[Rel] Vector

Post » Tue May 17, 2011 12:09 am

Tamriel's "technology" is lacking, but it's magic isn't. I'd imagine any serious plague would be countered with a team of mages.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Tue May 17, 2011 5:48 am

I also figure any big plague would get nullified magically. Team of clerics, people massing to temples, people rushing to buy cure disease potion, etc. Even the poor dont have to pay anything to run to a temple.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Tue May 17, 2011 4:31 am

Yeah, I was thinking that too. I was practically wanting to avoid the topic of magic, since curing diseases as seen in the game would make it too easy. Seems like it makes sense that you never meet afflicted people in Oblivion, when you can make a church trip or pop a potion any time.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Tue May 17, 2011 10:22 am

looks good :P

only one quip:

PC-NPC-Creature interaction


sounds soooo wrong given some of the context, lol.

/pervert
User avatar
Smokey
 
Posts: 3378
Joined: Mon May 07, 2007 11:35 pm

Post » Tue May 17, 2011 12:25 pm

sounds soooo wrong given some of the context, lol.

/pervert
To each his own, bud :P
User avatar
SHAWNNA-KAY
 
Posts: 3444
Joined: Mon Dec 18, 2006 1:22 pm

Post » Tue May 17, 2011 8:02 am

An issue with your script : Adding diseases using addSpell/addSpellNS will add the disease to all instances of that actor - So, if a bandit activates a bed and catches the Blight, every other bandit reference of the same base record will be infected.


Which script are you talking about here? I thought you were using potions to avoid this problem? I'm confused. :whistle:
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Tue May 17, 2011 2:59 am

Which script are you talking about here? I thought you were using potions to avoid this problem? I'm confused. :whistle:
I was confused by that, too. Looked like a reply to something, but I'm not sure what!


sounds soooo wrong given some of the context, lol.

/pervert

Hehe... when I was being shaken down for ideas on how to spread diseases, my closer was "romanceable companion mods."

And now I'm reminded of Daggerfall's rendition of the Temples of Dibella... but hey, at least they've got Cure Disease on tap.
User avatar
noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Tue May 17, 2011 11:18 am

sabareq posted some scripts for a personal mod he made, and then edited it out after ShadeMe's reply
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Tue May 17, 2011 5:24 am

I was confused by that, too. Looked like a reply to something, but I'm not sure what!

sabareq posted some scripts for a personal mod he made, and then edited it out after ShadeMe's reply


Aha! Now it makes sense! lol
User avatar
Jessie Butterfield
 
Posts: 3453
Joined: Wed Jun 21, 2006 5:59 pm

Post » Tue May 17, 2011 4:00 pm

Any news on an update? Also two suggestions:
1: A "disease" dialog option.
Any NPC afflicted with a disease will have a dialogue option added to them after clicked "disease", they say something and then you get a dialogue tree. First option= "cure" in which you give them a cure disease potion or convince them to go to the chapel. Second option= "Infect me" Where you can either pay them to infect you, or try to piss them off and hope they spit on you or something.

Example:
Player:"Diseases"
NPC: "Ugh, dreadful things, fortunately I'm clean! *cough cough*"
P option A: "Cure"
N: "What do you mean 'No you're not.' !?"
P option A1: "Please just take this might help cough" (38 characters exactly, I think)
P option A2: "Trust me I'm a doctor! just ask chapel"
P option B: "Infect"
N "What did you just say?"
B1: "How about we go somewhere? [100G]"
B2: "You're a dirty diseased scourge!"



2: Any chance of compatibility/feature "patches" for things like Let the people drink, fatigue mods, sixlivion :biglaugh: , etc. ?

And yes, I did get idea number 1 from a recent topic....
User avatar
Frank Firefly
 
Posts: 3429
Joined: Sun Aug 19, 2007 9:34 am

Post » Tue May 17, 2011 3:30 pm

Any news on an update?
Been pretty busy outside the CS lately, and the time I did spend went to PiiiP's update (got the animations I'd requested and am having a blast slapping people around and running away :D). Vector's next. I've already copied most of the posts in this thread onto the scroll. IIRC, I've implemented disease progression for NPCs. Wondering if I should for the player as well. If I were to, I need to do so before I start with the other features. What do you think ?

