I've changed my mind. This will probably receive a big update in a couple of weeks, so throw all the ideas you want at me. I won't be implementing all of them but I'll do the ones I like, so it can't hurt. Current ideas for next version:
- Add torso and head crippling. - 3 stages. Bruising, injuries, and crippling - likely random on how you get them, with a progressive likelihood. If you get hurt again on a bruise, it'll go to injury, hurt again on injury go to cripple though. Bruises heal with a short period of time or sleep, injuries heal with a long period of time or potions, and crippling will only heal with a potion. Bruising will cause slightly slower movement for legs, slightly lowered damage output for arms, a bit of extra damage when you get the bruise for torso, and slightly lowered magicka regeneration and cap for head. Injured will cause lowered movement of the legs, lowered damage output for arms weapons and slightly lowered swing/draw speed, lowered overall health cap for torso, and lowered magicka regeneration and cap for head. Crippling will slow you down immensely for legs, disallow you from wielding a weapon for your arms, lower your health cap for torso and lower magicka regen and cap for head, as well as having a slightly blurry shader over the screen. - Configuration for how much everything is damaged by when bruised/injured/crippled, how long it takes to heal a bruise/injury, and ofc be able to heal all of the limbs in the MCM. - Spell to check and restore any limbs - it doesn't do it based on magicka, just opens up the menu in a faster manner than the MCM. - Falling can cripple legs - Type of weapon (2h) adds bonus to injury chance - Armor type changes chance of injury - Can drop instead of unequip item when crippled - Can't use magic with crippled hand (optional)
I will not be adding the feature for other NPCs in the next version, however.
Yes, yes, and yes - excellent news. Would head crippling mean unconsciousness, or like a coma, or...? Sounds sore regardless
Oh, also, fall damage? I always thought it sucked you just regenerated health after a near fatal fall without breaking anything, so maybe consider more than just combat as the trigger, if possible.
I don't want to suggest too much to avoid any compatibility issues with other mods, but would you be able to make fall damage have a chance to cripple the legs? That way you'd have to worry about something more than a bit of damage if you decide to jump off a cliff.
"lower magicka regen and cap for head, as well as having a slightly blurry shader over the screen."
I don't want to knock out the player because I don't like taking away the player agency. I'd be happy to take suggestions for a more extreme thing for head crippling though - obviously, it's pretty unhealthy! Possibly a large damage bonus when you get crippled as well.
How about adding some gameplay elements to the healing process? Like potion recipes for boneset or concussion treatment. A little nirnroot, some bonemeal and some lavendar blossoms makes a potion of boneset. Drink potion, rest overnight or a few days and a broken leg heals. Something different for a head injury. Honeycomb and Blue mountain flower could make a bruise salve. Those wouldn't have to be the ingredients used, just some ideas to think about.
I'll probably go with the regeneration and cap rather than the skills. I don't want to mess with the skills because that is touched more by other mods, and I prefer the regeneration/cap - it feels like it directly affects you more.
Won't be making any particular compatibility patches to make it use bandages or anything. Anything used will be all in this mod.
my suggestion would be to keep it fairly simple, more is not always better
and if you do go full Monty please keep a basic version, or allow for such in the MCM for folk who don't want a surgery sim
my ideal 3 stages. 1.Bruising> requires a health potion causes some light penalty's
2.injuries> requires a injury kit craft-able, or purchasable in a storecauses enough penalty's you would not want to ignore them long
3.crippling> requires a visit to a healer in a temple who heals you for a considerable donation causes severe penalty's but can be helped with potions and injury kit so you could get to said healer
I like what the poster above said in requiring some type of bandage/kit to restore "injuries", and a visit to an expert to restore a "cripple". Of course, I mentioned that CACO has bandages already which it would be nice to see crossover functionality for.
I also think that, while a crippled arm would prevent you from swinging a weapon, that the "injured" arm, though still useable, should not only reduce skill and damage, but also swing speed.
Since some mods make it so high skill in a tree doesn't matter without perks(making skill reduction redundent) why not apply a negative magic effect based on injuries? head injuries making prices worse and spells cost more, torso injuries lowering health/stamina regen and maximum health/stamina, legs reducing speed and increasing fall damage, and arms reducing melee ATK speed/damage and block effectiveness.
would it be possible to add Tiers to the healing spells? like an apprentice spell can heal wounds at bruised level, adept spell can heal injured and lower, and expert can heal crippled and lower.
maybe you can combine with this mod http://www.nexusmods.com/skyrim/mods/67385/? just make the bandage playable and distribute it to vendors. then give this bandage effect like can cure crippled when use it for 1 day for example. yeah i just like the bandage because it more immersive than potions. but you can combine it.
