Usable Bandages

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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Jay_H
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Usable Bandages

Post by Jay_H » Fri Sep 06, 2019 10:16 pm

What would you think about making Bandages usable in-game? Maybe healing (medical*0.5) health per use, capped at like 40% of max health per use.
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Hazelnut
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Usable Bandages

Post by Hazelnut » Fri Sep 06, 2019 10:20 pm

Hmm, certainly happy to make bandages useful. More tempted to reduce heal rate for having none to use to staunch wounds...

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Jay_H
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Re: Roleplay & Realism mod pack

Post by Jay_H » Fri Sep 06, 2019 10:26 pm

You're the boss. The idea's there ;)
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Hazelnut
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Re: Roleplay & Realism mod pack

Post by Hazelnut » Fri Sep 06, 2019 10:30 pm

Thinking of combining both. Jay, I'm off to bed now (as I will be up far too early with 2 young grandsons tomorrow) but I think this bandage discussion should get split into it's own thread - if you wouldn't mind doing the honours?

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Jay_H
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Re: Usable Bandages

Post by Jay_H » Fri Sep 06, 2019 10:55 pm

I moved it over to general Mods since there isn't anything here yet. Once there's something finished I'll send it to Creator's or Released Mods :)
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Hazelnut
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Re: Usable Bandages

Post by Hazelnut » Fri Sep 06, 2019 11:01 pm

I think it's a great idea for a Roleplay & Realism module, but I'd like to keep the mod thread focussed on what gets into the mod and not discussions of ideas.

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Jay_H
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Re: Usable Bandages

Post by Jay_H » Fri Sep 06, 2019 11:02 pm

Of course. No worries :)
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Firebrand
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Re: Usable Bandages

Post by Firebrand » Sat Sep 07, 2019 8:04 am

Excellent idea :)
Just make sure they won't be better than healing potions, otherwise potion makers would look silly :lol:

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Hazelnut
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Re: Usable Bandages

Post by Hazelnut » Sat Sep 07, 2019 8:37 am

Having had some sleep, your original suggestion is good there Jay. A heal based on medical skill seems about right and maybe have it more effective the more hurt your are? Not sure bandages are easy enough to get hold of by default though so they should be quite effective if you're badly hurt. Maybe heals (med * 0.75)% of missing health? So medical skill of 100 will heal 75% of your lost hit points, med skill of 40 heals 30% or something like that? And maybe have a fixed extra amount for the lower level chars of 5hp? So a starting character with 10/43 hp uses a bandage with medical of 20 would heal 5+5=10hp and with medical of 40 would heal 5+10=15 health.

BansheeXYZ
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Re: Usable Bandages

Post by BansheeXYZ » Sat Sep 07, 2019 11:34 am

This was brought up briefly last year after torches got their also intended missing use. I totally agree that they should (and were intended to) be usable items and heal hp. 1hp per Medical % would be easy to understand and would make them properly less powerful than spells and potions. I'd use them in a pinch if I had neither spells or potions and couldn't find a safe to sleep spot.

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