Simple most important mod there is: potions HoT

Post » Wed May 16, 2012 2:43 am

Hi the most important mod anyone can make for this game imo is to make potions heal over time (HoT) instead of instantly, especially for health.

This was vital mod in previous bethesda games, being able to pause and heal yourself full hp removes any challenge from the game. other than the minor challenge of buying lots of potions/stimpaks.

With the HoT mod suddenly the game actually becomes challenging, even on lower difficulty settings. putting it on master difficulty for a challenge simply isn't the same since you are just being 1 shotted half the time.

Even tho I am not a modder I would assume this is a relatively unambitious thing to mod, I'm kind of disapointed this mod hasn't been made yet. since I will probably burn myself out on this game soon. guess you should never buy modable games at release ;(
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Tom Flanagan
 
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Post » Wed May 16, 2012 6:21 pm

Some potions/foods already act this way, so with the creation kit this should be an easy mod.

That said, currently, the big limit on potions is that they are moderately heavy (they weigh half a pound each). But they could be made to be heavier.
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OJY
 
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Post » Wed May 16, 2012 12:38 pm

You already heal over time without potions. And you can brew your own HoT potions with the increase health regeneration effect.

I mainly use instant-heal potions when fighting dragons or other boss-type opponents, when fighting other opponents I'm usually stingy with my potions, because i might desperately need them just around the next corner.
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Dj Matty P
 
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Post » Wed May 16, 2012 6:29 pm

well this mod http://www.fallout3nexus.com/downloads/file.php?id=1358

made fallout 3 about 5 times more fun for me. and in new vegas they even made them HoT's in hardcoe mode, hardcoe mode was easily the best thing about new vegas.

Ideally someone would just make an entire hardcoe mode mod where:

arrows have wieght
potions heal over time
debuffs from cold, fixed by using fire
debuffs from malnurioushment, no sleep.
all food give non-stackable buffs instead of pointless +1hp
smithing enchancements degrade, need to be repaired
maybe even something like "you cannot save the game when enemies are nearby" that would make me turn down the difficulty and be afraid of dieing.
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Poetic Vice
 
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Post » Wed May 16, 2012 8:33 am

You already heal over time without potions. And you can brew your own HoT potions with the increase health regeneration effect.

I mainly use instant-heal potions when fighting dragons or other boss-type opponents, when fighting other opponents I'm usually stingy with my potions, because i might desperately need them just around the next corner.

Missing the point. The idea isn't to add regeneration potions, but to remove instant potions.
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KIng James
 
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Post » Wed May 16, 2012 10:44 am

In support, most of the major Oblivion overhauls did this, including OOO/FCOM and TIE, as well as a number of standalone mods.
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Lisa
 
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Post » Wed May 16, 2012 10:18 am

i plan on making a mod that does this on like the first or second day that the creation kit is out. I was able to do this in like 3 minutes for Oblivion yesterday, so it should be easy in skyrim. I agree with all your points about instant potions removing the challenge.

Also, there are other people already saying they are going to include this in a their overhauls, so me doing it may be a bit redundant..but oh well..I plan on releasing it anyway for anyone that wants it.

Adjusting the way the crafted potions work will be more of a challenge though, still not sure how to make those have heal over time rather than instant...gonna have to wait for the kit to really start hacking at it though.
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HARDHEAD
 
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Post » Wed May 16, 2012 3:51 am

...Adjusting the way the crafted potions work will be more of a challenge though, still not sure how to make those have heal over time rather than instant...gonna have to wait for the kit to really start hacking at it though.

As previously noted there's already a heal over time ingredient effect... the easy solution would be to replace all the fast-heal effects with this one, except maybe on ingredients that already have both. Then you may have to play around with things a bit. It would have the added (and I think beneficial) side effect of making it much easier to make healing potions - more ingredients would have the effect.
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Alan Cutler
 
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Post » Wed May 16, 2012 3:57 am

Missing the point. The idea isn't to add regeneration potions, but to remove instant potions.
Drop them? Sell them? Don't make them?

It's the same as fast travel, I never use it, but I don't need a mod to disable it, I have that much self discipline.
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rolanda h
 
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Post » Wed May 16, 2012 5:47 pm

it's actually not the same as fast travel.

