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Total Realism Overhaul


Mansh00ter

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I do agree about urgumflux talk about wounds, with low health you should probably also walk slow and have some sort of darkened vision to make up for the slow reflexes you would have in real life, using a vignette effect at the edge of the screen perhaps. However as I see the talk about potions doesnt make much sense, increasing the maximum amount of hp would be feel like "drink this potion and your body contains more blood", I must say i prefer the way OP described potions, aka slowly increasing hp and maybe just after a certain point so it cant be used to save your ass if you're running low on hp or get poisoned or such.

 

Its an interesting idea, but what if someone wanted to implement just a couple of the said things, and not really the others?

Some kind of settings file you can tweak to your own liking perhaps.

Edited by kuro1n
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I'll add that when someone transforms into a werewolf if the items they have all (aside from quest essentials) all drop to the floor that would be awesome. It would make turning into a werewolf a last result that carries consequences since you might have to leave behind most of your gear.

 

A full moon mechanic and compulsory turning into a wolf with it would also be awesome (for players that are werewolves).

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I fully support this, especially the archery part. Nothing like having an enemy with two arrows sticking out of his face and still running full speed at you. :wallbash:

 

Basically what I really want (which you have included already) is for sneaking to be more realistic and challenging but pay off with more realistic archery.

 

And yes if I drop the bandit's buddy he shouldn't notice and go back to what he was doing. He should be alert for a good while so sneaking becomes extremely difficult.

 

Looking forward to this :thumbsup:

 

I agree, enemies go back to relaxed state after being attacked or seeing their buddy get killed way too soon. I'll look into creating different rules for alert times depending on whether they just got "what was that" suspicious or actually got attacked. If you get hit by an arrow from the shadows, you sure ain't going to go "it's probably just rats" 30 seconds later.

 

in oblivion, there was a popular mod called Deadly Reflex which had a similar solution; they added a unique "special action" key, which handled dodging/kicks/such. perhaps there could be a similar solution to enable dodging (direction + dodge key).

 

Yeah, I remember Deadly Reflex, was one of my favourite mods. I was thinking something similar for the dual wielding folk, a dodge or some other way than outright blocking.

 

i also really like what you said about mages being easily sliced in half if they cant dispose of their enemies quickly. i think the only fallible aspect of more lethal magic (while necessary, considering that pure mages don't wear much in the way of armor) would be that the other skills could potentially become less useful, which would be bad. i firmly believe that all skills should be viable ways to play, without one being significantly better or worse than others. for example, unarmed should be a playstyle. =[

 

Absolutely, as I said, I will do my best to avoid making anything unviable. I like variety games like these bring to the table, and I just want to increase it. To that end I think playing a mage should require a totally different playstyle from say, a thief or a warrior. So magic may be lethal, but swords will be too. It's just about the approach.

I should also note that I will be looking into HP pools and native armor rating of certain creatures like dragons, giants and mammoths. I read some people get insane (and totally unrealistic) amounts of damage with the vanilla game, so in order to prevent the player from dropping a dragon with a few arrows (after all those things have really tough hide and shooting them with arrows is more likely to just get them angry) I will probably toughen them up. Dragon slaying should still be epic.

 

im not entirely sure what you mean here. could you please explain what you had in mind more?

what i think you are saying is that you could specialize in a specific finishing move, which you could work towards during combat.

 

As for selectable finishers, I would like to enable players to choose which kind of finisher, if any, they would like to perform at the end of battle. Depending how decapitations are done, this also may be required for other dismemberment moves. The idea is to have special combos which you perform and then you are guaranteed that kind of finisher, so if you just want to finish off that epic fight with a nice decapitation, you can. It is more of a cosmetic change than anything, but I feel it would add to the immersion since it would let you control the flow of battle a little more.

Something else I would like to explore down the line, is adding the same for magic, if it can be done. I know of a mod for Fallout which left bodies of enemies who died from being burned with a flamethrower all charred and smoking. I think that would be awesome to have in Skyrim as well.

 

however, i am a bit on the fence about item durability. on one hand, its a realism thing, and makes immersion into the game much easier. makes combat feel like it has more impact than just the actual encounter. on the other hand, it can be a pain to have to make stops in town to repair items. also, what happens if you have a favorite weapon, or some enchanted gear?

 

If you have a favorite weapon, take care of it. It can save your life. ;) But I don't plan on requiring the player to go to cities just to sharpen their sword. You will be able to craft or purchase grinding stones and maintain your weapons in the field. As for armor, you will need to find a proper forge. But items will never completely break, so you won't actually lose them even if they become useless until you repair them.

Again, this all depends on what Bethesda did with item durability. If they took it out completely out of the engine, all this may be way more difficult to pull off. I'm not even sure you can script in item durability, since you'd have to track the durability of every item in the game. If they just turned it off, then it's something else. I'll have a more clear idea of what needs to be done once the CS is released.

 

Its an interesting idea, but what if someone wanted to implement just a couple of the said things, and not really the others?

 

At first the mod will come in modules which you will be able to choose from. Later I plan on scripting an ingame menu which will allow you to adjust and turn on/off most of the features to your liking.

 

Could use some bathroom breaks for realism.

