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DunnyOfPenwick

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About this mod

A hodgepodge of useful features, spells, and items

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Version 1.0.0 Update (February 2024)
  • Added new 'Summon Imp' spell.
  • Lockpick mini-game window only opens if initial default pick attempt fails.
  • Lockpick mini-game window only opens if lockpick skill is at least 10.
  • Herbalism poison cure is now more potent, and can even recover stat damage with sufficiently high skill.
  • Herbalism anti-paralysis now lasts longer.
  • Herbalism envenomed state now lasts longer.
  • The Skulduggery mod is no longer required to use the grappling hook or distraction, but will use it if available.
  • Added Mod option to relax free-hand restrictions when using blind/diversion.
  • Improved minion follow logic.
  • All minions will now heal after long rest.
  • Added mod option to allow minions to slowly regenerate.
  • Added mod option to disable added items and spells.
  • Fixed elevation issue when using Landmark Journal with mods that alter terrain.
  • Fixed door-peep when in retro mode.
  • Fixed Landmark Journal/Herbalism/Trapping windows when in retro-mode.
  • Various other tweaks and fixes.


Check Mod Settings to enable/disable various features and options.

Many features require the player to be in a specific activation mode (Steal, Grab, Info, Talk).
To reduce tedious mode switching, there are options in the Mod settings to enable mouse buttons 3 and 4
to perform one-shot activation actions. 


Enhanced Info
This is a useful feature for all players.
This feature provides more information when activating a creature or NPC while in Info mode.

For enemies, you can see health status, incumbent effects, whether it is weaker/stronger than normal, and disposition.
Instead of 'You see a Grizzly Bear' you might read 'You see a wounded, burning frail Grizzly Bear - Hungry'.

When used on NPCs, you can potentially see their position in a guild, some flavor text, and disposition towards the player character.
Guild status won't be given for the more covert guild types, but the flavor text might give you a clue.
Quest givers will often be described with terms like 'troubled' or 'distracted', making it easier to find quest givers in taverns.
If commoners in the streets are described as such, it means there is trouble in the region (war, famine, crime waves, etc.).
Merchant/Innkeeper descriptions will indicate store/tavern quality.
Disposition information provides the player with some idea of their standing with the NPC's faction.



Detailed Encumbrance
A more detailed breakdown of encumbrance will be shown when hovering over the backpack on the Inventory screen.
Clicking Encumbrance on the Character sheet will show the same information.



Grappling Hook
This feature requires a grappling hook item be equipped (from the Skulduggery mod, or purchased from General Store).
When the player activates a ledge in Grab mode, a climbable grappling hook/rope will be deployed.

It effectively functions as a portable wall.

The condition of the grappling hook will slowly degrade when used.



Lockpicking MiniGame
A rhythm-based lockpicking mini-game will be shown if initial lockpick attempt fails.
The character must have a lockpicking skill of at least 10.

The lock level determines 'tumbler' size and successes needed.
Tumbler speed is determined by the Lockpicking skill as well as the player reflex value specified during character creation.

Picking difficult locks nets more experience.



Landmark Journal
The Landmark Journal allows for fast-travel within the confines of dungeons and towns to places the player has already visited and marked. 

It is a fairly common item that can be purchased at most General Stores for a moderate price.

Using the Landmark Journal for travel costs time and fatigue.
These costs are influenced by such factors as:
-Distance travelled
-walking/riding
-Speed attribute
-Encumbrance
-Streetwise skill (if in town)
-Athleticism

While fast-travelling in a dungeon, there is a small possibility of contracting a disease for characters above level 4.  The probability is influenced by Luck and distance travelled.  
Nearby magic portals in dungeons interfere with navigation.
Nearby enemies prevent navigation.

While fast-travelling in town, there is a possibility of encountering thugs at night, and cutpurses during the day.  The probability is substantially higher 
if there is an ongoing crime wave in the region.
The Streetwise skill and Acute Hearing can help here.  
If the character's Streetwise and Pickpocket skills are high enough, they can simultaneously pick the pockets of any cutpurse encountered.

There is also a possibility of contracting the plague while travelling in town if there is an ongoing plague in the region.



Dirty Tricks

Blind
It's the old throw-dirt-in-the-eyes trick, to temporarily blind opponents.

This can be attempted by clicking a facing opponent while in Steal mode, if within range and weapons are readied.

This is a contest of Pickpocket(sleight-of-hand) versus Streetwise, with bonuses for agility.
This is a rechargeable ability, with a luck-based recharge time.
See the Blind spell effect for more information.  

Like the Blind spell, most undead are immune. Vampires can be blinded with difficulty.
In addition, some creatures are resistant.

Fair Warning: some of the sneakier opponents can pull the same trick on you...


Diversion
It's the old throw-pebble-to-distract-opponent trick.

To use, click a distant floor or wall while in Steal mode.
Most nearby unengaged opponents will be attracted to the sound and investigate.

