[WIPREQ Maybe] My list of mod fixes for annoyances

Post » Wed May 23, 2012 3:45 am

I'm just writing a list of mod ideas I have of fixes to minor annoyances that would help improve the game's overall feel. Just minor stuff...but its usually the little things that make all the difference.
If you're interested in taking any ideas from the list and making them, then by all means go ahead. Don't even have to credit me. Since these are tiny I'll probably do them myself, but if you want
to do any before I do, just send me a pm letting me know so I can check it off here and link to your mod or something.


Enchantment Renamer - Assigns custom enchantments snazzy names just like the game does for enchanted items you buy from merchants. Ie: Making a Gold Necklace that has a Weak Fortify Smithing
enchantment will start with the name "Golden Necklace of Minor Smithing" automatically. Works good for lazy people(like me) who dont want to rename their stuff immediately. Also might have an option to
put the character's name at the beginning of the item. Ie: John's Iron Axe of Flames.

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Immersive Personal Comments - "Ahh...you fancy One Handed Weapons...just like me!" - Says the guard using a Claymore. "I catch you picking any locks around here...and we're gonna have a problem." - Says
the guard. But I only have 38 points in Lock Picking...and I've never really snuck into a house or anything. What gives? "Think you can enchant my sword? My blade can barely cut through butter anymore." Says the guard
to me, however my enchanting skill is only 27 and my enchanted weapon is not really that strong....plus I'm mostly a warrior!

This is kind of an immersion breaker. A mod should address this.

I think what would work best would be, rather than the game randomly picking some skill that you have dabbled in for only a few minutes, it would tally up the points of all of your skills in the three
categories: Magic, Warrior, or Thief. Enchanting would be considered 75% Magic skill/25% warrior skill, Alchemy would be considered a 75% Thief skill and 25% Magic Skill, and Archery would be
considered a 75% Warrior skill, 25% Thief Skill. The game would then try to figure out what kind of "playstyle" you favor and give that playstyle comment precendence. For example, if my tallied up value
of warrior skills is 300, my tallied up thief skills are 175, and my tallied up magic skills are 50, then the game knows I'm primarily a warrior, occasionally doing thief things, and rarely doing mage things.

Then the comments will take a sort of "preference" shift. 80 - 90% of the dialogue towards my character should mention me being a warrior. 10-5%% of the dialogue should mention me being a thief, and 0-5% of the dialogue
should mention me being a mage. After the game picks a preference for me at the time the dialogue chat is called, it will pick out my top skills in that selected category and use those to chat about me with.

So if the game sees I mostly have warrior skills, it should comment on those most of the time.

There should be some exceptions though. Some NPC dialogue should have some self-awareness to it. Specifically the ones that refer to the NPC themselves. For example, If the NPC is equipping a two handed weapon,
they shouldn't try to relate to you and say "you're a one handed user 'like me' " because that makes no sense.

Potential Problems: Hearing the same dialogue too many times.
Potential Solution: Flag recently played dialogue, and prevent it from repeating within a certain time frame. Also if the flagged dialogue is chosen, have it choose another from references to your character
or just general dialogue. Another solution would be to shorten the minimum distance that would cause a dialogue. This way, the player needs to bump into a guard to force dialogue, thus lowering the chance of annoying
repeat conversations.

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Horse Markers and Companion Markers - I can never find my horse once I dismount for battle and my ADD kicks in. I end up walking in a general direction and going: "Hey...where's my horse?"
Also, my companions always get lost. It svcks. They need markers so you can tell where they are. It'd also be good if the game notified you if they were in critical condition or dead. If they were dead,
it'd be nice if they still kept their marker so you could find the corpse in case they still had some loot you needed.

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Companions Heal Themselves - Maybe its just my companion (Uthgard?), but no matter how many potions I give her, she'll never ever heal herself, and then she ends up crippled and I have to
save her. Sometimes saving her is impossible though (like vs bosses), and she'll just die. This is really annoying. If I give you potions, use them! They use all the good armors I give them, they ought to
use the potions too, and not die. I know the other computer AI will use healing skills or potions to save their own life when in danger, this should be applied to companions as well.

