Cure Disease Overhaul - Deadly Diseases

Post » Fri Aug 20, 2010 9:32 pm

Disease Cure Overhaul
– Deadly Diseases
v2.6
Download @ TesAlliance:http://www.invision.tesalliance.org/forums/index.php?/files/file/498-disease-cure-overhaul-deadly-diseases/ No official mirrors at the moment
Background and inspiration:
The vanilla diseases were a reall laugh, even when you've got 5 diseases you would get rid of them just as easy as always.
Now it changes, this mod makes it harder to get rid of diseases and gives serious side-effects if you fail to cure them.
UPDATE: If you've got a problem with disappearing interiors please download the patch

Features:
Black: Normal .esm features
Blue: Extreme Diseases.esp features
? 5 Grades of potions with varying chances of curing all your diseases
? Overhaul of the original Cure Disease Spell:
(More willpower + restoration + luck = Higher chance to cure)But the spell requires Ingredients to even work
? Everything added to Levelled lists
? If you use the spell without having the ingredients it will add a note called List of Ingredients in which is stated what you need to use the spell.
? Changes to all Cure Disease Ingredients (Mandrake root is deadly in Real-Life)
? Deadly side-effects when you try and fail to cure your diseases...
? Ingredients overhauled, No more cure disease effects on ingredients
? Chapel healing changed, it now adds a 10 minute 15 point luck increase instead of disease curing
? Ingredients needed to cure: 5 Clannfear Claws, 20 elf cup cap, 20 mandrake root
? 3 grades of syringes to increase chance that the Cure Disease Spell works (Custom Mesh and Texture by Donnato, Icon by Lemon)
? more diseases, some deadly some just plain annoying (made by Lemon)
The new diseases are:
Lich's Curse - Lich/Nether Lich
Common Cold - Zombies/Rats
Corruption - High level enemies
Lemownzi - Spider Daedra, Storm/Fire/Ice Atronachs
Mixals - Spider Daedra, Daedroths
Physical Paranoia - Scamps
Stonevein - Ghosts, Wraights
Extreme Swampfever - Shambles
  • All diseases are deadly, they're 2x, 3x or even 6x stronger
  • New disease: Sanguine Curse - A watered down version of the original vampirism


Requirements:
? OBSE (except for Non-OBSE version)
? Shivering Isles

Incompatabilities:
Anything that changes the cure disease spell or potion

Suggestions:
Fully compatible with http://www.tesnexus.com/downloads/file.php?id=31668 and I recommend using both together it makes the chapels actually useful :)

Updating:
Make a clean save,
Delete:
Cure Disease Overhaul - Deadly Diseases (OBSE /DiseaseOverhaulNon-OBSE.esp
Add:
Cure Disease Overhaul - Deadly Diseases (OBSE).esm/Cure Disease Overhaul - Deadly Diseases (Non-OBSE).esm

Installation:
Just put all the files in your Oblivion/data Folder

Uninstallation
Remove all files associated to this mod
(CureDiseaseOverhaul.bsa and Cure Disease Overhaul - Deadly Diseases (OBSE).esm / Cure Disease Overhaul - Deadly Diseases (Non-OBSE).esm
Optional: remove Cure Disease Overhaul – Extreme Diseases.esp

Credits:
Donnato - Syringe Model and textures
Lemon – Testing, the added diseases and the increase of lethality of all diseases
Everyone at TESA - for supporting me
Anyone else I forgot - Send me a message and I'll add you

Contact:
Potion and Spell Related:
Dane – TesAlliance (preferred way of contacting me)
XengYou – gamesas Forums

Disease Related:
Lemon – gamesas and TesAlliance

Usage:
Potion and Spell Related:
Dane – TesAlliance (preferred way of contacting me)
XengYou – gamesas Forums
contact me for permission to use this mod, if I don’t respond within 2 weeks you can use it.
Disease Related:
Lemon – gamesas and TesAlliance
contact me for permission to use this mod, if I don’t respond within 2 weeks you can use it.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Sat Aug 21, 2010 1:14 am

hey man, your top link doesnt work there, may wanna fix :P ata nyrate, looking forward to a DL, this should oblivions poor diseases
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Theodore Walling
 