If the Pebbles of Skulduggery from the Skulduggery mod is equipped, its condition will be depleted on use but will recover
over time base on luck.
If Pebbles of Skulduggery are not equipped, diversion will be recharged over time based on luck.

The Boot
Some find riches and fame in the reaches of The Iliac Bay, others just find a boot to the face.

The Boot is a special attack that sacrifices damage for better knockback.

This can be attempted by clicking an opponent while in Grab mode, if within range and weapons are readied.
Success is determined by a contest of Critical Strike versus Dodge, with bonuses for agility.
The amount of knockback is related to character strength and momentum, and opponent weight.
(Note: some enemies, like zombies, are unexpectedly heavy)

The Boot pairs well with its colleague The Ledge.

Attacking enemies are easier to Boot.
Unaware/non-facing enemies are much easier to Boot.


Door Peep
If standing very close to a door, the player can activate the door in Info mode to peep through a small hole.
If crouching, they will peep under the door.


Door Chock
Inwardly opening doors can be 'chocked', effectively locking them, by a character with sufficient lockpicking skill.
The effective lock level is determined by lockpicking skill.
Chock an unlocked, closed door by crouching and clicking on it in Steal mode. Repeat to un-chock the door.

Remember, inward opening doors only...



Herbalism
Herbalism allows the character to use their Medical skill to create herbal remedies.

The remedies include:
 Fatigue/Health/Magicka recovery
 Attribute recovery
 Poison neutralization
 Poison
 A paralysis preventative

There is no herbal remedy for disease; players should seek a nearby Temple.
 
Herbalism can not be used in combat.

There is significant overlap with the Restoration school of magic.
In general, herbal remedies are slower and usually weaker than the Restoration spells.

Herbalism requires an equipped Mortar&Pestle in addition to other ingredients.
The Mortar&Pestle can often be found for purchase at alchemist stores.
If a character starts with a high enough medical skill, they will begin the game with a Mortar&Pestle and a few ingredients.

Herbal remedies can be applied by crouching and clicking nearby ground or a non-hostile creature while in Grab mode.
The availability and potency of herbal remedies depends on Medical skill.
Typically, a character will learn new remedies whenever they increase Medical skill.

Most remedies only require two ingredients.
There are usually two remedies for the same condition, the second generally has longer duration.  

There are two remedies to neutralize poisons; the remedy to use depends on poison type and will be highlighted.
The remedy typically reduces the poison time, increasing chances for survival.
It can sometimes completely neutralize a poison and recover stat damage if medical skill is high enough.

Most herbal remedies have some side effect, which is usually drowsiness. In a few cases it is health or magicka damage.

There are three poisons that can be created: Moonseed, Magebane, and Pyrrhic Acid.
The Pyrrhic Acid is the last 'remedy' learned, as it is a strong poison.
When a poison 'remedy' is created, the character enters an Envenomed state.
While in this state, short blades and missile weapons will be continuously coated with poison every round.
Medical skill does not impact poison damage, but does increase the duration of the Envenomed state.
The Envenomed state will end prematurely if the player applies another herbal remedy.
Enemy poison status can be checked using the Enhanced Info feature.
Poisons are useful in long combats, particularly when fighting multiple opponents.
Normal enemy immunities apply.



Trapping
The trapping feature allows the player to use their lockpicking (mechanical) skill to create crippling traps using available components.

Available traps fall into the following categories:
  Snares (holds enemies in place for a time)
  Venomous (poison damage-over-time)
  Paralyzing
  Flaming Wroth (fire damage-over-time)
  The Luna Stick (utility), intended to provide temporary non-flammable lighting when underwater.

To deploy a trap, crouch and click on the ground while in Steal mode.
  
The character's lockpicking skill determines duration of effects, and also the magnitude of damage for venomous and fire traps.

There are multiple versions of most traps, except Flaming Wroth.

Traps are not guaranteed to trigger.  The later trap versions trigger more reliably.
The player character has a much lower chance of triggering their own trap, as they are fully aware of it.
Small creatures (rats) and weightless entities can't trigger traps.

Building and dismantling traps is a convenient way to train lockpicking skill.



Governing Attributes
This is an experimental implementation of the Governing Attributes described in the Daggerfall game documentation, but never implemented.

If this option is enabled in Mod settings, a skill's advancement rate will be influenced by its governing attribute.
The governing attribute also acts as a 'soft ceiling'; skill advancement beyond the governing attribute value takes twice as long.

The governing attribute for each skill is shown in the far right column when checking skills on the character sheet screen.

The formula used to modify the skill advancement rate is: 1 / Sqrt((governingAttribute - 9) / 50)
...where the governing attribute is between 10-100.  

