strike667 Posted June 8, 2011 Share Posted June 8, 2011 Hello. I couldn't find a mod that does something similiar to debuffs in Dragon Age (such as Broken Leg, Cracked Skull etc.), so I'm asking right here. Simply put:Whenever you fight, you should have Injury kits with you:When an NPC/monster hits you in your leg or something, you should have a small chance of receiving a debuff named broken leg, which will decrease your speed.When an NPC/monster hits you with a blunt weapon (hammer, ...) and you block with it a shield, there is a small change of having a broken arm debuff (left arm), that will decrease your chance to block attacks.When an NPC/monster hits you with a blunt weapon (hammer, ...) and you parry it, there is a small chance of having a broken arm debuff (right arm), that will decrease your damage output and attack speed as well as lowering your fatigue by very high values.When an NPC/monster hits you with a weapon of any type and you won't block it, there is a high chance of receiving something like internal bleeding or whatever that makes you very weak to next attacks and making you die slowly (in like 10 real minutes) or, with a very low chance, instant kill you (heart beat sound should play)When an NPC/monster hits you with a weapon of any type in your head and you don't wear any helm, there's a high chance of receiving a cracked skull debuff - screen shaking, lowering chances of hitting the enemy, attack speed and making you die slowly (in like 30-60 real minutes) and other. Debuffs can stack, so you simply can have 6-10 of them and become completely useless in fighting. There should be several ways to cure these wounds, like using the injury kit (removes 1 random debuff), going to sleep (a chance to remove some of them, but lighter ones), visiting a "doctor", healing yourself with higher rank healing spells (a chance to remove some of the debuffs) or using bigger injury kit, that actually removes all of your penalties. I myself think that something like this should really be made since it will make game more challenging and fights more interesting, since now, being hit by 50 arrows from imperial legion soldiers, getting 10 crushed heads with a hammer or having a two-handed longsword move right through your body, and simply pwning them all and it's like nothing is really weird and bad. The stats I gave are for sure only my personal ideas, it's up to you if you change them, add more of them (would be amazing) or if you will ever do it - however, I think this plugin will be used very much. Thanks in advance. Link to comment Share on other sites More sharing options...
Telyn Posted June 8, 2011 Share Posted June 8, 2011 I'm confused. Is this for roleplaying non-magical characters? Or do healing spells not heal these injuries? Would these injuries apply to NPCs also, and if so, would they use healing kits, too? Link to comment Share on other sites More sharing options...
strike667 Posted June 8, 2011 Author Share Posted June 8, 2011 For sure it can be used for magical characters aswell, I would highly recommend scale the debuff chances via player's armor. Healing spells do heal these, but with a small chance of success. Also, the spells should be high-ranked (or based on player's skill, let's say resto skill needed 75+). It could work on NPCs, too. But it's I think a little not-needed, since they will probably all die from the debuffs, not knowing they can sleep or use injury kits (and coding their AI for something like this would be pretty much extra work). Or just make the debuffs from NPCs remove after a short period of time, for example in 2 game hours. Link to comment Share on other sites More sharing options...
Telyn Posted June 9, 2011 Share Posted June 9, 2011 I think you may need to make this mod yourself, since it would make both Restoration and Alchemy much less useful and replace that with consumables. At least I am assuming the healing kits get used up? I'm thinking levelling restoration to 75+ when it no longer heals you much until then would be a pain and not worth it if you could just buy first aid kits instead. It would also require the addition of a bunch of doctors to the game, unless you want to give temple priests that role. If the kits or doctors are too expensive, this mod will be brutally difficult for new lowlevel characters, but some people enjoy that kind of challenge. Balancing it with magic combat will be tricky if you don't have critical injuries from magic spells also. It's essentially a major overhaul of game mechanics and play balance you are wanting, and it would probably be advisable if not required to start an entirely new character to play it because it would drastically change existing characters. I wouldn't want this in my own game, but it sounds very interesting so I wish you and anyone who chooses to help you make it the best of luck. Choice is a good thing. TESAlliance has a free Oblivion modding school to get you started with modding Oblivion, and if you get stuck, they have volunteers that will help you. They also offer beta testing. It's a great place. http://tesalliance.org/ Link to comment Share on other sites More sharing options...
Recommended Posts