[Rel] Vector

Post » Tue May 17, 2011 5:10 am

What luck! I recently http://www.gamesas.com/bgsforums/index.php?showtopic=1040839 to take care of that very problem.

As for vectors... what about searching the body of an infected person? Just because they're dead doesn't mean they're no longer diseased. Course, I'm not sure if that's possible to do, but it's an idea...
Disease Cure pots - With UDP turned on, each use of a cure disease potion/spell reduces disease stage by 1 until it cures the disease completely. Disease-specific behaviour will be rather incomplete when it comes to custom diseases.

Hello Shademe, how long will it take to the next release? I'm realy looking forward to it.
I was actually hoping to finish up and release it before Oct., but that seems unlikely now.

I've updated the 2nd post with details about version 0.2.
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Claire Vaux
 
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Post » Tue May 17, 2011 6:14 am

Time to return the favor for the many times you poked me for progress. :poke: :hehe: And ofcourse to inform you I like where this is going. I always hated the vanilla diseases and how they were transfered. That in combination with their weak potency made racial abilities like Resist Disease worthless. :shrug: The only disease I really fear is Porphyric Hemophilia and that's mostly because I often forget to check for it, resulting in a suprise the next time I sleep. :P

P.S. Right now you don't overhaul the actual diseases, correct? Are there plans in that direction? Or did I miss a large portion of this thread and you are already altering the diseases themselves?

-kyoma
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Natalie Taylor
 
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Post » Tue May 17, 2011 1:55 am

Time to return the favor for the many times you poked me for progress. :poke: :hehe:
No problem as long as you keep bumping this thread :P

P.S. Right now you don't overhaul the actual diseases, correct? Are there plans in that direction? Or did I miss a large portion of this thread and you are already altering the diseases themselves?
Correct. Not as such; It's a finicky business. Best left to someone else. But that's pops up a question : Do modified records of vanilla diseases use the vanilla formIDs in game or the modifying mod's ? If it's the latter ( which i think it is ), the mod should also add the identifier string to the names of the diseases. To clarify, UDP's disease stages are basically pumped-up versions of the diseases. Each stage has a configurable multiplier, used with a base that is the magnitude of the stage 0 version.
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Angel Torres
 
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Post » Tue May 17, 2011 2:38 pm

How about using this as a vampirism transmission engine for a vampire mod?
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Charlie Ramsden
 
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Post » Tue May 17, 2011 8:27 am

How about using this as a vampirism transmission engine for a vampire mod?
Most of the leg work is done by user functions. Hence, it's quite portable. It shouldn't be too hard to adapt those for another mod.
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leni
 
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Post » Tue May 17, 2011 5:44 am

Progress has been good so far [http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1017467&view=findpost&p=14720692]. Any last feature requests should go out now.
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Milad Hajipour
 
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Post » Tue May 17, 2011 3:54 am

I suppose Vector shouldn't include any non-stock material in it... but have you ever thought about putting in a "dizzy" animation? One good example is the Khajiit woman standing outside the gate to the Shivering Isles, but it's only a very minor addition anyway. Also, what about cave diseases? Things like bugs should be crawling through caves, dirtying them up. Finally since drinking multiple cure disease potions/casting cure disease spells sounds too easy of a cure, how about restricting cure disease potions to only being fully effective if store bought (the single effect stock potion), and making player-created cure disease potions simple treat the disease temporarily? Another solution would be making it so the player must drink a cure disease potion then sleep in a bed to be cured? It's easy to work out for a player, but I imagine the universal disease transfer system would make it difficult to make NPCs sleep when sick (provided they even sleep).
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gandalf
 
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Post » Tue May 17, 2011 8:41 am

i had a thought on cure disease potions :P

A.) none are guaranteed. The worst potion only have 10% chance of working where the best of the best may have like a 60% chance

and/or

B.) one potion wont do it. you gotta take a potion every day for a week to be cured
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Ernesto Salinas
 
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Post » Tue May 17, 2011 12:47 am

Will you people stop making mods so I can actually PLAY the darn game?? :banghead:
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BRAD MONTGOMERY
 
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Post » Tue May 17, 2011 2:38 am

I suppose Vector shouldn't include any non-stock material in it... but have you ever thought about putting in a "dizzy" animation? One good example is the Khajiit woman standing outside the gate to the Shivering Isles, but it's only a very minor addition anyway. Also, what about cave diseases? Things like bugs should be crawling through caves, dirtying them up. Finally since drinking multiple cure disease potions/casting cure disease spells sounds too easy of a cure, how about restricting cure disease potions to only being fully effective if store bought (the single effect stock potion), and making player-created cure disease potions simple treat the disease temporarily? Another solution would be making it so the player must drink a cure disease potion then sleep in a bed to be cured? It's easy to work out for a player, but I imagine the universal disease transfer system would make it difficult to make NPCs sleep when sick (provided they even sleep).