Also two suggestions:
1: A "disease" dialog option.
Any NPC afflicted with a disease will have a dialogue option added to them after clicked "disease", they say something and then you get a dialogue tree. First option= "cure" in which you give them a cure disease potion or convince them to go to the chapel. Second option= "Infect me" Where you can either pay them to infect you, or try to piss them off and hope they spit on you or something.

Example:
Player:"Diseases"
NPC: "Ugh, dreadful things, fortunately I'm clean! *cough cough*"
P option A: "Cure"
N: "What do you mean 'No you're not.' !?"
P option A1: "Please just take this might help cough" (38 characters exactly, I think)
P option A2: "Trust me I'm a doctor! just ask chapel"
P option B: "Infect"
N "What did you just say?"
B1: "How about we go somewhere? [100G]"
B2: "You're a dirty diseased scourge!"
Sounds reasonable: Who wouldn't want to get infected with the blight ! Added to the scroll.


2: Any chance of compatibility/feature "patches" for things like Let the people drink, fatigue mods, sixlivion :biglaugh: , etc. ?

And yes, I did get idea number 1 from a recent topic....
Wouldn't mind implementing them if you can give me the list of transfer vectors and their corresponding diseases ;)

um, must have missed it ... linky ?
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Tue May 17, 2011 1:18 am

Well, the next version of Vector is in the works and this is the summarized list of the ideas posted in this thread :
  • Disease Progression
  • Transfer Vectors :-
    • Rummaging through long dead corpses
    • Sleeping on diseased beds
    • Close contact between PCs and NPCs ( in and out of dialog )
    • Infecting an arrow or knife with some of your own infected blood
    • Visiting certain cell types ( like sewers )
    • Wind

  • Support :-
    • New diseases
    • NPCs selling diseases

  • Visuals/Immersion :-
    • Indication of a successful transfer through a ...
      • Message
      • Sound
      • Visual effect

    • Diseased actors ...
      • Drink cure disease potions
      • Develop a resistance to diseases
      • Showing off odd colors and move slowly
      • Hallucinate (attacking non existent enemies and such)

    • Reactions ...
      • Well NPCs keep away from the diseased ones
      • If highly diseased, guards euthanise
Anything else that you'd like added ?
User avatar
Cassie Boyle
 
Posts: 3468
Joined: Sun Nov 05, 2006 9:33 am

Post » Tue May 17, 2011 12:28 pm

Wouldn't mind implementing them if you can give me the list of transfer vectors and their corresponding diseases ;)

um, must have missed it ... linky ?
Well of the mods I mentioned I only use one >_>.... I'm not good with the CS so I have no idea how you'd go about transferring Diseases during the six mini-game. The mod does have one virus/disease which get's transmitted during six, so I guess it might be easy enough to look at that disease and replicate the effect for all disease....
As for let the people drink: Even though I don't use the mod I was thinking the player could infect the watter supply if he was really feeling like a [censored].
Fatigue mods... I forget what I was thinking here. Maybe make NPCs, and the player tireder, more likely to need sleep, and food, etc. when they have diseases, but that seems like something the fatigue mod should be doing on its own.

It was http://www.gamesas.com/bgsforums/index.php?showtopic=1029933.
Well, the next version of Vector is in the works and this is the summarized list of the ideas posted in this thread :
Nice list, glad to see this will be updated soon :)... Hmm, can't think of anything to be added right now.
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Tue May 17, 2011 1:02 pm

Well of the mods I mentioned I only use one >_>.... I'm not good with the CS so I have no idea how you'd go about transferring Diseases during the six mini-game. The mod does have one virus/disease which get's transmitted during six, so I guess it might be easy enough to look at that disease and replicate the effect for all disease....

