on
The Treatment of Diseases
by Amantius Allectus
Tamriel is home to all manner of pestilence. From the slavering forest beasts of Valenwood to the reeking sewers of the Imperial City, infection lurks in wait for the unwary and incautious.
This treatise describes the most prevalent diseases in the Imperial heartland, with epidemiological data gathered from reports of the Legions' healers as well as the writings of chapel healers in all the cities of the Empire. Just as importantly, it describes known techniques for treating and curing these afflictions.
Travellers and healers alike will find this tome a valuable resource in avoiding and treating infection. For those infected already, take heart: your deliverance is at hand!
...
This mod is a SIMPLE disease-enhancement mod. It makes diseases more serious, and also adds a chance to recover from them naturally.
It has the following features:
1. Diseases are easy to cure temporarily, but they linger as infections that can flare up again.
2. Untreated diseases cause attribute damage over time corresponding to the attributes drained by the disease.
3. The only way to permanently defeat an infection is by waiting for your body to eliminate it. Endurance and Resist Disease determine how long this takes, and even temporary boosts to Resist Disease make a difference (so those Resist Disease potions and spells now have a purpose!)
4. Works with all diseases -- even those added by mods.
5. No new items or complicated methods of treating diseases -- runs as a single quest script -- EXTREMELY compatible.
6. PLUGGY NO LONGER REQUIRED AS OF V2
http://tesnexus.com/downloads/file.php?id=34564
=== The Treatment of Diseases ===
version 2
September 11, 2010
by Picador
----
* NOTE: This mod requires OBSE version 0018 or later! See Compatibility, below. *
= Overview =
This mod is a SIMPLE disease-enhancement mod. It makes diseases more serious, and also adds a chance to recover from them naturally.
It has the following features:
1. Diseases are easy to cure temporarily, but they linger as infections that can flare up again.
2. Untreated diseases cause attribute damage over time corresponding to the attributes drained by the disease.
3. The only way to permanently defeat an infection is by waiting for your body to eliminate it. Endurance and Resist Disease determine how long this takes, and even temporary boosts to Resist Disease make a difference (so those Resist Disease potions and spells now have a purpose!)
4. Works with all diseases -- even those added by mods.
5. No new items or complicated methods of treating diseases -- EXTREMELY compatible.
= Mechanics =
The mod works by maintaining three different states for a disease: symptomatic, infected, and defeated.
When a disease is contracted, it is symptomatic: the disease shows up in the PC's spell list and he suffers the associated negative effects. In addition, his attributes degenerate every four hours, based on the Drain effects of each symptomatic disease: if he has a single disease with Drain Agility 5 and Drain Endurance 10, he will suffer 1 point of Agility Damage and 2 points of Endurance Damage every four hours.
Every 24 hours, there is a chance for a symptomatic disease to recede to an asymptomatic infection, or for an asymptomatic infection to be defeated permanently. However, there is also a chance for an asymptomatic infection to return to full symptomatic status.
The "Cure Disease" effect still works -- it eliminates the symptoms of a disease and reduces it to an asymptomatic infection. However, to defeat an inefction, the PC must wait until his body fights it off naturally over time.
The chance of reducing symptoms or defeating an infection -- or conversely, of having an infection flare up into symptoms again -- is based on the PC's Endurance and Disease Resistance scores. Even a temporary boost to Disease Resistance, such as from a potion, will increase the PC's chance to recover after the 24 hour period in which the potion is imbibed.
Thanks to OBSE arrays, the mod can handle an infinite number of diseases at once. It can also handle new diseases added by mods.
The mod adds a single new item to the game: a book by the famous physician Amantius Allectus entitled "The Treatment of Diseases", available for purchase at a very reasonable price at The First Edition in the Imperial City. This is a handy reference for any scientist, doctor or alchemist interested in studying or treating the symptoms and after-effects of diseases and infections.
= Installation / Uninstallation =
Install by placing the file "TheTreatmentofDiseases.esp" in your Oblivion/Data folder and activating it under Data Files in the Oblivion launcher menu.
Uninstall by removing the .esp file. The uninstall should be completely clean.
This mod's folder structure is BAIN-ready.
