[Relz] Disease Cure Overhaul

Post » Fri Jul 30, 2010 3:24 am

Disease Cure Overhaul
– Deadly Diseases
v2.0

Download: http://www.invision.tesalliance.org/forums/index.php?/files/file/498-disease-cure-overhaul-deadly-diseases/
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.
New: 10 more disease (made by Lemon)

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
? Changes to all Cure Disease Ingredients (Mandrake root is deadly in RL )
? Deadly side-effects when you 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
? New: 3 grades of syringes to increase chance that the Cure Disease Spell works (Custom Mesh + Texture by Donnato)
? New: more diseases, some deadly some just plain annoying
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

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

Updating:
Make a clean save, delete the DiseaseOverhaul.esp/DiseaseOverhaulNon-OBSE.esp and add Cure Disease Overhaul - Deadly Diseases (OBSE)/Cure Disease Overhaul - Deadly Diseases (Non-OBSE)

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

Uninstallation:
Remove all files associated to this mod
(syringe textures, syringe meshes folder and Cure Disease Overhaul - Deadly Diseases (OBSE) / Cure Disease Overhaul - Deadly Diseases (Non-OBSE)

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

Contact:
TesAlliance – DaneZ (preferred way of contacting me)
gamesas – XengYou

Usage:
contact me for permission to use this mod, if I don’t respond within 2 weeks you can use it.
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Svenja Hedrich
 
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Post » Thu Jul 29, 2010 4:18 pm

sweet. first post....thanks for all the work finally diseases are to be feared.


:cry: the link isnt working.
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Mackenzie
 
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Post » Fri Jul 30, 2010 1:24 am

ow... it seems it still needs to be approved :blush:
Edit: It's approved :)
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kevin ball
 
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Post » Thu Jul 29, 2010 9:03 pm

:clap: :woot: :laugh:
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Floor Punch
 
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Post » Fri Jul 30, 2010 3:35 am

What! No ReadMe in the download; I guess I am in the minority when wanting an indepth read me :P

Well, I'll just copy and paste this post (even though it is less than 1000 words.... he he.)
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Lynette Wilson
 
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Post » Fri Jul 30, 2010 3:50 am

:bagged: ill add a readme (and i'm currently making a None-OBSWE version)
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I’m my own
 
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Post » Fri Jul 30, 2010 5:37 am

Perfect! I've been looking for something like this for ages, and since Vector 0.3 isn't out yet this will be perfect! I will test it out immediately in game, once my new sound card has arrived.

I was thinking, perhaps a more interesting way to approach this instead of generic "cure disease potions" would be to add unique cures for some of the more dangerous diseases? For instance Brain Rot could require a potion made out of several rare ingredients found around Cyrodiil (perhaps they must all have the "Restore Intelligence" effect or something), and can only be cured by this? This would create the possibility for long term ailments if the ingredients for the cure is rare, and if an appropriate disease overhaul is loaded (I use jjiinx's, personally), this could create some interesting long term illnesses, where you must search every corner of Cyrodiil for the cure; merchants, alchemists, and if that fails, the wilderness!

I'm wondering now if this is possible in a mod...it would make a really nice addition for a V2 of your mod or something. But I digress...nice mod :). Thumbs up from me!
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Alexander Horton
 
Posts: 3318
Joined: Thu Oct 11, 2007 9:19 pm

Post » Fri Jul 30, 2010 8:24 am

Perfect! I've been looking for something like this for ages, and since Vector 0.3 isn't out yet this will be perfect! I will test it out immediately in game, once my new sound card has arrived.

I was thinking, perhaps a more interesting way to approach this instead of generic "cure disease potions" would be to add unique cures for some of the more dangerous diseases? For instance Brain Rot could require a potion made out of several rare ingredients found around Cyrodiil (perhaps they must all have the "Restore Intelligence" effect or something), and can only be cured by this? This would create the possibility for long term ailments if the ingredients for the cure is rare, and if an appropriate disease overhaul is loaded (I use jjiinx's, personally), this could create some interesting long term illnesses, where you must search every corner of Cyrodiil for the cure; merchants, alchemists, and if that fails, the wilderness!