As for let the people drink: Even though I don't use the mod I was thinking the player could infect the watter supply if he was really feeling like a [censored].
The source mod doesn't have to do the handling. All I'll need is a patch that adds a flag that tells indicates that the event has take place. Vector can then plug in(intended) and handle it.

Infecting water sources is a more tricky job. Do NPCs actually drink from the fountains added by LtPD ? If so, I can use the same procedure as above.
User avatar
SiLa
 
Posts: 3447
Joined: Tue Jun 13, 2006 7:52 am

Post » Tue May 17, 2011 8:46 am

The description I just read didn't say anything about them drinking water, so I guess that won't work. Is there anyway that spells or items can detect if they hit or are in water? Then couldn't there be some sort of disease item or spell which when coming in contact with water creates an aura that adds an infection chance to all inside of it?

Also what about food? Perhaps leaving food to sit out or keeping it in your inventory for a longtime can cause a chance of it spoiling and giving diseases.

I looked at the sixlivion scripts but couldn't find anything obvious. Would you need the spell ID, the script name, or something that the script does; in order to detect it? I would copy/paste the entirety of the two scripts that seem to handle it (in a codebox of course...), but I can't figure out how to copy/paste scripts out of the CS. :lmao:
User avatar
Astargoth Rockin' Design
 
Posts: 3450
Joined: Mon Apr 02, 2007 2:51 pm

Post » Tue May 17, 2011 1:42 pm

The description I just read didn't say anything about them drinking water, so I guess that won't work. Is there anyway that spells or items can detect if they hit or are in water? Then couldn't there be some sort of disease item or spell which when coming in contact with water creates an aura that adds an infection chance to all inside of it?
I can detect collision with a water surface. But flagging water bodies/containers as contaminated could be a problem.

Also what about food? Perhaps leaving food to sit out or keeping it in your inventory for a longtime can cause a chance of it spoiling and giving diseases.

I looked at the sixlivion scripts but couldn't find anything obvious. Would you need the spell ID, the script name, or something that the script does; in order to detect it? I would copy/paste the entirety of the two scripts that seem to handle it (in a codebox of course...), but I can't figure out how to copy/paste scripts out of the CS. :lmao:
Food already has a similar property. Goods ( basically ingredients and potions ) bartered can only be contaminate by a disease that has reached a certain stage.

That is better kept to the realm of PMs. I have a reputation to keep up :shifty:
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Tue May 17, 2011 12:15 am

hmmm, what about cumulative immunity for already cured ilnesses?
quite immerse, imo(hard to imagine implementation of this for ALL NPCs, though)?
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Tue May 17, 2011 3:48 pm

hmmm, what about cumulative immunity for already cured ilnesses?
quite immerse, imo(hard to imagine implementation of this for ALL NPCs, though)?
Implementation's pretty easy, with the new code base. v0.2 will allow NPCs to have multiple diseases. It'll pretty much replace the vanilla disease transfer system.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Tue May 17, 2011 4:05 pm

That's awesome,
good luck with project!
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Tue May 17, 2011 3:09 pm

This is just an idea, but perhaps you can make a small percent of the NPCs have inbred genetic diseases also. Like maybe 1% of them.
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Tue May 17, 2011 2:05 am

Well, the next version of Vector is in the works and this is the summarized list of the ideas posted in this thread :
  • Disease Progression
  • Transfer Vectors :-
    • Rummaging through long dead corpses
    • Sleeping on diseased beds
    • Close contact between PCs and NPCs ( in and out of dialog )
    • Infecting an arrow or knife with some of your own infected blood
    • Visiting certain cell types ( like sewers )
    • Wind

  • Support :-
    • New diseases
    • NPCs selling diseases

  • Visuals/Immersion :-
    • Indication of a successful transfer through a ...
      • Message
      • Sound
      • Visual effect

    • Diseased actors ...
      • Drink cure disease potions
      • Develop a resistance to diseases
      • Showing off odd colors and move slowly
      • Hallucinate (attacking non existent enemies and such)

    • Reactions ...
      • Well NPCs keep away from the diseased ones
      • If highly diseased, guards euthanise
Anything else that you'd like added ?



