[Rel] Vector

Post » Tue May 17, 2011 4:12 am

This will add a lot of realism to the game
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Bad News Rogers
 
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Post » Tue May 17, 2011 2:53 am

Okay ... a few clarifications :
  • When I say infection from close contact, I mean infection by conversation ( I actually call it spitting in the INI :P )
  • My current transfer methods are pretty feeble. If someone can come up with more imaginative methods, I'll be happy to add/replace them for.
  • Current chance factor is determined by the formula : ( Base chance + Multiplier * ( 100 - Target's ResistDisease actor value ) ) + Modifier; where modifier is practically applicable only with melee attacks.
Chance factor - Will add.

EDIT :
Look out above ! Creatures are fully affected by Vector. Catching a disease for a rat and give it back a little later - Well, not exactly, as the rat is already diseased :shrug:


I should have been more clear. I meant close contact between PCs and NPCs, which doesn't seem to be listed under the PC to NPC in the Readme.

On another note, I'll see what I can come up with for more creative methods of transfer if I can. This is an interesting mod.
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stevie trent
 
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Post » Mon May 16, 2011 11:51 pm

Great idea. I was disappointed this wasn't in the game.
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Prisca Lacour
 
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Post » Tue May 17, 2011 9:09 am

Awesome. :D
Posting to mark thread to later download the mod.
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Baby K(:
 
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Post » Tue May 17, 2011 3:11 am

Awesome. One idea that would be cool would be to spread disease by infecting an arrow or knife with some of your own blood.


I forsee this mod will be highly infectuous within the community......ba-doom, ching!

Seriously though, following on from the above idea (brilliant in its simplicity), I can imagine a Dark Brotherhood quest to take out a mark by becoming infected with a specific disease (yourself), then coming into contact with the mark, thereby infecting them and consequently indirectly disposing of them, thereby fulfilling the terms of the contract.....

Great mod, Shademe - the possibilities are endless! :clap:
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Beast Attire
 
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Post » Tue May 17, 2011 12:41 pm

An idea:
Maybe make the Stages and shown symptoms dependend on the disease. Some disease a have y,x symptoms and disease b has symptom z. :)
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JD FROM HELL
 
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Post » Tue May 17, 2011 10:02 am

I was relating it to the http://en.wikipedia.org/wiki/Vector_%28biology%29of the word, not the mathematical one :liplick:
Yeah, I wasn't looking at the topic because I didn't know what a vector was, and I somehow thought "Dark ages" was referring to some game and not the time period :P. After reading the topic my first thought was "Vectors... The vectors are all wrong." Cookie if anyone gets the reference.

Also reminds me of a Roleplay server on SAMP where there's: medics, two... six oriented skills/classes, and diseases. Diseases would basically just slowly dwindle your health. Medics could cure , and infect while the other two could only spread diseases they already have, through certain... actions. The server banned you for deathmatching, but the diseases often served as an able replacement for some.....
It would be interesting if there was a new NPC added that could "Sell" you diseases. Vanilla ones as well as some new ones to serve the player's purposes (ie: Silence for a warrior who's about to go fight some spell casters, damage health 1 for an assassin about to go on a hit, etc.) The concept of hindering yourself so that you can then spread that hindrance to your enemies would bean interesting gameplay mechanic, which I fear most of the vanilla diseases don't account for.

Anyway, definite download.
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Mari martnez Martinez
 
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Post » Tue May 17, 2011 9:18 am

So that's why you were interested in the disease contracting formula. Great idea, great mod. :)
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Vickytoria Vasquez
 
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Post » Tue May 17, 2011 4:14 pm

I should have been more clear. I meant close contact between PCs and NPCs, which doesn't seem to be listed under the PC to NPC in the Readme.

On another note, I'll see what I can come up with for more creative methods of transfer if I can. This is an interesting mod.
Ah ... I see. Close contact b'ween PCs and NPCs was on the charts. Forgot to implement it :D Will do so next.

An idea:
Maybe make the Stages and shown symptoms dependend on the disease. Some disease a have y,x symptoms and disease b has symptom z. :)
That would mean I'll need to look into each disease, bugger about and think of symptoms. A better idea would be a more general progression where magnitude of disease effects increases. What do you think ? And any ideas for new symptoms(similar to the current ones) ?

Yeah, I wasn't looking at the topic because I didn't know what a vector was, and I somehow thought "Dark ages" was referring to some game and not the time period :P . After reading the topic my first thought was "Vectors... The vectors are all wrong." Cookie if anyone gets the reference.
Bum in New York ;)

It would be interesting if there was a new NPC added that could "Sell" you diseases. Vanilla ones as well as some new ones to serve the player's purposes (ie: Silence for a warrior who's about to go fight some spell casters, damage health 1 for an assassin about to go on a hit, etc.) The concept of hindering yourself so that you can then spread that hindrance to your enemies would bean interesting gameplay mechanic, which I fear most of the vanilla diseases don't account for.

