[Rel] Vector

Post » Tue May 17, 2011 3:47 am

I dislike working with a bugged dialog editor.


How do the healers actually cure diseases? Not through dialogue?
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Nany Smith
 
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Post » Tue May 17, 2011 4:31 am

Just an idea. :)

Any plans for new books?
I was (mostly) joking :P

Dunno. Books on cures -> Different cures or each disease -> Too much work. I wouldn't mind adding one on the diseases themselves, but that would serve little purpose without cures. Still, I'm willing to do it if someone volunteers to do the legwork ( writing the book ).

Thoughts on the malady market ? I plan to add items to Shady Sam and the DB Khajitt that will let you induce diseases. However, I'm mostly iffy on how I'm going to do it.

How do the healers actually cure diseases? Not through dialogue?
Through dialog. I was referring to the extra work Rowan's suggestion would require in that post.
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Isabella X
 
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Post » Tue May 17, 2011 11:21 am

Well, good luck with this shadeMe. It's a much needed mod, and I'm sure the update will be great.
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Margarita Diaz
 
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Post » Tue May 17, 2011 1:19 pm

I'm glad someone is making a mod like this. Brings more realism to Oblivion. Can't wait.
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Casey
 
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Post » Tue May 17, 2011 7:51 am

Great news ! Vector 0.2 has been finalized and moved into the beta phase. Those that opted to test it will be receiving a link to the latest build shortly. Initial feedback has been encouraging, at the very least - With the exception of an issue or two, the mod seems to be quite stable.

The only thing, besides testing, that remains is OBSE 18's final release. Thankfully, that should fix the only (major)bug the mod is currently afflicted with. Vector 0.2 will probably remain in beta until v18's release. Anyone interested in testing can PM me.

Here's the feature list from the readMe :

Vector is a unified infection engine that replaces the vanilla disease transfer engine. It seamlessly integrates the player, NPCs and creatures into the game as disease vectors, creating a full-fledged disease ecosystem. The salient features list out as follows:
  • Multiple infection vectors ? Diseases can be transferred in a multitude number of ways. The unified engine removes the dependency on the source and target actor types, making most vectors available to all actors.
    • Melee Combat ? The most common infection vector, available to every actor. Similar to the vanilla method of infection, but with weapon effectiveness taken into consideration.
    • Bartering goods ? Participants in a barter transaction can spread their diseases through contaminated consumables.
    • Failed pickpocket attempts ? Chances of scratching yourself while trying to pocket contaminated goods.
    • Feeding as a vampire ? Vampires have a chance of infecting the wound with any disease they have while feeding.
    • Close Contact ? Spend too much time talking with an infected character and end up becoming sick.
    • Rummaging through corpses ? Essentially gives one second thoughts about pilfering goods from a festering corpse.
    • Sleeping in dirty beds ? Gives a reason not to compromise on hygiene when it comes to spending a night in an inn.
    • Poisoning weapons ? Smear your blade with some infected blood and slash your foe ! Increases the chance of causing an infection.
    • Lurking in unhygienic places ? Skirmishing in nasty places like sewers and caves can get one sick to the boot.
    • Airborne infections ? Always use a hanky to cover your nose while sneezing or coughing. If not, you may risk dispersing pathogens into your immediate surroundings !

  • Universal Disease Progression ? A full-fledged, customizable disease progression system with upto 3 stages of progression.
  • Immersive symptoms ? Over 6 physical symptoms; tied to progression stages. The player also gets visual symptoms when using OBGE.
  • Multiple diseases on actors ? Actors can have more than one disease at a time, each of which function independently.
  • Dynamic disease resistances ? Actors can and will develop resistances to frequently caught infections.
  • Integration with the UI ? Get multiple notifications on a successful disease transfer.
  • Improved pathology ? Allows both contagious and non-contagious diseases.
  • Overhauled disease cures ? Cure disease potions/spells are no longer a cheap commodity. Neither are they all-powerful. Working with UDP, one would need multiple cure disease potions/spell effects to get a complete cure. Each usage reduces disease stage by a single level. Optional hardcoe features that limit the curative effect even further. Chapel altars are no longer cure diseases - Priests do that job now, for a fee.
  • Improved actor AI ? Actors are imbued with a sense of self-preservation. For starters, they will seek to cure themselves when diseased and will try to avoid those that are. Additionally, guards will euthanize those that are highly contagious.
  • New diseases ? Diseases from Morrowind and Daggerfall now prevalent in Cyrodill.
  • A malady market ? Nefarious characters can now adopt new strategies! The player may purchase diseases from shady characters.
  • Compatibility ? Fully compatible with 3rd party mods that add usable diseases.

