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Would Anyone Be Interested In A Lasting Player Damage Mod?


Guest GuyWhoAbruptlyDisappeared

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Guest GuyWhoAbruptlyDisappeared

Hi,

 

I was playing Skyrim, and I didn't like the way the player could just chug health potions and shrug off injuries like they were nothing. I looked to see if any mods addressed that, and there was one, but it was full of bugs and taken offline.

 

So I made my own. As with my SexLab Mortality mod (I actually have the MCM working on it, but I created a flush of new bugs on that one I have to fix), it's done, but it needs polishing before a release, and I'll ask you guys here if you are interested.

 

A brief description:
 I consider Health to be a measure of pain. It is completely unchanged. You will still die at 0 health, which is reasonable, as whatever caused you to pass out from pain probably finished the job.  Then, by that definition, health potions are nothing but painkillers. That makes sense, otherwise soldiers would run into battle with a keg of healing fluid and fight for days (Coincidentally, that is pretty much what the Dragonborn does in most games).

 

A new measure, Life, is a measure of well-being and blood loss. Unlike Health, Life cannot be recovered with potions and magic, just like how taking painkillers doesn't stop bleeding. As life depletes, the player will become weaker, entering the stages of blood loss, starting with Anemia, all the way up to 0 life, which is Progressive Shock. Assuming the player isn't bleeding internally or doesn't have blood poisoning, Life recovers at a constant rate of 1% per in-game hour.  

As life depletes, the player's vision loses contrast, darkens, and blurs (Called the Grey-Out, a real effect of blood loss that I experienced myself a few years back, on which the IMod is based).

 

In addition, the player can also receive serious wounds in battle that need treatment, such as broken bones, internal bleeding, and magicka burns. Broken bones will severely hinder the player's combat ability until treated (which will only lessen the effects and speed up recovery). Internal bleeding, tissue damage (from a nasty arrow hit) aren't obviously limiting, but they can become infected, giving the player blood poisoning (Sepsis), a deadly condition that quickly depletes life and needs immediate treatment. I will not list these because I'm constantly adding more of them.

 

This mod deals only with effects that the player cannot treat themselves. No cuts, bruises, surface scrapes, etc. - I like to imagine that the player takes care of those while waiting or in sleeping hours, and I made this mod for me. 

Treatment requires someone who is experienced with medical treatment of some kind, mostly followers. Approaching these followers and explaining your problem, they may offer to treat you if they can. They will prompt you to take your equipment and start treatment. You probably don't want to be patched up naked in the middle of a busy inn, so you'll have a chance to wait, unless you're in progressive shock where your follower (or Arcadia) doesn't give you an option.

 

Few NPC's have medical training - some NPC's, such as housecarls, only have the basics. They can get the player out of progressive shock and treat broken bones. Some (4) NPC's have full medical training, and can treat anything.

 

Details:

List of shock stages:

 

 

100% life > Player may be in pain, but is not significantly injured.

80% life - Anemia > Player is starting to feel the effects of blood loss. (Movement speed reduced by 15%)

60% life - Light-headedness > Player is starting to lose consciousness.  (Stamina recovers much slower)

40% life - Circulatory shock > Player's body has begun compensating for the blood loss. (Weapon damage, stamina, magicka reduced, movement speed reduced by another 10%. Player will drop weapons or stumble at random. The fight

is generally over at this point - I would run

20% life - Kidney failure > The blood compensation has started causing organs to fail, starting with the kidney. (Movement speed drops another 20%. Carry weight and max stamina greatly reduced. Player will stumble for much longer, greying

out in the process, nearly passing out)

0% life - Progressive Shock > The player is near death, and slipping in and out of consciousness. Any enemy in the game, from dragon priest to mudcrab, can easily finish off the player at this point, as the player cannot fight back.

(Stamina is 0 and does not recover. Magicka is 0 and does not recover. Shouting recovery time exponentially increased. Player randomly falls unconscious for short periods of time, potentially causing them to fall to their death.)

 

 

 

List of NPC's with medical training:

 

 

Basic medical training: >Can treat broken bones (making them heal in 2 days rather than 7, reducing effects), will recover player's life up to 45%. Must be following.

Lydia

Argis 

Jordis

Iona

Calder

Mjoll

Aela

Vilkas

Durak

 

Full medical training, and a brief description why: >Can treat anything the player can get. Will recover player's life up to 65%. 

Arcadia - Expert alchemist, alchemy trainer. (Primary for early game)

Erandur - Priest of Mara. (Must be following) (Primary for Skyrim)

Serana - Master vampire. (Must be following) (Primary for Dawnguard)

Frea - Skaal shaman. (Must be following) (Primary for Dragonborn)

 

Blood poisoning: Only Arcadia can create an antibiotic to cure blood poisoning. In the event of blood poisoning, you will have to make your way to her eventually. 

