I would like to catch a delicious Bass.
Skyrim style cooking, tanning, and crafting (smithing, carpentry for fletchery/melee weapons) recipes.
True, But people back then i general had much better social skills and we’re in much better physical bodily condition… There was no games, I phones or social media for folks to stare at all day at and sit on their asses.
I prefer a cooking/smithing/tanning mechanic similar to this game’s alchemy mechanic.
Carpentry might be overkill though… unless you imitate FALLOUT 4’s building mechanic. Not realistic but fun and convenient at least…
I don’t even know what that has to do with anything but okay
Grizzlies… haha, sure. Why not even penguins?
OP is asking for more diversity in the game’s hunting mechanic. This would make for a more realistic and immersive game. How so? Basically all the crafting skills I mentioned require ANIMAL death list items. As of now, the player can only hunt, gather/scavenge these items from animal carcasses and then sell them to vendors for profit. Or keep them for personal consumption (as in meat). THIS ONE DIMENSIONAL WAY OF APPROACHING THE HUNTING GAME FEATURE WILL GET STALE PRETTY SOON. What the OP is proposing is making the hunting feature more dynamic and sandbox for the player. Basically, add greater variety of animals at strategic points of the map where players can hunt. My 2 cents was to use and add crafting skills to support this added diversity to the hunting feature. For the less sandbox minded player who feel the need to hunt for a purpose (and not just the fun/leisure of it) then add more functional items in animal death lists. Things that will serve as crafting raw materials that can be made into better materials. This would make the hunting mechanic more engaging for all players in general. So for example, adding death list items like:
1.meat = supports cooking skill. Gives more cooking (and raw with appropriate perk) recipes for food
2.animal by-products like
a.fat = supports cooking/alchemy skills. Gives new crafting recipes for direct consumption like making lard for food, tallow for candles, oil for candles/torches/maintain weapons etc etc
b.hides = supports smithing skill. Would work well for a new Armor & Clothier skill (i.e there should’ve been a Tanner & Tailor’s guild to support leather making for clothing & armor. But whatever). The game has a tanner, but why can’t player setup their own tanning shop to process hides the way they did in Skyrim. After a long day of hunting wolves, bears & other predator/prey wildlife, to be able to use one of those vacant campsites that saturate the map and process their poached hides? For later sale/crafting as a precursor to making clothing, armor etc just as in Skyrim? Going to the tanner to just sell whatever you poached in the woods for coin gets real old after a while…
c.hooves = could be boiled at fireplace or in one of those tanning tubs to extract offal in form of gelatin. Which could then be used as food additive to make jellies/custards etc. Or as an intermediate raw material to make glue for crafting armor, furniture etc
d.Existing antlers/tusks = should be updated to be food/intermediate raw material for further crafting like hooves. Also add ability to grind these to powder at alchemy bench (or windmill which are 100% fa@cking useless in the game). Then use this powder as alchemy ingredient for potions etc.
e. Timber = not an animal death list item. But logging/lumber jacking to harvest wood is already being implicity used in the game with the charcoal burners. Charcoal comes from harvesting tree logs/branches, baked in those klin ovens you see all around the charcoal burner camps. Then sold when the wood is carbonized to charcoal. So why not give player ability to not only craft their own charcoal, but cut trees for other purposes (like for campfire wood, for crafting furniture/home construction etc etc)?
f. Plant products = also not animal death list. But would be great if we could harvest produce like lentils, wheat, barley (cause the soup/porridge and alcohol exists as consumables in the flipping game)
Anyhow, the devs did an excellent job with the offal recipes you can collect from animal death lists. So big kudos on that foresight for cooking recipes. I was really surprised to see hearts, tripe, kidneys and liver had made the vanilla cooking list. Now all the vanilla recipes need is some extra popular offal recipes to spice things up. Like
-kidneys - recipe to make steak & kidney pudding
-tripe -recipe to make tripe stew
-liver -recipe to make liver & onions
-tongue - recipe to make beef/lamb tongue sandwiches, pickled tongue, corned tongue etc.