There are already mods that expand on this feature extensively, what I loved about this mod was how lightweight and simple it was by comparison. Honestly, rather than suffering major feature creep, the only thing I would add to this mod is a method to remove the injury other than MCM.
I've been really busy with RL and mostly Beyond Skyrim. Haven't even had much of a chance to play FO4. I'm going on break for a week but we'll see when I get back. Don't want to give any guarantees for the moment though.
Mattiewagg, I understand that your busy with many projects (modding Skyrim and Oblivion; running a website called Skyrim MW, and working on Beyond Skyrim: Cyrodiil as director of Implementation), but I wanted to ask if you have any plans to update/port "Crippled Limbs in Skyrim" to SSE.
does this mod has some cripple animations? like broken limbs or whatever makes an immersive crippling, coz I'd love to see that the dragon can never fly again coz his wings are broken like it's begging me to not kill him.
96 comments
- Add torso and head crippling.
- 3 stages. Bruising, injuries, and crippling - likely random on how you get them, with a progressive likelihood. If you get hurt again on a bruise, it'll go to injury, hurt again on injury go to cripple though. Bruises heal with a short period of time or sleep, injuries heal with a long period of time or potions, and crippling will only heal with a potion. Bruising will cause slightly slower movement for legs, slightly lowered damage output for arms, a bit of extra damage when you get the bruise for torso, and slightly lowered magicka regeneration and cap for head. Injured will cause lowered movement of the legs, lowered damage output for arms weapons and slightly lowered swing/draw speed, lowered overall health cap for torso, and lowered magicka regeneration and cap for head. Crippling will slow you down immensely for legs, disallow you from wielding a weapon for your arms, lower your health cap for torso and lower magicka regen and cap for head, as well as having a slightly blurry shader over the screen.
- Configuration for how much everything is damaged by when bruised/injured/crippled, how long it takes to heal a bruise/injury, and ofc be able to heal all of the limbs in the MCM.
- Spell to check and restore any limbs - it doesn't do it based on magicka, just opens up the menu in a faster manner than the MCM.
- Falling can cripple legs
- Type of weapon (2h) adds bonus to injury chance
- Armor type changes chance of injury
- Can drop instead of unequip item when crippled
- Can't use magic with crippled hand (optional)
I will not be adding the feature for other NPCs in the next version, however.
Oh, also, fall damage? I always thought it sucked you just regenerated health after a near fatal fall without breaking anything, so maybe consider more than just combat as the trigger, if possible.
I don't want to suggest too much to avoid any compatibility issues with other mods, but would you be able to make fall damage have a chance to cripple the legs? That way you'd have to worry about something more than a bit of damage if you decide to jump off a cliff.
I don't want to knock out the player because I don't like taking away the player agency. I'd be happy to take suggestions for a more extreme thing for head crippling though - obviously, it's pretty unhealthy! Possibly a large damage bonus when you get crippled as well.
HEAD - Speech, Alteration, Conjuration, Destruction, Illusion, Restoration
TORSO - Enchanting, Alchemy, Light Armor, Heavy Armor
ARMS - One-handed, Two-handed, Archery, Lockpicking
LEGS - Sneak, Block, Pickpocket
Also, make it compatible/use CACO's bandages and potions
Won't be making any particular compatibility patches to make it use bandages or anything. Anything used will be all in this mod.
and if you do go full Monty please keep a basic version, or allow for such in the MCM for folk who don't want a surgery sim
my ideal 3 stages. 1.Bruising> requires a health potion causes some light penalty's
2.injuries> requires a injury kit craft-able, or purchasable in a storecauses enough penalty's you would not want to
ignore them long
3.crippling> requires a visit to a healer in a temple who heals you for a considerable donation causes severe penalty's but
can be helped with potions and injury kit so you could get to said healer
I also think that, while a crippled arm would prevent you from swinging a weapon, that the "injured" arm, though still useable, should not only reduce skill and damage, but also swing speed.
Can anyone add visual to this mode. So your limbs look damaged.
would it be possible to add Tiers to the healing spells? like an apprentice spell can heal wounds at bruised level, adept spell can heal injured and lower, and expert can heal crippled and lower.
just make the bandage playable and distribute it to vendors. then give this bandage effect like can cure crippled when use it for 1 day for example. yeah i just like the bandage because it more immersive than potions. but you can combine it.
must be real caught up with fo4 atm
any way just jesting, but really don't forget us poor slobs still hooked on skyrim