[WIPZ] DZ Disease Overhaul

Post » Sat Feb 19, 2011 10:37 am

This is my newest wip, for more frequent updates see this thread on Tesalliance: http://www.invision.tesalliance.org/forums/index.php?/topic/2597-wipz-dz-disease-overhaul/

BIG EDIT: this mod will require OBSE
I was talking with Dominic about ideas for a mod and it ended with a plan for a overhaul of the disease system of Oblivion
I'm going to make Animal group specific potions of various quality's that have a chance to cure you and won't cure you with a 100% succes rate (really expensive will cure you with a 100% succes) and the vampire disease and astral vapors need "Rare Cure disease potions" to increase the pressure of getting to a town before the 3 day-vampire-turn

here's my to do list:
swamp (Shivering Catch all) cure disease
make 5, 6 quality grade's in all of them
balance
add the new potions
levelling list changes
price balancing
in-game Documentation
potion labels
overhaul cure disease spells
Beast disease cure potions
"Rare" disease cure potions
undead disease cure potions
chance all ingredients with cure disease effect to a scripted version

Done list:
make 5, 6 quality grade's in all of them


List of things I might consider to do:
Increase disease lethality
Frostbite in Jerall Mountains?

ETR (Estimated Time of Release):
When/If finished


I need a list of ingredients you can use to cure a disease (through the spell) and i need YOUR help
Beast:
Swamp:
Undead:
Rare:
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X(S.a.R.a.H)X
 
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Post » Fri Feb 18, 2011 8:26 pm

diseases are something to be taking seriously. ive seen a few mods touch on some seriouse disease changes but your mod looks promising. when your work is done will you consider a disease mod to work along side yours or will your mod be stand alone?
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Jaylene Brower
 
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Post » Sat Feb 19, 2011 1:45 am

well i was planning to also chance the diseases but im still building the cure stuff so it is subject to change
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Siidney
 
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Post » Fri Feb 18, 2011 8:53 pm

I've used Jjiinx's version of a disease mod and the one thing it did that was problematic was that if NPCs had certain diseases it would give them full effects of the disease.

Now I get that this is realistic, but it was immersion breaking to walk into a city and the beggars would all go stiff and fall to the ground paralyzed.
just mentioning it as something to be aware of.
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Dean Ashcroft
 
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Post » Sat Feb 19, 2011 10:28 am

im still building the base and changing the effects of ingredients/potions
I still need to think of a way to make disease get worse for the Player only and mabye make a NPC-included version (if i even include it)
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Yonah
 
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Post » Sat Feb 19, 2011 12:50 pm

Have you taken a look at http://www.gamesas.com/index.php?/topic/1017467-rel-vector/page__p__14720688&#entry14720688 ?
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RaeAnne
 
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Post » Fri Feb 18, 2011 11:16 pm

I like the sound of this disease overhaul, and more choices are a good thing. I use pestilent affliction at the moment but have turned down the extremely high rate of catching a disease. My main complaint with vanilla diseases is they're just there for show. They dont cause the player any real difficulty and you can ignore them completely if you want to.
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Nitol Ahmed
 
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Post » Sat Feb 19, 2011 6:46 am

Have you taken a look at http://www.gamesas.com/index.php?/topic/1017467-rel-vector/page__p__14720688&#entry14720688 ?



I see..... i forgot your mod excisted
i havent got the required knowledge to make all my scripts mod added disease compatible
ill let everyone know if im planning to continue or stop working on this mod later on. :(



EDIT: ive stopped working on this mod i couldnt get motivated anymore i will continue it after ive learned some more about scripting

To be continued.........
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Nuno Castro
 
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Post » Fri Feb 18, 2011 9:19 pm

It would be a pity if you let ShadeMe's promotion of his mod in your thread put you off making your own. If you went ahead and made your mod you would use it wouldn't you?

You say the mod overhauls the vanilla disease system, personally I would use something like this and I'm sure others would as well. If you go ahead and make the mod I would be happy to help test it for you.
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adame
 
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Post » Sat Feb 19, 2011 7:53 am

UPDATE:
I won't stop working on the mod i will finish the base atleast and try to finish the things left
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BRAD MONTGOMERY
 
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Post » Sat Feb 19, 2011 12:26 am

I see..... i forgot your mod excisted
i havent got the required knowledge to make all my scripts mod added disease compatible
ill let everyone know if im planning to continue or stop working on this mod later on. :(



EDIT: ive stopped working on this mod i couldnt get motivated anymore i will continue it after ive learned some more about scripting

To be continued.........
oh, please don't be put off by my post! I was merely informing you about Vector's existence so that you wouldn't have to reinvent the wheel. My apologies if the message got lost in the ambiguity of post itself. You needn't worry about compatibility in any case - Vector's engine should automatically look into that.


