Morrowind
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Aracelliy

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Aracelliy

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15 comments

  1. xN1NJAWOLFx
    xN1NJAWOLFx
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    (deleted)
  2. Z0oka
    Z0oka
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    OpenMW compatible?
  3. inpv
    inpv
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    Why does my character's strength always get damaged with this mod, no matter how long I heal?
  4. RacerPlume
    RacerPlume
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    Fantastic! I made the Bodily Injuries mod and the main weakness is that my injuries only affect the Player. I don't know how to make mods with MWSE so I was limited. I love how this mod affects NPCs too. If you're looking for suggestions, I made my injuries a little random with a range to detrimental affects for head, chest, arm and leg injuries. In addition, each body area can suffer three tiers of injuries (leg wound, serious leg wound, grievous leg wound). I can't remember the specifics but a "head wound" might affect your agility and intelligence a little bit while a "grievous head wound" would affect the same attributes more and also come with a range of "blind" and "sound" effects so you have trouble seeing and there's a ringing in your ears.
    1. sabinaguerrero
      sabinaguerrero
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      are your mod and this one compatible? 
  5. cloxx3
    cloxx3
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    Hello and thank you for a great mod.

    Is it possible to prevent healing while resting? Or, preferably, to disable all the changes to healing system made by this mod, while keeping the injuries mechanic?

    Thanks in advance!
  6. AetherSeraph9
    AetherSeraph9
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    I'm really liking this so far. The default regen settings are too fast for my tastes, so the wide variety of customization options for it are very much appreciated. You can really tweak it to be as fast or as slow as you want. I'm not using the injuries system (thank you for making it optional!), but it's still a great idea and I do like how "lite" it is, though that doesn't mean expansions to it wouldn't be welcome.

    And a quick question: do I need the plugin for this mod if I'm not using the option for injuries? It looks like it just adds the debuff effects so I assume not...? Just checking. EDIT: After testing it seems like it's required regardless.
  7. OffworldDevil
    OffworldDevil
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    Some suggestions:

    Spoiler:  
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    * Rather than stamina affecting healing, I think it would make much more sense for health to affect stamina regen. After all, blood loss means more fatigue from reduced oxygen capacity.

    * Healing factors also dependent on Strength, Willpower and Restoration skill like Regen Redone.

    * Stamina regen slows the more it reaches the full side of the bar, with faster starting regen to balance it out. That way you don't have to wait so long after stopping for a breath, but rest and potions would still be useful to fully restore it. This mechanic is based on Natural Magicka Regeneration, but I think it would be equally perfect for stamina.

    * Health and stamina regen inhibited by exposure to bad weather, with a cumulative regen bonus for standing still, crouching and having no weapon drawn.

    * This is probably already the case (correct me if I'm wrong), but wait regen should still be inferior to resting.

    * An option to make body-part injuries absolutely require spell or potion healing and stop all healing once health reaches a certain percentage (similar to the injury mechanics in Metal Gear Solid 3). For example, if your leg's broken, all healing ceases at, say, 90% health. After all, it takes more than bed rest to mend a severe injury IRL.

    * Accelerated healing after contracting Corprus (like actual Corprus monsters), with a slight (but not complete) reduction after curing it.

    * Accelerated healing for vampires, but it stops at 50% health and Restoration spells and potions have zero effect, leaving Absorb Health spells the only way to restore the rest (and only when used on non-undead, non-machines and non-atronachs). Probably something better suited for a vampirism overhaul, but I presently don't like any of them.
  8. Allnamestakenlol
    Allnamestakenlol
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    All of your mods are fantastic - thank you!!
  9. Danae123
    Danae123
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    Gave this a go and really enjoyed it. I love how health regen is handled. Injuries are very punishing right now.
    I'd love to see random stat damage per injury as Corsair suggested, and add proportional resting time to recover (I guess an hour or rest for each attribute point?)
    Endorsed and definitely going to my August Hightlights list!
  10. Naufragous77
    Naufragous77
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    I tried this out and it's great, but I feel it could use a little more randomness. I feel that the "injuries" should be ranged between 1-10pts, for example, rather than a flat rate of 10. This gives injuries a sense that they're varying degrees, and not all the same; getting hit in the head shouldn't be the same as jumping off a sloping hill. Overall, I'm enjoying it so - a mod I've waited a long, long time for! Keep up the good work!
    1. Aracelliy
      Aracelliy
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      A little more randomness and the notion of "stacking" injuries would be cool. Also I think I'll separate fall damage from the rest of it so that it only causes leg/body injuries maybe. But glad to hear you are enjoying it! I'm focused on Next Generation Combat work right now but when I'll get around to updating this after that.
    2. Naufragous77
      Naufragous77
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      Yeah, it's a great framework with what's already here, and I am enjoying it a lot. I already tweaked it myself in the CS, to experiment with variables; so, we'll see how that goes. Additionally, I think more "injury" types would be great, rather than umbrella terms like "head injury" - but I look forward to future updates. Next gen Combat is already a mainstay for me, so I look forward to whatever you cook up next!