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Post » Fri Aug 20, 2010 10:56 pm

:) don't worry, it only needs the okay from the moderators at TESA and it's up for grabs
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sunny lovett
 
Posts: 3388
Joined: Thu Dec 07, 2006 4:59 am

Post » Sat Aug 21, 2010 2:35 am

hey man, your top link doesnt work there, may wanna fix :P ata nyrate, looking forward to a DL, this should oblivions poor diseases


The file needs to be approved on TESA.
For anyone wondering what the effects of the Sanguine Curse are:

EFFECT - MAGNITUDE
Sun damage - 3
Fortify Athletics - 5
Fortify Sneak - 5
Fortify Illusion - 5
Fortify Agility - 5
Fortify Fatigue - 60
Weakness to Fire - 60
Resist Paralysis - 80
Drain Restoration - 10
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Red Sauce
 
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Post » Fri Aug 20, 2010 11:10 pm

Update: File Approved
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Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Sat Aug 21, 2010 12:39 am

Thanks you very much for the work in this mod; really interesting to overhaul diseases of Oblivion the right way.

But one point, I don't like the new change to chapels blessing.
You should keep it as close to vanilla and lore as possible without making it overpowered.
A blessing consisting on something like "weak cure disease" could be a good solution.
there are lot of mods that could interact with chapel blessing.

Fortify my luck for ... 10 mins equivalent to 5 games hours.
I can do a dungeon with this time.
and I need to use my spells effects slots to other thing than luck fortification.
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Sat Aug 21, 2010 10:44 am

Thanks you very much for the work in this mod; really interesting to overhaul diseases of Oblivion the right way.

But one point, I don't like the new change to chapels blessing.
You should keep it as close to vanilla and lore as possible without making it overpowered.
A blessing consisting on something like "weak cure disease" could be a good solution.
there are lot of mods that could interact with chapel blessing.

Fortify my luck for ... 10 mins equivalent to 5 games hours.
I can do a dungeon with this time.
and I need to use my spells effects slots to other thing than luck fortification.

I'll take a look at it this weekend, I need some ideas but if you haven't already you should re-DL everything because a lot has changed (in File-version additions, folders)
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TASTY TRACY
 
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Post » Sat Aug 21, 2010 8:00 am

ahh alright, didnt releize it wasnt approved :goodjob:
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Logan Greenwood
 
Posts: 3416
Joined: Mon Jul 30, 2007 5:41 pm

Post » Fri Aug 20, 2010 8:07 pm

ahh alright, didnt releize it wasnt approved :goodjob:

Well it was, and we're still improving it almost daily, expect some nice stuff soon :)
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Justin Hankins
 
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Post » Sat Aug 21, 2010 3:48 am

BUMP
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Sammie LM
 
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Post » Sat Aug 21, 2010 1:17 am

Incompatible with anything that changes the cure disease spell or potion


Does this mean it conflicts with LAME/Supreme Magicka/FCOM? I'd really like to get this mod but think I may have too many conflicts - is this something I'd be able to solve myself by putting later in the load order or via Wrye Bash, or would it actually need a patch?

Are there any known conflicts with Vector/Disease Immunity/Diseased Corpses/AFK_Prayer Idles?
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Melung Chan
 
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Joined: Sun Jun 24, 2007 4:15 am

Post » Sat Aug 21, 2010 12:39 am

It edits the Cure Disease Potions, and if you could bash the patch in a way that It prevents Fcom/Lame/SM to overwrite the CureDisease effect it *should* work
about Vector/Disease Immunity/DIseased Corpses/AFK_prayer Idles I haven't got any reports about them
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Carlitos Avila
 
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Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Aug 21, 2010 5:23 am

awesome.......made the disease really bad now. :)
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sally R
 
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Joined: Mon Sep 25, 2006 10:34 pm

Post » Sat Aug 21, 2010 10:55 am

It edits the Cure Disease Potions, and if you could bash the patch in a way that It prevents Fcom/Lame/SM to overwrite the CureDisease effect it *should* work
about Vector/Disease Immunity/DIseased Corpses/AFK_prayer Idles I haven't got any reports about them


Thanks for the response - I'll give it a try then and see if it works! I'll report back with my findings.
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R.I.P
 
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Post » Sat Aug 21, 2010 4:07 am

No news is good news?
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Cat Haines
 
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Post » Sat Aug 21, 2010 1:46 pm

Could I ask a favor?