I'm wondering now if this is possible in a mod...it would make a really nice addition for a V2 of your mod or something. But I digress...nice mod :). Thumbs up from me!

your idea was my original idea, but it was way to much work to get everything implented if V2 comes ill add it but for now im a bit finished with this mod, :P

EDIT: ALL DOWNLOADS WAIT FOR SOME TIME, THE SPELL IS STILL AN OLD VERSION ILL UPDATE IT ASAP
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Laura-Jayne Lee
 
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Post » Fri Jul 30, 2010 3:21 am

Great. Will download now.

Thank you for this.
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Gavin Roberts
 
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Post » Fri Jul 30, 2010 6:36 am


EDIT: ALL DOWNLOADS WAIT FOR SOME TIME, THE SPELL IS STILL AN OLD VERSION ILL UPDATE IT ASAP

Don't you just hate it when that happens - seems everytime I try to do something I forget one little part, every time :P
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Peter lopez
 
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Post » Fri Jul 30, 2010 9:18 am

Everything is fixed, and Non-OBSE .esp added all in same rar
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jessica robson
 
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Post » Thu Jul 29, 2010 6:09 pm

Been using Jjiinx_Enhanced Disease
I like the idea and this one important point in TES IV vanilla that should be adressed in the first place.
I will test your mod and give feedback.

Thanks very much for all the work.

Edit:

Question:
what about the existing cure disease potions in a savegame and especially those created by Alchemy skill?
Is there any interaction of this mod and alchemy and ingredients/potions creation?
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Lovingly
 
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Post » Fri Jul 30, 2010 2:25 am

the already created potions will keep on excisting, but you CAN'T make anymore all the cure disease ingredients have new effects attached to them instead of the normal "Cure Disease" some will be positive some will be negative.
and the normal Cure Disease potions (store/Levelled list) will change into Low Quality Potions
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Jennifer Rose
 
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Post » Fri Jul 30, 2010 12:15 am

Two others questions:

1) Are all diseases curable in chapel/wayshrines (alternatively Shrine of Sithis inj Vil Laire)?
2) What is the difference between OBSE and non OBSE version?
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Ashley Hill
 
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Joined: Tue Jul 04, 2006 5:27 am

Post » Thu Jul 29, 2010 7:26 pm

chapel/wayshrines are disabled, OBSE-version is a more immersion-version because it doesnt say "Added 'potionname' to player" or something like that (uses the NS (no-spam) version of additem) and Non-OBSE version has got those messages
Shrine of Sithis IS enabled but that's because I haven't got that DLC
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BRAD MONTGOMERY
 
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Post » Fri Jul 30, 2010 4:09 am

Thanks
I have created an omod and I will install it and I will disable Jjiinx Enhanced Diseases.

Like you said diseases are a real laugh in vanilla Oblivion...
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Paula Ramos
 
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Post » Fri Jul 30, 2010 12:49 am

well, the magnitude of the diseases arent changed only the way to cure them
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Haley Merkley
 
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Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri Jul 30, 2010 1:38 am

well, the magnitude of the diseases arent changed only the way to cure them

Fine in this case I will play with Disease Overhaul and Enhanced Diseases together.
I will report you any bug I find.

Edit.
I'm using the following load order:

