My Retroactive Health mod

Post » Fri Apr 08, 2011 8:59 am

I have never liked the way that health works in Morrowind. The main reason for my dislike is the fact that it forces the player into a weird situation. Your character is always forced into a position of prioritizing Endurance for efficient level ups. I feel that this detracts from the whole experience because you can't just freely run around and enjoy your character without the constant nagging feeling that you are "wasting" your level ups in a sense.

This is why I created my mod, "Talrivian's Retroactive Health". However, my latest version, although stable and working as intended, has me feeling unsatisfied. I don't like the situation with Fortify Endurance and Strength spells. They have the same effect as Fortify Health in my mod, except that they also have the added benefit of increasing your Fatigue, or your damage, respectively.

As most of you probably know, I don't like the way that Fortify Health is implemented in Morrowind because of its suicidal properties. Because Fortify Endurance and Strength behave the same as Fortify Health, I decided in my newest version to implement a nice system of reducing only your Maximum Health when the spell effect wears off, similar to temporary life in Dungeons & Dragons. I am frustrated however, because I want to modify Fortify Health to function like Fortify Endurance and Strength in my new version, but the limitations of the scripting language prevent me from doing this.

My question, I guess, is if I should remove this implementation and leave it the same as Fortify Health, or keep it?

Arg! I just wish a simple optional option (emphasis on optional) could be added to the MCP which would make Fortify Health only lower your Maximum Health when it wears off, instead of current health as well, like it does with the current option. This would fix all of my problems.

Imagine this situation:

Strength and Endurance are retroactive, both during level ups, and when using spells, fully and completely.

Fortify Health doesn't kill you, it only reduces your Maximum Health when it wears off.

This was the original goal of my mod.

I sincerely believe that these simple changes add SO much to Morrowind. They make the gameplay less frustrating, more streamlined, and more intuitive, allowing the player to play smoothly and casually without constantly micromanaging their levels and Fortify Health durations, while also allowing 3 spells that are normally boring and nigh useless to also have fresh life breathed into them.

Blah...
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Harry-James Payne
 
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Post » Thu Apr 07, 2011 8:52 pm

I agree with all of this. It is distracting to focus on endurance, but that means that regardless of who you are, you will always have the same amount of health at a given level, this I dont like. In a further step, I think that if you do make endurance go up when leveling or having it at a certain level when leveling, you should get a bonus to health. This way, while you dont have to pay attention to endurance to have a good amount of health, you still can get a bonus by paying attention to it. This makes for a bit more variability rather then everyone always ending up with the same amount of health.
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Erin S
 
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Post » Thu Apr 07, 2011 5:26 pm

I find the GCD's retroactive health quite good.

(5) Health

Health is calculated based on Endurance and relevant skill scores. Health is independent of the order of increase of skills / attributes, so there is no incentive to increase Endurance early. Any change to Endurance will give a corresponding change in your character’s health (although an endurance of zero will stop short of killing you).

Skills influence health based on four criteria:
Their initial score, current score, “Background” factor, and “In Use” factor.

The background factor of a skill is based on the usefulness of a high score in that skill in avoiding / limiting damage, even when not using the skill actively. Acrobatics thus has a very high background factor, since it is useful to any character in practically any damaging situation. Alteration has a background factor of zero, since to a fighter using a longsword, his alteration skill is irrelevant.

The In Use factor of a skill is based on the usefulness of high score in that skill in avoiding / limiting damage, when using the skill actively. A skilled mage will find it easier to avoid damage when using alteration than a character with a low score in alteration, since the mage will be able to concentrate more on avoiding blows. He can perform the skill without giving it any conscious thought, and is free to concentrate on not getting killed. Alteration thus has a moderate In Use factor. Since skills with high In Use factor should only be much use to those who use them, the In Use factor of a skill is multiplied by the character’s initial score in that skill. This gives a crude estimate of the proportion of time that skill will be in use.

The relative influences of the Background and In Use factors is debatable, and therefore editable.

This system is not perfect, but it works quite well, and is more realistic than the standard system, where 10 increases in speechcraft can suddenly make you harder to kill.

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Bereket Fekadu
 
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