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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Diseases and Immunities and balance
      #2924772 - 08/13/04 01:21 PM

4 races start the game 75% immune to the common diseases of Morrowind .... none of these races are native to Vvardenfell province and only one of them is neither man nor mer.
Common Disease and Blight Disease do not strike all that often even on races with no natural immunities.
Several creatures never become diseased or blighted.
Many of the diseases available in the TESCS are unused ingame or applied to only one NPC involved in minor side quests.
So I am starting work on a small mod, here is the outline:
The Khajiiti, Argonians and Orcs would recieve a 25% immunity to common disease, The Dark Elves would recieve a 0 % immunity to common disease, the other six races would receive weakness to common disease ranging from 25% to 50%.
Cure common disease potions and spells would be harder to make and more expensive to buy. Cure Blight Disease potions/spells are already costly to buy, and would be made more difficult to make.
Diseased creatures would appears more often on levelled lists and sooner.
The probability of disease transfer would be raised.
The possibility of getting more than one disease at a time would exist.
Defeating Dagoth Ur would still have the usual effects re blighted creatures.
Diseased and blighted slaughterfish and netch would exist
some new spells would be issued to various NPC's such that the PC could get hit with diseases. Armours and clothing that have CE disease immunity would be modified and/or repriced. Some diseased weapons would be in the hands of NPC's. Some traps in logical places would cast disease curses on the PC should they be tripped.
Some deadbodies would when opened give a parting gift to the opener.
There are several reasons behind the thinking for this mod:
1) The actuality of diseases for the PC on MW does not match the fearsome build up about them.
2) Health care is always and everywhere an economic sinkhole and as many threads on these forums suggest, after a few levels the economy on MW is a bit of a joke.
3) The Healer specialty would now become a more valuable specialty.
4) Disease warfare is as old as warfare.

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Melchya
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2924866 - 08/13/04 01:45 PM

ehh, is this a mod that you're planning to make or what?

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Re: Diseases and Immunities and balance [Re: Melchya]
      #2924999 - 08/13/04 02:18 PM

Quote:

So I am starting work on a small mod




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Iudas
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Re: Diseases and Immunities and balance [Re: Melchya]
      #2925221 - 08/13/04 03:15 PM

It is. Right now it is in the planning stage, pencil on paper and such.
Posted the idea to see if there were any gaping flaws or foolishnesses that some of the people here have already faced and overcome.

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Iudas
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Re: Diseases and Immunities and balance [Re: ]
      #2925226 - 08/13/04 03:16 PM


Ok small in kb size but maybe large in the effect on gameplay.

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Re: Diseases and Immunities and balance [Re: Iudas]
      #2925305 - 08/13/04 03:39 PM

Quote:

small in kb size but maybe large in the effect on gameplay


A mod (or anything, really) doesn't have to be big to be good.

I think all of the changes proposed by this mod are very good. I have to admit I never gave any thought to the races and their starting immunities until this minute. Some of these ideas seem really interesting to me: the possibility of getting more than one disease, the utilization of unused diseases, diseased and blighted slaughterfish, traps casting disease curses and especially dead bodies giving the player a disease.

There's one thing I've never understood about the way the game handles diseases though: how is it that diseases make the player weaker but make the player's opponents stronger?

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Re: Diseases and Immunities and balance [Re: ]
      #2925329 - 08/13/04 03:48 PM

this is a great idea! Diseases where always kind of a joke in this game. Do you think it would be possible to add lasting effects for serious diseases, like the onger you wait to getting it cured, the higher the chances of permanent repercussions on the general health of the PC,

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thejameslehman
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2925370 - 08/13/04 03:57 PM

What about the Altmer? It's actually Elder Scrolls lore that they have 'high' blood. And weakness to disease would make their extensive variety of weaknesses -- all elements and magicka -- unbalanced by lacking any positive effects of choosing the Altmer race.

But the Altmer are native to Vvardenfell by no means, so racial Weakness to Blight could easily be explained and defended.

Quote:

this is a great idea! Diseases where always kind of a joke in this game. Do you think it would be possible to add lasting effects for serious diseases, like the onger you wait to getting it cured, the higher the chances of permanent repercussions on the general health of the PC,




Permanent? No... that's harsh. But progressively worsening symptoms would be interesting. And symptoms that last for some period of time after curing... Good ideas, and not too difficult to arrange, I imagine.

Edited by thejameslehman (08/13/04 04:06 PM)

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Iudas
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Re: Diseases and Immunities and balance [Re: ]
      #2925479 - 08/13/04 04:32 PM

Probably possible with scripting. I was hoping to avoid scripting.

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Iudas
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Re: Diseases and Immunities and balance [Re: thejameslehman]
      #2925497 - 08/13/04 04:37 PM

Good point about the altmer. balances nicely
5 races with some level of disease resistance
3 non man non mer 1 with high blood and 1 the result of being exposed to the native diseases ( selective adaptation )
and 5 races with weakness to the local diseases.
Weakness to blight

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Re: Diseases and Immunities and balance [Re: Iudas]
      #2928248 - 08/14/04 10:50 AM

Very good idea. Making races more susceptible to disease would also make it easier to become a vampire (or werewolf?). One wonders how Altmer ever became vampires with their high resistance to common disease, but the head of Clan Aundae, among others, is Altmer. Some may think it unbalancing but for my own personal use I eliminate the common disease resistance on Altmer and give them some magicka resistance instead (and also up their damage from shock and frost spells). The premise is that their "blood" makes them superior handlers of magicka, whether they are dishing it out or on the receiving end.

