The Elder Scrolls

Mod ideas: Potions picked up in dungeons and unidentified, and Linguistics speech perkline

Inspired by People are Strangers

How does the dragonborn magically know the name and effects of every potions he comes across? ๐Ÿค”? I feel like it's not something just your ordinary adventurer should know about. ๐Ÿคทโ€โ™‚๏ธ

Potions found in dungeons are unidentified โ”

Instead of "Healing potion" it could say simply "Small red potion" or for simplicity just; "Unidentified potion" Potion effect is unchanged, just changes the name and description to only what the eyes can see. ๐Ÿ‘€

From paying attention to the shape and color of potions ๐Ÿท) you can deduce sort of deduce the effects.

  • Shops would still sell regular potions. General stores will give you a bad price for your unidentified potions. Alchemists will buy them at normal price, or offer to identify them for you for 50g each.

  • There is a small chance (12% ๐ŸŽฒ) that unidentified potions are replaced by a random effect with the same magnitude upon consumption. Can be any effect, positive, neutral or negative in the game. But weighted towards negative effects more. 1% chance to be a short duration paralysis with mild poison effect, 1% chance of being a strong potion that can kill most players unless carrying a Cure Poison potion or being a poison-resistant Argonian.

Well gee, that all sounds kind of punishing ๐Ÿคทโ€โ™€๏ธ

  • Yes. So I thought of an Alchemy Achievement Passive Ability that you unlock after reaching Alchemy skill level 50 or completing an alchemy questline. (Because not everyone wants to do an alchemist playthrough), which will essentially disable this mod's features.
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Linguistics: Learning foreign langagues and speak with animals and ancient races! ๐Ÿ“š

On that topic, would people even be interested in a Perk that requires investing a point but provide no/low combat benefits? I tried to include some kind of benefit, including loot, quests, recruiting. The idea is to feel more connected to the world through enabling understanding of several new types of conversation partners.

Here it is three perk points only. I did not want to do much more than that because it seems like the limit of what people would spend for non-combat perks. But still gives a sense of progression

  • With 1st perk (Level 25 or given for free to Bosmer, Khajit๐Ÿ˜ผ, and Argonians) , Animal Communication. ๐Ÿถ Can understand animals through subtitles. Can converse with wolf, fish, skeever, cow, dog, etc. Unique dialogue for every animal race reflecting their daily lives and reality etc. Can ask for information, help you on quests, (spy on Thalmor). Recruiting animal followers (dependant on their aggresion level and speech level). Cows may be happy to converse with you and join your forces, but mudcrabs ๐Ÿฆ€ will need to pacify with a Calm spell. Adds hand-placed named animal NPCs that have quests for you. Maybe the town dog is sad because it lost its toy. A skeever needing medicine in exchange for a shiny ring it found. Etc. Help you stal keys and escape from jail. Help you steal from merchants. Generally a lore-friendly way to enable other mods that want to have human-animal conversations.

  • With 2nd perk (lv40): Gain the the basic understanding langague of Ancient Nordic ๐ŸงŸโ€โ™€๏ธ, Riekling, and other humanoid creatures. Subtitles for Riekling/Ancient Nords gibberish, Things like: "I HEARD SOMEONE THERE! I'M GOING TO GO FIND THEM AND KILL THEMM!", Gives useful information about enemy intentions and maybe even telegraph attack intentions (If they are about to cast a spell, or about to do a charge attack). Could be re-voiced with something like SKVA Synth.

  • Rune Walls ๐Ÿˆนcan be inspected and translated. Just for fun.

  • Just like with animals, possibility to converse, interrogate, convert, if pacified with Calm and high enough speech. They are more intelligent than most animals, so need higher charisma skill

  • With 3rd perk @ (lv.70), can understand and converse with dragons๐Ÿ‰/draemora/ high seeker, lurker. Because those are very ancient and intelligent creatures, for the more advanced actions you will need the highest Speech, speech buffs, and Calming spell. (Someone might need to bring back the Charm spell from Oblivion). Even then some will not listen to you, for lore realism they will not listen to a mere mortal.๐Ÿคทโ€โ™‚๏ธ ๐Ÿ˜ค

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Some of these ideas may be a bit silly or impossible but i'm just throwing ideas for fun. ๐Ÿ˜

Source: reddit.com

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