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Hardcore Realism Mod


slayermaster

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An addon that would hopefully help set some realism to Skyrim

 

General Changes

-Health no longer regenerates at it's current rate, it would be massively toned down, to almost be unnoticeable

-Health would be set at a standard, (With non-humanoids having more/less depending)

-Higher level enemies would have a sharper skill and gear increase to keep them challenging (Gear would be improved versions of standard gear to keep consistency)

-Gear scaling would be toned down (Less dwarven/orcish/elven equipment on common bandits)

-Higher tier gear would be made more rare and thus more expensive from merchants

-Food no longer gives an instant health gain, the same with potions, making it no longer possible to pause and quaff 3 potions back to 100%. These items would instead give a bonus to regeneration, food being very gradual, while potions being more immediate. (If possible, an animation of drinking the potion whenever one is used would be awesome)

-Potions would increase in rarity and value, no more having 467 health potions sitting in your inventory

-Crafting skill would increase based on the level of the item made, and low level items would eventually no longer give any skill increase (Meaning you can't smith iron daggers to 100)

 

Sleep

-Players would require sleep to continue functioning without penalty

-Lack of sleep applies a penalty to stamina and magicka regeneration, as-well as the overall stats being reduced

-As the player continues to lose sleep effects apply to vision, blurring etc.

-Overall damage suffers

-NPCs without sleep cycles would receive them

 

Hunger

-Players periodically require food

-If a player does not eat there is a penalty to stamina and magicka regeneration, as-well as the overall stats being reduced

-Hungry players occasionally hear their stomach growling

-Going long enough without food will cause death

-Overall damage suffers

 

Wounds

-When a character is wounded, they receive penalties to their skills and/or damage

-Wounds may continue to bleed if not stopped somehow (Thinking bandages)

-Wounded character's have penalties to stamina and magicka regeneration, as-well as the overall stats being reduced

-Possibility for infection from undressed wounds

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please dont use the word hardcore... or mocking is ensured...

2 - Standart health itself is unreal in this fantasy setting

6 - Potions is a type of magic... there are "instant magic and duration magics"

10 - what is meant by stats is it the status of health, magicka (as it is called by Bethesda) and stamina or do you mean attributes like strength (does not currently exist)

11 - is a good thing if by blurring you mean intensifying brightness in brighter times and slower adaptation between light and dark (for sleep) (Good Idea there :thumbsup:)

12 - would be more believable if you said no more powermoves, no more sprinting, no more experience gain (in current case no more skill gain), penalty to all skills

after 3 days without sleep you fall unconscious for an entire day... if you fall unconscious outside and no NPC is nice enough to bring you into a warm house you die of the freezing cold of the north... except you have an exceptional amount of resistance against ice (whether this is 100 or 200 depends on how easy you can get 100 points of resistance through magic and equipment in current skyrim game)

13 - On NPC that would probably be harder to crack, except if you just want to give them a penalty, but then you could as well play on easy... What you mean is that NPC's get a life cycle and are subject to changes and are able to deal with changes... like eat, drink, sleep, wash themselves, cloth themselves against the cold... have a social life, do work that is necessary for the economic circle of each of the places they live in... like getting milk, making cheese, getting meat, getting flour from wheat to bake bread, getting water for cooking food... or getting honey and some other ingridients for making mead... selling and buying different goods... This would require a lot of work to balance... otherwise soon every NPC is dead, because nobody is essential and can die...

 

15 - food is more needed for the body than the spirit so it would have apenalty to health and stamina (and not regeneration but the maximum amount of stamina)

17-18 - Food, For the damage you would need three levels which would build up over time (basically the same path for freezing)... on 0 level you have a filled stomache, depending on what you do the bar needs some time and becomes level 1 (75%) here you would have the first really small penalty or penalties... with some time again the level increases to 2 (50%) here the first real penalty or -ties apply... and at times you will see your arms and your view (head) fall (slide) towards the ground (You lose your strength)... [here is something from my own box of ideas the dragon aura (which basically is needed for your character to become a hero (Booster to almost everything (to become as it currently is in skyrim); activated to be passively active)] on 40% in level 2 you can no longer activate and uphold your aura you become considerably weaker... (can not hold much weight, slower, less resistent, less everything) on 30% it goes into level 3 which is basically a major threat if you do not eat something quickly... you die one way or another!

