The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

The Elder Scrolls IV: Oblivion Game of the Year Edition (2009)

kyew May 5, 2024 @ 3:57am
Regen Console Commands
Trying to find the console commands that adjust the attribute Regen rates. Player.modav magicka/heal/stamina rate #.# or something similar. I know it was similar to Skyrim's (Morrowind too, though I never needed them there). UES wiki and Fandom are useless in this. Any help appreciated.
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Showing 1-13 of 13 comments
arottweiler May 5, 2024 @ 12:09pm 
I've never used a mod that does that but best option is to download a few, unpack them and then see how they are made. Unless you have a mod running it's probably going to cause stability problems using the console to change those kinds of values so might be safer to use the construction set.

A few useful links:

https://obse.silverlock.org/obse_command_doc.html

https://en.uesp.net/wiki/Oblivion_Mod:Script_Functions

https://cs.uesp.net/wiki/List_of_Functions
Last edited by arottweiler; May 5, 2024 @ 12:12pm
kyew May 5, 2024 @ 2:32pm 
Originally posted by arottweiler:
I've never used a mod that does that but best option is to download a few, unpack them and then see how they are made. Unless you have a mod running it's probably going to cause stability problems using the console to change those kinds of values so might be safer to use the construction set.

A few useful links:

https://obse.silverlock.org/obse_command_doc.html

https://en.uesp.net/wiki/Oblivion_Mod:Script_Functions

https://cs.uesp.net/wiki/List_of_Functions
I never used a mod, just the console commands. And it never hurt the stability to nerf the regen rates. I usually just dropped the stamina regen down to a reasonable level and set magicka to not regen at all.

I'm guessing the version steam uses disabled those commands. I can't find them anywhere, and no one seems to even remember they existed.

Thanks for the reply though.
joeball123 May 5, 2024 @ 3:56pm 
I'd guess that you're looking for the setgs command, with fMagickaReturnBase / fMagickaReturnMult being the arguments you want to use for modifying magicka regeneration and fFatigueReturnBase / fFatigueReturnMult being the arguments you want to use for modifying fatigue regeneration. I don't know if you can give yourself health regeneration using this command.

In case it helps with deciding what arguments you want to play around with, the UESP gives magicka regeneration as 0.01 * [maximum magicka] * (fMagickaReturnBase + fMagickaReturnMult * [Willpower]) magicka per second; presumably, the formula for fatigue regeneration is structured similarly.
kyew May 5, 2024 @ 6:08pm 
Originally posted by joeball123:
I'd guess that you're looking for the setgs command, with fMagickaReturnBase / fMagickaReturnMult being the arguments you want to use for modifying magicka regeneration and fFatigueReturnBase / fFatigueReturnMult being the arguments you want to use for modifying fatigue regeneration. I don't know if you can give yourself health regeneration using this command.

In case it helps with deciding what arguments you want to play around with, the UESP gives magicka regeneration as 0.01 * [maximum magicka] * (fMagickaReturnBase + fMagickaReturnMult * [Willpower]) magicka per second; presumably, the formula for fatigue regeneration is structured similarly.
No, not trying to increase attributes, but trying to decrease regen rate of magicka and stamina. I'm almost positive this (at least) used to be possible with the player.modav [attribute]rate -#.# command line, similar to Skyrim.

Oddly enough, I can't even find those commands for Skyrim anymore, though I have them in a notepad file on my desktop from years ago when it first came out.
Last edited by kyew; May 5, 2024 @ 6:11pm
joeball123 May 5, 2024 @ 6:29pm 
Originally posted by kyew:
Originally posted by joeball123:
I'd guess that you're looking for the setgs command, with fMagickaReturnBase / fMagickaReturnMult being the arguments you want to use for modifying magicka regeneration and fFatigueReturnBase / fFatigueReturnMult being the arguments you want to use for modifying fatigue regeneration. I don't know if you can give yourself health regeneration using this command.

In case it helps with deciding what arguments you want to play around with, the UESP gives magicka regeneration as 0.01 * [maximum magicka] * (fMagickaReturnBase + fMagickaReturnMult * [Willpower]) magicka per second; presumably, the formula for fatigue regeneration is structured similarly.
No, not trying to increase attributes, but trying to decrease regen rate of magicka and stamina. I'm almost positive this (at least) used to be possible with the player.modav [attribute]rate -#.# command line, similar to Skyrim.
fMagickaReturnBase, fMagickaReturnMult, fFatigueReturnBase, and fFatigueReturnMult are the coefficients in the formulas controlling magicka and fatigue regeneration; modifying them will not increase your attributes.
kyew May 5, 2024 @ 11:57pm 
Originally posted by joeball123:
Originally posted by kyew:
No, not trying to increase attributes, but trying to decrease regen rate of magicka and stamina. I'm almost positive this (at least) used to be possible with the player.modav [attribute]rate -#.# command line, similar to Skyrim.
fMagickaReturnBase, fMagickaReturnMult, fFatigueReturnBase, and fFatigueReturnMult are the coefficients in the formulas controlling magicka and fatigue regeneration; modifying them will not increase your attributes.
I have no idea what to with any of that. No biggie though. I'll just play it vanilla with the global time lengthened. Thanks anyway.
arottweiler May 7, 2024 @ 9:24am 
Some Skyrim console commands don't work with Oblivion but even if they did what you're trying to achieve includes too many variables for it to realistically work properly by just using the console. It will require going in to the Construction Set and editing values there. For magicka one of the values is fMagickaReturnBase. The links in my last post all have sections on modav.