This sounds spectacularly awesome. :D
User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Tue May 17, 2011 7:37 am

This is just an idea, but perhaps you can make a small percent of the NPCs have inbred genetic diseases also. Like maybe 1% of them.
By genetic, do you mean "spawned with" ?
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Tue May 17, 2011 4:07 am

I have an idea for this mod: "fatal" diseases. These diseases will have unusually dangerous effects on the player like damage health, but if "caught" by an actor it will create a copy of it's corpse and send the actual (still living) character to a kind of "dead" holding cell--similar to the mod "28 Days Later and a Bit 2-ZOMBES" (link: http://tesnexus.com/downloads/file.php?id=19086). In short, the disease only kills the player, while simulating death for actors. There could however be a toggle in the INI file to actually kill the actor instead of store it.

I imagine that in order to catch the "deadly" disease you must either struck by a highly disgusting, infectous creature like a dread zombie, and by a very, very small chance. Alternatively, the disease could be given to an entirely new creature on the same leveled list, but that creature has an equally small chance of actually spawning in place of the usual spawns.

For the actors catching deadly diseases, I think more symptoms should appear in additional "dying" stages. Generally, more fainting, more sickly animations, and a frightful texture replacement. Recovering from such diseases should happen either by estimating a wellness date based on their disease resistance, or by an additional configurable wellness date variable in the INI file. Maybe the code can also auto-detect deadly disease effects such as damage health, and perform the fake actor death (teleport and drop dummy corpse) when it's health has been lowered to 50 or less by the disease. Two more INI editable variables would be there to enable this feature and set a health limit to render the target "dead".

Finally, I think there should be a toggle for:

1) If the deadly diseases actually exist in game.
2) If the actor actually "dies" in the game or just goes through an advanced sickness stage
3) If should the actor "die", their corpse be a copy of themselves while the real one is in a holding cell, or they actually just die.
4) Configurable 3 variable setting for death notificatons (none=0, only essential characters=2, all characters=3).
5) The equation for faster recoveries by actors with high disease resistances.
6) Implementation of easily mounting custom mod-added diseases from other mods.

Though I shouldn't mention it, there should also be a way to make the conversion from "store actor" to "kill actor" without affecting any actors who have been stored in the dead chamber, or any who have been infected before the switch. It's also a very good idea to make false dead actor copies non-lootable, since using CreateFullActorCopy makes items labeled as "" appear in their inventory--crashing the game of anyone unfortunate to accidentally pick it up while looting. Then again, disabling looting will ruin any quests which make you loot the corpse for an item. Could a script be made to hide/remove anything in the inventory labeled ""?

I really like the concept of this mod, however I know many of my concepts either require many resources, or are too hard to script. I'm just throwing my ideas out into the open for your interests, but the decision to take them seriously is all up to you. Good luck on the mod!

Update: The creator of the 28 Days and a Bit mod Ryuujin-0 has stopped working on the mod and passed it on to Zenith92 for it's upkeep. If you want to implement its code, make a compatibility patch for it, or make a separate update project for this yourself, send them a PM.
User avatar
TWITTER.COM
 
Posts: 3355
Joined: Tue Nov 27, 2007 3:15 pm

Post » Tue May 17, 2011 5:40 am

Yeah, I was thinking that too. I was practically wanting to avoid the topic of magic, since curing diseases as seen in the game would make it too easy. Seems like it makes sense that you never meet afflicted people in Oblivion, when you can make a church trip or pop a potion any time.

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...
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Tue May 17, 2011 1:20 am

Hello Shademe, how long will it take to the next release? I'm realy looking forward to it.
User avatar
louise fortin
 
Posts: 3327
Joined: Wed Apr 04, 2007 4:51 am

PreviousNext

Return to IV - Oblivion