2/3 of my health gone and damage over time from fire, if I'm not careful.
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Benjamin Holz
 
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Post » Tue May 15, 2012 2:08 am

The game must be significantly easier with armor. As a mage I die very, very quickly if I'm not careful and the healing most definitely matters. One Yol Toor from a Dragon = 2/3 of my health gone and damage over time from fire, if I'm not careful.
For my part, I want health regen severely reduced (not entirely gone but it has to be absolutely useless in fights) because i want my loincloth-wearing orc to have to be careful. :D

Eventually I'd like natural health regen to be based on endurance some attribute, but still never enough to be useful in fights.
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Melung Chan
 
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Post » Tue May 15, 2012 9:22 am

Unless you only boosted your health each level, Im going to have to call bull [censored] on that.
I second. Health might recharge, but it's pretty damn slow, and it's only OUT of combat. Also, regular dragons (green) are actually pretty easy. There are far more fearsome enemies in the world. (Like those mudcrabs!)
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Laura Cartwright
 
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Post » Tue May 15, 2012 5:12 am

Okay, based on Cloaked's work on the walk speed issue. I believe I have found the setting for this:


player.setav HealRate 0.0

There is also:
MagikaRate
StaminaRate


The original value was: 0.70

Out of curiosity, how does setting it to 0 effect health/magicka/stamina regeneration potions? I plan on removing all restore effects and replacing them with regenerate.
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Marta Wolko
 
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Post » Tue May 15, 2012 1:55 pm

I don't know, I haven't gotten far enough to try that. My guess is the point just temporarily boost the number and decrements it when it wears off. I would think they should still work okay. However, if they multiply that value by another value, then you are in trouble. I posted this a while ago, so if it wasn't working, I'm sure someone would have said something by now.
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suzan
 
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Post » Tue May 15, 2012 12:32 pm

Is there a way to just remove the regen for health or magicka while in combat only? What would be best is having the default, lower combat regen rate while out of combat, and no auto regen at all while fighting.

I don't mind if it slowly refills as I'm walking around, it's less dumb than waiting / sleeping an hour after every tough encounter like the old games. I'd like a better reason to mix potions for use while fighting though.
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Richard Thompson
 
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Post » Tue May 15, 2012 3:02 pm

Your regeneration is MUCH faster out of combat, including your magicka regeneration. Running out of magicka in combat results in having to strategically dodge enemies or use potions. Out of combat it comes back very rapidly.

So, I think you'd want a mod specifically to stop that out of combat boost.
Health and magic regenerate slower in combat, reminds me of WOW, anyway I don't mind the heath regen is to slow to have any effect in combat except probably if you and the enemy is playing ranged hide and seek. If you play somebody who don't use magic it's nice to restore health after running into a wolf.
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Kayla Oatney
 
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Post » Tue May 15, 2012 3:46 am

apologies if dupe.

this is what you want for save game to save game survival:
player.modav healrate -0
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Alex Vincent
 
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Post » Tue May 15, 2012 11:19 am

With health regen, I find it absolutely pointless to cook, or eat anything. I am not playing on Adept either, I play on Master. I would love to see this be one of the first mods created.
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Lew.p
 
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Post » Tue May 15, 2012 11:01 am

With health regen, I find it absolutely pointless to cook, or eat anything. I am not playing on Adept either, I play on Master. I would love to see this be one of the first mods created.

Aye, I'm questioning their decision to use food for anything other than roleplaying purposes... It seems completely and utterly pointless. Cooking doesn't even level anything up?!
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Mr. Allen
 
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Post » Tue May 15, 2012 10:11 am

Unless you only boosted your health each level, Im going to have to call bull [censored] on that.

I should change that statement to fighting a standard Dragon

Fighting a Blood Dragon, I had to use a healing spell

Also, I boost my health and endurance equally during level-ups
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ONLY ME!!!!
 
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Post » Tue May 15, 2012 5:15 am

OK, new problem: I can turn off health regeneration with "player.modav healthrate -0.7", and it saves the settings across sessions. However, this setting also prevents any health regeneration from food or potions, which is not good. Any idea how this issue might be worked around?
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Kanaoka
 
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Post » Tue May 15, 2012 9:39 am

Pretty tricky issue, I guess...
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Keeley Stevens
 
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Post » Tue May 15, 2012 1:20 pm

i dont want health regen off, just extremely low.


Even based on current health, where at 90% > you regen fast out of combat, as you were lightly damaged. if you survive at 10% health, you will regen extremely slow, to the point you need to eat or pop a potion to get your regen started up again.


To the people saying its to easy. Really, there have been times when i have been killed at full health from a power attack on master. I wanna see some videos of your expert combat skills, or im calling bull.
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Tiffany Carter
 
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Post » Tue May 15, 2012 3:27 pm

It's hard to build your restoration skill when you forget you were hurt, and your HP starts to magically climb again. My restoration has suffered from not being able to heal enough damage. To fix this, I walked into some spikes in Dustman's Cairn to artificially damage myself and healed up from that a few times. Being able to reduce or eliminate auto regen will help my paladin greatly.
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butterfly
 
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Post » Tue May 15, 2012 9:55 am

Yes, I can see how this would negatively affect the Restoration set of spells. Having to injure yourself to heal yourself so that you can level up your Restoration skill seems a little...sad.

I just wonder how a person can set their regeneration rate to zero or very low, but yet still have regenerative potions and food affect them. Messing with settings in the console seems to also affect the rate at which health is regenerated from said food and potions.
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Jennifer Munroe
 
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