JaxFirehart Posted September 8, 2010 Share Posted September 8, 2010 I have created a mod Consume Enchantments that allows you to gain various effects by destroying (Consuming) enchanted items. Constant effect/apparel enchantments, when consumed, are destroyed forever and their enchantments are transferred to the player at a 3 to 1 ratio. So if you consume a Ring that gives resist fire 25%, you lose that ring forever, and gain a permanent resist fire 8% ability. If you consume another ring, this one with resist fire 50%, your resist fire ability will increase to 25%. This applies to negative effects as well, including drain ability, drain skill and even sun damage. Effects that might not be helpful all of the time (Night Eye, Light, Detect Life, Feather, Water Walking) can be toggled on and off at will through the use of free lesser powers. I have recently added a new mechanic that allows you to "Consume" scrolls and gain magicka points in exchange for destroying the scroll. This basically allows you to use scrolls as Restore Magicka potions. The player, currently, does not gain the ability to consume enchantments until they achieve expert level in Mysticism. If people find this to be too high of a requirement I may include an option to reduce it to journeyman or apprentice level in mysticism. I am attempting to allow the player to also consume weapons and staves in exchange for spells. I cannot decide which would be best of the following: 1) The spell is free but the ratio is high. The ratio also varies depending on the spell effect (Paralyze may be a 20 to 1 ratio while Fire Damage is a 5 to 1). 2) The spell is not free, but instead is much less costly than an equivalent spell created at a spellmaking altar. The ratio is 3 to 1 across the board for any spell. The cost will be half that of an equivalent spell (give or take, depending on balance). 3) The spells are free greater powers, usable only once per day, the ratio is one to one I am willing to consider other alternatives, what do you guys think? I am currently on break from college and will have plenty of time and motivation to mod for the next 4 weeks. Link to comment Share on other sites More sharing options...
JaxFirehart Posted September 8, 2010 Author Share Posted September 8, 2010 bump Link to comment Share on other sites More sharing options...
BFG99 Posted September 8, 2010 Share Posted September 8, 2010 Just to warn you, bumps are considered spam in this forum. I made that mistake once myself. :)It sounds like an interesting idea. Personally, I think the ratio is too high - at that rate I could consume 6 Mundane Rings and gain permanent resistance to magic. I'd recommend instead making the ratio based on level - perhaps at level 50, the ratio would be 3 to 1, but at much lower levels maybe it's 10 to 1. Alternatively, you could assign a "failure" rate, maybe at lower levels, there's a higher chance consuming a Resist Fire 25% ring might cause a small permanent weakness to fire. Just a couple of thoughts. Link to comment Share on other sites More sharing options...
ub3rman123 Posted September 8, 2010 Share Posted September 8, 2010 Maybe the rarity of Mundane Rings could help you along there? I'm not sure, but you shouldn't be finding one in every 3rd chest. ALthough there is that thing with Raven Camoran... Link to comment Share on other sites More sharing options...
JaxFirehart Posted September 9, 2010 Author Share Posted September 9, 2010 Just to warn you, bumps are considered spam in this forum. I made that mistake once myself. Appreciate the heads-up, thanks. Personally, I think the ratio is too high - at that rate I could consume 6 Mundane Rings and gain permanent resistance to magic. I'm wondering about that myself. As a test, I'm playing through oblivion from the very beginning with the mod, to see what it comes out looking like and I'll adjust the ratio then. I might have to make it user adjustable through a scripted menu. I agree with ub3rman though, ultra powerful stuff like that should be fairly rare and would probably best be used as an actual item rather than be consumed, unless, that is, you have two of them. Alternatively, you could assign a "failure" rate, maybe at lower levels, there's a higher chance consuming a Resist Fire 25% ring might cause a small permanent weakness to fire. Now that's a great idea. Make the Consume ability available at Apprentice Level Mysticism and have a failure rate based on mysticism skill and player level. Link to comment Share on other sites More sharing options...
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