. The animation seems like a fair idea. We'll see. But rest assured, there are quite a few symptoms to cope with already. Here's a (short) list : Sick noises, off-looking skin tone, sweating, low energy, fatigue, fainting and hallucinations. The player gets a more graphical symptom, if you've got OBGE.
. Cave diseases - Implemented. Read Nasty Cells. Wander around in certain cell types will get you ill. NPCs spawing in such cells can spawn with an extra disease.
. Using a stock potion - Hmm ... sounds fine, for the player atleast. Here's my take - Use stock potions/spells to cure diseases. Player created, mod-added pots/spells reduce disease symptoms only.


i had a thought on cure disease potions :P

A.) none are guaranteed. The worst potion only have 10% chance of working where the best of the best may have like a 60% chance

and/or

B.) one potion wont do it. you gotta take a potion every day for a week to be cured
Sounds good.
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Del Arte
 
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Post » Tue May 17, 2011 11:37 am

Thanks for your consideration! The mod looks like it's evolving from a simple Vector system to Oblivion's latest mod plague! Okay, so my puns are absolutely terrible, but I'd be happy to support the mod, and it'd be awesome to have released hopefully before the December holidays. :D Also, I like your suggestion on implementing the disease pot functions for player-created medicines, I must've forgotten about those when I mentioned the silly timer idea. :embarrass: You will still allow NPCs to take the mod added meds for safety though, right?
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Fluffer
 
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Post » Tue May 17, 2011 12:06 am

Thanks for your consideration! The mod looks like it's evolving from a simple Vector system to Oblivion's latest mod plague! Okay, so my puns are absolutely terrible, but I'd be happy to support the mod, and it'd be awesome to have released hopefully before the December holidays. :D
I plan to. I'd worry but thankfully, this isn't a military operation :P

btw, I'd like to know if anyone would want to test Vector. I'm almost done with most of the mechanics, so can get out a beta soon.

You will still allow NPCs to take the mod added meds for safety though, right?
Yup.
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Naazhe Perezz
 
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Post » Tue May 17, 2011 3:32 pm

btw, I'd like to know if anyone would want to test Vector. I'm almost done with most of the mechanics, so can get out a beta soon.


I'd test it in my time. I may not have much time to play, but I can dedicate a save to the mod and attempt to find glitches and playtest the disease transfers. I suggest you place your beta on the Vector download page and attach a warning to it to alert downloaders of its potential instability. The observations of many is more than enough compared to the observations of one.
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Steven Hardman
 
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Post » Tue May 17, 2011 1:36 pm

I'd test it in my time. I may not have much time to play, but I can dedicate a save to the mod and attempt to find glitches and playtest the disease transfers. I suggest you place your beta on the Vector download page and attach a warning to it to alert downloaders of its potential instability. The observations of many is more than enough compared to the observations of one.
Well, that's the issue. I intend to keep this beta closed. In any case, I'll send you the archive once it's ready. Thanks !
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Matthew Aaron Evans
 
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Post » Tue May 17, 2011 8:23 am

In version .2 actors are supposed to drink potions and cast spells to heal themselves. Will they actively seek out healing in any way, or just do it if they can?

Suggestion: Sick actors should sleep more and/or stay home.

Suggestion 2: Healers and mages who can do so should probably cure sick actors.
There might be conditions on this, disposition (do actors have disposition toward one another?), guild membership or be done for a price.
I just can't help but think that most "good" people, if empowered to banish illness with a wave of their hand, would offer to do so for a sick person they see on the street.
Or at minimum would do so if asked.
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Tamara Dost
 
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Post » Tue May 17, 2011 5:36 am

In version .2 actors are supposed to drink potions and cast spells to heal themselves. Will they actively seek out healing in any way, or just do it if they can?
I haven't scripted it explicitly. But I could add a script package to visit the nearest chapel. It's not guaranteed to work though.

