[MOD] Wilderness Herbalism.

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imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

[MOD] Wilderness Herbalism.

Post by imsobadatnicknames »

I already posted this on Nexus a couple days ago but forgot to post it here, so I thought I might as well post it now and get a few more eyes on it.

Small mod for alchemy-focused characters or just players who want wilderness to have a little more of a purpose. Will allow you to try and forage for ingredients while you're in the wilderness (not in a town, city, dungeon, etc)

This mod will add a small sack (highlighted as quest item) to your inventory, which you can use as a foraging kit. Using it while in the wilderness will result in a prompt to forage for plants. Your chance to find something of use is influenced by your luck stat, and there's even a small chance that you'll find two ingredients instead of just one. There's also a very small chance that instead of a plant you'll find the remains of a creature containing an organ-type ingredient.

Regardless of whether you succeed or not, there's also a chance (influenced by your Stealth skill) that your foraging will attract the attention of creatures, so be careful.

After using it, it has cooldown of 30 in-game minutes (~2.5 real-life minutes) so it can't be spammed over and over again.

While not necessary, I heavily recommend using this mod together with Field Alchemical Kit ( https://www.nexusmods.com/daggerfallunity/mods/156 ), which makes it much easier to play an alchemist-type character.

Installation:
Unzip the file inside StreamingAssets/Questpacks.
Should automatically work with new characters.
If you want to use it with an existing character, you'll have to open the console and type startquest WHERB

Uninstallation
Delete the folder Wilderness Herbalism from StreamingAssets/Questpacks

Nexus: https://www.nexusmods.com/daggerfalluni ... escription
Attachments
Wilderness herbalism.rar
(3.19 KiB) Downloaded 33 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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DunnyOfPenwick
Posts: 275
Joined: Wed Apr 14, 2021 1:58 am
Location: Southeast US

Re: [MOD] Wilderness Herbalism.

Post by DunnyOfPenwick »

This would also be useful with the Herbalism feature of The Penwick Papers mod.

I recently added the ability to find certain creature ingredients (orc/giant/werewolf blood, nymph hair, big tooth, wereboar tusk, ectoplasm, lich dust, wraith essence, spider venom, scorpion stingers) on the bodies of said enemies, but the only way to get plant ingredients is from an alchemist store.

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Arneb
Posts: 166
Joined: Sun Mar 08, 2020 9:38 pm

Re: [MOD] Wilderness Herbalism.

Post by Arneb »

I love the idea behind this mod.

I would have just a couple of request/suggestion:
1. I think it would be more immersive if the sack could be bought in alchemist shops instead of having it in your inventory from the start. Maybe even add different quality “Alchemist Satchels” that give bonus in finding ingredients of a certain type, or ingredients altogether;

2. A few more stats/skills that influence the result: maybe a mix of luck, intelligence and endurance/willpower, and a sprinkle of Medical? In different parts?

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Wilderness Herbalism.

Post by imsobadatnicknames »

Arneb wrote: Wed Jul 27, 2022 10:48 am I love the idea behind this mod.

I would have just a couple of request/suggestion:
1. I think it would be more immersive if the sack could be bought in alchemist shops instead of having it in your inventory from the start.
I like that! I actually thought about making it into an item you need to buy but I was sort of in a rush to release this imbetween my day job and studying for my master's degree so I kinda just pushed that idea to the side. I'll definitely do that in a future update.

Regarding the idea of more stats affecting your chances to find something... I would love to do something like that but I'm limited by the fact that this mod is running entirely through the quest system, so all I can do with character stats is create binary variables that turn on or off if a stat is at least x value, I can't add stats together or anything like that. I could MAYBE find a way to take both luck AND medical into account, and maybe add a random chance that foraging for plants will increase your medical skill (maybe like a 1 in 10 chance, otherwise it'd be way too easy to spam this to level up medical). I think that's be pretty neat.
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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Arneb
Posts: 166
Joined: Sun Mar 08, 2020 9:38 pm

Re: [MOD] Wilderness Herbalism.

Post by Arneb »

Yeah, sorry, after posting I opened DFU to see if I could extract the code from the .dfmod file. I obviously didn’t find it, and confusion ensued.

I had no idea it was possible to make certain things out of the quest system, I’m kind of impressed!

I have to say all this made my “learn how to quest” resolution gain a couple of positions on my to do list.

imsobadatnicknames
Posts: 371
Joined: Sun Jun 02, 2019 4:28 pm
Location: Colombia

Re: [MOD] Wilderness Herbalism.

Post by imsobadatnicknames »

Made a couple of changes:
-Chance to gather plants now mainly depends on Medical (with some influence from Luck)
-Foraging now has a 1 in 8 chance to increase your Medical skill.
Attachments
Wilderness herbalism.rar
(3.72 KiB) Downloaded 33 times
Released mods: https://www.nexusmods.com/users/5141135 ... files&BH=0
Daggerfall isn't the only ridiculously intrincate fantasy world simulator with the initials DF that I make mods for: http://www.bay12forums.com/smf/index.php?topic=177071.0

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