-sheep’s head - recipe to make haggis <-- no, sheep heads are NOT currently on the vanilla offal list. But sure would be nice to add in a hunting critter mod
You want KCD to be a truly immersive game that rivals Skyrim in player addiction/replay value?
Then the devs are going to have to add this sort of sandbox functionality in. Or release the modding tools so the modding community can help them do it–only better quality. That would free them to focus on fixing bugs and churning out new DLC.
TL;DR You’re only limited by your imagination here
This is a simple tweak i.e. xml file tuning in one of the game’s .pak files. Easily doable by players some 10 mins or so with the primitive pre mod tools that already exist. Hell, I’d be surprised if this hasn’t already been uploaded as part of a bigger overhaul/better performance mod at Nexusmods. Regardless, a simple tweak like this would be a waste of the dev’s time unless it’s part of a general patch.
you’ll get no argument for me on this one. Game is in dire need of sandbox game play to reduce the linearity of the MQ quest line. Exponentially increase it’s replay value the way Skyrim’s Hearthfire building/crafting DLC did for Skyrim. TONS of incredible home mods came out of that one DLC alone. From peasant hovels to Castles fit for King of Skyrim. That would be a great way to increase player engagement with the environment and world overall.
BTW: Hearthfire was based on an incredible mod called Build Your Own House. Let you customize the build of your home in modular format. If you didn’t like something, destroy it at workbench and replace with something else. But you took a hit in all the $$$ expense for build materials, time buying/gathering said materials, exposure to inclement weather (with appropriate environment mods etc). Anyhow, the Skyrim team devs were so impressed by this mod, they based their entire concept of the HF DLC directly off it. That’s why you see a BYOH in the filename title of every HF related mod in Creation Kit to date
1000% spot on. I’m totally pushing for an RDR and Skyrim Hunterborn skinning/processing animations of animal carcasses here. With luck, we might even get this extended to processing human NPC corpses. I mean come on, let’s be reasonable here. You at that day where Henry’s down on his luck. Can’t catch or find a single poached boar, sheep, deer to get meat for that NPC innkeeper to make some gold. He’s starving, tired, and hungry and increasingly desperate. Then he stumbles across an NPC corpse lying in the road. And instinctively takes advantage of his newly learned corpse skinning skill (which he learned from a taboo book pick pocketed from the Ulitz (spelling) scribe. After dispatching any meddlesome NPCs in the area, our boy Hal happily extracts some fallout 4 style “mystery meat”. Which he succeeds in skillfully deceiving the NPC innkeeper it’s a prime cut of alpha male stag venison (which is superior to any alchemist potion for sexual male virility and all that ) Receives a substantial amount of gold (good porridge, mead & a warm bed) for all his hard effort. How is this not a Win Win situation for all involved (including the player)?
Yes. and Yes. But 99.999% of the side missions are most likely going to come from modded content in the future. The devs are on a paid production schedule. The modding community is not.
Well what exactly? Please elaborate. If you don’t articulate what you’re thinking, then the devs/modding community can’t start to make it a reality. Besides, the fan base community won’t be able to share/enjoy your vision
Did you even see who I was responding to? Cuz it wasnt the OP. Also, someone responded to me talking about people’s social skills of the time and lack of iPhones…which has nothing to do with where wolves would be/how often they would attack should they implement them. Good job though
Also, if you shorten your posts people might actually read them…just a thought
Apologies for the brainfart. Responded correctly but to wrong person. Post updated
Like the idea of further developing what’s largely already here: charcoal, woodpiles, kiln, construction (timber, woodwork - animation(s) present), fish trap/net (fishing mini game - new animation), hunting (develop tannery, butcher shop - or provide path to access tech; animations exist), farmland (supply mill with grain, mill supplies bakery, etc), hops (eg Henry’s Skalitz home) and vineyard (W of Sasau monastery) (brewery, winery)
Didn’t play remastered Skyrim but a DLC like that would extend play hours by many, many hours. Kinggath’s Sim Settlements/Rise of the Commonwealth for FO4 are great. Much is well beyond scope of KCD, but wish aspects of SS/RotS were developed as a medieval resource management DLC for KCD. Invest, develop, put the artisan and serf refugees to work. It would keep me in this game and its DLC for years.