Anyway, definite download.
Nice idea ... worth looking into.

So that's why you were interested in the disease contracting formula. Great idea, great mod. :)
It was that or a monstrosity of my own - No contest there :P

PES is up, by the way ..
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Vivien
 
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Post » Tue May 17, 2011 11:32 am

Perhaps different looks. Like with one you get a green skin, not deep green just a little bit.
Another idea is slow moving. Make them crawl. ;)
Hallucinating: The NPC moves erraticly, attacks non existant enemies.
NPC faints and gets up again after few seconds.
NPC stinks/has serious illness. NPCs flee from him/her.
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Natalie J Webster
 
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Post » Tue May 17, 2011 12:56 am

Shouldn't there also be an infection from PC to actor and actor to PC (mayby even actor to actor) when they talk to each other.... It would seem logical.. since normal diseases also carry over for being close to eacht other.. besides then it makes sence that beggars have diseases :D so when you talk to them, they have a change to give you that disease...
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Angela Woods
 
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Post » Tue May 17, 2011 3:11 pm

Perhaps different looks. Like with one you get a green skin, not deep green just a little bit.
Another idea is slow moving. Make them crawl. ;)
Hallucinating: The NPC moves erraticly, attacks non existant enemies.
NPC faints and gets up again after few seconds.
NPC stinks/has serious illness. NPCs flee from him/her.
The fainting's already in.

Shouldn't there also be an infection from PC to actor and actor to PC (mayby even actor to actor) when they talk to each other.... It would seem logical.. since normal diseases also carry over for being close to eacht other.. besides then it makes sence that beggars have diseases :D so when you talk to them, they have a change to give you that disease...
Already present for Actor-Actor. Will add that to the other infections.
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phillip crookes
 
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Post » Tue May 17, 2011 10:00 am

Well, bump for the morning crowd.

ModDB mirror added.
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Stefanny Cardona
 
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Post » Tue May 17, 2011 4:07 pm

Love this idea. something I have been kicking around for ages. but think the NWJ method would have been different to yours :D

some random ideas.

1) visable infection: The NPC can see that the other NPC/PC is infected and runs away.
(similar to vampire morph?) can a texture be changed ingame to have spots etc?
2) if the number of infected reachs X level in a town the following can occur.
1) low level quarantine: NPC's remain indoors except guards.
2) Special NPC spawns: Infection Priest or something...if NPC has level 1 or 2 infection then NPC will cure.
if level 3 summons guards to kill.
3) Special token of 'Infection source' thisis the original source of the infetion this can be an object or NPC.
If this destroyed. all NPC's stop and remain at current infection level and cannot infect others.
can be destroyed by Infection Priests
4) Quest Essential NPC's cannot be beyond level 2.
5) high level quarantine. doors to city closed for 3 days...(to allow respawns)
3) Infection methods.
1) town well. the old classic of putting an infection in a well.
2) dead bodies if a NPC goes to near a dead body x% chance of infection.
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Lew.p
 
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Post » Tue May 17, 2011 5:55 am

Bum in New York ;)

:cookie:
2) dead bodies if a NPC goes to near a dead body x% chance of infection.
A suitable punishment for those "http://www.gamesas.com/bgsforums/index.php?showtopic=1011770&hl=" I can imagine some pretty complex and amusing interactions if this mod, that mod, and http://www.gamesas.com/bgsforums/index.php?showtopic=1011674&hl= ever get used together. :)

Some of the other suggestions sound a little scary, like they could cause compatibility issues with other mods or screw up the game. As long stuff is optional in the ini anything is fine, but anything that can't be removed with an ini setting probably shouldn't be 'too' radical, and still allow the player to have some control over it....For instance nothing extreme to the point of http://www.tesnexus.com/downloads/file.php?id=19086. :lol:
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Maya Maya
 
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Post » Tue May 17, 2011 10:08 am

Oh, wow, this is a brilliant idea! Me likey :D
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jesse villaneda
 
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Post » Tue May 17, 2011 1:10 am

Darn you.

YESTERDAY, I promised myself I wouldn't add any more mods - not even updates, unless they're critical bugfixes.
You made me break my promise after a DAY.
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Kelly Upshall
 
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Post » Tue May 17, 2011 9:45 am

The concept of hindering yourself so that you can then spread that hindrance to your enemies would bean interesting gameplay mechanic, which I fear most of the vanilla diseases don't account for.