For Cold of the north which during a sunny day is unnoticable, but during night and especially during snowstorms or when you have the status wet on your clothes, armor and/or body the core bodytemperature goes down considerably... Clothes are like a unnoticable shield, thick clothes and fur shield you a bit more (on most armor there is fur (for example stormcloak armor, most other armors)... or thick clothes underneath (for example imperial armor and the rest where fur doesnt look good). This cold can by sprinting, jumping or fighting you can for a short amount of time increase your temperature (but after a certain amount of time, it goes down even faster) (with torches, fireplaces and in houses you can also increase the temperature again) and with a passive-active ability making your aura more cold resistant, you can to-a-certain-amount shield yourself...but eventually it will still drop and then it goes through three stages... which go down and have different penalties (among them slowing, restriction of movements, more damage from impact attacks (weapons, magic like ice, earth,...) although a slight poison and fire (heat) resistance... You will see first breath clouds and the character putting his reddened hands to his face...on the second level you have minor health degeneration and penalties and you see snow falling on your screen melting slower and slower... on stage three you have already a slightly frosted screen and your aura no longer activates... on stage four your screen is almost fully frozen, your hands and feet are turning blue... and then the screen goes black and you die... (if there are vulcanic areas with lava it goes the other way although which slight difference of no penalties but distorted view until you die or something the like that... and it needs extremly high temperaturses drying you character out first...)

For Alcohol poisoning we have only one level (resistance)... before the bar is full you only have some penalties and the fuller it is the more groggy you are... from 20% you have minor swirling blur... from 40% your body will slightly move left right, forward, backward (swerving on the spott); on 60 your distortion of view becomes stronger, on 80 body begins to move abruptly left or right if you stand on 90 you will have an incredible distortion and with a delay fall unconscious for a second if you dont reach 100 where you fall unconscious for a second instantly and maybe the ground underneath you will have a small brown spott on the ground where your view will look at when you have gained consciousness) Your resistence meter is filled You have obtained Alcohol poisoning... (penalties+ no strong moves+ degenerating health, no mana)

You can clean yourself per potion (needs time like 10-20 seconds for -x on the bar) or you can sleep

There is a difference between fresh food, spoilt food and hot food (cooked)... spoilt foods has a high chance of giving you food poisoning, fresh food is the most vital, while hot food is vital and can give your body warmth

Hygiene is also from clean to dirty to stinking... which makes you less sociable to npcs... No one likes a dried khajit after he was wet...

19-... - Wounds are as of now three types... broken bones (no use of limb and less damageresistance on that area and unique penalties (like head has blur and buzzing effect (blind and deaf))), flesh wounds (decrease maximum amount of health) and bleeding wound (decreases health over time, but can only have one of either of the two ranks; rank 1 bleeding (2 bleeding become 1 gushing), rank 2 gushing (recieved from power attacks; strong degeneration))... if four wounds are stacked (broken and flesh can have more than four each on their own) player and npcs become unconscious... (unarmed can create broken bones wounds)...

 

But this is probably some incredible amount of work already even without making every npc adhere to the rules of 'physics'

Edited by Aokami
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Looking like a good direction. Whilst it's good to have a zillion parts to a mod, I think getting it done is far more important than a mod that never makes it ;)

 

Health.

- I think the point of not having instant heal potions is to stop the 'inventory' drink x10 potions and then start again fully refreshed. Another way around it might be to stop opening the inventory whilst in combat, not sure on implementation of that however.

- I used a system of 'meat/protein' for health regen, 'fruit & veg' for stamina and cheese & breads for magicka, removing most of the instant effects in the process. Generally cooked foods give 1-2 hrs of regen [real time]. I like the idea that I will have to get a mix of foods. It wont kill me to not eat [it takes weeks normally anyhow so...] but it will effect my ability to do any kind of combat certainly.

- Food rots and very much so. It's only refrigeration and preservatives that keeps most food as long as it does. The idea here is that the inn-keepers will be kept busy providing food [and us out of pocket]

 

Combat

- Most clean hits would kill. An axe blow to the neck of anyone would kill, unless it glances off armor, is blocked, dodged or similar. I think this translates simply into increased damage but harder to hit.

 

Optional

- There ought to be options for inclusion or not.

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My biggest thing is having combat feel deadly again. I know it's totally imbalanced, but being hit by arrows should be able to one-shot people. For me there's nothing more satisfying than pulling off a headshot from hundreds of feet away on a bandit and watching him plummet off of a ledge. But alas, after the first few levels you usually can't do this because they scale up. I'd prefer limb-based damage. Hit in the chest, two hits will kill you. Extremities like arms and legs, four to five. Head, one shot. Melee combat would basically be the same way but would change based on armor. If an enemy is wearing a helmet of high quality, an iron arrow won't pierce and do much damage. If you're firing ebony arrows at a guy wearing a leather cap, that guy's dead.
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