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More Wildlife - Maybe its just my game settings, but Skyrim feels a bit...unpopulated with wildlife to me. There are a lot of them and a lot of types of wildlife, but its really rare you see all that much.
It's like...you might see 3 -4 reindeers once. You might see a rabbit some other time. You might see a fox this other time too. But its not like you see a fox, deer, flying birds(how often do you see these at all???),
wolves hunting a pack of deer, etc. I feel there should be a lot more wildlife spawns out there of different types. For example, one spawn might be a deer pack of 4 deer and 1 elk. At the same time that spawns,
those would spawn with a chance of predators, such as a wolf/wolf pack, bear/bear pack, or sabrecat pair. That way when you walk across plains and other usually uninhabited areas, you'll see the wildlife
more frequently and interacting with each other more often. Speaking of interactions...

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More Wildlife Interactions and Locational Spawning - Some of the wildlife I think is a bit useless. It would be nice if they had more interactions with each other and the environment.
Foxes should hunt stuff maybe small stuff like rabbits...Rabbits should appear more often in groups rather than by themselves. Bears could hunt salmon on the rivers. Mother foxes with cubs, Baby
versions of animals as smaller and more docile versions of the advlts(cowardly + dont fight), wild horses, More fish variations. Also more fish spawn points. Bats flying around at night near towns, occasionally coming out of caves
when you approach the cave (this effect is done in some caves so I'm sure it can be activated when you approach certain caves/trees somehow, might be cool). Along with other stuff.

Also, along with these additional spawns, you could add more hunters to hunt these same animals. I've seen only a handful of hunters actually hunting animals. Seeing more of that is immersive,
since it doesn't put you at the center of the world.

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Wildlife Variations - Different colored animals/different species/different genders/different ages/different sizes/different spawn points for them. Seagulls at the docks instead of hawks.
White billy goats, Mountain Goats, white hens, black hens, roosters, timber wolves, different colored cows(I think they're actually yaks), black bears, baby versions of animals which are more docile(baby bears),
I wish the old version of dogs(from oblivion) came back along with the new shaggy dog. This dog is really inflexible for variations.

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Unsalted Food - Should I really not be able to cook beef stew because I don't have salt? Salt is a seasoning that can definitely enhance the flavor of the food, but
I don't think I shouldn't be able to cook at all if I don't have salt. I think there should be Unsalted and Salted variation of each recipe. Salted versions can be more powerful.

Speaking of food power....

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More Powerful Food - Food is reaaaaaaaaaaaaaally weak, but super heavy! I feel food should give some other kind of bonuses or be stronger in health regeneration.

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Hunger and Thirst - Since food and drink is supported in this game, I think that food can be a really immersive and fun component. Sleep already has this implementation so
I think hunger could have it as well. I think it would be good if you could get stat and exp bonuses if you eat food/are full, and stat penalties if you don't eat. This can also tie back in with
salted/unsalted foods giving different boosts to hunger. Finally, it would actually give you a reason to pick up food and actually eat it or store some for later. It doesnt have to be complex either
something like this might be good:

You can be one of 5 hunger states: Very Hungry, Hungry, Not Hungry, Satisfied, Full (can't eat anymore/no effect from eating).

You can also add this with thirst: Very Thirst, Thirsty, Not Thirsty, Sated Thirst, Quenched Thirst (can't drink any more)

You get hungry/thirst over time(in game time, not real life time). Being satisfied/full gives you the best bonuses. Being full makes the bonus last longer though. Anything below not hungry gains a penalty.

Penalty will just be a drain of skills, like a disease. Not like health drains(don't want you to die because of being too hungry even if it is realistic).
Thirst should modify something like...stamina and/or mp regenaration. Definitely stamina though.

Food bonuses stack with resting bonuses.

Optional extra stuff to complicate the mod/make it more dynamic:
  • Time in combat drains hunger faster.
  • Walking on foot on the world map drains hunger faster than in town.
  • Sprinting can drain hunger faster than walking on foot or on a horse.
  • Being thirsty can be sated by drinking mead, or adding water bottles to the game. (Maybe use vanilla wine bottle for this, if someone wants a texture done/model I might be able to do it. But you'd still need a way to replenish the water.)
  • Fast travel will still calculate the in game time that passed and make you hungrier based on that same as with waiting.
  • Sleeping will make you hungry as well.
Speaking of Sleeping....

--------------------------------

Good Night's Rest:

This mod could reward players who take the time out to get a full night's rest with better bonuses.
6 - 8 Hours of Rest would give a better bonus than a 1 - 2 hour nap. Would also make it more desirable to play the immersion
card and actually rest til morning before heading out on your next adventure.