You can create a script attached to a quest or an activator like a stone column which initiates the change in regen rates. A more complicated script could have other conditions such as a global change in regen rates when something is triggered like a quest update or a new area is visited or a certain enemy is killed etc. Possibilities are endless but it would take some time to get it working in the CS.

The magicka regeneration section shows the script needed:

https://en.uesp.net/wiki/Oblivion:Willpower#Magicka_Regeneration

From looking through some mod pages it looks like regen rate changes are possible using the console but it requires a mod to be installed or the console commands have no effect or could possibly break the game - everything seems fine at first but soon lots of CTD and corrupt saved games.
arottweiler May 7, 2024 @ 12:27pm 
I downloaded this mod and it doesn't look as complicated as I first thought.

https://www.nexusmods.com/oblivion/mods/1844

Like joeball123 says changing the regen rate for magicka involves two values:

fMagickaReturnBase

fMagickaReturnMult

The mod only changes the default value for fMagickaReturnMult so not sure exactly how it changes in-game but if you want a starting character with new regen rates for magicka, health and fatigue it's not possible on the console but easy enough to do by changing a few vanilla files in the CS.

This has got me interested in seeing if a script can change regen rates so will do some experimenting. Like being teleported to a boss enemy and during the battle your regen rates are slashed and only return to normal if the battle is won. Or regen rates influenced by multiple skills.
kyew May 7, 2024 @ 10:56pm 
Originally posted by arottweiler:
I downloaded this mod and it doesn't look as complicated as I first thought.

https://www.nexusmods.com/oblivion/mods/1844

Like joeball123 says changing the regen rate for magicka involves two values:

fMagickaReturnBase

fMagickaReturnMult

The mod only changes the default value for fMagickaReturnMult so not sure exactly how it changes in-game but if you want a starting character with new regen rates for magicka, health and fatigue it's not possible on the console but easy enough to do by changing a few vanilla files in the CS.

This has got me interested in seeing if a script can change regen rates so will do some experimenting. Like being teleported to a boss enemy and during the battle your regen rates are slashed and only return to normal if the battle is won. Or regen rates influenced by multiple skills.
It's not something I'm trying to do; it's something I've done before. At least it think it I did it before. 99% sure it worked before. It wasn't the exact same command as Skyrim, but it was similar. Player.modav, attribute, then the value, positive to increase, negative to decrease.

Regardless, I'm either misremembering (because no one else seems to think the command ever existed) or it's been disabled, but either way, I'm just playing through vanilla. No big deal. Thanks for the effort though.
RequiemsRose May 8, 2024 @ 7:40am 
The Skyrim ones i was able to find fairly easily, but Oblivion...not so much. You were pretty close for the Skyrim version of the commands. Those ones are "Player.setav [HealRate/MagickaRate/StaminaRate] #" respectively (default value of 0.7 for healrate normally, default value of 3 for magicka, and 5 for stamina normally).

That doesn't mean there isn't a command for it somewhere mind you, I have the hardest time refinding the encumbrance modifying command that doesnt involve changing my strength or the strength multiplier every time I try to reuse that one here in Oblivion....have to retry a few times before i find the right one and that's a relatively simple one you'd think a bunch of people would know, but nope. Just means actually finding said command might be nearly impossible so solutions like modding might just be easier.

Note: ALWAYS backup saves before tinkering with console commands, never know what unintended consequences commands may have, especially when testing unfamiliar commands.
Last edited by RequiemsRose; May 8, 2024 @ 7:46am
RequiemsRose May 8, 2024 @ 7:52am 
Oh, it is worth mentioning that at least when it comes to the magicka, there is the option of using the "stunted magicka" effect typically given by atronach's birthsign. If you didn't pick atronach, you could get infected with astral vapors from a dread zombie to keep things legit ooooor just use "player.setav stuntedmagicka 1" to give yourself the effect. Note this is a complete lack of magicka regeneration, not a diminished or slowed regen.
kyew May 13, 2024 @ 6:34am 
Originally posted by RequiemsRose:
Oh, it is worth mentioning that at least when it comes to the magicka, there is the option of using the "stunted magicka" effect typically given by atronach's birthsign. If you didn't pick atronach, you could get infected with astral vapors from a dread zombie to keep things legit ooooor just use "player.setav stuntedmagicka 1" to give yourself the effect. Note this is a complete lack of magicka regeneration, not a diminished or slowed regen.
Yeah, I tried that but didn't like it. I had the magicka set where it wouldn't Regen unless you slept or drank a potion. Atronauch disabled even those.

And, like I said, no big deal. I'm enjoying playing it in vanilla anyway. It's been so long it's almost like a new game for me. Thanks for looking around though.
Last edited by kyew; May 13, 2024 @ 6:35am
Huh.... it doesn't work. The fmagickareturnbase and mult... neither DOES anything.
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