[WIPZ] DZ Disease Overhaul

Post » Sat Feb 19, 2011 7:51 am

Bump for sake of interest :D
+ news
The mod will require OBSE for immersion sake :)
the base scripts are improved and i'm adding the drawbacks for failing to cure a disease (im still in basic scripting fase)
I can still use idea's :) because all i'm doing now is adding potions of all different quality's
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ONLY ME!!!!
 
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Post » Sat Feb 19, 2011 8:13 am

sooooooooo.............its not done yet. :(

well since im patiently waiting......as for ideas, were you planning on making some of the disease immediate dangers like poisons. if you dont get the proper cure potion or see a healer in x number of minutes you will die. you could make them very rare or only contractible from higher level enemies so that noobs arent being killed right away.

my fave is a disease i made up along time ago.....i think i moddified astral vapors so that it instantly drained yoru fatigue to zero which cause the blur effect from realistic fatigue and it slowing damaged your health. i had to literally take the cure disease potion within a couple of minutes or i would die. it would have been cooler if i knew how to make it dependant on another type of rare potion or a healer since i had 20 cure disease on me anyways. at the very least it really svcked getting sick in combat. :)
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El Goose
 
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Post » Sat Feb 19, 2011 2:34 am

i'm still thinking about the diseases themselves not sure how to change them.. (this mod is also a learning process for me :))
but i need a list with ingredients (see the OP) to cure a disease
what will kill you for sure is failing to cure yourself more then 4? (still thinking about it) times in a row
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Meghan Terry
 
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Post » Sat Feb 19, 2011 2:52 am

i'm still thinking about the diseases themselves not sure how to change them.. (this mod is also a learning process for me :))
but i need a list with ingredients (see the OP) to cure a disease
what will kill you for sure is failing to cure yourself more then 4? (still thinking about it) times in a row


so you can contract the same disease more than once only it gets worse everytime..........i likey. nice idea, that would make large packs of mice or wolves actually dangerous since even if their bites dont get you the disease will. ugh..........so many mods that are close to completion and im waiting to start a new game..........its killing me. in good way.

as for alchemy ingredients i used to have a spreadsheet for all of them ill see if i can find it for you.

not the same one but actually looks better.......... http://oblivion.melian.cc/?cmd=cmdOblivionIngredientList

as for ingredients.........i would assume vampire dust, mort flesh for the undead. teeth and furs or the respective meat ie boar meat if you get infected from a boar and rare disease potions or spells would be none other than the infamously rare nirnroot. :) just ideas the only problem i see is that if you have a mod that increases drop rates of ingredients then it would make it way to easy since you could just harvest everything you need after every battle.

edit: ignore the previous...stupid idea. i looked up the ingredients for cure disease and there happens to be only 5 of them. shepherds pie, root pulp, mandrake root (WTF mandrake is a poison) elf cup cap and clanferr claw which are probably the hardest to get judging by the price. i still think nirnroot or the explorers potion made from nirnroot would be good for that rare disease category.

oops forgot about SI....hunger tounge and withering moon come from SI
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Bonnie Clyde
 
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Post » Sat Feb 19, 2011 12:47 pm

the stacking diseases is a nice idea (like you get a disease and it adds a weakness to it and others) i should look into it how to implent it :)
but you mis-read my previous post i said if you FAIL to CURE your disease you can die (like you poison your self each time)

EDIT: and it's going to require a lot of ingredients to cure yourself on a low level and less on a higher level (like you don't waste that much of the ingredient)

EDIT2: i didnt ignore the previous post it was a really nice idea and i will use it (if it's okay with you) and the ingredients with a cure disease effect will become a poison of sorts (and the mandrake thing i thought it was strange since the beginning)
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michael danso
 
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Post » Sat Feb 19, 2011 10:57 am

oh ok.......misunderstoodified you. so having a chance to fail curing yourself and if you fail to many times in a row its lethal....that is a good idea.

i also like your idea of requiring more ingredients until you get skilled.

i did a quick test run and the idea for using ingredients that come from the source of infection just wouldnt work. im using alot of mods so im not sure what vanillas drop rates are like but essentially every animal or zombie that i killed had ingredient drops on it. making it way to easy to cure yourself.