= Compatibility =
This mod should have few incompatibilities. It adds only a single quest with a single script, which runs once per second. It also adds a single book, which is added to the vendor chest in The First Edition by the quest script.
= Other Suggested/Required Mods =
* This mod REQUIRES Oblivion Script Extender (OBSE) version 0018 or later. You can download OBSE here:
http://obse.silverlock.org/
= Changelog =
v2 (Sep 11, 2010)
* Optimized script loop to eliminate one array and eliminate extra attribute damage checks
* Switched to OBSE arrays - Pluggy no longer required
v1 (Sep 9, 2010)
= Attribution and License Information =
Contact Picador through the Bethesda Forums or by emailing [lucaspicador at gmail dot com].
This mod is in the public domain. Feel free to use this mod and all its contents in any way you like. Some attribution to Picador in your README would be appreciated if you think it's due.
If you want to start your own variant mod using this as a baseline, please name it something different so as to avoid confusion.
Many thanks to all the members of the Oblivion mod community who have generously contributed their time and expertise to aiding, instructing, and inspiring other modders like me.
================
FULL QUEST SCRIPT
================
; configuration variables
short AttributeDamageHours ; num hours between attribute damage
short DiseaseProgressionHours ; num hours in between checks for recovery/relapse
array_var diseaseArray
short doOnce
float fQuestDelayTime
short spellCount
ref curSpell
short i
short j
short AttributeIndex
float DamageTime
float ProgressionTime
short DamageDaysPassed
short ProgressionDaysPassed
long curAttribute
short AttributeDrainValue
long DRATEffectCode
long AttributeDamage
short playerAV
short BestResistance
short CurResistance
short ChanceToRecover
short NumDiseases
begin gamemode
if doOnce == 0
PrintToConsole "TheTreatmentOfDiseases is initializing..."
if GetOBSEVersion < 18
MessageBox "The Treatment of Diseases requires a newer version of OBSE." "OK"
endif
set fQuestDelayTime to 1
; active PC disease list array
let diseaseArray := ar_Construct Array
set DamageTime to GetCurrentTime
set ProgressionTime to GetCurrentTime
set DamageDaysPassed to GameDaysPassed
set ProgressionDaysPassed to GameDaysPassed
set DRATEffectCode to GetMagicEffectCode DRAT
set AttributeDamageHours to 4
set DiseaseProgressionHours to 24
VendorFirstEditionRef.addItem aaTreatmentOfDiseases 1
printToConsole "TheTreatmentOfDiseases initialized"
set doOnce to 1
else
; =========
; check for Disease Resistance for purposes of recovery and relapse
; =========
set CurResistance to (player.GetAV ResistDisease)
if (CurResistance > BestResistance)
set BestResistance to CurResistance
endif
; =========
; loop to detect all active diseases, add them to array
; =========
set spellCount to player.getSpellCount
set i to 0
Label 1 ; begin loop
set curSpell to player.GetNthSpell i
if (GetSpellType curSpell == 1)
; check if disease is already in array
let j := ar_Find curSpell diseaseArray
if (j < 0)
; no such disease in current array
printToConsole "TheTreatmentOfDiseases : Disease added to array"
let j := ar_Size diseaseArray
let diseaseArray[j] := curSpell
endif
endif
set i to (i+1)
if (i < spellCount)
GoTo 1
endif ; end loop
; =========
; perform periodic attribute damage
; =========
if (GameDaysPassed > DamageDaysPassed)
set DamageTime to DamageTime - (24*(GameDaysPassed - DamageDaysPassed))
set DamageDaysPassed to GameDaysPassed
endif
if (GetCurrentTime > (DamageTime + AttributeDamageHours))
set AttributeIndex to 0
Label 3 ; start loop
set AttributeDrainValue to (player.GetTotalAEDiseaseMagnitudeC DRATEffectCode AttributeIndex)
set AttributeDamage to (AttributeDrainValue / 5)
if (AttributeDamage < 0)
set PlayerAV to (player.GetAVC AttributeIndex)
if (PlayerAV < (0-AttributeDamage))
if (player.getav endurance > 1)
player.modav2 Endurance -1
else
player.kill
endif
set AttributeDamage to PlayerAV
endif
player.modavC AttributeIndex AttributeDamage
printToConsole "TheTreatmentOfDiseases: Attribute %.0f damaged by %.0f" DamageTime AttributeIndex AttributeDamage
endif
set AttributeIndex to (AttributeIndex + 1)
if (AttributeIndex < 8)
GoTo 3
endif ; end loop