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Movement and Combat Tweaks: I have most of these outlined in my 'Dark Souls' planned mod post but some stuff I think needs to change to make the game more fun at a basic level:
  • Faster Stamina Recovery - Stamina recovers so slow. This needs an upgrade. Not a lot, just a small amount.
  • Faster Character Movement - Characters also move way too slow for the size of this world. It's REALISTIC, but for a person like me who walks everywhere it's too slow.
  • Stamina Drain on Weak Attacks - This balances out the Faster Stamina recovery. Outside of combat, stamina is only necessary for sprinting. Inside combat, stamina is only necessary for power attacks and bashing,
    but those are really minor. Light attacks should tire you a bit, to make your stamina a bit more valuable.
  • More stamina drain on successful blocks - Your stamina should drain if you successfully block an attack (more than how it is right now), and it should send them in recoil if your block was a sufficient
    level above their striking power.
  • Recoiling enemies take additional damage - Successful blocks that cause enemy to recoil will increase the damage you do by a small amount (1.5x damage or so)
  • Stamina running out while blocking puts you in recoil/heavy recovery - If your stamina runs out while blocking you can be punished really hard for it.
    [*} Always can run while blocking - This is to allow for more "footsies" while fighting
  • All attacks do more damage - (this would take some heavy tweaking), But attacks would be a lot more powerful and dangerous.
  • Prevent attacking when stamina is drained - This would happen less since your stamina recovers faster, but it's still important in its own way. This makes stamina a more important stat.
  • Faster horse movement + More Horse Stamina - Horses are good, but they're not really that great or anything. Since 1st person is not really possible, they need to be faster to balance out being forced into 3rd person.
    I think the Zelda series and Red Dead Redemption did horse movement really well and fun. I would most likely tweak speed/stamina in order to resemble those.
  • Hit-stun when taking damage - There's no real "damage reactions" in Skyrim. If you do damage on someone, they usually just take it like it's nothing. The only things that makes anything flinch are:
    • Blocking their attack and they recoil.
    • Bashing them.
    • Power Attacking them While they're blocking.
Other than that you're mostly going to swing your sword around till their health bar drops to zero. There should be hit-stun animations when enemies take unguarded damage, with varying levels of hit stuns depending on
the amount damage taken. This part of the additions is complex and should be dependent on other factors: such as the armor the enemy is using ie: heavy armor wont be interrupted by weaker damage as much, attack timing, etc.
The main point would be that if you do sufficient enough damage on your foe, you should feel like you hurt them, and they felt your attack. Alternatively, if they hit you, you'd feel it too and have to take your opponents
more seriously. Especially when getting swarmed by opponents.
  • Other stuff.
    Pooped from writing. Will save developing this more later on when the CK releases.
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Tanya Parra
 
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Post » Tue May 22, 2012 10:07 pm

Agree with most of these. Not so sure about more wildlife spawns - Skyrim is supposed to be harsh and unforgiving - but it does seem like there are far too many wolves/bears/sabre cats etc to be all living off of deer. And I think cooking was really added for immersion rather than a usable skill, but it would be good to have it as a useful tool (although you shouldn't able to would down your beef stew in the middle of combat).
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Courtney Foren
 
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Post » Tue May 22, 2012 10:08 pm

You can already rename enchanted items to whatever you want. The option comes up right before you make the enchantment.
The only problem is that you can't rename it. I'm still looking for a mod for renaming items.
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Laura Richards
 
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Post » Wed May 23, 2012 4:27 am

You can already rename enchanted items to whatever you want. The option comes up right before you make the enchantment.
The only problem is that you can't rename it. I'm still looking for a mod for renaming items.
I think what he meant is when you enchant an item it starts with a default name based on the item and enchantment, and you have the option to edit it or leave it and finish enchanting the gear. I really like that as I only give unique names to my best gear. Of course renaming enchanted gear or any gear would be nice.

I could maybe do a little help on creature skins. I have quite a bit of experience in Photoshop and have just started learning using texture maps in college. Seems like a good place to hone my skills and add to my portfolio, if you need any help.
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Lewis Morel
 
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Post » Wed May 23, 2012 3:12 am

A lot of good ideas here - especially liked the ideas about guard skill comments. it would be nice if you only heard such comments if your skill was at a high level - e.g. lockpicking at 70 before you start getting comments about "picking any locks". that might also provide a sense of accomplishment.