I, for one, would like to see typical "minor health potions" restore 20 - 40 hp over 5 seconds rather than 20 hp instantly. 20 is what they do now, but I'm considering buffing them to make up for the fact that you have to wait for them to have their full effect. This would change an annoying aspect of gameplay into a better one (in my opinion) rather than simply removing an annoying aspect.

*edit*
just to give something to compare to...implementing this should make using potions in combat feel more like diablo 2
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Lynne Hinton
 
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Post » Wed May 16, 2012 6:32 pm

I absolutely agree. I'm planning a mod with this and other related changes to alchemy (including a similar change to the more accessible poisons). I also intend to add a short drinking animation for potions used in combat to further prevent potion spam and "panic button" use of healing potions. Your thoughts would be welcome http://www.gamesas.com/index.php?/topic/1285090-planning-less-tedious-alchemy/.
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Gemma Archer
 
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Post » Wed May 16, 2012 12:51 pm

oh so its a case of waiting for development kit? its just there already some advanced mods out there so I would have thought something simple like this would be easy, but sounds like I'm wrong.
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Janeth Valenzuela Castelo
 
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Post » Wed May 16, 2012 7:28 am

Missing the point. The idea isn't to add regeneration potions, but to remove instant potions.

Drop them? Sell them? Don't make them?

It's the same as fast travel, I never use it, but I don't need a mod to disable it, I have that much self discipline.
I don't get it eather. Its not like the game forces you to pick up every potion, or even forces you to use them. I think people like to use some mods as a way to fool themselves into thinking the game is they way they wanted it made.

Me, on the other hand, have nothing agenst any potion, seriously, we're talking fantasy world here with magic and dragons, why can't there be an insta health pot? To each their own, I guess.
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NEGRO
 
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Post » Wed May 16, 2012 5:42 am

already explained that...it's not removing potions...it's changing potions. It's like how some people would like to CHANGE fast travel by adding divine intervention spells rather than simply not using it...

*edited for spelling*
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Setal Vara
 
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Post » Wed May 16, 2012 3:13 am

already explained that...it's not removing potions...it's changing potions.

Right now we have Increase Health Restoration Rate potions, and Restore Health potions. The former heal over time, the later heal instantly.

You want to get rid of the later, so you need to either remove them or replace them with the former type. Of course you also need to exchange all restore-health effects on ingredients with increase health restoration, and a couple of ingredients might have both effects, so you need to select a proper replacement effect .

If you intend to make that mod on your own, go ahead. None of us care what you do with your spare time. If you want someone else to make that mod, though, you should rethink your strategy. Being too weak-willed to ignore something as long as it's availabable isn't really an argument that can convince many others to make a mod for you. Arachnophobia on the other hand is always a good reason to request a no-spiders mod. So If you really want that mod and don't want to make it yourself, maybe you should claim that you're afraid of instant healing potions, and need help so that you can play the game.
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sexy zara
 
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Post » Wed May 16, 2012 5:10 am

I don't get it eather. Its not like the game forces you to pick up every potion, or even forces you to use them. I think people like to use some mods as a way to fool themselves into thinking the game is they way to make the game the way they wanted it made.

Uhm...yes? That's the whole point of mods after all? :blink:

It's the old 'don't like it, don't use it' argument. Which never works, at least not for game mechanics that help you survive. I don't play the game to train my self control. If I'm at the brink of death and spamming a few health potions (while the game conveniently pauses) would instantly restore all my health then I won't say 'no, that's lame, I rather die and reload'. That would be plain stupid. So what will I do? I drink all my minor health potions at once and survive. Too bad there aren't any toilets in Skyrim, after drinking 10 gallons of liquid in less than a second I bet my character needs one. If I have a mod that prevents me from doing this on the other hand it's regular gameplay and I either have to plan ahead (by drinking potions long before I'm almost dead) or I have to reload. That would be challenging and would make me watch my health carefully. Which is how some people like to play their game. There are rules in a game for a reason.

But hey, this is the mods forum. If you don't like a mod, don't use it (and yes, in this case 'don't like, don't use it' applies). If you want to convince other people that your way of playing the game is the only way to have fun you're probably better off in the general section.
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kiss my weasel
 
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Post » Wed May 16, 2012 6:35 pm

Right now we have Increase Health Restoration Rate potions, and Restore Health potions. The former heal over time, the later heal instantly.

You want to get rid of the later, so you need to either remove them or replace them with the former type. Of course you also need to exchange all restore-health effects on ingredients with increase health restoration, and a couple of ingredients might have both effects, so you need to select a proper replacement effect .

