Is the wounded dragon supposed to only regenerate health once he is below 730 hp?
I was using MFG console to keep track of his exact amount, and every time the dragon's hp got around 730 he would regenerate back to 900 within a few seconds, faster than i could deal damage (unless i got close, which was not a good idea). At first i thought the regen was always there, but i didnt notice it before due to all the other NPCs dealing damage to it, but i actually stopped attacking and he never got above 900, and neither did his hp increase while in the 800s, it was just at the 730 area that it started going back up.
I have no other mods that change dragons in any way as far as i know.
Bugs
Started by
Xarrian
, Jun 23 2012 07:15 PM
3555 replies to this topic
#3531
Posted 27 November 2014 - 10:17 AM
#3532
Posted 27 November 2014 - 11:22 AM
A lot of NPCs regenerate when they are near death. I've seen wolves and Thunder do the same. With the wounded dragon it is more visible, because of its large health pool. It makes it very hard to kill, because you need to do more than 100 - 200 damage per second for about 10 seconds to kill it. Especially archers, with a relative low dps compared to melee and magic, have a hard time without poison or enchantments. Not all dragons regenerate though. Whether NPCs are supposed to do so, I don't know. It feels a bit like cheating the player to me.
#3533
Posted 30 November 2014 - 09:09 AM
Not reeeeeally a bug but...
I use a mod called numerical smithing upgrades, it replaces the vanilla upgrade "names" of weapons to numbers. So instead of "Dawnbreaker (legendary)" you have "Dawnbreaker (+6)".
In Requiem 1.73 i had to load NSU after Req to replace the "well made" status.
But in Requiem 1.8 that doesnt work. Loading NSU after Requiem still show "well made" instead of +X.
So what do i have to do to make it work? I thought of loading it after requiem for the indifferent, but the patcher included NSU as a master file so it just crashed my game.
I use a mod called numerical smithing upgrades, it replaces the vanilla upgrade "names" of weapons to numbers. So instead of "Dawnbreaker (legendary)" you have "Dawnbreaker (+6)".
In Requiem 1.73 i had to load NSU after Req to replace the "well made" status.
But in Requiem 1.8 that doesnt work. Loading NSU after Requiem still show "well made" instead of +X.
So what do i have to do to make it work? I thought of loading it after requiem for the indifferent, but the patcher included NSU as a master file so it just crashed my game.
#3534
Posted 30 November 2014 - 11:42 AM
If I would be you, i would ask myself, why the patcher has numerical smithing upgrades (please do me a favor and do not use this abbreviation) as a master in the first place. If this mod really once changes the display names of tempered items, it should only modify a handful of gamesettings and thus not be a master for the patcher. It should only be part of the patches master list if it contains actors, weapons or armors.
And Requiem did not change anything about how the items are named, we simply changed the values of the corresponding gamesettings. Thus the functionality of this other mod should not change compared to 1.7.3. And the Requiem for the Indifferent does not contain any gamesettings.
And Requiem did not change anything about how the items are named, we simply changed the values of the corresponding gamesettings. Thus the functionality of this other mod should not change compared to 1.7.3. And the Requiem for the Indifferent does not contain any gamesettings.
#3535
Posted 01 December 2014 - 12:25 PM
Weird graphic bug in the Shrine of Mehrunes Dagon
Just after entrance, where there is ice slope in the hallway, I have a weird piece of architecture, which clearly does not belong there. It looks like a piece of stone from some cave. It is visible only from above, so when I go towards shrine, I go over it. It is invisible from the other side and does not hamper movement back to entrance. It is just weird. I do not have any mods which modify this (as usual, only official stuff without Dragonborn activated, hi res textures and unofficial patches for all and Requiem and convenient horses).
I checked it in Creation Kit, but there is nothing in Requiem or other mods which change this cell, at least as far I checked it.
That weird piece of stone has id: 0c49da4b, but I did not find anything about it in Creation Kit.
When I deactivate Requiem and Requiem for the indifferent, this thing dissapears, so I thing the culprit is Requiem.
Just after entrance, where there is ice slope in the hallway, I have a weird piece of architecture, which clearly does not belong there. It looks like a piece of stone from some cave. It is visible only from above, so when I go towards shrine, I go over it. It is invisible from the other side and does not hamper movement back to entrance. It is just weird. I do not have any mods which modify this (as usual, only official stuff without Dragonborn activated, hi res textures and unofficial patches for all and Requiem and convenient horses).
I checked it in Creation Kit, but there is nothing in Requiem or other mods which change this cell, at least as far I checked it.
That weird piece of stone has id: 0c49da4b, but I did not find anything about it in Creation Kit.
When I deactivate Requiem and Requiem for the indifferent, this thing dissapears, so I thing the culprit is Requiem.
Edited by Revenant666, 01 December 2014 - 12:29 PM.
#3536
Posted 01 December 2014 - 12:26 PM
0c corresponds to which mod in your loadorder?
#3537
Posted 01 December 2014 - 12:30 PM
Well, I do not know how exactly this thing works
#3538
Posted 01 December 2014 - 12:39 PM
In both Nexus Mod Manager and Mod Organizer, you will find a load order index column in the display of your active mod list. Just check which one has the 0c entry there.
#3540
Posted 01 December 2014 - 05:00 PM
I uninstalled it, used the reqtificator again, and reinstalled it. Now everything works fine.



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