MCP feature roundup: assistance with confirming unimplemented feature status/plans
As several developers are probably aware, I've been gradually updating the OpenMW wiki MCP page (https://wiki.openmw.org/index.php?title=MCP) to clarify the exact current status and plans for the now relatively few MCP features considered "not started" in terms of OpenMW integration (50 as of January 2023). Based on recent discussions on several other unimplemented features, and excluding features that are already covered in distinct separate open git issues, I've listed below several features I suspect the developers might consider "subjective" game formula and/or gameplay changes that should not be included in the OpenMW engine directly, but instead should be left to a post-1.0 MCP Lua mod. I'd therefore appreciate it if the developers could please either respond to confirm that all thirteen of the below listed issues should in fact be implemented only as part of a post-1.0 MCP Lua mod (in which case this issue can be closed, and the status of the features on the wiki page should be updated to "Ignored" with an appropriate reference to this issue), and/or confirm which, if any, specific below listed features may in fact warrant integration in OpenMW pre-1.0 (in which case perhaps separate individual issue(s) might be opened for those features for better tracking and discussion).
Thanks to all developers for allowing me the time to discuss and clarify remaining MCP feature status on the wiki for the information and convenience of us, the OpenMW fan masses!
LIST OF LIKELY "SUBJECTIVE" REMAINING MCP FEATURES TO POSSIBLY BE RESERVED FOR A POST-1.0 MCP LUA MOD:
- Healthy appetite. Eating ingredients always succeeds, giving its first effect and skill advancement.
- See all standard potion effects. Allows the player to see all of the effects on standard potions, instead of a limited number depending on Alchemy skill. Player-made potions still show effects based on Alchemy skill, as do potions that are flagged 'Blocked' in the Construction Set.
- Enchanted item rebalance. Reduces the effect that the Enchant skill has on item charge use.
- Item recharging rebalance (1). Doubles the success rate of recharging.
- Item recharging rebalance (2). Sets a minimum recharge percentage depending on your character's Enchant skill and stats.
- On-use ring extra slot. Allows rings with an on-use enchant to be equipped alongside two constant effect rings. [I personally find this to be a very useful quality-of-life feature.]
- Allow gloves with bracers. Allows gloves to be equipped at the same time as bracers. Gauntlets still cause gloves to be removed. Note that some visual clipping is inevitable, as many gloves are not closely fitting.
- Argonian clothing choice. Makes Argonian females prefer to wear male versions of armor and clothing to avoid looking like a mammal.
- Hidden traps (1). Hides the trapped status in objects' tooltips.
- Hidden traps (2). Changes probes to use a charge when testing an object that isn't trapped.
- Hidden locks. Hides the lock status and lock level in objects' tooltips.
12) Pickpocket overhaul. Pickpocket mechanic was broken by default, overhauled to be much more usable, with difficulty based on weight. (see #5719 (closed))
13) Detect life spell variant. Changes the Detect Animal spell effect to detect both NPCs and creatures, instead of just creatures. [I personally would very much like to see this in OpenMW at some point, as the vanilla lack of a "Detect NPC"-type spell corresponding to the "Detect Animal" spell seems like an oversight/obvious missed gameplay opportunity.] (see !2511 (closed))