If you intend to make that mod on your own, go ahead. None of us care what you do with your spare time. If you want someone else to make that mod, though, you should rethink your strategy. Being too weak-willed to ignore something as long as it's availabable isn't really an argument that can convince many others to make a mod for you. Arachnophobia on the other hand is always a good reason to request a no-spiders mod. So If you really want that mod and don't want to make it yourself, maybe you should claim that you're afraid of instant healing potions, and need help so that you can play the game.

By that logic, it should be quite simple for you to refrain from acting like a tosser in threads which don't contain suggestions which interest you. Afterall, it's hardly anyone else's fault if you're too "weak-willed" to refrain from clicking the post button, right?
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A Boy called Marilyn
 
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Post » Wed May 16, 2012 1:54 pm

lol thanks sosolidshoe

And Jog, I do intend to make that mod. I will at the least spend 3 minutes changing the standard potions to behave the way I want. I am also going to take a look at how many ingredients I would have to change for the "heal over time effect" rather than "restore health"...and if it's possible to adjust the duration of the heal over time / hp per second...because the whole point is I want heal over time potions that heal a large amount of hp over the course of 5 to 10 seconds... the health regen potions in game now are cool but they fulfill a different niche. I want something you can drink in response to being about to die, but I want it to take a few seconds to have its effect ...not be instant.

Anyways, I don't see why you keep trying to shoot this idea down. If you think it's dumb you don't have to get the mod. It's not like we are over in general discussion telling Bethesda that they need to go back to their computers right now and "correct their mistake".
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Angela
 
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Post » Wed May 16, 2012 6:35 am

Right now we have Increase Health Restoration Rate potions, and Restore Health potions. The former heal over time, the later heal instantly.

You want to get rid of the later, so you need to either remove them or replace them with the former type. ...

It's actually not quite that simple.

The potions that increase health restoration rate increase your recovery rate by a percentage (it would be a variable amount of healing). Meanwhile, there are also food items that give you a fixed amount of health per second.

I have not checked to see if the "increased rate" potions multiply the amount of healing of the fixed rate foods, but I can already tell that we have a variety of options here.
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Alisia Lisha
 
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Post » Wed May 16, 2012 12:24 pm

:flamethrower:" Modders are whiners! Modders are over critical! Modders have self discipline issues! Ban the modders!!! " :flamethrower:


Seriously though, instant effect health potions are simply bad for gameplay. Especially because you pause the game while taking the potion.
Make the healing take like 3 seconds and it's perfect. That way it's not a fool proof life-saver, yet completely different from the increased regen rate potions.

I'm looking forward to this mod.
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Alexander Lee
 
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Post » Wed May 16, 2012 2:27 pm

You want to find Regenerate effects, not Restore effects.
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Monika Krzyzak
 
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Post » Wed May 16, 2012 3:14 pm

You want to find Regenerate effects, not Restore effects.
No. He wants the Restore effects to be less instant.
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James Potter
 
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Post » Wed May 16, 2012 12:15 pm

No. He wants the Restore effects to be less instant.

Yes. Or for the restore effects to be replaced with regen effects that are much stronger over a very short period of time. But that's just technical details. However it ends up being implemented..it will have the same result.

*edit*
and that's not saying that the current regen pots should be changed. (just trying to foresee any possible misunderstandings..)
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Bethany Watkin
 
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Post » Wed May 16, 2012 6:05 pm

It's actually not quite that simple.

The potions that increase health restoration rate increase your recovery rate by a percentage (it would be a variable amount of healing). Meanwhile, there are also food items that give you a fixed amount of health per second.

I have not checked to see if the "increased rate" potions multiply the amount of healing of the fixed rate foods, but I can already tell that we have a variety of options here.

In Alchemy potion-making, there are actually 3 types of healing potions. Instant (lowest total healing) Regen rate increase, and Heal-over-time (fixed healing amount done in ten seconds, usually about twice as strong as the instant potions in terms of total healing).

Since the Regen potion is based on your existing regen, which is based on your total Health, how strong that one is depends on your character.
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c.o.s.m.o
 
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Post » Wed May 16, 2012 6:50 am

wait there is a heal over time effect for potions already? I mean I know there is a heal over time effect because restoration spells obviously use it...but is it possible to make potions that do 10 second heal-over-time right now?
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Milagros Osorio
 
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