also i dont know if you were planning on making this a COBL mod cause that adds morrowind ingredients into the game which could increase your pool of choices.
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HARDHEAD
 
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Post » Sat Feb 19, 2011 1:00 am

.....
well im still going to use the ingredients because with 25 of restoration and willpower you need 20 vampire dust 20 mort flesh and 5 nirnroot and that's a lot
and it decreases with 5 each time with a threshold at 5 and it will be the same with every cure (except for the nirnroot that's only for the
rare disease)


and firstly im going to complete the basic stuff and consider adding COBL function later
because its a lot already for my limited knowledge :)
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P PoLlo
 
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Post » Sat Feb 19, 2011 11:35 am

.....
well im still going to use the ingredients because with 25 of restoration and willpower you need 20 vampire dust 20 mort flesh and 5 nirnroot and that's a lot
and it decreases with 5 each time with a threshold at 5 and it will be the same with every cure (except for the nirnroot that's only for the
rare disease)


and firstly im going to complete the basic stuff and consider adding COBL function later
because its a lot already for my limited knowledge :)



wow that is alot..........that works then cause youd have to be an active vampire hunter to acquire that much vampire dust. good idea. you might want to drop the nirnroot amount a tad or suggest that people use a regrowing nirnroot mod like i do since nirnroots are part of a questline and in vanilla oblivion its a [censored] to get them all and they dont respawn.
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Franko AlVarado
 
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Post » Sat Feb 19, 2011 1:02 pm

im thinking about a replacer for nirnroot but there arent that much really rare ingredients (well mana bloom and the other one but you can only get them at 1 place one time without frostcrag)
opinions are once again welcome
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abi
 
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Post » Sat Feb 19, 2011 12:39 am

you could try asking in the lore forums those guys seem to know every little naggling detail about these games. outside of the poison ones i rarely used alchemy precisely because it was so easy just to buy potions or even easier to use spells. which is why im really looking forward to this since it will give me a reason to explore and use a part of the game that up until now i pretty much ignored.
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Lavender Brown
 
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Post » Sat Feb 19, 2011 11:24 am

ill try that tommorrow.. (it's to late right now :P)
but i almost finished the spell for curing a Rare Disease
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jesse villaneda
 
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Post » Sat Feb 19, 2011 7:17 am

k nighty night dont let the bed bugs bite.


i also found a site with the locations and quantities so ill see which ones are rare but not super rare. http://www.uesp.net/wiki/Oblivion:Ingredients

LOL.........aloe vera. its rare and limited to a particular region which means you have to actually go there to get it but its still found in alchemy vendors. and its aloe vera which everyone knows makes you feel better after a bad sunburn. http://www.uesp.net/wiki/Oblivion:Aloe_Vera_Leaves
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Tiffany Holmes
 
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Post » Sat Feb 19, 2011 8:36 am

Personally I would love to see diseases have more visual impact such as vomiting and even bleeding for serious diseases. Contagion would be a serious thing, bumps, poxes upon the face and body, dehydration from some disease which can be rectified with drinking fluids, all that good stuff :)P
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LADONA
 
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Post » Sat Feb 19, 2011 10:40 am

Personally I would love to see diseases have more visual impact such as vomiting and even bleeding for serious diseases. Contagion would be a serious thing, bumps, poxes upon the face and body, dehydration from some disease which can be rectified with drinking fluids, all that good stuff :)P

sorry that won't be possible with my current modding experience... when/if i learn how to do it i will implent it :-)
but the aloe vera is a nice idea im even considering making 1 specific tree harvestable (the bark of a certain tree forgot wich one helps against headache and a lot of other stuff, you can call it an early aspirin)

EDIT: i remember the name of the tree it's willow :facepalm: now off finding a willow-like tree
EDIT2: translation fail
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Tessa Mullins
 
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Post » Sat Feb 19, 2011 12:28 am

hello........just popping it to see if its done yet. :)
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Brad Johnson
 
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Post » Sat Feb 19, 2011 6:38 am

i've made most of my scripts NPC-compatible but i still need to write most of them :( i haven't made much progress due to a death in my family
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Stace
 
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