 

 

 

I have a few things I need to fix before any sort of release, which I will put zero effort into doing if nobody's going to be interested into the mod.

I also want to add more random damage such as broken bones. There isn't a lot right now because I only created enough to get the mod started.

 

A few related questions:

Does anyone know a good way to detect and measure fall damage? It seems odd that a mace can break your leg, but not a bad fall.

Does anyone know the proper way to use weapondamagemult? It seems to be non-linear. Using any value at all causes weapon damage to go to negatiive thousands even for small changes, which is nonsensical. 

 

Other than that: Would anyone be interested in me polishing this?

 

I won't be doing an MCM for this one, as the scripting needs to be redone before I do that, but I will make a simple guide to add effects and followers.

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Guest kimbale

Aw yes, awesome! Are you gonna use any texture overlays or similar to show bruises and stuff? I'd love a visible measure of this on the character (would be great to see it on followers too) and doing animations for every stage would be a heckload of work...

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Guest GuyWhoAbruptlyDisappeared

Aw yes, awesome! Are you gonna use any texture overlays or similar to show bruises and stuff? I'd love a visible measure of this on the character (would be great to see it on followers too) and doing animations for every stage would be a heckload of work...

 

As much as I'd love to do that, it's out of the scope of my free time and abilities.

 

I can do animations, but don't have the time. The bleedout stumbles and ragdoll falls are to suspend disbelief as much as I can without a wounded animation set.

 

That being said, an injured/wounded animation set would be an excellent modder's resource for anyone who is up to the challenge.

 

If there were already texture overlays for that, I would do it without question. It would be easy too - apply the overlay on a magiceffect basis. 

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I think it could be interessting to have dismemberment be a part of the game, but to a limited extent, loosing and arm for example, the only way to get the arm working again is through powerful restoration magic (restores your original arm), conjuration (you get a skeleton arm or use a different persons arm, must be collected, and there could be more options), there can be the possibility to get a mechanical dwemer hand (maybe auto-equipped hand that stacks with gloves?).

 

I see that there are many ideas around this but I have zero experience with modding and is not capable of learning (well trying and testing) for a few months.

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Guest GuyWhoAbruptlyDisappeared

I think it could be interessting to have dismemberment be a part of the game, but to a limited extent, loosing and arm for example, the only way to get the arm working again is through powerful restoration magic (restores your original arm), conjuration (you get a skeleton arm or use a different persons arm, must be collected, and there could be more options), there can be the possibility to get a mechanical dwemer hand (maybe auto-equipped hand that stacks with gloves?).

 

I see that there are many ideas around this but I have zero experience with modding and is not capable of learning (well trying and testing) for a few months.

 

Hate to break your bubble, but that's waaay out of the scope of this mod, and arguably not possible with Skyrim's modding tools.

 

No harm in an idea, though.

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Guest kimbale

 

*snip*

 

If there were already texture overlays for that, I would do it without question. It would be easy too - apply the overlay on a magiceffect basis. 

 

 

 

Well, there are resources for that on LL:

http://www.loverslab.com/files/file/835-skintextures/

http://www.loverslab.com/files/file/60-injured-bodies-and-faces-unp-mature-textures/

 

If you need them in a another format or anything i could edit them, if you want.

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Guest GuyWhoAbruptlyDisappeared

 

 

*snip*

 

If there were already texture overlays for that, I would do it without question. It would be easy too - apply the overlay on a magiceffect basis. 

 

 

 

Well, there are resources for that on LL:

http://www.loverslab.com/files/file/835-skintextures/

http://www.loverslab.com/files/file/60-injured-bodies-and-faces-unp-mature-textures/

 

If you need them in a another format or anything i could edit them, if you want.

 

 

Aren't those texture replacements, not texture overlays?

 

The reason I haven't used them yet is I thought they were replacements and didn't want to lose the textures I have.

 

 

 

All files are available as transparent .dds-files. I just saved them without the background skin texture. I did not test them in game so i have no idea if they work.

 

Introducing GuyWhoRegisteredToDownload - A new modder from some company incorporated!

Reading comprehension not included.

 

I'll give these a shot.

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I have already made a walk_sick animation but as usual, I didn't manage to export it into the game. Plus, I screwed up on duplicated bones. If I ever get this problem solved, I'll upload the animation for free use.

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Guest GuyWhoAbruptlyDisappeared

Tried the extra textures, but they appear to be replacements, not overlays. I need something for an additive shader.

 

Perhaps I will whip out my graphics tablet and make my own shaders to go with the effects later.

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