set DamageTime to (DamageTime + AttributeDamageHours)
endif
; =========
; perform periodic recovery/relapse check
; =========
if (GameDaysPassed > ProgressionDaysPassed)
set ProgressionTime to ProgressionTime - (24*(GameDaysPassed - ProgressionDaysPassed))
set ProgressionDaysPassed to GameDaysPassed
endif
if (GetCurrentTime > (ProgressionTime + DiseaseProgressionHours))
; perform recovery/relapse check for each disease
; loop through array, checking to delete inactive diseases, re-add inactive diseases, cure active diseases
let NumDiseases := (ar_Size diseaseArray)
set i to 0
Label 4 ; begin loop
let curSpell := (diseaseArray[i])
if (player.HasSpell curSpell)
set ChanceToRecover to ((BestResistance + player.getAV Endurance) / 4)
printToConsole "TheTreatmentOfDiseases: Symptomatic - chance to recover %.0f " ProgressionTime ChanceToRecover
if (GetRandomPercent < ChanceToRecover)
player.RemoveSpell curSpell
MessageBox "Your symptoms have begun to recede" "OK"
endif
else
set ChanceToRecover to ((BestResistance + player.getAV Endurance) / 2)
printToConsole "TheTreatmentOfDiseases: NonSymptomatic - chance to recover %.0f " ProgressionTime ChanceToRecover
if (GetRandomPercent < ChanceToRecover)
ar_Erase diseaseArray i
MessageBox "You have defeated your infection" "OK"
else
player.AddSpell curSpell
MessageBox "Your symptoms have returned" "OK"
endif
endif
set i to (i+1)
let NumDiseases := (ar_Size diseaseArray)
if (i < NumDiseases)
GoTo 4
endif ; end loop
set BestResistance to CurResistance
set ProgressionTime to (ProgressionTime + DiseaseProgressionHours)
endif
endif ; end main doOnce condition check
end
=========
BOOK TEXT
=========
on
The Treatment of Diseases
by Amantius Allectus
Tamriel is home to all manner of pestilence. From the slavering forest beasts of Valenwood to the reeking sewers of the Imperial City, infection lurks in wait for the unwary and incautious.
This treatise describes the most prevalent diseases in the Imperial heartland, with epidemiological data gathered from reports of the Legions' healers as well as the writings of chapel healers in all the cities of the Empire. Just as importantly, it describes known techniques for treating and curing these afflictions.
Travellers and healers alike will find this tome a valuable resource in avoiding and treating infection. For those infected already, take heart: your deliverance is at hand!
In general, a disease left untreated will worsen over time. While there are some infections that the body's natural resistance will fight off in a few days, even those can be dangerous to the weak or frail.
As an untreated disease takes hold in the body of its host, it often weakens the body. Once the body's natural vitality has been critically compromised, the disease will advance to a terminal stage. At this point, it is of utmost importance that the patient seek treatment immediately if he wishes to preserve his life.
All diseases can be treated by the application of magic, prayer, or alchemical or herbal remedies. Each of these methods is equally effective in treating illness. Most serious diseases require an extended period of treatment, with a remedy applied once a day or even more often.
As long as a disease is kept under control through treatment, it will not progress, and most will be cured entirely in time. The weakening of the body caused by an untreated disease can also be restored using divine, magical, or alchemical means.
To eliminate the last traces of infection, one must rely on the body's own regenerative and recuperative faculties. A strong constitution is vital to fighting off infection, but the body's natural immunities can be significantly enhanced by certain herbal or alchemical mixtures if they are administered daily. Indeed, certain races, such as the Argonian beastmen, the Redguards, and the Elves, exhibit a natural resistance to disease which is also effective at eliminating infections that have already taken hold.
Chapels of the Divines serve as the primary healing centers throughout Cyrodil. Those who obey the commandments of the Nine may pray at their altars and receive healing and alleviation of their disease symptoms. Daily prayer at an altar of the Nine will, in time, heal almost any sickness.
