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[request] Better Ingredients


KzinistZerg

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Oblivion needs an ingredients mod. One of the inspirations for this was the fact that several of the subtle changes in landscape due to region come across as similar to changes sort of like those in Morrowind.

 

What I want is something like this.

 

-Several of the plants looked/felt like they could thrive in someplace like Cyrodil. These plants are:

---Black Anther, Corkbulb, Gold Kanet, Heather, Stoneflower, and Willow Anther which could grow in the wilderness, scattered in areas around the Imperial City, and the general warm-temperate summer-like climates.

---Saltrice, Marshmerrow, and Comberry would appear in farms.

---Bungler's Bane and Hypha Facia could appear on trees near water. They wouldn't be all that common, perhaps closer to the Morrowind border.

---Luminous Russula and Violet Corprinus would appear in caves, or possibly under/near trees near water.

---Green, Red, and Black Lichen should have no problem appearing in caves or dank dark places. Perhaps not red, as it seems ash-related. It wasn't all that common in Vvardenfell, doesn’t need to be in Cyrodil.

 

-Several ingredients are capable of being imported. The finer Alchemists may have the only supply of them, because they are so rare, and need to be imported. Animal products (that don't spoil), like Dreugh Wax, Racer Plumes, Shalk Resin and Sload Soap might appear in small (possibly rechargeable) quantities in the fine Achemists' shops.

 

-The plants from Mournhold, a few of them, could appear in eastern Cyrodil.

 

-The plants from Solstheim, most of them, could appear in northern Cyrodil.

 

The more esoteric ingredients seem already to be in Oblivion, as they're daedra-related. Their properties have been irritatingly changed, though.

 

If any of these are restricted by Lore (the set-in-stone kind, not the 'we didn't feel like including it and just made up some lore to support it' kind) of course they would be left out (or moved).

 

What this mod would require is:

 

-Modeling the plants that the plant-related, growing, ingredients, come from. One for each (or two models at most), as scaling and rotation can provide adequate variety from there.

 

-Modeling the ingredients themselves.

 

-Placing the plants in the world.

 

-Inserting the required information into the TESCS and putting in the effects and linking the impersonal bit of effect information to the model.

 

I DO have a good idea how much work this would be, I have done modding. For that matter, I could also help with that last part.

 

A Side-Mod could also change the properties of the ingredients already present to make more sense. For instance, why doesn’t garlic hurt your personality? It sure does in real life! Onions have the same effect. The next couple of effects could be determined by natural property or not; like resistance to disease because people won't go near you (you stink!), or some mythical property like repelling vampires. Carrots have Vitamin A, which assists in vision and particularly night vision. So a magical carrot might have a secondary effect of night-eye*. And so on. I find the distribution of effects over the more mundane ingredients incredibly dumb. The magical plants are free to have freaky effects. They're magical.

 

Methinks this would be great for alchemists! So you have to use logic occasionally...

 

~KZM

 

*Foolish me, carrots DO have a secondary effect of night-eye! :blush:

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