Or chop up into smaller bits
Love all the detail but don’t want detail for the sake of detail. Food is already an after thought for my character. So having a bunch of organ meat dishes isn’t doing anything for me unless I run a tavern and customers (NPCs) buy the dishes.
Brings to mind 2 levels: lord vs tradesman. Lord version would manage high level stuff. Tradesman version would only pick (focus on) 1 tech (tree) but mess about with all the detail.
Need to clear up an misconception here:
Remasterd Skyrim aka SSE is NOT a DLC. It’s just the overhauled legacy 32 bit OS Skyrim game ported to a 64 bit OS system. SSE was designed to target the high demands for mods from the console crowd (and a minority of PC gamers with low end gaming rigs to a lesser extent). So Beth released SSE for free to PC gamers (in hopes of enticing modders to make free modded content for console gamers. This has apparently worked to a limited extent).
SSE does improve game performance over the original legacy game–but not by a lot. It also lacks the majority of mod content legacy Skyrim has. At Nexusmods, legacy Skyrim has some 56.4k mods (down from around 85k mod count at the peak back in 2012-2013). Compared to SSE’s only 10.7k. So stats say it all. This is because the majority of some of the most popular mod overhauls (e.g. ENB series), have mod authors who don’t care to port their mods to SSE. Also many popular retired/withdrawn mods that add DLC level world spaces (like Wyrmstooh), or superior game play overhauls (like RND, CWO, Repopulated Skyrim Hell Edition etc.) can’t be ported to SSE. Because the mod authors have retired, withdrew their mods and/or were banned from Nexusmods. And then any copyright or taboo mods (like CBBE, Better Males, Schlongs of Skyrim, and/or any nudity/sex related mods) cannot be ported over to SSE due to ESRB ratings/Bethesda censorship. So SSE is inferior to legacy Skyrim, since it lacks the extensive game overhaul/bug fixing/graphic & performance enhancement mods that legacy Skyrim has to date. This is why SSE has NEVER beaten legacy Skyrim on the Steam user stat list to date.
The only thing SSE is good for, is the enhanced graphics aka improved HD 4k res textures & god rays. But all of these things are done in a far more superior quality and variety of choice on legacy Skyrim with environment overhaul texture mods. So IMO, there’s no real reason for a PC gamer to really play SSE (unless they’re modders testing their mods or limited to low end gaming rigs). Since some 80% of the best Nexus mod content isn’t available to SSE, it’s like playing a beautifully designed, vacant, open world Skyrim base game–with all the original bugs intact (since SSE doesn’t address the game breaking bugs that came with legacy Skyrim). Guess Beth apparently decided to exploit the modding community’s talent for fixing these for free…
An opportunity WH should also follow Beth in exploiting, by releasing the mod tool kit to the fan base ASAP.
Thanks for clarification. I quit Skyrim long before remastering and mods for console were public knowledge… largely because i was a near invincible tank and had enough of dragons, vampires, werewolves, fantasy armor, soul gems, etc.
as they say, imitation is the sincerest form of flattery
Skyrim, with the right mods, can be fun. I personally like a realism more then fantasy but I couldn’t get rid of magic users so I ended up just mixing medieval mods (armor, weapons, clothing and banners for horses and in the holds) with mods for skeletons being everywhere and “sun” magic for vs undead. Did that and ran the vampire(been too long, don’t remember what it’s called lol) questline and did a cleric thing. Did a multiple followers mod with the Campfire mod to get a couple of people to dress in guard armor and follow me around ridding the world of undead/vampires…it was pretty fun.
This game, however, is everything I want from an rpg honestly. Just needs fixed up and some more immersive mods to make the game really worth it after/around the storyline.
Is it going to happen?
They already jumped that shark by including magical potions…
Now that 1.4.3 is out of the way and the scope of 1.5 is known (optimisation), it’d be nice if an update could be shared about modding and DLC plans (even if a high level update)
Daniel shared modding info at Reboot Develop. Would be appreciated if that info as well as any other shareable info could be expressed here in the WH forum
… @DrFusselpulli ?