Edit: As it happens, I seem to have fixed my problem. There was an issue with one of my 2da files which was causing the problem. And on a sidenote I discovered something cool - you can edit and recompile scripts and the game will respect the changes even without restarting or reloading. I seem to have broken my Rejuvenation spell and I have no idea how. Basically the spell has no effect(i.e. no regen is added). Appreciate some help. Code below for your perusal:
case ABILITY_SPELL_CURE:
{
float fRegeneration = REJUVINATION_REGEN_BASE;// + REJUVINATION_REGEN_FACTOR * GetCreatureSpellPower(stEvent.oCaster);
float fDuration = REJUVINATION_DURATION_BASE + REJUVINATION_DURATION_FACTOR * GetCreatureSpellPower(stEvent.oCaster);
// remove stacking effects
RemoveStackingEffects(stEvent.oTarget, stEvent.oCaster, stEvent.nAbility);
PrintToLog("***************STATS***************");
PrintToLog("Calculated regen:" + FloatToString(fRegeneration));
PrintToLog("Current regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL)));
eEffect = EffectModifyProperty(PROPERTY_ATTRIBUTE_REGENERATION_STAMINA, fRegeneration,
PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, fRegeneration);
eEffect = SetEffectEngineInteger(eEffect, EFFECT_INTEGER_VFX, Ability_GetImpactObjectVfxId(stEvent.nAbility));
ApplyEffectOnObject(EFFECT_DURATION_TYPE_TEMPORARY, eEffect, stEvent.oTarget, fDuration, stEvent.oCaster, stEvent.nAbility);
Ability_ApplyObjectImpactVFX(stEvent.nAbility, stEvent.oTarget);
PrintToLog("Modified regen:" + FloatToString(GetCreatureProperty(stEvent.oTarget, PROPERTY_ATTRIBUTE_REGENERATION_STAMINA_COMBAT, PROPERTY_VALUE_TOTAL)));
PrintToLog("***************STATS***************");
break;
}