All of the features you'd like to implement are exactly what I've been looking for. I hope you're able to make them happen some day. Thanks for the mod!
love realistic in rpg games. This game is like walking and stash simulator , awful. But prices of items and weapons should be different too. You should carry one or two magic weapons which you want to sell , so price of this weapons should be much highher. Then you do not need to carry million items with you if you want to sell, but one or two weapons and you have money for items what you really need.
Restrict item exchange between characters to 0~3 meters of distance from each other. Restrict fast travel (including to the camp) unless you're within 0~3 meters of a Teleportation Portal.
Wow! I like these ideas. Because I'm getting tired of using the fast return to camp cheat.
As for Magic Pockets, I think this is a quality of life skill that can be considered to be retained. This way you don't have to repeatedly use each character to open the treasure chest to verify whether someone has obtained the key. If it can be used with limited distance, it should be perfect (but I don't know if it is difficult).
And in the camp, can the ability to obtain other characters' items be retained to simulate everyone gathering together in the camp to manage supplies (NPCs in the camp are very scattered)?Or we can consider limiting it only in combat。
Of course, I think the gem value mentioned by others can also be considered to be increased. However, it seems that you can link related mods, and you only need to ensure their compatibility to save some work.But that mod only changes gems. If you want to apply this rule to necklaces, rings, etc., it will be a great change (and a huge amount of work)
I am looking forward to a more immersive adventure with your mod and the Bag of Holding in RAW very much . Looking forward to your update!
I just wanted to post and say thank you. There is at least 2 of us out there that don't hate inventory management and wish it was a more fleshed out system of resource management instead of just doing away with it.
I already play the game in ways that limit inventory abuse, like only allowing survival packs as valid food for rest, which allows me to not clutter my inventory with hundreds of pounds of charcuterie, and creates a minor drain in gold and how many long rests I can take. Honestly it's not even as hard or limited as I wish it was. I also avoid picking up things that are too large in volume, like tons of weapons or paintings or barrels.
There are a couple things I could suggest to improve inventory and maybe even the economy. The weight of an item shouldn't be only weight but instead should be weight x volume. Weapons are not that heavy but they can be clunky to carry for example. Probably hard to update every item but maybe there is a clever way to do it through scripts.
Another idea is to make treasure (like gems, raw metal bars, jewelry) be more valuable to sell. I would imagine an adventurer would want to prioritize all of those over, say, 20 long swords. This way it compensates some of the loss in revenue while maintaining immersion. Maybe even make them slightly more common to show up in loot tables that would make sense. Razling treasure room comes to mind. After all, gems by lore are supposed to be used as common currency the same as gold.
Anyway, inventory systems are really tied to the economy of the game. Both work hand in hand. Not sure how much you can do about it but at least it's a start. Thanks again.
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Minor Update v1.0.1📝
But prices of items and weapons should be different too.
You should carry one or two magic weapons which you want to sell , so price of this weapons should be much highher. Then you do not need to carry million items with you if you want to sell, but one or two weapons and you have money for items what you really need.
Wow! I like these ideas. Because I'm getting tired of using the fast return to camp cheat.
As for Magic Pockets, I think this is a quality of life skill that can be considered to be retained. This way you don't have to repeatedly use each character to open the treasure chest to verify whether someone has obtained the key. If it can be used with limited distance, it should be perfect (but I don't know if it is difficult).
And in the camp, can the ability to obtain other characters' items be retained to simulate everyone gathering together in the camp to manage supplies (NPCs in the camp are very scattered)?Or we can consider limiting it only in combat。
Of course, I think the gem value mentioned by others can also be considered to be increased. However, it seems that you can link related mods, and you only need to ensure their compatibility to save some work.But that mod only changes gems. If you want to apply this rule to necklaces, rings, etc., it will be a great change (and a huge amount of work)
I am looking forward to a more immersive adventure with your mod and the Bag of Holding in RAW very much . Looking forward to your update!
I already play the game in ways that limit inventory abuse, like only allowing survival packs as valid food for rest, which allows me to not clutter my inventory with hundreds of pounds of charcuterie, and creates a minor drain in gold and how many long rests I can take. Honestly it's not even as hard or limited as I wish it was. I also avoid picking up things that are too large in volume, like tons of weapons or paintings or barrels.
There are a couple things I could suggest to improve inventory and maybe even the economy. The weight of an item shouldn't be only weight but instead should be weight x volume. Weapons are not that heavy but they can be clunky to carry for example. Probably hard to update every item but maybe there is a clever way to do it through scripts.
Another idea is to make treasure (like gems, raw metal bars, jewelry) be more valuable to sell. I would imagine an adventurer would want to prioritize all of those over, say, 20 long swords. This way it compensates some of the loss in revenue while maintaining immersion. Maybe even make them slightly more common to show up in loot tables that would make sense. Razling treasure room comes to mind. After all, gems by lore are supposed to be used as common currency the same as gold.
Anyway, inventory systems are really tied to the economy of the game. Both work hand in hand. Not sure how much you can do about it but at least it's a start. Thanks again.