Here are some sample values:
-Attr-  -Skill Advancement-
 10     roughly 7 times longer
 25     roughly 1.8 times longer
 40     roughly 1.3 times longer
 50     roughly 1.1 times longer
 60     roughly the same as vanilla Daggerfall
 80     roughly 0.84 times longer
 100    roughly 0.74 times longer

Since player characters usually have significantly above average attributes, additional modifications have been made to the skill advancement
rate for various skills to compensate.  For most players, the advancement rate for offensive skills should be similar to the
vanilla Daggerfall experience.  The advancement rate for most non-offensive skills has been accelerated to allow players to achieve reasonable
scores with significantly less forced training and/or practice.

Character leveling effectively unlocks new content.  Depending on skills, your character can potentially level significantly quicker than
normal.  To compensate for that, you might consider increasing the skill-per-level rate a bit if you have Governing Attributes enabled.



Potion Of Seeking
Adds a new potion to help with finding objectives in dungeons.
Characters with very low Willpower will receive limited, if any, help.


 
Spell Effects (available in the Spell Maker)

Summon Imp
This Mysticism spell allows the caster to summon an imp to aid them.

Speaking to the imp toggles follow/stay behavior.
The imp can be pushed by activating it in Grab mode.
The maximum number of minions that can follow the player is determined by Willpower.


Following minions that have been lost will find the player character after a long rest or when the Landmark Journal fast travel is used.  
There is also a Mod setting to allow for quicker minion teleportation.


Create Atronach
This Mysticism spell allows the caster to construct an atronach minion to aid them.

An ingredient/component must be consumed to cast the spell; the ingredient required depends on the atronach type.

The atronach is a permanent creation, but doesn't leave the dungeon/area when the player exits or fast-travels.

The spell Chance value determines if the atronach is allied with the caster and becomes a minion.
A high Willpower attribute increases the chances of controlling the atronach.
Uncontrolled atronachs can be dangerous, but still useful.

The spell magnitude determines the durability of the atronach (maximum usable magnitude is 100).

Speaking to an allied atronach toggles follow/stay behavior.
An allied atronach can be pushed by activating it in Grab mode.
The maximum number of minions that can follow the player is determined by Willpower.

Atronachs will pick up amulets the player has dropped and equip them.

Following minions that have been lost will find the player character after a long rest or when the Landmark Journal fast travel is used.  
There is also a Mod setting to allow for quicker minion teleportation.

Minions heal after a long rest (7+ hours).


Reanimate
This Mysticism spell allows the caster to reanimate a human corpse to aid them.
Dispatched skeletons/mummies/zombies/liches are also considered human corpses.

A ceremonial dagger (Holy Dagger item) and filled soul gem are required to cast.
Soul gems can be purchased from a Mage's Guild or Dark Brotherhood if sufficient rank.
Soul gems can be found on higher level spellcasters if the 'Loot Addition' mod option is enabled.

Upon casting the spell on a nearby viable vessel, a soul selection window is shown if multiple souls are available.
Casting the spell will remove the soul from the gem; the soul gem can be reused.

The spell Chance value determines if the reanimated creature is allied with the caster.
Like the Create Atronach spell, having a high Willpower helps.
A more powerful soul results in a more durable minion, but is also harder to control.

The type of undead is mostly determined by the vessel the spell is cast on, and soul type in a few cases.

Undead minions can be commanded similarly to atronachs created by the Create Atronach spell.

Undead minions can equip amulets.
Skeletal Warrior minions can equip one-handed weapons and shields.
Liches can equip staves and cloaks.
Note that the minions will not attack with an equipped weapon unless its damage output is superior to their default attack.
Minions will equip items in their possession and pick up items dropped by the player, if it is better than what they have.

Minions heal after a long rest (7+ hours).


WARNING: use of this spell has significant negative impact on Divine faction reputations, so temple members should avoid this spell.  Reputation with a few factions will be increased, however.

Scour
This Alteration spell removes the flesh from human corpses.

Illusory Decoy
This Illusion spell creates an illusory creature to distract foes.

The form the illusion takes is determined by the caster's best language skills and the current environment.

The decoy will be destroyed if struck, but a high spell magnitude will increase its evasiveness.

A language skill check is made each round to maintain a convincing illusion, with bonuses for Willpower and Personality.
A caster with a high Personality score can create more attractive illusions.


Blind Spell
This Illusion spell effect is used by the Blinding dirty trick, but can be cast as a spell as well.

Note that most undead are immune to blinding.

Blinded opponents can only see directly in front of them, and must rely on hearing.
The Enhanced Info feature can be used to verify blind status.

If the trickster is stealthy enough, they can often get behind an opponent for easier backstabs.
For best results, wear less armor: avoid heavy armor and foot armor in particular.  
Having a good stealth skill will obviously help as well.


Wind Walk
This is effectively a flying spell (fast levitation), complete with physics and sound.
It can only be cast outdoors.

The spell magnitude determines acceleration and maximum velocity.
Warning: a high magnitude cast can be potentially dangerous to the caster and others.



Additional Acknowledgements
Thanks to realakp for the splendid grappling hook graphics used in the throwing animation...


Installation
Unzip the The-Penwick-Papers.dfmod file into your StreamingAssets/Mods folder.