Hi I'm looking for a slightly lighter Wounds mod and this mod just came out! I'm wondering if it's compatible with the existing Wounds visual effects addon??
Hi, first of all thanks for this mod and second of all, the latest update of the patch has it depending on "Wounds.esp" instead of "Wounds - Simplified.esp"!
Bracing, cauterizing, putting flowers in wounds. This all simply has to go, it doesn't entertain the casual player enough to justify time spent in menus.
This is the one thing I disagree with for what otherwise seems to be a very solid improvement on the otherwise well meaning (but cumbersome) OG mod. While I certainly agree that putting flowers in wounds and cauterizing was a bit much, it also soudns like you got rid of stiching and bandaging the wounds as well, in place of a singular potion to cure all wounds. Overall, I get it (and don't hate it) but in practice I personally quite enjoy being able to scavange the required materials to craft a brace, needle and thread, and banages. If I had any suggestion I'd hope you would consider in future updates it would be to return (at least the option) to use braces on broken bones, needle and thread on cuts, and/or bandages on both (doesn't need all the OG variations on banadages either). Infections, Bruises and Concussiosn probably don't need anything more than a potion as resting alone is otherwise a sensible solution for that.
My choice of removing all treatment items is due to the fact of vanilla Skyrim using potions and magic for healing instead of bandages. Potions look like a basic item for solving health problems in Tamriel, especially for epic adventurers like the Dragonborn. The game offers them to you in the most unexpected places, so there should be no need to include additional types of items from the game's standpoint. From realistic standpoint, I agree it would make sense to add such basic items, at least for commoners - but gameplay-wise, they would make too much clutter and cause a decision paralysis when opening menus to choose the best healing option. Also, for implementing a convincing bandaging system you would have to expand existing bleeding system (currently there's just a few perks which add about 4 seconds of bleedout to target. Certainly not enough to look into inventory for bandages).
Same goes for bracing, why use a log of wood when a decently universal potion for that (plus for many other health conditions) might exist, which fixes all your bones, joints and other tissues. And such potions are likely to be sold in general goods store, since they already sell the basic healing potions. Healing injuries with magic would be even easier (I'm working on integrating it with injury-healing magic mod).
Another reason why I decided to simplify the mod was the "power" which summons a treatment menu. I tried it in Skyrim Together and it summons the menu for all the players at once, making it a bit inconvenient to use.
As for the fun of finding the materials, you can still kind of do it because the potions are craftable. The difference is instead of looking for woodcutter's axe and chopping block and cleaning dirty draugr panties to make bandages, you're looking for the potion ingredients. I realize some people prefer to roleplay as beardy survivalist, but if you can roleplay as a herbalist/alchemist without adding extra mechanics, then I personally would go for that.
If you want to have ad-hoc ways of healing, we could think of herbs which remove some degrees of injuries (let's say, up to level 1, 2, maybe 3), or which remove certain weaker types of injuries like bruises. Though making too many of them would push the mechanics towards the original mod (but with different treatment items).
I also had another idea with repurposing healing potions to heal corresponding to them degrees of injures. For example, potion of vigorous healing could restore up to level 3 of injuries, or so.
idea: make the treat wounds ability auto treat anything, no menu. and you´ll probably find a fitting bandage animation somewhere if we´re lucky :P maybe convert from conan exiles? for this you could re-add simple bandages, open and closed wounds, and fractures with or without splint. and using healing potions to speed up healing of wounds makes sense to me, or skip heal time. like, if a wound has a timer of 2 days, a little healing potion could skip a few hours, allowing you to chug until its gone.
Well, I'm starting a fresh playthrough today and decided to give this a go. Yeah, it's scaled back quite a bit, and needles and tread reminded me of Rambo stitching up his arm, but the game used magic and potions. And I'm thinking the way Skyrim is going, it's just a matter of time before someone adds a mod with Johnson Rot, and you surely ain't fixing that with a splint. So yeah, let's go with a potion is what I'm sayin'.
Definitely cool, will keep an eye on this. I'm about to start my first experience / playthrough hopefully sometime in the next few weeks where I've built around the original Wounds mod and all the Precision + the unofficial locational damage integration stuff. I want to give it a try and see how I feel about the things you've tweaked. Perhaps I'll come to the same conclusion and install your mod instead.
Having the ability to whack a mage over the head with a warhammer or club, to make him loose concentration (and the ability to cast magic) is a great experience. And brings new tactics to the game.
is there any chance of a version that removes the potions completely and just makes the power heal all wounds without a menu at all? I use wheeler and the treat wounds power set to auto cast when chosen using focused power slot so making just the power auto heal injuries would work wonderfully.
I'm afraid instant auto-healing could defeat the purpose of having wounds at all. The idea of being injured in games serves purpose of telling you sentences like these: "Slow down, you're too careless and here are your consequences." "Go back to town and think twice before you fight a dragon using a fork." "You have played for too long, time to save." They essentially teach you to play more cautious, be resource-aware and they punish you with extra timeout (going back to recuperate and restock), or with payment in gold (hence why such potions should be rare and/or expensive).
If you're looking for other healing options to put in your wheel, I will add injury-healing spells soon. Not sure if it will work though, because this menu looks quite custom.
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EDIT: They work since version 0.3
EDIT: Fixed.
Same goes for bracing, why use a log of wood when a decently universal potion for that (plus for many other health conditions) might exist, which fixes all your bones, joints and other tissues. And such potions are likely to be sold in general goods store, since they already sell the basic healing potions. Healing injuries with magic would be even easier (I'm working on integrating it with injury-healing magic mod).
Another reason why I decided to simplify the mod was the "power" which summons a treatment menu. I tried it in Skyrim Together and it summons the menu for all the players at once, making it a bit inconvenient to use.
As for the fun of finding the materials, you can still kind of do it because the potions are craftable. The difference is instead of looking for woodcutter's axe and chopping block and cleaning dirty draugr panties to make bandages, you're looking for the potion ingredients. I realize some people prefer to roleplay as beardy survivalist, but if you can roleplay as a herbalist/alchemist without adding extra mechanics, then I personally would go for that.
If you want to have ad-hoc ways of healing, we could think of herbs which remove some degrees of injuries (let's say, up to level 1, 2, maybe 3), or which remove certain weaker types of injuries like bruises. Though making too many of them would push the mechanics towards the original mod (but with different treatment items).
I also had another idea with repurposing healing potions to heal corresponding to them degrees of injures. For example, potion of vigorous healing could restore up to level 3 of injuries, or so.
for this you could re-add simple bandages, open and closed wounds, and fractures with or without splint.
and using healing potions to speed up healing of wounds makes sense to me, or skip heal time. like, if a wound has a timer of 2 days, a little healing potion could skip a few hours, allowing you to chug until its gone.
"Slow down, you're too careless and here are your consequences."
"Go back to town and think twice before you fight a dragon using a fork."
"You have played for too long, time to save."
They essentially teach you to play more cautious, be resource-aware and they punish you with extra timeout (going back to recuperate and restock), or with payment in gold (hence why such potions should be rare and/or expensive).
If you're looking for other healing options to put in your wheel, I will add injury-healing spells soon. Not sure if it will work though, because this menu looks quite custom.
EDIT: Added healing spells.