I also whole-heartedly support horse and companion markers - I myself have left my horse outside a fort only to return and forget where i left it. if memory serves, I believe Fallout:NV had a feature where you could see your current companions as a dot on your map. This could be a very nice addition, but i don't know how easy it would be to implement.
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Maria Leon
 
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Post » Tue May 22, 2012 10:48 pm

I think what he meant is when you enchant an item it starts with a default name based on the item and enchantment, and you have the option to edit it or leave it and finish enchanting the gear. I really like that as I only give unique names to my best gear. Of course renaming enchanted gear or any gear would be nice.

I could maybe do a little help on creature skins. I have quite a bit of experience in Photoshop and have just started learning using texture maps in college. Seems like a good place to hone my skills and add to my portfolio, if you need any help.

Oh hey that would be a great idea! I'm decent at texturing myself, but I don't have much experience texturing animals. Texturing definitely hones your skills the more you do it.

Not to brag or anything, but I went from making something like this when I started out:
http://images.uesp.net/a/a9/OB-item-female-Ebony_Armor.jpg to this http://i23.photobucket.com/albums/b355/ShinGouki2002/fgmithril.jpg
To making this: http://static.tesnexus.com/downloads/images/31047-1-1270925409.jpg look like: http://i23.photobucket.com/albums/b355/ShinGouki2002/armor1.jpg

So from my experience it definitely is good practice towards honing your skills.

When the CK comes out, adding the new animals should be pretty simple, but I think the best notion would be to add animals that would fit into Skyrim, and not random ones. it might take some research to find
all the animals that would fit, but I think it would definitely work out well if we worked together.

P.S. it doesnt necessarily have to be "my mod, your mod, our mod" etc. If you want to start retexturing right away before the CK comes out then don't wait! Have fun with it! Modding is a really fun past-time.
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roxxii lenaghan
 
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Post » Wed May 23, 2012 12:43 pm

Really good suggestions. I really think it would be useful if you could rename items at places other than the enchanters. Perhaps when using the blacksmiths forge or other crafting tool? For some reason some items I had enchanted and renamed had reverted back to their old names! Only a small thing but irritating none the less when you've got something just how you like it! something along these lines would be great (Xbox 360 by the way)
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Jerry Jr. Ortiz
 
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Post » Tue May 22, 2012 11:19 pm

I think if you give companions healing potions they will use them

Great list. I'm sure mods will do all of that

:D
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Elisabete Gaspar
 
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Post » Wed May 23, 2012 3:31 am

I believe Xodarap777 of XSO is working on necessities such as hunger/sleep/drink. Some of the combat and movement tweaks, Duke Patrick (spookyfx.com on these boards) is working on, and Plutoman of PISE is working on AI and a better overall experience.

I would still like to see the immersive comments and renamed enchantments though. Also, this thread is a month old, so I imagine you probably already know all of this. But just in case... ;)
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Invasion's
 
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Post » Wed May 23, 2012 10:41 am

A lot of good ideas here - especially liked the ideas about guard skill comments. it would be nice if you only heard such comments if your skill was at a high level - e.g. lockpicking at 70 before you start getting comments about "picking any locks". that might also provide a sense of accomplishment.

I also whole-heartedly support horse and companion markers - I myself have left my horse outside a fort only to return and forget where i left it. if memory serves, I believe Fallout:NV had a feature where you could see your current companions as a dot on your map. This could be a very nice addition, but i don't know how easy it would be to implement.

Both of this should be simple to do then we get the CK, if dialogue system is something close to Oblivion we can set conditions so it should be petty simple to have an skill restriction.

Simplest way to add markers to companions and horses is to make them quest objective in an Locate companion quest, benefit is that this would be real time and work on internal maps.
The talk to companions leaders for work quest give you this function today for them.
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Tiffany Castillo
 
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Post » Wed May 23, 2012 1:20 am

Be careful with making Stamina too important -- anything that relies on stamina makes frost magic stronger. I know if I had to have Stmaina in order to attack, I'd get killed by any remotely powerful frost mage.
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Astargoth Rockin' Design
 
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Post » Wed May 23, 2012 5:04 am

Agree with most of these. Not so sure about more wildlife spawns - Skyrim is supposed to be harsh and unforgiving - but it does seem like there are far too many wolves/bears/sabre cats etc to be all living off of deer.
Judging from the tendency of wolves/bears/sabre cats to try to kill the player, they aren't eating just deer.
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Arnold Wet
 
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Post » Wed May 23, 2012 8:44 am

Regarding mis-placed horses: http://www.skyrimnexus.com/downloads/file.php?id=3611

This adds a way to call your horse if it's within a certain distance - or have it permanently follow you. It also adds storage space to them (invisible saddlebags) if you want and the option to have to feed your horse to keep it happy (speedy) for some extra interaction with your trusty steed. That last bit has me actually remembering to pick up/buy an apple, carrot or cabbage which I'd usually ignore previously - "you know - for the horse!".