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roxanna matoorah
 
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Post » Tue May 17, 2011 12:38 am

Looking forward to this!!!
One question though, will the new release make diseases more deadly as well instead of the usual 'I will get a cure once I see one' vanilla way.
Pestilant Afflictions is a mod which does this, but unfortunately, you catch a disease from every creature you fight...
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Damien Mulvenna
 
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Post » Tue May 17, 2011 5:46 am

Looking forward to this!!!
One question though, will the new release make diseases more deadly as well instead of the usual 'I will get a cure once I see one' vanilla way.
Pestilant Afflictions is a mod which does this, but unfortunately, you catch a disease from every creature you fight...

With Vector, you can catch diseases just as often, and less frequently as an argonian or such. They will also get deadlier each day, and worsen in magnitude (but this is configurable, along with many other options). You can no longer cast a bunch of cure disease spells and drink potions, and the chapel altar won't heal your diseases anymore. You'll have to pay a priest to heal you, and you can only get healed as much as their skill in restoration allows (cost is configurable). You can get diseases from being attacked by creatures, talking to peasants, buying from infected merchants, or even just walking in a sewer. Depending on the magnitude of your pestilences, you will cough, clutch your tummy, and maybe even faint for a moment (fully configurable). If your disease stages rise high enough to get attention from the legion, the guards will warn you to get cured or be killed (don't worry, this is configurable).

There are many, many things I haven't mentioned, but the answer to your question is yes. Your diseases will be deadlier, easier to recieve, harder to get rid of, and spread amongst the masses like wildfire. Are you ready to get sick? :yuck:
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Sara Lee
 
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Post » Tue May 17, 2011 12:18 pm

the new beta sounds fantastic :D
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sarah simon-rogaume
 
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Post » Tue May 17, 2011 12:58 am

Do people in this mod happen to have immune systems? o.o
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neil slattery
 
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Post » Tue May 17, 2011 10:49 am

Do people in this mod happen to have immune systems? o.o

Yes, all Resist Disease, Weakness to Disease, and related have been taken into consideration and placed into Vector's equations. Even better, this mod has new functions which allow both player and NPC to gradually build immunity to diseases they've had before. So yes, there is a functional immune system for the player and all NPCs--so long as they live long enough. :evil:
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Verity Hurding
 
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Post » Tue May 17, 2011 5:56 am

Can their natural immune system fight a disease off that they catch?

I caught the swine flu. It kicked my ass. Gradually, my immune system fought it off though, and now I'm better.
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Tamara Primo
 
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Post » Tue May 17, 2011 8:41 am

Can their natural immune system fight a disease off that they catch?

I caught the swine flu. It kicked my ass. Gradually, my immune system fought it off though, and now I'm better.


No. A way to replicate this in the game would be to shorten the amount of time an actor (or the player) has the disease based on Resist Disease and acquired immunities. In order to be efficient and keep from being messy, the mod checks disease every 24 hour period for each disease, regardless of what it is, severity, resistances, etc. That's how it is in Vector v0.2 so far anyway. ShadeMe's the main coder, so any suggestions for the mod go to him.

Also, I'm sorry for your ill experiences. Not our mod's fault though. We are responsible for your in-game ills however. :hehe:
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Sara Lee
 
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Post » Mon May 16, 2011 11:49 pm

I really am enjoying 10Cent's replies :D It's nice to see someone else doing the talking, for a change.

