[Rel] Vector

Post » Tue May 17, 2011 1:49 am

Vector
Bringing the Ecosystem of the Dark Ages to Tamriel
version 0.1

Requires http://obse.silverlock.org/



Download : http://www.tesnexus.com/downloads/file.php?id=25835 | http://www.moddb.com/mods/vector | http://www.invision.tesalliance.org/forums/index.php?app=downloads&showfile=288



Description

A great poet once said 'Bring it out, Sir, or in my passion, I shall kill everyone by giving them Syphilis'. While we cannot be sure as to what happened in the 30 minutes that followed, we can deduce one striking fact - He had never played Oblivion. If he had, he would have made a threat far worse for this is what he would have found - In Oblivion, the player is a selfish prat who doesn't transmit diseases but only receives them and tracks the number caught.

With the dawn of a new age, Vector goes forth into uncharted territories and aims to provide a reasonably easy way to carry out poor Byron's obscene threat.

Vector lets you - the player - infect the denizens of Tamriel with the diseases you carry around so proudly. Let the heavens and romance mod makers tremble, for Vector opens new horizons in PC-NPC-Creature interaction.



Fine Print

Vector is more of an infection engine than anything else. It allows seamless disease transfer between the player, NPCs and creatures that blends in with the vanilla disease transfer system. For instance; you infect a NPC with Helljoint, the NPC comes in close contact with another and infects [the other], you cure yourself of Helljoint, you buy food from the second infected NPC and infect yourself again.

Transfer types are mainly of 3 types:
  • PC to Actor
  • Actor to Actor
  • Actor to PC

Each type has a number of methods:
  • PC to Actor
    • Infection from melee attacks
    • Infection from selling contaminated goods (goods sold when you are infected)
      • Contaminable goods only include potions and ingredients

    • Infection from a failed pickpocket attempt
      • Only while pick pocketing sharp objects like weapons and ammo

    • Infection by feeding as a vampire

  • Actor to Actor
    • Infection from melee attacks
    • Infection from close contact

  • Actor to PC ( only for Vector-transferred diseases )
    • Infection from melee attacks
    • Infection from buying contaminated goods


All methods follow a single formula – The same as the vanilla disease transfer formula. Base chance is calculated using the former and a modifier is applied. The modifier depends upon the transfer method. For instance, melee attack infections depend upon the weapon used and its appropriate skill level. Feeding depends upon your level of vampirism.

Infected actors progress through 3 stages of infection. These are the only ways of detecting if the actor is diseased. Time that must pass before each stage's completion can be configured in the INI file.
  • Stage 1 – The actor will occasionally clutch his tummy and make sickly noises ( like coughing and sniffing )
  • Stage 2 – Same as above, only its more pronounced and symptoms show often
  • Stage 3 – Same as the above. The actor, at times, swoons under the strain and loses consciousness for awhile. His weakness will show

Stages 1 and 2 don't apply for creatures. But they do faint once they each stage three. Note that these stages are mostly cosmetic at the moment and the disease doesn't really progress in magnitude.

Infected actors eventually get well over time or if they cure themselves of their disease ( using a cure disease potion, visiting the chapel ).

PS: Support for 'companion' mods yet to be implemented …



Compatibility

This mod is, and should be, compatible with all other mods except those that add the ability to transfer diseases like Vector does ( to my knowledge, there isn't any ). Minor incompatibilities with:
  • Mods that remove the barter confirmation message box
  • Mods like QZ Easy Menus and Menu Escape that fake mouse button presses
These incompatibilities only affect the Barter (Sell/Buy) infection method. Disabling that particular method will remove them.



Credits

Special thanks to :
  • Ian Patterson, Stephen Abel and Paul Connelly (The OBSE Team) – For keeping up the Oblivion Modding spirit and providing the modding community with TES4 Oblivion's Elixir of Immortality
  • LHammonds – For his Readme generator
  • tejon – For his help with the formula and ideas
  • greenwarden – For being such an asset to the mod's development and testing
The Entire Community around the TES Construction Set Wiki – For making such an exhaustive resource catering to ES Modding.
The Folks at the Construction Set Forums – For all their help, rum and fish.
The Rest of the Modding Community – For the inspiration I needed to start modding and all the wonderful mods which I use.
Bethesda – For providing a great game, with enough flaws to keep us busy.



Change Log

0.1 - Initial Release


Lastly, I'm looking for ideas to improve the mod. Any help from that quarter would be much appreciated.
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GLOW...
 
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Post » Tue May 17, 2011 5:37 am

https://docs.google.com/View?docid=dhrj396r_2g3srnkf9 :grad:


Vector 0.2 has moved into its beta phase. Features list as the following:

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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Queen
 
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Post » Tue May 17, 2011 2:28 pm

Sounds good :foodndrink:, hurry up so I can DL this :lol:
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Laura Elizabeth
 
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Post » Tue May 17, 2011 12:45 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.
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Scared humanity
 
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Post » Tue May 17, 2011 11:52 am

Shade...best opening paragraph to a mod E-Ver. :bowdown: Anxiously awaiting download thank you. :lmao:
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TRIsha FEnnesse
 
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Post » Tue May 17, 2011 3:33 am

Nexus is up !
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Emily Shackleton
 
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Post » Tue May 17, 2011 6:32 am

**cough** **cough** :bigsmile:

Does this also mean I can infect other NPCs with http://www.uesp.net/wiki/Oblivion%3a%50orphyric_Hemophilia? That'd be...creepy.
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Sebrina Johnstone
 
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Post » Tue May 17, 2011 9:53 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.
Hmmm ... why didn't I think of that ? :) Great idea !
Shade...best opening paragraph to a mod E-Ver. :bowdown: Anxiously awaiting download thank you. :lmao:
Thank you :D
Does this also mean I can infect other NPCs with http://www.uesp.net/wiki/Oblivion%3a%50orphyric_Hemophilia? That'd be...creepy.
You can but they won't turn into vampires. Vector just adds the disease's effects to the target. I *could* change them to vanilla vampires though. Would that be lore-friendly ... ?
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Jonathan Braz
 
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Post » Tue May 17, 2011 10:59 am

Cool I've been waiting for something like this ever since I came back to town once and opened up my inventory and saw that I had 3 diseases.
I wanted to run around infecting everybody in town so I could turn Bruma into even more of a poo hole. << Sophisticated term for a bad place.
Also, I second Moskie's idea. That way everybody in town can say that they got an STD From me.
One final thought, can they cure themselves? Or does it just wear off?

