pw508 Posted August 4, 2016 Share Posted August 4, 2016 To me it's always seemed pointless to have a stamina bar after level 25 or so since you can stock up on so many mushrooms, meats, potions, etc. that restore a great deal of stamina. Health curatives don't seem as easy to come by, but they are more effective than anodyne and if you don't get killed in one hit, you can dump as many down your gullet as need be to restore you to full health while the game is paused. So would anyone be able to put together a little mod that disables curative use during battle? Would this even be a simple task? I know saves are disabled during battle - not that the two things are likely connected, but it's something. I was thinking about trying myself but I don't know a thing about DDDA modding yet so I don't even know if it can be done. Thanks! Link to comment Share on other sites More sharing options...
Sablicious Posted August 8, 2016 Share Posted August 8, 2016 Personally, I do not use those silly healing measures. I play as a Arch Mage (the one without the healing magic) and only use Healing Stones and have they slow health recovery perk equipped. This way there's not cheesy 'pause time' healing and the method to heal actually makes sense in the context of the class (magic). Now, I also play capped at Lv200, >1,600HP and without pawns; thus I've customised my game to suit my play style and challenge desires. As such, healing in the menus seems very cheap to me (as it has done since circa Resident Evil days) and that's why I do not use the fauna or other curatives. Disabling the curative outright would be a thing that I'd probably download... but, then what of these items: Status effect removers only? Aesthetic inventory filler...? Link to comment Share on other sites More sharing options...
pw508 Posted August 10, 2016 Author Share Posted August 10, 2016 (edited) I agree that the pause healing is cheesy, I don't understand why so many games do it like that. Regardless, it exists. I've thought of doing it the way you do and just not use them, but I hate having to set artificial restrictions - to each their own I guess. So I think it would be pretty balanced if you only had curatives as something of a bandage to patch yourself up after a battle, to give the player a reason to carry curatives around. The status effect removers only thing did occur to me but that's just the price you pay for making your game more difficult. I guess you could still use them post battle to cure fire or whatever so they wouldn't be completely useless. Edited August 10, 2016 by pw508 Link to comment Share on other sites More sharing options...
svartberg Posted October 2, 2016 Share Posted October 2, 2016 I'm really keen on this as well, not a fan of artificial gaming but this is easily one of the biggest game balance issues in the game. maybe some sort of check to only allow item use if weapon is sheathed ?I had a look, and it seems the only modding possible is extracting game_main and editing the xml files, nothing much useful there. hacking via cheatengine is another approach, but much more complex Link to comment Share on other sites More sharing options...
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