About this mod
This mod adds medical kit items that act as another way for players to heal themselves. Medical kits rely on the medical skill, providing an additional use for the skill.
- Permissions and credits
- Changelogs
- Adds medical kit items that restore health based primarily on the medical skill of the user.
- Provide an additional way of gaining experience for the medical skill by using medical kits.
- Allows medicals kits to be bought at general and alchemist stores. Alchemist stores have a higher chance of having medical kits and may have more in stock when spawned.
- Allows medical kits to be found on slain enemy Healers.
- I thought the medical skill in Daggerfall was kind of lacking, If affects how much health is restored when resting slightly, but since the skill takes so long to level up, the bonus it provides tends to be minor.
- So, this mod gives the medical skill another use and allows the skill to more quickly be raised without having to sleep for hundreds of hours.
- I also thought it would be good to have another means of healing. With medical kits, individuals who don't use magic or have access to potions can instead shop around at general stores and alchemists to stock up on kits for healing.
- When a medical kit is used, a percentage of the user's health is restored. A minimum of 10% is restored. Intelligence has a small influence and the rest is determined by the medical skill. (About 50% of the user's health will be restored around a medical skill of 75).
- Using a medical kit provides medical skill experience. A base 10 exp will always be given. Extra exp is determined by the amount of health restored, so higher skill and higher health (more levels) means more experience.
- Once the user becomes more adept at applying their medical skill (50 or more), they can use medical kits to cure diseases and/or poisons. The chance to cure these ailments is based on their medical skill with a minor negative modifier. Bonus exp is provided any time diseases/poisons are cured. Intelligence and luck have a small influence on this chance.
- Along with curing diseases/poisons, adept medics have a chance of retaining a use of a medical kit when using them. This results in skilled medics getting more use out of their medical kits due to them healing more and being more efficient with their supply usage. The chance to not lose a use of a medical kit is based on their medical skill with a major negative modifier. Intelligence and luck have a small influence on this chance.
- Using medical kits takes time. The time taken to use a kit is determined heavily by the user's medical skill. Speed and agility have a small influence on this time. Individuals with high skill might only take 10 to 15 minutes while those with lesser skill might take 25 to 30 minutes.
- Using medical kits also drains fatigue, so they are unusable if fatigue is too low.
- Medical kits cannot be used while in combat.
- Medical kits have 5 uses before they are used up completely. As described above, skilled medics who are lucky with their rolls can potentially use a medical kit more than 5 times.
- The percentage of health restored when a medical kit is used is 10 + Intelligence Mod + (Medical Skill / Medical Skill Health Restored Divisor). This means that with a skill of 72, an intelligence of 50, and the divisor at the default 1.8, the percentage restored would be 10 + 0 + (72 / 1.8) = 50 %.
- If the divisor was set to 1, the percentage restored would be 10 + 0 + (72 / 1) = 82 %.
- The amount of medical experience gained is 10 + (Health Restored / Health Restored Experience Divisor). This means that with the previously calculated percentage of 50 %, a max health of 100, and the divisor at the default 8, the amount of experience gained would be 10 + [(0.5 * 100) / 8] = 16.25 rounded to 16.
- If the divisor was set to 4, the amount of experience gained would be 10 + [(0.5 * 100) / 4] = 22.5 rounded to 23.
- Should be compatible with anything, just adds a new item and the necessary assets for the item to function in game.