[Mod] Basic Magic Regen

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Magicono43
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Re: [Mod] Basic Magic Regen

Post by Magicono43 »

Released Version 1.10, 7/18/2020.

Added Setting For Rest Tick Regen Delay. Updated for DFU v0.10.25, including 0.10.25a.

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Magicono43
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Re: [Mod] Basic Magic Regen

Post by Magicono43 »

Rebuilt the newest v1.10 of the mod in the older Unity environment. So if you are still using DFU v0.10.24, you can get the version of this mod compatible with that under the "Old versions" tab of the file download tab.

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billyloist
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Re: [Mod] Basic Magic Regen

Post by billyloist »

Any thoughts about implementing "in-battle" check so you could tweak the amount of recovered mana during combat skyrim-style? Also if it's going to be possible in the future, enchantments that can affect mana regeneration?

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Magicono43
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Re: [Mod] Basic Magic Regen

Post by Magicono43 »

billyloist wrote: Tue Aug 04, 2020 2:14 am Any thoughts about implementing "in-battle" check so you could tweak the amount of recovered mana during combat skyrim-style? Also if it's going to be possible in the future, enchantments that can affect mana regeneration?
Once spell-effects and the enchantment system in general is easier to work with, I would like to do things such as that, believe me, if I knew how I would do that right now, but right now it's not really possible without having some modding frame-work put in for that system specifically.

On the in-combat thing, I could technically do that now, but the problem is, the only way I really know now how to do something like that, would be to simply check the "monstersnearby" which is used to check if the player is allowed to rest or not due to nearby monsters. Problem with doing that too often, is that the check is very resource intensive due to how it works, so it's not something you want to be doing too often otherwise it can cause potential performance issues.

So unless somebody can tell me a better way to do it, i'm not sure how else I would do it honestly in the current system, but if I did, or somebody does help me with that, I would be willing to do this, yes.

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Magicono43
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Re: [Mod] Basic Magic Regen

Post by Magicono43 »

Released Updated Version Compatible With DFU v0.10.26, on 9/23/2020.

WARNING: WILL NOT WORK in older DFU versions, at or before 0.10.24.

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jman0war
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Re: [Mod] Basic Magic Regen

Post by jman0war »

I just tried it out and it seems to work really nicely.
Well done, and much needed.
I have never attempted to play all Mage character in DF until just now.
But..
The first rat, and after him the first bat, kill me because they bizarrely always make their SAVE throw against Shock :!:


Nothing to do with your mod of course but i'd guess there are a lot of additional changes and tweeks necessary to actually pull off an All-Mage (no melee) character.
Find my Vibrant Terrain Flats mod at Nexusmods: https://www.nexusmods.com/daggerfalluni ... ?tab=files

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Magicono43
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Re: [Mod] Basic Magic Regen

Post by Magicono43 »

jman0war wrote: Fri May 07, 2021 7:42 pm I just tried it out and it seems to work really nicely.
Well done, and much needed.
I have never attempted to play all Mage character in DF until just now.
But..
The first rat, and after him the first bat, kill me because they bizarrely always make their SAVE throw against Shock :!:


Nothing to do with your mod of course but i'd guess there are a lot of additional changes and tweeks necessary to actually pull off an All-Mage (no melee) character.
Glad to hear you like the mod and the idea. Yeah low level destruction spells can be pretty weak just due to how the spells scale with your level, as well as the odds of the enemy resisting your spells.

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