It would be a pity if you let ShadeMe's promotion of his mod in your thread put you off making your own. If you went ahead and made your mod you would use it wouldn't you?

You say the mod overhauls the vanilla disease system, personally I would use something like this and I'm sure others would as well. If you go ahead and make the mod I would be happy to help test it for you.
You misunderstood me. Please look above.

Apologies to anyone I might have offended - Wasn't my intention at all.
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Bethany Watkin
 
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Post » Sat Feb 19, 2011 11:58 am

no offense taken :D
but my mod will change all potions (cure disease) totally
and i can only script them to get the vanilla disease (*and shivering isles*) (it's no engine limitation but a my-scripting limitation :P)
but im planning on implenting a different way of getting the vannila cure disease potions not sure how im going to do that (well how in scripting isnt the problem but the how in in-game)


EDIT: i still need to do the spells should i make a lot of spells for each disease or 1 spell for all disease with a large fail chance?
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 4:28 am


You misunderstood me. Please look above.

Apologies to anyone I might have offended - Wasn't my intention at all.


No worries.



EDIT: i still need to do the spells should i make a lot of spells for each disease or 1 spell for all disease with a large fail chance?


Perhaps categories of spells to cure diseases from mild to serious and life threatening. I only carry Mandrake around to cure all types of disease, I've never used cure disease potions or bought spells for it, perhaps that might be something you would want to look at as well.
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jessica sonny
 
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Post » Fri Feb 18, 2011 10:14 pm

the Mandrake root (btw all the cure disease effects on ingredients) have had a overhaul they have slight chance of curing them (2-10%)
mabye i can make the cure spells with some sort of timer like Direct effect, Long Time effect, etc.
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Matt Bee
 
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Post » Sat Feb 19, 2011 5:15 am

Why not have the spells similar to the potions? You were talking about Beast Disease, Rare Disease, and Undead Disease, so why not have spells like "Cure Beast Disease", "Cure Rare Disease", and "Cure Undead Disease"? Make them Novice, Apprentice, and Expert levels, and voila - good to go.
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 12:29 pm

I like the idea of diseases coming in varying levels of difficulty to cure - requiring better potions/spells - or even the harder ones requiring a healer.

As it is diseases are lame because one low level spell cures all.
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Mariana
 
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Post » Fri Feb 18, 2011 10:36 pm

okay i will think about the spell (there are some nice ideas here)
but ive got a request,
i need dialogue written for someone who is seeking for a cure to vampirism but finds it for every other disease :P lame story i know but if you know of a better story you can suggest it here :)
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Sophie Louise Edge
 
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Post » Sat Feb 19, 2011 12:34 am

i've rewritten a few scripts to make them less resourcefull ( i couldn't notice them before now no difference :))
but i would like to bump the thread also because i still need some more ideas and support because with recent stuff that happened in real life im thinking of dropping it :(
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Reanan-Marie Olsen
 
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Post » Fri Feb 18, 2011 9:02 pm

any chance of completely getting rid of the spells, they competely destroy any gameplay value of diseases. once you get the spells it it will make the rest of the mod pretty much useless................"oh noes i got a super bad disease, oh wait i just have to wave my hands, k all better"

in my game since i was unable to get rid of them myself when i tried years back.........i just set them to major powers so you can only use them once a day but i would still rather there be diseases that you HAVE to be afraid of. diseases that can only be cured by a healer or an altar or something.
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pinar
 
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Post » Sat Feb 19, 2011 8:19 am

If you need help just give me a shout :)
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My blood
 
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Post » Fri Feb 18, 2011 8:23 pm

well im going to make spells need a few ingredients or stuff before you can use them more like an emergency cure and healers can cure all spells (except for the rare and possibly the blight diseases when if ii add them)
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Sudah mati ini Keparat
 
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Post » Fri Feb 18, 2011 10:13 pm

oh jeez...........this is exactly what ive been waiting for..........an actual reason to have ingredients on me. so far ive only used ingredients for the occasional poison blade but thats about it. this mod will do for ingame ingredients what real hunger did for ingame food, make it useful.

is this mod done yet. :)
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Madeleine Rose Walsh
 
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Post » Sat Feb 19, 2011 9:08 am

well im going to make spells need a few ingredients or stuff before you can use them more like an emergency cure and healers can cure all spells (except for the rare and possibly the blight diseases when if ii add them)


Having to have reagents to cast a cure disease, I like that idea as well.
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Emmie Cate
 
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Post » Fri Feb 18, 2011 11:27 pm

how bout now........is it done now? :unsure:
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x a million...
 
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Post » Fri Feb 18, 2011 9:48 pm

sorry it isnt yet because it nees a whole lot of work i still need to re-write 24+ scripts and then i need to place stuff ingame, make the icons, etc.
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Lew.p
 
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