Is there a mod that limits potion (ab)use?

Post » Tue Sep 16, 2014 11:09 pm

Is there a mod or patch out there that places a limit on how many potions you can consume at once? I know the MCP added a cooldown to potion usage for NPC's, but it sadly didn't do the same for the player. I'd like something like the cooldown feature it added to "on-use" enchantments. In my opinion potions are overpowed enough that they should recieve the same treatment, pretty much any battle can be won just by quaffing down several gallons of mazte/sujamme/healthpotions/etc. Even if I try to set limits on myself just having the option to easily bypass any difficult encounter is sometimes too inticing. So are there any mods/patches out there that have looked into fixing this?

Ideally I would have the player only be able to recieve (from potions/ingredients) a single instance of each individual magic effect at any given time. For example, you could only ever have one "restore heath" buff active at any moment, with newer/stronger versions overwriting the older/weaker ones. Taking a second restore health potion while still under the effects of a prior one would just overwrite it instead of having two potions healing you simultaneously as it is now. The problem with this would most likely be having the engine detect if a magical effect came from a consumable source rather than from a spell or enchantment, in addition to whether the new instance is stronger than the previous one. I don't know anything about Morrowind scripting possibilities, so it may be this isn't even feasible.

Another ideal solution would be to add a cooldown for all consumables, just as with MCP's enchanting. It seems that would probably require modifying MW's executable and I have a feeling if it were that easy Hrnchamd would've already added it to MCP.


Some other not-so-good ideas:

1. Replace all potions with scrolls that do the same effect, thereby granting them enchants cooldown. Side effects: It would make potions really cumbersome to use and drinking would increase your enchant skill.

2. Adding the dispel effect to all potions prior to their other effects. Side effects: It would make all potions into direct counters to any offensive duration-based magic, not to mention ruining any on-self buffs from the characters own spells. Additionally it would also mean the inability to stack different types of potions like waterbreathing/swiftwim.

3. Change potions to a new type of "hidden" equipment. I doubt this one is possible, but add some invisible inventory slots and make potions into constant-effect items that need to be equipped to them. Make the duration how long they are equipped and make them disappear after unequip. New potions would overwrite old ones like equipping a new amulet replaces ur prior one.

4. Add a script to every potions magical effect that detects if another instance of itself is already active, and if so terminates it. Again, not sure if it's possible. Would also mean that you can stack together for example a quality restore health potion with a common restore health potion, though I suppose you could add those into your scripts detection too, it gets a bit worse when you factor in player-made potions.

There's probably some other solution I'm not thinking of, maybe someone else has an idea or perhaps theres already a mod out there that covers this. :D

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George PUluse
 
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