Chapel healers also teach the magical arts of Restoration. A magician may channel arcane energies through the body in such a way that the immediate symptoms of disease are removed. Regular treatment in this fashion will also, in time, weaken most infections over time until they quit the host body altogether.
Several plants native to Cyrodil have curative properties: Mandrake root is effective in alleviating disease symptoms and, if taken regularly, eradicating infection.
A trained apothecary can also concoct medicinal potions and tonics from a range of ingredients. These too are effective in treating and curing disease.
The lingering weakness caused by a degenerative disease can be corrected by specialized medicines; speak to a trained Alchemist to decide what potion is required for your condition. The second Appendix to this book also contains recipes for treating the degenerative ailments caused by various diseases.
Astral Vapors is magical in origin, generated by the magical energies animating the bodies of Dread Zombies. Communicated through bodily fluids by a bite or a talon, it takes up residence in the victim's bloodstream and alters the flow of magicka through his body and mind. Natural regeneration of magicka is disrupted, and any destructive magics targeting the victim are amplified and echoed by the magicka-sensitive pestilence in the blood.
Astral Vapors must be treated with great caution, or it can result in the patient's degeneration, death, and eventual reanimation as a Dread Zombie himself! It is thus vital that the body of anyone infected fatally with this condition be cremated immediately after death, and in general, the corpse of anyone who dies shortly after an encouter with a zombie should be disposed of in this fashion in the interest of safety.
A patient infected with this condition must first drain his body of all magical energy, through some combination of spellcasting, enchantments, and damaging potions. A standard remedy should then be applied, reducing the severity of the magical feedback caused by the pestilence. As long as the body is kept free of any magical energy for a full day and night, the vapors flowing through the patient's body will consume their magical fuel and burn themselves out, leaving the patient uninfected.
Should the condition remain untreated, however, the progression of the illness is fascinating, if ominous, to behold. The magical vapors gather in strength, gradually replacing the patient's perception of the material plane with visual and auditory stimuli of an astral nature. Eventually, the patient's mind is severed from his body to float freely through the astral plane, while the body goes into a death-like state before rising in a matter of hours as a Dread Zombie.
Ataxia, or dystaxia, is a condition that affects the connection of mind to body, leading to a loss of control over motion of the limbs. It can be contracted from contact with corpses, including zombies, which generate the pestilent forces responsible for the condition.
Ataxia is a progressive disease, weakening the strength of the limbs over several days until a terminal stage is reached. The terminal stage is characterized by near-paralysis.
Treat the infection with repeated application of curative remedies. Do not let the disease advance to its terminal phase, or the entire course of treatment will have to be restarted from the beginning.
Usually contracted from handling corpses or zombies in an advanced state of decay, this serious condition is caused by necrotic bodies that work their way through the bloodstream and lodge in the heart. The organ then begins to rot and necrotize, causing weakness and a loss of vitality.
The patient's condition can deteriorate very quickly, as the heart decays and sends deadly toxins throughout the body. The body's natural vitality can be overcome in a matter of hours if the infection is untreated, leading to death as the heart rots away inside the chest.
Fortunately, the course of the disease is as rapid as the degeneration it causes. If treated with a standard remedy every day, the heart will usully repel the necrotic toxins in three days. The strong of heart may even be able to overcome the infection without treatment, especially if fortifying agents such as Bergamot or Garlic are consumed to boost the body's natural vitality. And indeed, any lingering sickliness caused by the disease's progress may be cured through herbs or through other magical or divine methods.
Inflammation of the lungs, resulting in shortness of breath and painful coughing, often generative of bloody phlegm. Usually contracted by contact with filth, or the saliva of creatures who subsist in such filth, such as sewer rats.
In time, this infection weakens the constitution and can rapidly degenerate to a terminal stage if untreated.
Pain in the limbs and joints, caused by muscular infection. Usually contracted from contact with the feces of others who are infected, or from the saliva of sewer-dwelling creatures.
This infection weakens the body over time. Eventually the sufferer will collapse from stiffness and pain, at which point the terminal stage has been reached and death may soon follow.
