StealthDick Posted July 6, 2022 Share Posted July 6, 2022 Hey all, Have you ever played a Fable game before? And if so, do you remember how death worked? The game would slow down and you'd lose your XP orbs. It sucked, but that was the game - it wasn't possible to save scum. I've gone and replicated this in Fallout: New Vegas. Now, instead of perishing in combat, you topple over (in slow-motion) from whatever direction you were struck from, you lose 10% of your XP, and when you come to it - you have a few seconds of invulnerability (for you to retaliate or flee). All of these variables are customizable by YOU in MCM.The duration of how long you're KO'd. The duration of invulnerability. The XP (loss) multiplier. (from 0% - 100%)Whether your foes heal to full once they take you down. Whether your foes run away from your unconscious body (so they don't camp your body).You can even make them forgive you after they kick your ass (If they weren't aggressive towards your from the get-go).I've very proud of it. I've been refining it for the last few days and it's ready to be published. But... I've ran into a dilemma... The XP loss. Yes, you can turn it off entirely if you wanted to. And yes, with all the quest mods on the Nexus you needn't worry about a shortage of XP... I digress, at level 1-5 it doesn't really matter if you lose 10% of your XP if you die. Sure, it sucks, but 10% at the lower levels can easily be replaced by killing 1-4 people/creatures/etc. Once you get to the higher levels, however, you're losing 1000+ with each death. My level 35 character loses almost 10k per death. So here's where I am now... Instead of XP loss - Skills are temporarily reduced by 5-10 perk KO. Max health is temporarily decreased - this debuff would stack. Non-Hardcore: KOs don't matter. Hardcore: They reduce your Sleep/Hunger/Dehydration. Rather than lose the XP - The XP would be taken from you, but after sleeping it could be recouperated. Or lastly... I keep it. Loss sucks, but it makes you play slower.Let me know what you gamers (that's gender neutral right?) think. I'm open to suggestion, but I'm only implementing 1 debuff system (no more, no less). TL:DR - In this mod, you don't die - you're simply KO'd. As a repercussion for being KO'd, which of the yellow choices should I go with? Link to comment Share on other sites More sharing options...
Radioactivelad Posted July 6, 2022 Share Posted July 6, 2022 A big XP loss is fine. When you're high level you have more options and resources that make not-dying easier. Plus you still have access to high xp activities that low level characters don't. If anything, maybe a cap on the max xp you can lose? ( If LostXP > 1000, make LostXP = 1000. ) Link to comment Share on other sites More sharing options...
StealthDick Posted July 6, 2022 Author Share Posted July 6, 2022 I love the cap idea, that's great. I'm gonna use that. Link to comment Share on other sites More sharing options...
sullyvanj93 Posted July 6, 2022 Share Posted July 6, 2022 I'm with Radioactivelad. A bigger chunk would be a big bummer, but that's kind of the point, right? Dying sucks. If you do cap it, I'd still make it a pretty damaging max. I like the xp loss much more than the other options listed. Link to comment Share on other sites More sharing options...
StealthDick Posted July 6, 2022 Author Share Posted July 6, 2022 Then it's settled: XP loss (with the option to cap it). Now one other thing, since save-scumming exists (and we are all guilty of it) should I integrate anti-quicksave/anti-autosave measures into the mod? Or should I just recommend a mod that does it? Link to comment Share on other sites More sharing options...
Radioactivelad Posted July 7, 2022 Share Posted July 7, 2022 (edited) What do you mean by anti quicksave? Like stopping you from using them? Personally I think that'd be annoying since there are legitimate reasons (and concerns) for using them, like if your game is a bit unstable or something. Maybe the mod could remove xp if you quickload while knocked out or in combat? (I don't know a lot about nvse scripting, but I think that would be possible?) Either way, conceptually, I like the idea of making additional handcaps like that a Hardcore Mode feature. Edited July 7, 2022 by Radioactivelad Link to comment Share on other sites More sharing options...
JimboUK Posted July 7, 2022 Share Posted July 7, 2022 You mention save scumming, are suggesting disabling saves in some way? I don't think the game is stable enough for that. Link to comment Share on other sites More sharing options...
StealthDick Posted July 7, 2022 Author Share Posted July 7, 2022 You mention save scumming, are suggesting disabling saves in some way? I don't think the game is stable enough for that. I meant disabling saves almost the way that THIS MOD does it. "This module restricts a player (that is you), from saving game anywhere you want to. Instead it lets you to choose one of the following save modes: HOLY SMOKE - this mode is the easiest one. Your progress will be saved each time you smoke a day-saving cigarette, taking a drink in Prospector saloon, or taking a nap in owned or rented bed. This mode is recommended for most players. NO PLACE LIKE HOME - in this mode you cannot smoke (alright, actually you can, but it has no effect), but taking a nap in owned or rented bed and drinking in Prospector saloon will still save your day..." - Darhark, No Second Chances Link to comment Share on other sites More sharing options...
Mktavish Posted July 9, 2022 Share Posted July 9, 2022 Ya just XP loss capped . But make it a sliding scale to the mob .So you still have the risk ... and not a way to get by bosses . Honestly I prefer the shard loss concept ... where you died ... you left a piece of yourself to get back .And I guess that way ... the mob protecting your shard , would come into play instead of having to use code to get their level to adjust xp loss. Just a thought . OH wait ya ... sorry I forgot the obvious with needing a spawn point . Link to comment Share on other sites More sharing options...
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