ideas for healing and cure disease spells

Post » Sat May 28, 2011 8:24 am

well mostly for healing since i carry around cure disease potions and delete any cure disease spells i have since they ruin the game. as for healing i also hate it cause its basically a spam cheat. would it be possible to make it so that healing is only temporary sort of like taking morphine after getting injured, enough to get you by until you see a healer or altar or something but wont last forever. there should also be a downside after it wears off perhaps temporary loss in magicka or drain of intelligence or something.
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Marie Maillos
 
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Post » Sat May 28, 2011 10:10 am

Sounds like you'd like healing to fortify health instead of restore it. That wouldn't be hard to do: just change the spell effects. I kind of like the idea of healing causing a magicka drain that doesn't automatically regenerate. Kind of like swapping magicka for health. Would help curb the spamming. When I play, I use a mental rule that says I'm not allowed to use a healing spell or potion more than once/injury. It helps keep combat a little edgy.

But lately I've been toying with the idea of creating a new immersive healing menu that works like the repair menu (also like FO3) where injuries are location-specific, with each body part accounting for a portion of the total health. When a limb is injured, the player acquires a handicap (like an attribute drain) the amount of which is set by the amount of damage done to the body part. This attribute drain can be 'healed' when the injury is healed and is also restored over time via sleep, etc. None of this is new (I think it's basically a recap of an existing locational damage mod, but I can't remember which at the moment) except for the menu, which has some additional advantages:

1. When the player pulls up the menu, they see an icon of the body part and how much damage has been done to it, just like the repair menu. The player can then use a healing spell on the injured body part the same way they use a repair hammer. The amount of healing is then restricted to the damage done to that part. Alternately, they can just 'heal all' and the amount of healing is spread over the entire body, healing a portion of each injured limb.

2. If they don't have any healing spells or don't want to use them (for role-playing reasons) they can use first aid instead. First aid requires bandages (1 per injury) and restores an amount of damage determined by the player's armorer skill. (The reason why I pick this skill is based on an assumption: any experienced fighter is likely to know how to bind his or her own wounds just as they can repair their weapons and armor. The restoration skill can be reserved for magical healing.)

Using a menu allows for an intuitive method of treating injuries that gives the player something they can 'see at work' instead of keeping everything scripted behind the scenes (though that would work, too).

Alchemists could create healing salves and ointments that only affect one hit location at a time. These would be easier to find ingredients for and create, but do less overall healing. Healing 'potions' could be restricted to performing 'heal all' effects: more overall healing, but can't be used to target specific injuries. I would also restrict the healing menu to non-combat so the player can't heal specific injuries while they're fighting, but could still use potions and 'heal all' healing spells.

When it comes to diseases, I think that cure disease spells and potions should be restricted to curing a single type of disease. Players would then have to learn spells or find alchemy ingredients for each specific disease, meaning you'll likely be stuck with one for a while until you find 'the cure'. I would also love to see specific screen effects for different type of diseases like Abo's realistic healing.
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Jah Allen
 
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Post » Sat May 28, 2011 7:59 pm

That sounds like a fantastic idea!
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leigh stewart
 
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Post » Sat May 28, 2011 8:09 am

please do release this mod. one thing it also does is with the bandages (i used to use a bandage mod along time ago but it gets overridden by all of my overhauls) it made stupid orc warriors who think that flaming arrows are magic able to heal themselves without waving their hands. the best i can do personally is set my healing spells to have really high cost and a temporary drain for 90 seconds. i would prefer a script since you cant cheat your way around it with items or potions. i also play with reeeeeally slow magicka regen which helps.

as for the cure disease i completely agree. what was the point of even putting diseases in game if you can wave them away with your hands at journeyman level. i modded my game so i dont get it till master but once i have it im back to square one with n easy to use spell that doesnt require any resources.

awhile ago someone was working on a mod that required ingredients for certain spells, such has using an item with cure disease property. it was easier than making a potion but you still had to have an item and it was used up.
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adame
 
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Post » Sat May 28, 2011 7:58 pm

awhile ago someone was working on a mod that required ingredients for certain spells, such has using an item with cure disease property. it was easier than making a potion but you still had to have an item and it was used up.

That's interesting. Like a requirement for novices or something. I use Sorcery's Toll and Fizzle (they work pretty well together) but you could ramp up the challenge by making ingredient requirements as well. Eg. novices must have the required ingredient to cast the spell; apprentices can cast the spell without the ingredient, but at a penalty; and journeymen and up don't need the ingredient but having it will give them a boost of some sort. But that's kind of off-topic.

Does anyone have any other suggestions or ideas or see problems with the healing model I described in my last post. It's still very much just an idea right now, so I'd be happy to hear everyone's input.
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JUan Martinez
 
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Post » Sat May 28, 2011 9:07 am

im mostly interested in the cure disease part. i have mods that increase the downside to being sick and i purposefully deleted cure disease spells from my list if i see them. however it would be even better if like you say cure disease potions only worked on certain lower level disease while the higher end ones would require the services of a healer or a specific potion.

as for the mod i tried looking for it but i dont think it ever was finished. i liked the concept alot since it accomplished two things.....first it required you to harvest or buy materials which i currently NEVER do. and secondly it prevents magic from being essentially a spammy cheat factory. "do i really wanna waste my ingrediant x on this next spell or should i just use something else on this mighty mudcrab." similar to how real hunger makes food items in game actually useful now.
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Red Sauce
 
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