00 Oblivion.esm
01 TR_OoT_Main.esm
02 ScreenEffects.esm
03 All Natural Base.esm [Version 0.9.9.5]
04 Cobl Main.esm [Version 1.73]
05 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
06 Mart's Monster Mod.esm [Version 3.7b3p3]
07 VASE - core.esm
08 FCOM_Convergence.esm [Version 0.9.9MB3]
09 Armamentarium.esm [Version 1.35]
0A Artifacts.esm
0B Progress.esm [Version 2.2]
0C Toaster Says Share v3.esm
** TNR ALL RACES FINAL.esp
** TNR - ShiveringIsles no helms.esp
0D Unofficial Oblivion Patch.esp [Version 3.2.6]
0E Oblivion Citadel Door Fix.esp
0F DLCShiveringIsles.esp
10 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
.....
.....
.....
52 SupremeMagicka.esp [Version 0.89]
53 SM_ShiveringIsles.esp [Version 0.86]
++ SM_OOO.esp [Version 0.89]
++ SM_MMM.esp [Version 0.89]
++ SM_COBL.esp [Version 0.86]
54 SM_EnchantStaff.esp [Version 0.80]
++ SM_UnlockSpells.esp [Version 0.70]
++ SM_Scrolls.esp [Version 0.84]
++ SM_SigilStone.esp [Version 0.83]
55 MidasSpells.esp
56 Midas OscuroGems.esp
57 FearsomeMagicka.esp
++ Jjiinx_Enhanced Disease.esp
58 DiseaseOverhaul.esp
59 Spellbooks.esp
5A RshAlchemy.esp
5B RshAlchemyRecipes.esp
5C Enhanced Grabbing.esp [Version 0.5]
5D PTDoorExploitBegone.esp
5E ProgressGSD.esp [Version 2.0]
5F ProgressMBSP.esp [Version 2.0]
60 ProgressSBSP.esp [Version 1.0]
61 ProgressRacial.esp
62 ProgressArmorer.esp [Version 1.0]
63 ProgressMercantile.esp [Version 1.11]
64 RealisticLeveling.esp
.....
.....
6D Bashed Patch, 0.esp
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Stephanie Valentine
 
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Joined: Wed Jun 28, 2006 2:09 pm

Post » Thu Jul 29, 2010 9:44 pm


I will report you any bug I find.

O aren't you a bundle of joy :slap:



(I'm just pulling your leg)
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Khamaji Taylor
 
Posts: 3437
Joined: Sun Jul 29, 2007 6:15 am

Post » Fri Jul 30, 2010 5:15 am

Fine in this case I will play with Disease Overhaul and Enhanced Diseases together.
I will report you any bug I find.

Edit.
I'm using the following load order:

SNIPE



It's okay where it is standing at the moment i recommedend to let it load as one of the last (mabye even after Bashed Patch depends on how the ingredients are handled in it)
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Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Thu Jul 29, 2010 10:41 pm

Wondering how this will play with other mods like Vector or Jliinx (which I found buggy anyway) as well as overhauls and http://www.tesnexus.com/downloads/file.php?id=31668?

Anyway I guess time and testing will tell, but my first real question is - why the strength boost from the chapel alters? Of what value is that?

Was thinking as a suggestion - that instead of curing the diseases the alters abate them and reset them so that the character still has the disease it is just that negative effects are removed and the process starts over. Anyway just a suggestion.
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Fam Mughal
 
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Post » Fri Jul 30, 2010 10:50 am

...
the strength increase is aded like a "You feel stronger because you feel someone is with you during your disease" (it's a15 point for 5 minutes)
about Losing My Religion i don't know if it changes the altars
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Adam Kriner
 
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Post » Thu Jul 29, 2010 11:30 pm

With LMR the services are payed for and you are cured by members of the cult.
IIRC
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Jay Baby
 
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Post » Thu Jul 29, 2010 9:31 pm

...
the strength increase is aded like a "You feel stronger because you feel someone is with you during your disease" (it's a15 point for 5 minutes)
about Losing My Religion i don't know if it changes the altars


How about, instead of a strength boost from the alters you give a luck boost, then all player attributes will receive a temporary boost, this would assist players for whom strength is not important. Perhaps also increase the duration, you can't get much done in 5 minutes.
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Bellismydesi
 
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Post » Thu Jul 29, 2010 8:01 pm

5 mins appear too much (especially for default time scale).
Why not overhaul Chapels blessing depending on your fame;

Fame =< 10 : you receive weak cure disease blessing spell
Fame > 10: you receive a moderate cure disease blessing from a chapel altar

(same thing for characters with infamy)

while strong cure disease potion can only made by alchemy or by alchemist merchants.
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Kat Lehmann
 
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