[IDEA] Ingredients Drop Upon Death

Post » Wed Mar 09, 2011 7:22 am

I was thinking, since every item in your inventory presumably had mesh and texture work done for it, doesn't it svck that so many ingredients go unseen throughout the course of normal play except as little icons next to the name in your inventory? So it occurred to me that, for ingredients that come from creatures, one way you'd be able to see them is if they were dropped upon death in a manner similar to how weapons get dropped and aren't on the corpse when you search it. Of course there are issues with small, hard to find ingredients getting lost in the grass, rolling down hills, etc. but at this point I'm just curious what's possible. I have no modding experience so I'm not even sure if it's doable, but I'm putting the idea out there in case anyone with the time and motivation might want to try it. That or telling me why it wouldn't work, heh

Another thing I just thought of, though it might be even further towards the "more inconvenient than fun" side of things, is that upon a successful harvest of a plant, instead of the ingredient going right into your inventory, it drops to the ground so you actually get to see it. Unless I'm mistaken the ingredient object isn't always 100% identical to the plant itself, thus something like this might be desirable if you're willing to hit activate an extra time to pick up the ingredient on the ground in front of you. And with Harvest Flora it might be neat seeing part of the plant disappear and "turn into" an item right in front of you. If it was possible to have the object automatically in "grab" mode or by other means have it in front of you instead of falling to the ground, that would be nice and convenient, but I really doubt something like that's possible.

Anyway, I'm not sure how many other people out there are actually interested in such a unimportant, relatively useless (maybe even frustrating!) feature, but it would be nice to see some of the ingredients without having to take them out of your inventory and drop them on the ground or use them as decorations; I just find it so odd there's a whole group of items modeled and textured you're not really ever meant to see. I guess it's even possible something like this has already been done, though I think I would have come across it. But even if there isn't anyone out there willing to implement these features, it'd be nice to hear from someone knowledgeable about how feasible any of it would be, at least.
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Tracey Duncan
 
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Post » Tue Mar 08, 2011 10:42 pm

So I kill a goblin and his eyes and heart just pop out of his body? I a dremora and his heart too falls out (broken)? I killed that boar and a leg of ham hit me in the eye. I hit that wolf so hard his skin peeled straight off.

I'd rather see custom animations for cutting them off/out. Diablo 3 will give you what you seek - I'm sure of it.
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GRAEME
 
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Post » Wed Mar 09, 2011 2:00 am

Ha, custom animations like that would definitely be neat, but probably even harder to implement than the original idea. It's definitely not realistic to have the ingredient just pop out of the body, but the focus is more just being able to see the ingredient itself. I'm still really curious how feasible this feature is.
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Laura Cartwright
 
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Post » Wed Mar 09, 2011 12:02 am

Well I think it is already very unrealistic that I can cut out the heart of a goblin or dremora in less time than it takes to kill them.

Brutal game.

Even with MMM though most of the ingredients aren't that useful and alchemy in this game is needlessly complicated and silly.

Gothic 3 has a pretty cool system for ingredients. I plan to explore Crafty Bits more in the future.
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Jessica Stokes
 
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Post » Wed Mar 09, 2011 12:39 am

Well I think it is already very unrealistic that I can cut out the heart of a goblin or dremora in less time than it takes to kill them.

Brutal game.

Even with MMM though most of the ingredients aren't that useful and alchemy in this game is needlessly complicated and silly.

Gothic 3 has a pretty cool system for ingredients. I plan to explore Crafty Bits more in the future.


Haha, stop reminding me how unrealistic, unnecessary and unwanted the feature I'm pitching is. Though I guess there are a lot of games where items pop out of enemies when you kill them, it's not really Oblivion's style I guess. Still, is there anyone who can at least tell me whether it's possible or not?
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Chrissie Pillinger
 
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Post » Wed Mar 09, 2011 3:19 am

I have mod that adds Will-o-wisp-like creatures which when die, drop a glow dust. There's no body though. It's something I installed as part of FCOM.



Now let's talk about letting a skeleton fall apart into individual bones >:]
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Laura Ellaby
 
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Post » Tue Mar 08, 2011 11:11 pm

Now let's talk about letting a skeleton fall apart into individual bones >:]


http://www.tesnexus.com/downloads/file.php?id=28176. Well, skeleton replacement files. http://www.tesnexus.com/downloads/file.php?id=29427. It's really a great effect watching them fall apart when you finish them off. Now I'm wondering if the when http://www.tesnexus.com/downloads/file.php?id=27421, will the skeletons they become fall apart? heh
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Rinceoir
 
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Post » Wed Mar 09, 2011 4:24 am

Bumping this hoping for an answer if this is possible or not ~
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Michelle Chau
 
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Post » Wed Mar 09, 2011 10:05 am

It should be possible using a script like this one

Scriptname >insertname<

Short isdead

Begin ondeath
Set isdead to 1
End

Begin gamemode
If isdead == 1
Placeatme >insert ingredient id here< 0 0 0
>repeat placeatme with other ingredients when needed
Set isdead to 0
Endif
End

But you would need to write a different script for each creature, and then attach it to the creature in question, which might give trouble with creatures who already have scripts attached to them. A similar script could be written for flora.

Btw, im not claiming this script is perfect (placeatme might cause savegame bloating) or will even work. In order to remove the spawned ingredients from the creatures visually, youll need new death animations, and youll also need to remove all ingredient leveled lists from the creatures inventories.

But, yes,theoratically its perfectly possible.
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Sanctum
 
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Post » Tue Mar 08, 2011 11:05 pm

Use a quest script to have an area spell add tokens to everything alive. The script on the token will use GetContainer to reference the actor and run the script above upon death. Different ingredients depend on Rand or a similar function.

If you wanted, a rat could explode 1000 watermelons.
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alyssa ALYSSA
 
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Post » Wed Mar 09, 2011 12:32 pm

I hit that wolf so hard his skin peeled straight off.


Hahaha. That made made my day.
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Naomi Ward
 
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