I love it as I too would always forget where I'd left my horse or had it scared off in combat (I'm using http://www.skyrimnexus.com/downloads/file.php?id=1522). It's also much more immersive/intuitive than a marker IMO - you get out of a dungeon, "uh... horse... yeah... where is horse... HEY HORSE!" and it comes galloping.
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hannah sillery
 
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Post » Wed May 23, 2012 5:26 am

I have a few suggestions.

1. Remove/Speed up master spell Charging effect. I mean seriously, 5 whole seconds to charge hysteria? Seriously, anyone who plays puremage can tell you that standing still in 1 spot for 5 seconds is pretty much a death sentence. So the anim needs to be either 2x-3x times as fast, or the bogus charging system for master spells needs to be removed all together.

2. Make master spells ranged/make ranged versions of the Master Spells. More ranting about the master spells, but really, they're so useless they might as well have not have even been in the game. Okay, so it's bad enough that they take a whole 5 seconds to charge up... but ON TOP OF THAT they're player-centered only?! Seriously?! What's the freakin' point of Hysteria if you can't throw it into a lollygag of bandits and watch the whole bandit camp turn into one big free-for-all?

3. Open Lock spells. I cannot belive bethesda had the balls to take this out. I mean really! Forcing mages to up the lockpick skills when in oblivion and morrowind they could just will the lock to unlock by itself?! What kind of retardedness is this?!
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Jessica Stokes
 
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Post » Wed May 23, 2012 4:57 am

Potion Overhaul Idea

I'm thinking of ways to re-balance the potion system a bit, wanted some thoughts on this idea.

This is to rebalance Healing Potions only.

1) More Healing:

These potions will have their healing values altered:

Potion of Minor Healing: 25HP -> 50 HP
Potion of Healing: 50HP -> 70 HP
Potion of Plentiful Healing: 75HP -> 85 HP
Potion of Vigorous Healing: 100HP -> 125 HP (110 for Hard Mode) -> (100 For Very Hard Mode)
Potion of Extreme Healing: 150 HP -> 175 HP (150 for Hard Mode) -> (125 For Very Hard Mode)
Potion of Ultimate Healing: 9999 HP -> 300 HP (200 for Hard Mode) -> (150 For Very Hard Mode)
Potion of Full Healing(New): 9999 HP (Extremely rare)

Purpose: Stronger Healing Potions for less potion chugging/hoarding.

2) Healing Rebalance Options (Optional but Recommended):

a) Forced Healing Animation:
When you chug a potion, the game forces you to do an animation for drinking the potion instead of just being able to mash healing potions. This
would also enhance combat a lot, as you'd have to get to a safe distance before drinking a potion. The healing will come midway/late in the animation
so you wont get healed right away.

Ideally I would like this option to be placed on NPCs as well into their AI. So if an NPC chugs a potion they have do the animation. If they do the animation,
then you can hit them during that time, and if your blow is strong enough, it can stop the heal and you can kill them easily.

B] Drink Limit Number (Optional but again Recommended):

In order to balance potion hoarding a bit more, there would be a cap placed on how many potions you can drink within a certain time-frame. General world explanation would be:
Once you drink a healing potion the magical alchemical ingredients sink into your bloodstream and start to take effect, essentially forcing magic into your blood and actively
healing your body from the inside.

However, since it's forcefully healing you, the after effects can be pretty bad if you overdose. Your body needs a certain amount of time to sweat out the toxins left after ingesting
potions. You'll have a starting drinking limit if about 5-10 potions(customizable).