Suggestion: Sick actors should sleep more and/or stay home.

Suggestion 2: Healers and mages who can do so should probably cure sick actors.
There might be conditions on this, disposition (do actors have disposition toward one another?), guild membership or be done for a price.
I just can't help but think that most "good" people, if empowered to banish illness with a wave of their hand, would offer to do so for a sick person they see on the street.
Or at minimum would do so if asked.
Will need messing around with the base editor packages ( which I'm unsure about ). Will probably work fine for unique NPCs as they have a unique sleep package to go. But will still wreak havok with the schedules.
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Cathrin Hummel
 
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Post » Tue May 17, 2011 2:40 am

In version .2 actors are supposed to drink potions and cast spells to heal themselves. Will they actively seek out healing in any way, or just do it if they can?

Suggestion: Sick actors should sleep more and/or stay home.

Suggestion 2: Healers and mages who can do so should probably cure sick actors.
There might be conditions on this, disposition (do actors have disposition toward one another?), guild membership or be done for a price.
I just can't help but think that most "good" people, if empowered to banish illness with a wave of their hand, would offer to do so for a sick person they see on the street.
Or at minimum would do so if asked.


Some NPCs just don't sleep--especially quest-specific ones. Besides messing with quests and tampering with their schedules to potentially break them, it could exploit quests and cause general mayhem. For example, if a travelling NPC is suppossed to go to a town and gets infected on the way, it may turn back to go to the chapel. Also, an NPC who's suppossed to be hiding in a cave may get diseased, come out for healing, and become an easy target. Immersion is great, but Oblivion's engine isn't that powerful.
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Mistress trades Melissa
 
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Post » Tue May 17, 2011 5:17 am

Idea - suggestion

Would be neat to see visual clues of disease on the characters body or face.

Like Vampire can change a face or maybe a shader that isn't so sparkly - like really subtle grain effect. Or Djangos unique features.

Would be cool seeing your character degenerate.

Then maybe diseases that have some beneficial effect at first that slowly dies out as the disease progresses. Kind of like ouch a disease, but hey a power - wonder how long I can go like this.

great roleplay for necromancer evil libertines.
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Tai Scott
 
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Post » Tue May 17, 2011 10:53 am

Nice mod. For the other NPCs sake I'm glad this is for Oblivion and not Morrowind. Spreading corprus would've been bad. :P
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Phillip Hamilton
 
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Post » Tue May 17, 2011 8:29 am

Idea - suggestion

Would be neat to see visual clues of disease on the characters body or face.

Like Vampire can change a face or maybe a shader that isn't so sparkly - like really subtle grain effect. Or Djangos unique features.

Would be cool seeing your character degenerate.

Then maybe diseases that have some beneficial effect at first that slowly dies out as the disease progresses. Kind of like ouch a disease, but hey a power - wonder how long I can go like this.
http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1017467&view=findpost&p=15311649
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Phoenix Draven
 
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Post » Tue May 17, 2011 12:11 pm

Some screenshots of the new OBGE shader that Vector will use, as a disease symptom - http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-23-60.jpg-http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0516-14-39-49.jpg | http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0515-59-48-30.jpg-http://i659.photobucket.com/albums/uu320/shademe/Oblivion2009-12-0515-59-44-29.jpg

The differences should be more apparent ( and more annoying ) when seen ingame. Gets worse with disease progression.
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Averielle Garcia
 
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Post » Tue May 17, 2011 11:03 am

Cool, looking good! I'll have to add this to my list of mods that I will download when I have finished my own! :P
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Lucy
 
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Post » Tue May 17, 2011 2:26 am

I actually really like the after effect. makes the world seem more deary and dark fanstay as opposed to the high fantasy look.
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Everardo Montano
 
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Post » Tue May 17, 2011 8:47 am

Ergh... Shade, I want that water shader! Please?
I'm not much into presenting zombies with Syphilis but that water... wannaaaaaa!
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Richard Thompson
 
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Post » Tue May 17, 2011 10:47 am

funny how it reflects a bridge that is no longer there :lol:

I don't think he's using any particular water shader though, it looks like Enhanced Water HDMI + Water Reflection Blur + additional water reflections activated in the .ini

edit: actually he's probably using natural water, since it looks very transparent
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maddison
 
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