The Shadow in Birthsigns Extended does something very similar to this, actually. It gives 100% vulnerability to disease, and a greater power allowing you to spread the effects of diseases you're suffering to nearby actors. It's not nearly as complex as Vector in the way it works around the issue of applying diseases; it just tallies any Disease-based Drain Ability effects, and radiates them as ability damage. The upside is, this makes it better with the addition of Vector... effects can spread normally, and you can double them up with the Shadow's power!

YESTERDAY, I promised myself I wouldn't add any more mods - not even updates, unless they're critical bugfixes.

Uh-oh. :spotted owl:
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Philip Lyon
 
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Post » Tue May 17, 2011 8:17 am

Or rather, critical bugfixes or updates to betas, sort of thing. No updating Better Cities, for example.

But never mind all that, I've broken the promise. Mods galore!
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Kristian Perez
 
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Post » Tue May 17, 2011 10:49 am

there's a problem that could arise, isnt it possible for a disease to spreak quickly enough to affect all of Cyrodiil? does it affect essential NPC's as well?
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nath
 
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Post » Tue May 17, 2011 6:24 am

Love this idea. something I have been kicking around for ages. but think the NWJ method would have been different to yours :D

some random ideas.

1) visable infection: The NPC can see that the other NPC/PC is infected and runs away.	 (similar to vampire morph?) can a texture be changed ingame to have spots etc?2) if the number of infected reachs X level in a town the following can occur. 	1) low level quarantine: NPC's remain indoors except guards. 	2) Special NPC spawns: Infection Priest or something...if NPC has level 1 or 2 infection then NPC will cure. 		if level 3 summons guards to kill. 	3) Special token of 'Infection source' thisis the original source of the infetion this can be an object or NPC. 		If this destroyed. all NPC's stop and remain at current infection level and cannot infect others. 		can be destroyed by Infection Priests	4) Quest Essential NPC's cannot be beyond level 2. 	5) high level quarantine. doors to city closed for 3 days...(to allow respawns)3) Infection methods.	1) town well. the old classic of putting an infection in a well. 	2) dead bodies if a NPC goes to near a dead body x% chance of infection.
Love the randomness ! 1 and 3 can be done( but how would an actor get infected from a well ? I've never seen them use it - They aren't even activators in the vanilla game ). 2 can be but is gonna involve some work :D

Darn you.

YESTERDAY, I promised myself I wouldn't add any more mods - not even updates, unless they're critical bugfixes.
You made me break my promise after a DAY.
Hey ! it's only 750Kb :P

there's a problem that could arise, isnt it possible for a disease to spreak quickly enough to affect all of Cyrodiil? does it affect essential NPC's as well?
That will take some time to happen. Actors can't infect each other unless they are in the same cell as the player ( game limitation ). Essential NPCs are affected as well. Any reason why they shouldn't be ?
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liz barnes
 
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Post » Tue May 17, 2011 9:08 am

This sounds very creepy! Way worse than yet another dark dungeon or random enemy ... :celebration:

Anyway, perhaps I missed it somewhere, but I'm curious how you managed to avoid the normal problem with adding diseases to non-unique actors? (i.e., once you infect one bandit with a disease, then all new instances of the same base actor will also have the disease -- before long all bandits will have the disease, etc.).
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RAww DInsaww
 
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Post » Tue May 17, 2011 8:03 am

Anyway, perhaps I missed it somewhere, but I'm curious how you managed to avoid the normal problem with adding diseases to non-unique actors? (i.e., once you infect one bandit with a disease, then all new instances of the same base actor will also have the disease -- before long all bandits will have the disease, etc.).

Can't say for certain whether he went with this in the end, but when we were discussing the options he was talking about just casting a very-long-duration spell on them. I imagine you could give them a controller token to keep track of the duration and if it's running out and you don't want it to, call the activator over to re-cast.
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Oceavision
 
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Post » Tue May 17, 2011 12:33 am

Can't say for certain whether he went with this in the end, but when we were discussing the options he was talking about just casting a very-long-duration spell on them.


Ah, nice. That sounds good. These spells are created on the fly from the effects of the disease? :deal:

I imagine you could give them a controller token to keep track of the duration and if it's running out and you don't want it to, call the activator over to re-cast.


Yeah, something like that would probably be necessary to handle unique/persistent actors who get infected, right?

Oy, once the guards at the city gates get sick, watch out!

:ooo:
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Alan Cutler
 
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Post » Tue May 17, 2011 9:02 am

750kb of EVIL!

I went into a cave yesterday. Came out with tonnes of great loot, got about 1500 septims for it all! I can almost buy the shack in the IC waterfront now.

But I'm annoyed, because i didn't get ill! Gosh darn you, making me want to get ill! :(
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priscillaaa
 
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