Once you hit your limit for potions, your vision will blur for a few seconds, warning you that you've hit your limit. If you drink any more above that limit the potion will become toxic.
It will heal you (but only 1/4th the intended amount), damage all your skills by 10%, and lowers your movement speed. (An optional hard mode version can have it hurt you instead of healing you.) Every potion
you drink afterward will lower your skllls by 10%(additional), for up to 5 times(50%) speed as well(don't know w hat percentages to use yet though. The effect of the heavy toxin can only be removed by
sleeping for a certain amount of time, listed below. You also get "infected with a disease" called "Blood Toxin Level X" where "x" is how many potions you've overdosed on.

The time to lower toxin can be customized, but I think about 3-5 minutes real life time (or 1hr - 1hr 30 mins in game at normal timescale) of "activity" would be a good enough time to sweat out 1 potion. As for sleeping,
two potions worth of potion toxin will be removed for every hour you sleep. Waiting will not remove toxins from your body.

Exceptions:

Once your blood becomes toxic, only sleep will allow you to drink potions again properly. Basically the potion limiting will work like an array:

v- These get filled up as you use potions -v

[ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

If I used 5 potions in the last 3 minutes it'll look like this:

[1] [2] [3] [4] [5] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

After 5 minutes(real time) passes from me exploring the wilderness and not ingesting any potions, it will look like this.

[1] [2] [3] [4] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ] [ ]

If I decide to go to sleep in my owned bed for two hours, all the potions in my blood stream will be removed (2 Potions removed for every hour of rest).

If it was an inn I slept in, it would only be 1 potion removed for every hour.

--------------------------------------------------------------------
If I keep using potions haphazardly after fighting badly, it might look something like this:

[1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [ ] [ ]

Once you enter into the "green" array values, the potion toxin works differently. Activity wont sweat out the lower level toxin anymore.
You HAVE to rest and get rid of the heavy toxin. Once you get rid of the heavy toxin, you can then sweat out the rest of the ingested potions
through activity or resting (goes back to normal behavior).

It takes longer to remove the heavy toxin values too. 3 hours of rest per 1 Toxin level (owned bed), 4 Hours of rest per 1 Toxin level for inns.
In the case above, I'd have to sleep for half a day in an inn(12 hours) or 9 hours in my house to get rid of the heavy toxin. After that I would have to still
sleep additional 5 -10 hours to make my body entirely clear of poison. That's a total of 14 - 22 hours of sleep.

I'm sure though there will be mods that add things such as eating and sleep. So you may need to stop sleeping in order to eat if you use those mods (like real life).
But since you wont be fully "cured" of the toxin, you will just have to go back to sleep after eating (again like real life).

(Random Idea: Having a spouse might be good for this! Maybe functionality can be added to have them wake you up at intervals to eat or sleep when you're sick
from the toxin. This would be a cool immersion enhancing option.)

Note for self: An easy difficulty approach to this would be to make the timer not reset when a potion is ingested before it has been sweat out
(ie: track all timers separately and bubble sort them down.)


Note to self: A medium difficulty approach to this (and more cpu efficient) would be to make the timer keep only one counter. Once the array has any value,
it starts to count down. Every 5 minutes/1hr + 30 in game mins that passes, will remove one potion from the array. It will keep doing this until the array is cleared.

(Edit Thinking back I can probably simplify the array model to a variable model method like the food one ie: Every potion ingested is
iPotionIngested = iPotionIngested + 1. If iPotionInjested = iPotionInjestedMax -> Blur vision for warning. If iPotionInjested >= iPotionInjestedMax -> blood toxic subroutines)

Potion count can be increased by increasing a perk in the alchemy skill tree. The restrictions would be high, however. But

In the end though, the main point and purpose of the potion limiting is to make you as an adventurer more careful as you play the game. Sometimes you will come
near death, and not have many potions left. In that situation, it might be good to run away rather than fight it out. Or you can brave the difficulty and deal with the
situation ahead of you.

It also gives you a bit of pacing. You know you can't chug down potions all the time like crazy. Sometimes its a good idea to wait a bit longer, spend a bit more money
on more expensive potions, not take EVERY potion you see, etc.

Note to self again - I think a lower value to start like...5 starting limit would drive it home a bit better. +1 - 2 potion per perk rank. 5 ranks max.

C) Food Buff (Though I think this would be another mod in itself)


Because of the negative aspects of potions, food could be buffed a bit as well to help alleviate issues. I would make food heal values similar to potions(max being 75-100 health),
however with some limitations.

a) Food only heals over time.
This should be an obvious one. Food could heal a lot, but only heal like health regen in this game.