Ravin

EDIT: Strike that last question. Should have read the read me.
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luis dejesus
 
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Post » Tue May 17, 2011 3:34 pm

One final thought, can they cure themselves? Or does it just wear off?
Both. You can configure the number of days that must pass before it wears off, in the INI. Actors will be cured if they use a cure disease potion. More generally, they'll be cured as soon as they have the cure disease magic effect as an active effect.
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Dorian Cozens
 
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Post » Tue May 17, 2011 4:21 am

Both. You can configure the number of days that must pass before it wears off, in the INI. Actors will br cured if they use a cure disease potion. More generally, they'll be cured as soon as they have the cure disease magic effect as one of their active effects.



Yeah like an idiot I only read the Readme after I posted that >_> Thanks for the mod. I shall now download. :thumbsup:

Ravin
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FITTAS
 
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Post » Mon May 16, 2011 11:45 pm

A great poet once said 'Bring it out, Sir, or in my passion, I shall kill everyone by giving them Syphilis'. While we cannot be sure as to what happened in the 30 minutes that followed that,

As I recall, a fire was made with the handy paper left lying around... :whistle:

Vac
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Khamaji Taylor
 
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Post » Tue May 17, 2011 3:49 pm

As I recall, a fire was made with the handy paper left lying around... :whistle:

Vac
Artistic license, mate :P
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Strawberry
 
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Post » Tue May 17, 2011 8:18 am

Something you could add is more of a chance system, which would be very handy if you added a spread-by-conversation method.

Example:
PC talks with NPC while contracted with Disease A. Now the NPC as a, say, 50% chance of contracting Disease A just by talking to the PC, you know, because of breathing and whatnot.

And after reading the readme, I understand that currently the chance factors are dependent on weapons and levels. I'm suggesting a pure chance factor.
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Charles Mckinna
 
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Post » Tue May 17, 2011 7:54 am

Is Resist Disease being taken into account when infecting a Redguard/Argonian? And what of creatures? Can you contact a disease from a Rat and then pass it on to that same rat in the middle of battle?

In any case, this is a wonderful idea for a mod and one which I will use once released.
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Stefanny Cardona
 
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Post » Tue May 17, 2011 3:41 am

Something you could add is more of a chance system, which would be very handy if you added a spread-by-conversation method.

Example:
PC talks with NPC while contracted with Disease A. Now the NPC as a, say, 50% chance of contracting Disease A just by talking to the PC, you know, because of breathing and whatnot.

And after reading the readme, I understand that currently the chance factors are dependent on weapons and levels. I'm suggesting a pure chance factor.
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 :
Is Resist Disease being taken into account when infecting a Redguard/Argonian? And what of creatures? Can you contact a disease from a Rat and then pass it on to that same rat in the middle of battle?
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:
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Marquis T
 
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Post » Tue May 17, 2011 9:44 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:

That's what I meant. I mean, excuse my knowledge on diseases, but if I'm fighting an animal which has a disease and I become infected, would it make sense to infect it back with a disease they already had originally? I knew that creatures/NPC's would be affected by diseases, but I just wanted this point cleared up.
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Jynx Anthropic
 
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Post » Tue May 17, 2011 3:05 pm

Just a question, when I give a disease to a creature are all creatures using that editorID effected or just that specific one
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Nymph
 
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Post » Tue May 17, 2011 12:30 am

Should the chance of giving a disease be dependent upon some kind of variable, like "resist disease"?
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Meghan Terry
 
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Post » Tue May 17, 2011 5:01 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 love that idea
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Cheryl Rice
 
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Post » Tue May 17, 2011 9:22 am

Stupid forum :brokencomputer:
Just a question, when I give a disease to a creature are all creatures using that editorID effected or just that specific one
Just the specific one :)

Should the chance of giving a disease be dependent upon some kind of variable, like "resist disease"?
It is ... take a look a the post above.

Hmm .. I see some of the OVEP psychological support staff at the thread. The name's a nice lure, eh ? :P
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Shannon Marie Jones
 
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Post » Tue May 17, 2011 2:37 am

Hmm .. I see some of the OVEP psychological support staff at the thread. Th name's a nice lure, eh ? :P

:sadvaultboy: I miss that project.
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Ezekiel Macallister
 
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Post » Tue May 17, 2011 3:30 pm

Why did you name it vector?
Am I being really stupid and missing the relevance?
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Imy Davies
 
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Post » Tue May 17, 2011 3:44 am

Why did you name it vector?
Am I being really stupid and missing the relevance?
I was relating it to the http://en.wikipedia.org/wiki/Vector_%28biology%29of the word, not the mathematical one :liplick:
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carla
 
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Post » Tue May 17, 2011 2:43 pm

I was relating it to the http://en.wikipedia.org/wiki/Vector_%28biology%29of the word, not the mathematical one :liplick:


Ahhhhhhhhh I see!
As you can see, biology was never my strong point :P
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Rozlyn Robinson
 
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