Page 3 of 4

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 3:56 pm
by Ralzar
Ok, this changes everything. Low Spell Point characters actually work now.

That said, I would say the default of "Every 6 seconds" is too high. It felt like pretty much never running out of mana with my 200SP mage.
At "Every 1 minute" it felt a lot more like my caster needed a bit of time to collect herself before she could cast spells again. So I had to pace myself.
So personally I would sugges setting the mods default to 1 miute, or maybe make a setting in between at about 30 seconds?

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 4:20 pm
by Narf the Mouse
Ralzar wrote: Sat Nov 09, 2019 3:56 pm Ok, this changes everything. Low Spell Point characters actually work now.

That said, I would say the default of "Every 6 seconds" is too high. It felt like pretty much never running out of mana with my 200SP mage.
At "Every 1 minute" it felt a lot more like my caster needed a bit of time to collect herself before she could cast spells again. So I had to pace myself.
So personally I would sugges setting the mods default to 1 miute, or maybe make a setting in between at about 30 seconds?
The default of "every 6 seconds" was set with a level 1 test mage. Higher-level mages get both more powerful spells, and cheaper spells, so yeah, that could be a bit of a problem. ;)

A 30-second setting does sound like it'd fit, but long-term, I want it to just be "select unit of time, type unit number in text box."

Also, spell costs need a mod, but I barely got this out, so... I haven't slept. I wanted to get this out, finally. :)

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 4:36 pm
by Ralzar
Aaaand it broke something :D


I can cast one spell. Then my spell book displays my Magica as -<some huge number>/200 and no spells are castable.

I restarted the game and it worked fine again.

Edit: hate to say it, but this is a bit too unstable at the moment. I'm getting a lot of wonky results that can only be fixed by rebooting the game. Seems like some part of the mod carries over when you load a save. I might still use it though, because the gameplay improvement was so drastic for this character :)

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 4:58 pm
by Narf the Mouse
Ralzar wrote: Sat Nov 09, 2019 4:36 pm Aaaand it broke something :D


I can cast one spell. Then my spell book displays my Magica as -<some huge number>/200 and no spells are castable.

I restarted the game and it worked fine again.

Edit: hate to say it, but this is a bit too unstable at the moment. I'm getting a lot of wonky results that can only be fixed by rebooting the game. Seems like some part of the mod carries over when you load a save. I might still use it though, because the gameplay improvement was so drastic for this character :)
Thanks. I have a few ideas on where the problem might be, and will try to fix after I've gotten some rest.

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 5:06 pm
by Narf the Mouse
Edit: Well, at some point, I evidently thought that the magicka regeneration would work better if everyone with a Magicka Regeneration script also had "Inability to Regen Spell Points." I can definitely see this confusing the game.

Also, there may be a rollover glitch, but probably not.

And on a last thought - Does Daggerfall Unity reload custom scripts? Probably not; but I should probably also check scanned entities to see if they already have a magicka regeneration script. It does have a filter, but there's a possible failure state if it does reload custom scripts.

Also, what am I doing??

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 5:33 pm
by Ralzar
Narf the Mouse wrote: Sat Nov 09, 2019 5:06 pm Also, what am I doing??
From the looks of things: Making Daggerfall even better, one blundering step at a time :lol:

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sat Nov 09, 2019 7:15 pm
by darkner11
Thank you for this mod, Narf! This will open up many character build possibilities!! :D

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sun Nov 10, 2019 12:21 am
by Narf the Mouse
Ralzar wrote: Sat Nov 09, 2019 5:33 pm
Narf the Mouse wrote: Sat Nov 09, 2019 5:06 pm Also, what am I doing??
From the looks of things: Making Daggerfall even better, one blundering step at a time :lol:
...I resemble that remark!

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sun Nov 10, 2019 2:56 am
by Narf the Mouse
I have fixed some blunders, and quite possibly made one or two more. Such is programming. See the first post for details, and v0.5.

Re: Magicka Regeneration - Ready for testing; definitely not ready for prime-time

Posted: Sun Nov 10, 2019 3:21 am
by Jay_H
Can't you use some quote/code/spoiler blocks in your initial post Narf? It's hard to see what's relevant to the common user and what isn't :|