B] Food, like potions, causes an eating animation when used.

C) Food can't be eaten as often as potions.

You can only eat up until a certain level of "fullness". Ideally I would like it to take into consideration what ingredients were used to make the food and assign
a value to how filling it is as a number (perhaps vary based on the item's weight?). Fullness decreases over time(every hour) as long as Fullness is not 0.
Once you are full, you can't eat anymore food until your food digests. Probably about 2 - three small meals every (in game) 6 hours.

D) Food can buff you, but you cant get any new food buffs until 6 hours pass after you got your first one.

So its more of a backup option, rather than the go to option. But this would make buying/cooking/using food more valuable.


4) Healing Magic Cast Times Extended + Skill is more valuable for restoration

With this rebalance, if food is not as good as potions, but potions have limitations, the next best option would be magic right? Because of that, there needs to be
balances applied to healing magic as well. Healing magic should have a decent cast time. Something like this for high level heals:
http://www.youtube.com/watch?v=r18LYjaUkrY&t=1m53s

Healing over Time Magic would have its casting startup increased as well, and cost more MP per HP recovered.

The reasoning is so that you do still have multiple options to heal and the system wont "remove" them from the game, but they become much
more specialized, and each one has its own particular benefits and downsides in order to not make any option more powerful than another.

Also, because of the nature of each of the limitations and balances, I think it would tie you more into the world as a "member" rather than a
"visitor". You have to monitor your health(internal and external), eating habits, magic use, combat habits, become more cautious when exploring...etc.

Anyway that's more or less the end of my ideas. Thoughts?
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Chris Guerin
 
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Post » Wed May 23, 2012 6:37 am

I noticed I wrote a lot of good notes here. I'm bumping it up now that the CK is released, in case someone would like to tackle some of these ideas. My hands are full with my port, so I can't work on too many of these at the moment.
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Emily Martell
 
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Post » Wed May 23, 2012 5:18 am

i would just let the stamina and health regeneration drop to zero if you didnt drink/eat/sleep for long(4days or so)
also let it scale maybe
so if you didnt sleep for 1 night its only 5% less regeneration etc
if you didnt sleep for 2 nights its on 30%
and 3 nights its 80% .. no clue...but something like that sounds realistic to me
also maybe being able to die if you ignore it long enough to eat/drink/sleep etc
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Wanda Maximoff
 
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Post » Wed May 23, 2012 9:04 am

i would just let the stamina and health regeneration drop to zero if you didnt drink/eat/sleep for long(4days or so)
also let it scale maybe
so if you didnt sleep for 1 night its only 5% less regeneration etc
if you didnt sleep for 2 nights its on 30%
and 3 nights its 80% .. no clue...but something like that sounds realistic to me
also maybe being able to die if you ignore it long enough to eat/drink/sleep etc

The main issue with that, that I learned from some mods I've used, is that even though that sort of penalty is realistic; it isn't always "fun". It's important to have a balance of realism and fun, without making it
too crazy. Some food and drink mods I played before for example, harmed your stats if you didnt eat for a while, to the point where you couldn't even move to go and get food. At that point, it felt more annoying
than immersive or fun.

It's okay to make harsh penalties like that in a game where all character attributes are important...like in The Sims. But in a game like Skyrim where social interaction and social expectations are a
minor element, it will actually make it less fun if the penalties are harsh.

Like in Dark Souls:
- If you have on light armor and are under 25% of your equipment carrying capacity, you would move and run fast and dodge fast and regain stamina at about 28 stamina per second.
- If you were at 50% equipment carrying capacity, you would move about 15% slower than fast speed, have slightly longer dodge times, and regain stamina at 24 stamina per second.
- If you wore armor and went over 50% carrying capacity, you would move about 30% slower than fast speed, have realllly long dodge times, and regain stamina at 20 stamina per second.

The thing about this comparison above is, regardless of which capacity you were at, you could still play the game at a slightly decent level, because you would only get penalized a small
amount per level of penalty. But it was enough of a penalty that you would "notice it", and make a conscious decision to say "okay I'll take off some of this armor cuz I wanna move faster".

It's my guess that with the hunger/drink stuff, small penalties of a similar design will have the same effect of: "Okay I will eat some food".

So I think it's just best just to make them have small - medium bonuses for eating and drinking, and small - medium penalties for not participating. Instead of incredibly harsh penalties.
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Schel[Anne]FTL
 
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