When you make a new Disease could you try to put the name FEVER in any Disease you think you should get an elevated core body temperature (aka a fever) from? The mod I am about to release (Duke Patrick's Hypothermia mod now with Hyperthermia) one of the features of the mod checks to see if you have a disease that has the word FEVER in its name and will apply more cardiovascular type heat levels to the player.

There are only about 5 of such named diseases in the vanilla game.
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Queen of Spades
 
Posts: 3383
Joined: Fri Dec 08, 2006 12:06 pm

Post » Sat Aug 21, 2010 10:04 am

Ofcourse you can, I need to talk to my Disease-man but I'm sure I'll can get that done,
I'll PM you with the specifics (and numbers of diseases with fever in it) after it's done
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Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Aug 21, 2010 4:53 am

Thank you very kindly! :hehe:

Ofcourse you can, I need to talk to my Disease-man but I'm sure I'll can get that done,
I'll PM you with the specifics (and numbers of diseases with fever in it) after it's done

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Darlene DIllow
 
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Post » Sat Aug 21, 2010 2:09 am

No news is good news?


Apologies for the delay - I've been busy with my day job (working on a low-budget zombie movie, so not a bad thing!)

I'm *trying* to test at the moment - I wasn't planning on using the extreme diseases esp, but as the mod is only an esm I don't know if there's a way of stopping the cure disease being overwritten by other mods without using it. I suppose I could look at changing the tags for the other mods in bash if any spells/potions are imported into the patch, but don't want to prevent things other being imported so I'm holding off on that for the moment...

Fortunately I'm in a den of vampires anyway at the moment (lost spires) but unfortunately I don't have a cure disease spell and need to battle my way out of there before I can find out how the cure diseases are working with just the esm, and then will do the same with the esp added.
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Alexander Lee
 
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Post » Sat Aug 21, 2010 1:40 pm

The next version will *try* to fix that it will have an added .esp that is !!Required!!
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renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Sat Aug 21, 2010 9:50 am

I am the disease man... So you all know :P

And the reason there isn't much news on the mod is because me and Xeng have been busy... Well... im not sure about Xeng... but im hella busy!
Im going to try and get some work in tomorrow, but no promises... Sorry all :(
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Jon O
 
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Post » Sat Aug 21, 2010 2:33 am

nice mod im always interested in added content to any faction of gameplay and immersion.
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GabiiE Liiziiouz
 
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Post » Sat Aug 21, 2010 12:01 pm

okay :) we've hit a little hold-up with the development but nothing we can't fix
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Stephani Silva
 
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Joined: Wed Jan 17, 2007 10:11 pm

Post » Sat Aug 21, 2010 12:21 am

Hi Xeng!

I'll check out what might not be compatible between LMR and Deadly Diseases.

EDIT:

Alright, I checked it out.

Regarding the altars, Losing My Religion uses a different ID for them and removes the vanilla altars. So your altars don't show up if Losing My Religion is running. So that's a confirmation that this thingie works. ;)

For the Cure Disease spell, Healers use a custom Cure Disease spell already, with the Cure Disease effect, so it cures any disease, including your custom ones.

So, again, they both work together.

Results: Both mods work perfectly together. :foodndrink:
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Pat RiMsey
 
Posts: 3306
Joined: Fri Oct 19, 2007 1:22 am

Post » Sat Aug 21, 2010 4:32 am

Hi Xeng!

I'll check out what might not be compatible between LMR and Deadly Diseases.

EDIT:

Alright, I checked it out.

Regarding the altars, Losing My Religion uses a different ID for them and removes the vanilla altars. So your altars don't show up if Losing My Religion is running. So that's a confirmation that this thingie works. ;)

For the Cure Disease spell, Healers use a custom Cure Disease spell already, with the Cure Disease effect, so it cures any disease, including your custom ones.

So, again, they both work together.

Results: Both mods work perfectly together. :foodndrink:

Thank you for checking that out and...

BUMP
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Jessica Lloyd
 
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