No. A way to replicate this in the game would be to shorten the amount of time an actor (or the player) has the disease based on Resist Disease and acquired immunities. In order to be efficient and keep from being messy, the mod checks disease every 24 hour period for each disease, regardless of what it is, severity, resistances, etc. That's how it is in Vector v0.2 so far anyway. ShadeMe's the main coder, so any suggestions for the mod go to him.
The current immunity mechanism does its checking when an actor contracts a new disease. If he/she/it resists it, the disease is dispelled immediately. I could replace that with a function that at a trickle rate to acquired immunity. Thoughts ?
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Marion Geneste
 
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Post » Tue May 17, 2011 1:44 am

I really am enjoying 10Cent's replies :D It's nice to see someone else doing the talking, for a change.

The current immunity mechanism does its checking when an actor contracts a new disease. If he/she/it resists it, the disease is dispelled immediately. I could replace that with a function that at a trickle rate to acquired immunity. Thoughts ?

Thanks for the complement! As for the new function, it would be interesting. It may complicate situations by giving the player a disease when they normally would resist it, but since it would be affected in magnitude or duration (both?), it probably won't be as severe. It's worth a shot, since argonians have a hefty resistance, and vampires are quite content trudging through sewers getting nipped by rodents and such. This will certainly allow more participation from them. On the downside, NPC implementation seems orderly now with the configurable automatic wellness time, and implementing a time-based function would shake things up. Best introduce another multiplier for magnitude--after all, the heterozygote advantage of sickle cell anemia doesn't stop the moment the person in question contracts malaria; rather, it speeds recovery! :nerd:
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OJY
 
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Post » Tue May 17, 2011 11:49 am

Loving this as always.

question.

will there be immunities/ greater/lesser disease effects on the different vanilla races?
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neil slattery
 
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Post » Tue May 17, 2011 2:28 am

will there be immunities/ greater/lesser disease effects on the different vanilla races?
Nope. The mod's implementation doesn't allow such a segregation.
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Cash n Class
 
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Post » Tue May 17, 2011 4:24 am

I'm liking what I see, except for one minor detail: Why don't chapel altars heal diseases? It's divine energy - it should immediately cure any and all afflictions you've got. Don't forget that you can't use them if your infamy is too high - villain PCs will have to rely on healers anyway.
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Tracy Byworth
 
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Post » Tue May 17, 2011 6:42 am

I'm liking what I see, except for one minor detail: Why don't chapel altars heal diseases? It's divine energy - it should immediately cure any and all afflictions you've got. Don't forget that you can't use them if your infamy is too high - villain PCs will have to rely on healers anyway.
Well, that's mostly because that way of curing diseases seemed a bit too easy.
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Amy Gibson
 
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Post » Tue May 17, 2011 6:46 am

Well, that's mostly because that way of curing diseases seemed a bit too easy.

Agreed. It defeats all purposes of a disease engine if they could all be cured by walking through a door and activating an altar to get rid of diseases accumulated through hours of wreckless dungeon rushing. Then you could just go from chapel to chapel repeatedly to cure all your ailment after each altar used. By the time you've caught a disease for your 30th time that day and gone to an altar to heal all of your conditions yet again, all the altars will respawn. This too soft, nothing like those classic RPGs of yesteryear.

This mod aims to make the world of Oblivion much darker, similar to the Middle Ages in Europe. Now instead of chugging those magical bottles in your inventory or running to the chapels like a kid with a scraqed knee crying for their mother, you'll actually need to suffer for hours and regret sleeping in the sewer next to that dead vampire or getting bitten by that rat. When you play Vector v0.2, misery will be everywhere while solutions will be almost nil. This mod isn't for the weak.

Okay, it could be if you tweak the INI values to make things easier, but this should only be for the teething young of the gaming community. Trust me, the mod will be more fun even though it's definitely more difficult. It's currently being debugged in beta though, so hold tight.
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Alycia Leann grace
 
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Post » Tue May 17, 2011 10:18 am

Can't wait for version 2 of this mod! Can you explain the new visual symptoms? I'm excited to see this in action.