 

Don't tempt me. :P

 

I'll add that when someone transforms into a werewolf if the items they have all (aside from quest essentials) all drop to the floor that would be awesome. It would make turning into a werewolf a last result that carries consequences since you might have to leave behind most of your gear.

 

A full moon mechanic and compulsory turning into a wolf with it would also be awesome (for players that are werewolves).

 

I like this. But with duration of transformation entirely up to the player. Otherwise it would just be annoying to have to pick everything up afterwards, for just a couple of minutes of wolf time, nobody would be using the ability.

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I would love to help out with this mod.

 

Or actually I was thinking about making something similar myself. Except my version would be way too hardcore for most players.

 

So maybe I could make an add-on to this mod.. since it would spare me of a lot of work...

 

While your mod would be a "realism" -mod, what I am aiming at is a pure "Survival" -mod.

My thoughts..adding to the ones you already have.

 

Added Realism

- Players can only carry as much as is realistically possible. A player would be limited to carry; one two-handed melee, a bow, arrows, two shields, two or three one handed...and some other stuff...

- The map will be the canvas or leather map hanging on walls or racks all around skyrim

- fast travel will not be fast travel but really riding a carriage as it moves. more destinations will be available but the distance each carriage travels will be smaller.

- Bandits can attack these carriages.

 

RL survivability

 

- Players and Actors (as they are called in the game) will be 100% killable with as real life killability as possible. i.e. somebody strikes your neck with a sword.. you die.

- The body would be split in four parts: Legs/Arms, Pelvis, Upper Body, Neck/Head.

- Upper body and head would be instant kill from piercing weapons depending on how sharp and penetrating they are.. and how much armor the player have.

- The player can take many hits to arms and pelvis but will be disabled quickly and die slowly.

- Magic would badly wound/instantly kill people and if you ever get burned, you will stay scorched unless you get excessive treamtent.

 

Well imagine living a real life world just skyrim... health bars magic bars etc doesn't exist. Instead you have a certain amount of pain, work, and magic you can endure.

 

Unforgiving World

 

- Some crimes are punished by death.

- Some crimes will put you in jail with virtually no chance of escaping for days.

- Anyone/everyone can die

- Rumors spread. (You steal in one hold... after some days the news might have spread if you still have the bounty on you.)

- Introduction of town watch in smaller villages. Not always guards everywhere, rather one or two guards that act as a town watch. (Who said it would only be unforgiving for the player)

- Citizens act more naturally. The whole town won't attack you from killing the farmers poultry, but the owner might ask for money or that she report it to townwatch.)

- Not everyone attacks on sight. Even bandits will evaluate whether to attack you or not judging from your armor or rumor.

- All wildlife scatters, even wolf who are not in a pack of 3 or more (wolves won't attack unless they are hungry or desperate...)

- Chances of enemies striking at night is larger due to darkness, thus assassins and people who hunt the player are more likely to appear at night and not during day.

 

Worst of all however... Your death will be finite. Once you die.. you are out. (for less hardcore sessions this could be omitted or giving the player a chance of transferring their souls to another npc. Also this provides a problem for those who want to take a break from the game.)

 

Any other ideas for an add-on like this?

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I'll add that when someone transforms into a werewolf if the items they have all (aside from quest essentials) all drop to the floor that would be awesome. It would make turning into a werewolf a last result that carries consequences since you might have to leave behind most of your gear.

 

A full moon mechanic and compulsory turning into a wolf with it would also be awesome (for players that are werewolves).

 

I really like that idea.

But maybe, instead of just forcing players into the werewolf-form, make the experience of being a werewolf different as well.

I for one really like Werewolves like they are displayed in Harry Potter for example (probably most known), where they completly loose their minds and just go on a killing spree.

Now how about forcing players to go on a killing spree with giving them health damage for every second and making their attacks draw health from opponents?

That way player-werewolfs would have to attack something pretty soon, but when they do they become very(!) powerful.

Combined with forcing players to switch to werewolf for some time (like for a night), this could (in my mind) make being a werewolf a very, very interesting challenge.

Also, it would probably be best if the dropped Items would be automatically put into a then spawned container like "[pc-name]'s belongings".

 

 

Having said all that I can only hope you don't make the mod too big before you even start working on it.

Theres too many ambitious mods that get cancelled because they were simply too ambitious and took too much time for the modders.

I definitely want to see this mod finished, thank you for the work you have already done. :)

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Having said all that I can only hope you don't make the mod too big before you even start working on it.

Theres too many ambitious mods that get cancelled because they were simply too ambitious and took too much time for the modders.

I definitely want to see this mod finished, thank you for the work you have already done. :)

 

Not to worry, I don't intend to get bogged down with feature creep. But now, before the CS is out, is the best time to gather all the ideas and make a nice schedule so that when I do get to start working on the mod I have a clear plan of action. And many of those items are pretty easy and quick to do, as well.

 

Also, I don't cancel my projects no matter how long it takes. I'm just wrapping up a modding project for another game which took three years to complete (this one will be faster :P).

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Would it be possible to include racial advantages / disadvantages?

 

As an Argonian, I really should truly fear and avoid the frozen northern reaches most of all, but i'm as hardy as a Nord up there, despite being cold blooded. Would be nice to require cold weather gear and probably really require frost resistance gear / at the very least a torch + full cold weather gear up there.

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