Despite the name, this condition is caused by a buildup of toxic humours in the bloodstream, leading to lethargy and weakness that some mistake for mental degeneration. It is common in cities and carried by rats and other vermin.
This disease results in painful skin and gum lesions of a dark brown color. The sufferer experiences pain and weakness, tooth loss, highly visible skin lesions, and an unpleasant odor of decay generated by the mouth and skin.
Contracted from corpses, including zombies. Even after treatment, it often leaves the sufferer with weakness in the limbs, missing teeth, and visible discoloration and deformation of the skin.
A serious affliction of the vital humours that results in tremors and eventually a complete loss of control over the limbs. Carried by wild animals, such as wild boars, as well as occasionally by corpses.
Should be treated immediately before the victim loses the ability to walk or to grasp objects.
Caused by any of a number of necrotic humours communicated by reanimated corpses, "the chills" as it is commonly called is actually a hybrid magical/natural condition that infects the intellect as well as the body of the sufferer.
The disease leads to extremely rapid degeneration into insanity and catatonia if left untreated.
Like the Chills, the condition known as the Collywobbles originates in the nectoric humours of reanimated corpses and results in supernaturally rapid degeneration when introduced into the human body. It quickly destroys the body's strength, vitality, and mobility, turning a healthy man into an invalid in a matter of hours.
It is one of the most deadly diseases in Tamriel and should be treated immediately with curative and strengthening agents or charms.
Parasites burrow into the muscles, resulting in lethargy in the limbs. Contracted from wild ruminants, such as deer, or from rotted carcasses.
A common agricultural illness among sheep and other livestock, "the Droops" is a saliva-borne disease resulting in tremors and the loss of fine control over the fingers and other extremeties.
A muscular condition that results in weakness and slight fatigue. Carried by rats.
Can exist for some time unnoticed, but sometimes degenerates further.
A water-borne mold resulting in an extremely itchy and unsightly green skin rash that rapidly spreads over the sufferer's body. Carried by aquatic scavengers such as slaughterfish, and may be found in human corpses.
Not extremely dangerous to life, but should be treated immediately to prevent permanent disfiguration.
Causes stiffness and pain in the joints, eventually leading to immobility. Carried by wild predators, especially wolves, as well as by human corpses.
The most fascinating and unique of all infectious conditions existing in the present day in Tamriel. For a full treatment of the subject, see my forthcoming four-volume treatise on hemophilic afflictions.
Like the Chills and the Collywobbles, the Rattles is a supernatural disease generated by the unholy energies flowing through certain reanimated corpses. It afflicts the will, leaving the victim unable to assert himself in mind or body and eventually leading to a perpetual fugue state.
It should be aggressively treated to prevent its rapid regenerative effects.
This parasite inflames the victim's nerve fibers, leading to weakness and irritability. Carried by scavengers, such as rats.
A buildup of necrotic tissue inflames and immobilizes the joints. Ccontracted from rotted corpses.
The course of the disease is aggressive, and it should be treated immediately.
A blood infection carried by corpses. Blood sores erupt on the victim's skin, drying to a rust color. Movement is painful, and the sores are unsightly, sometimes even bleeding through clothing.
Yet another necrotic condition carried by certain zombies. This magical infection infects the mind of the victim, leading to rapid dementia. Sufferers often develop severe delusions and exhibit erratic and bizarre behavior.
"The Shakes", or tremors, are symptomatic of a number of minor infections carried by rats and other scavengers and dwellers in filth. While initially minor in their symptoms, many of these infections can be life-threatening if left untreated.
One of the most devastating illnesses known in Tamriel, Swamp Fever claimed many lives during the Cyrodilic colonization of Black Marsh. It originates among the bottom feeding crustaceans of that region, such as mudcrabs, and may also be found infecting certain reanimated corpses that wander those swamps.
The disease quickly weakens its host and leads to a delirious, painful death. It should be treated very aggressively.
Withering illnesses are usually caused by large parasitic worms that attach to the victim's digestive tract and begin to feed, not only on the victim's food, but on his very body. The eggs of these worms can find their way to a new host through bites or through contact with corpses or feces. Large cats are notorious for harbouring the worms that give rise to Withering diseases.