I did have version 1 installed as well as OBGE, but I ran into a problem. My character contracted "Helljoint" from a monster, but I couldn't find that listed in any effects in my magic menus, and my character didn't really look worse at all. I waited for 3 in game hours, and I still didn't see any visual effects- and then my game crashed about 10 seconds later. Do you know what I did wrong, and was this just the game crashing for some other reason?


EDIT: Just thought of this: could it be a compatibility issue with Realistic Health? I have that one installed with OBGE, and alongside Vector. Realistic Health does add visual effects already... so could Vector be conflicting?
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Timara White
 
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Post » Tue May 17, 2011 2:43 pm

I posted a couple of screenshots sometime ago - I believe they are in page 7. I'd like to clarify one thing : Vector 0.1 does nothing but allow diseases to transfer both ways. No extras. Most of the features, including the visual symptoms, of 0.2 are new.

As for your bug, I'm not sure. Install ConScribe and see if you can reproduce the bug. If you can, post the console log here.

Vector's visual symptoms won't conflict with Realistic Health's per se. There may however be unintended visual effects. You might want to disable RH's shader in the mod's INI file.
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Oyuki Manson Lavey
 
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Post » Tue May 17, 2011 9:04 am

Ah- I actually remember seeing those and commenting on them. Guess I forgot at the time.

Thanks for clarifying that, I was a bit confused. Sorry about that. I'll see what I can do about the bug, but I'm not a very experienced bugtester of any sort. This is entirely new ground for me.

When are you expecting to release o.2? Or is that a dumb question to ask?
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Janette Segura
 
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Post » Tue May 17, 2011 7:26 am

Ah- I actually remember seeing those and commenting on them. Guess I forgot at the time.

Thanks for clarifying that, I was a bit confused. Sorry about that. I'll see what I can do about the bug, but I'm not a very experienced bugtester of any sort. This is entirely new ground for me.

When are you expecting to release o.2? Or is that a dumb question to ask?

It's still in testing. The moment the last features get added on and Vector v0.2 is fully tested for bugs, it will be released. As for the features present in v0.2, check the first page where shadeMe puts down all the features. The mod is being tested on both an empty installation and one with 200+ plugins running simultaneously.

Can't wait for version 2 of this mod! Can you explain the new visual symptoms? I'm excited to see this in action.

EDIT: Just thought of this: could it be a compatibility issue with Realistic Health? I have that one installed with OBGE, and alongside Vector. Realistic Health does add visual effects already... so could Vector be conflicting?


Vector v0.2 shouldn't conflict with Realistic Health in terms of OBGE shaders, but with both mods applying shaders at once, your screen could get very cluttered very quickly. The new release of Vector has a togglable INI value which allows users to turn off the effects if it gets problematic. Though obvious, you'll definitely suffer disease-related penalties more often while using Realistic Health since you'll catch more diseases more often.

Update: I playtested the Realistic series to come to a conclusion: v0.2 release of Vector is fully compatible, but very much not recommended for the stock settings in Realistic Health and Realistic Fatigue. Your fatigue values will get drained frequently with the new diseases, so you should decrease fatigue related penalties for both mods. As for disease handling in Realistic Health, it was made with the assumption that you'd rarely get a disease, which means it was never intended to be used with full effect when accompanied with mods like Vector. Realistic Health's disease handling also doesn't show on NPCs, so your character will soon be on the floor while all the hostile NPCs are wailing on you with weapons. I recommend setting Realistic Health's disease symptoms to begin a day after stage 3 disease symptoms in Vector, since when the two mods combine these effects become very brutal and generally mean death/stuck on the floor. The shaders also collide, making the screen too cluttered when the RH disease shaders kick in.
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Isabella X
 
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Post » Tue May 17, 2011 3:32 pm

ShadeMe, have you forgotten about this? :)
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Jhenna lee Lizama
 
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Post » Tue May 17, 2011 2:05 pm

ShadeMe, have you forgotten about this? :)
Au contraire, ami -The testing process is going swimmingly. As a matter of fact, I've released nearly 5 more revisions of the mod to the testers since it entered beta.
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Everardo Montano
 
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