For those that are saying its not working, by default, the magic regen only regens your mana to 20% total. Try and use a spell that depletes all your mana, and see if that works. Or go to the settings page and adjust the magic regen percentage. It works for me, and I'm running a pretty modded game.
It didn't look like it was running at first, until I realised that. But as it says in the main page, the percentage does increase as you level in the mage guild. But try the above and see it it works.
Feels the most vanilla friendly magicka regen mods. I did change the scales around (600 seconds for 1 int, 300 for 100 int) and made it consider fortify magicka, but with those it feels proper. Early game I have my "cantrips" I can access always for sustain and to be able to do content as a mage without relying on melee weapons or exploiting alchemy, but for my big nukes I must drink potions or rest up beforehand (115 total magicka). In terms of utility, it feels about what I'd expect from pathfinder 1st edition.
I imagine an apprentice altmer/breton would prolly break early game balance (20% of 200 base magicka being enough to spam greater fireball/frostball without needing to rest or drink. However, you can always customize it so nbd), I'm doing a wood elf bard/agent with apprentice.
Conjurer in the Mages Guild was set to 0.8 in imr_guilds in the version I downloaded last night. This resulted in an 80% increase. Just need to change the variable on line 16. Cheers!
It's not working for me for some reason, hm. I have 0.49 open MW, it shows fine in scripts - I can change the settings and whatnot or reset them to default. The logs show no red lines or warnings that I could relate to this mod. I also don't think there should be any conflicts either in my modlist. Any ideas?
I have a mod "potential progression", but it shouldn't conflict, I don't think.
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It didn't look like it was running at first, until I realised that. But as it says in the main page, the percentage does increase as you level in the mage guild. But try the above and see it it works.
So far, I do like this mod, really helps a lot.
I imagine an apprentice altmer/breton would prolly break early game balance (20% of 200 base magicka being enough to spam greater fireball/frostball without needing to rest or drink. However, you can always customize it so nbd), I'm doing a wood elf bard/agent with apprentice.
I have a mod "potential progression", but it shouldn't conflict, I don't think.