Thhese parasites are extremely dangerous, and can devour a man from the inside in a matter of days. They should be treated with utmost haste.
An infection of the mind, leading to bizarre behavior. Communicated by the bites of dogs and by corpses, including zombies.
Often attributed to simple eccentricity, especially when contracted by dog-owners.
A slow poisoning of the brain, leading to memory loss and, in time, severe damage to the intellectual faculties. Carried by rats and other vermin.
This insect parasite attaches to its host and injects a potent toxin into its blood, leading to a rapid weakening and lethargy in the limbs and organs. Bears frequently carry these ticks, although the insects are also known to occasionally feed on human corpses as well.
While one might hope that such information would be unnecessary in this enlightened age, I feel it is my duty to dispel any superstitious notions surrounding the nature of disease that may still linger in the more barbarous backwaters of the Empire.
Despite the ludicrous protestations of the Khajiit people of Elsweyr, diseases are not caused by malicious spirits. Claims by their tribal shamans to have done battle with these spirits in the course of their primitive exorcisms are surely nothing more than cheap theatrics to impress their simple-minded fellows, with the real cure being effected through some combination of magical spells and the consumption by the patient of ceremonial herbal concoctions.
Claims by the reptilian beastmen native to Black Marsh that they can cure Vampirism through symbiosis with the mysterious Hist that forms the basis of their religion are completely unfounded, and should be disregarded by any serious reader lest he be taken in by rogues and relieved of his gold in search of some miracle cure.
While magi and clergy may prescribe mystical rites or regular prayer for the treatment of illness, this volume is primarily concerned with natural and alchemical methodsof treatment and cure. Several formulae for treating diseases and their effects follow.
The treatment of immediate symptoms is always the first priority in speeding recovery. Any disease may be treated initially with the application of ground Mandrake Root in a compress to the forehead or affected area, thus drawing away the surface humours causing the symptoms. Some old wives say that a steaming hot casserole of potatoes, vegetables and beef is the best cure for disease, there is no evidence that the tubers and other plants employed in such culinary creations have sufficient curative properties to truly accomplish the feat.
After immediate symptoms have been relieved, the body's natural resilience should be buttressed with strengthening agents. A tincture of Bergamot mixed with crushed garlic is effective at supplementing the body's ability to throw off lingering infection.
Even after a disease has been fully eliminated, however, the degenerative effects of an untreated illness may remain upon the body and spirit. Depending on the damage caused by the disease, different agents may be used to restore function and health to the sufferer.
The lingering weakness in the limbs resulting from degenerative weakening diseases like Brown Rot or Swamp Fever can be cured by the ingestion of Peony seeds, or by a concentrated mixture of the root of the Monkshood plant and the white seed pods gathered from Goldenrod.
Diseases that weaken the blood and organs should be treated immediately with fortifying ingredients and potions, lest this weakness accelerate the spread of the disease itself. Boiled crab meat is a traditional remedy that works well in my experience, but alchemists also sell a vert efficacious salve made from Tiger Lily Nectar and the yellow caps of Cinnabar Polyspore mushrooms.
Tremors can be gradually diminished by the ingestion of the Fly Amanita mushroom that grows so promiscuously in our own Imperial City.
Lethargy and immobility are difficult to cure completely. The leaf of the Ginkgo tree, especially when boiled with fronds from the Somnalius plant, is one of the few known remedies for this type of damage.
Mental degeneration presents a difficult problem for restoration of diminished faculties. The mind can be expanded by chewing the Clouded Funnel mushrooms that grow in the northern mountains, or by sniffing the pollen of the Alkanet flower - some alchemists even make a mixture of Clouded Funnel Cap and common Corn to sharpen the mind after an illness.
The depressed spirit resulting from a weakened will can be reinvigorated by wearing a laurel of Primrose leaves, or by smoking the Tinder Polyspore mushroom cap in a pipe. The body parts of certain exotic beasts are also well known for their invigorating and aphrodisiacal properties, such as the horn of a Minotaur.
Finally, many topical skin treatments for treating the disfiguring effects of poxes are well-known to ladies and dandies across the Empire. A cream made from ground Columbine Root is perhaps the best known cure for skin discoloration, and Lavender is a common remedy for ill odours caused by the body's putrescence.