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scifiguy52
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Re: Diseases and Immunities and balance [Re: ]
      #2928275 - 08/14/04 10:58 AM

only thing is i think the dunmer should have some disease resistance, i mean, not blight resistance, but common diseases, after all, it is there homeland, so they would probably have natural resistances, like when we get the flu shot, it teaches our bodies to kill the virus, so wouldent the dunmer have the same effect?

but it doesnt matter, its your mod

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DragoonWraith
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Re: Diseases and Immunities and balance [Re: ]
      #2928277 - 08/14/04 10:59 AM

I like the idea a lot, but I'm confused as to why the Dunmer wouldn't have any resistance to Common Disease... they've lived in Morrowind for a loooong time, and even though the PC is an outlander even as a Dunmer, resistance to disease can be passed down through generations, and the way the game is set up it seems like the player was originally from their province, but got arrested for whatever reason, so the Dunmer should have a resistance to the Common Diseases of Morrowind. I think.

...unless you're planning on giving everyone ELSE (other than Argonians, which definitely seem to deserve their extremely high defense against disease) a weakness to disease...

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Re: Diseases and Immunities and balance [Re: scifiguy52]
      #2928278 - 08/14/04 10:59 AM

There is a difference between Dunmer and Altmer. I was talking about Altmer.

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scifiguy52
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Re: Diseases and Immunities and balance [Re: ]
      #2928281 - 08/14/04 11:00 AM

i know, i was talking to Iudas, i just reply to the last poster, sorry, bad habbit

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DragoonWraith
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Re: Diseases and Immunities and balance [Re: scifiguy52]
      #2928428 - 08/14/04 11:57 AM

Heh, as was I, but SciFiGuy pre-posted me. Hehe, shouldn't be too hard to figure out.

--------------------
Tenth Era
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"She may look cute, but I've heard she can be quite a... Let's just say she can be hard to handle."
~Hugo the Tactician
"Blinding light, bind my foes in unbreakable chains! Disperse the Shadows! Ray of Paralysis!"
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Iudas
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Re: Diseases and Immunities and balance [Re: scifiguy52]
      #2928789 - 08/14/04 02:35 PM

I agree about the dark elves having common disease resistance, it's in there. I didn't mod the high elves but did increase the disease transfer chance and the frequency with which diseased critters appear. And have added 6 diseased critters that I thought were missing from the game. Insane Slaughterfish, diseased and blighted dreugh, diseased netches, and bonelords now also transmit disease.
A lot of corpses that layabout MW not doing anything useful will now attempt to transmit diseases to the PC when he opens them.
The last things I am planning to do is create some diseased traps on containers and plant them in 6th house bases and along the route to red mountain and in some logical telvanni locations.
I have arbitrarily set the diseased critters to start coming out of the woodwork about levels 3-4 to give the PC some time to get his feet wet.

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Iudas
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Re: Diseases and Immunities and balance [Re: ]
      #2928801 - 08/14/04 02:39 PM

I think it should make acquiring vampirism and werewolfism easier.
I left the High elves with their high disease resistance and doubled the chance of disease transfer. And made some major modifications to the ease of making cure potions and the values of them. Haven't messed yet with the frequency or prices of healing spells but I will.
Basically Healer has become a nice speciality instead of being an about useless one. Alchemist is still a nice speciality too, but the fighter types might find themselves spending a lot of money for cure potions and healing spells.

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Iudas
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Re: Diseases and Immunities and balance [Re: DragoonWraith]
      #2928816 - 08/14/04 02:44 PM

As the mod stands now:
Altmer, Argonians, Orcs, Khajiiti, and Dark Elves have some resistance to common Morrowind diseases.
Imperials, redguards, nords, bretons and woodelves have weaknesses to common Morrowind diseases.
Nobody has resistances to Blight disease.


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Ronin49
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2928844 - 08/14/04 02:53 PM

Iudas - This sounds very good. Feeding up the undernourished NPCs and making disease a more potent game factor will present a much more challenging early and mid-game. Excellent concepts: thank you, both for the ideas and for working to bring them to Vvardenfell.


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Iudas
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Re: Diseases and Immunities and balance [Re: Ronin49]
      #2928908 - 08/14/04 03:15 PM

Well the undernourished NPC's mod is now at the long slog stage.
About 350 NPC's give or take a few to look at ingame and also in the cheat manuals to make sure nothing gets broken and no one gets insanely overpowered.
I have made a few changes to the basic premise of the mod as during the course of looking at various NPCs, I have found about a dozen who are in the wrong factions or not in any faction when they obviously belong in one. Mostly these faction corrections are at best cosmetic and at worst invisible, although they do give a hook for other modders who might want to carry on something with the C&EO or the EEC on Vvardenfell or even with the Camonna Tong.
The diseasemod is something I have had in the back of the head since I first got MW. And with the strong string of threads recently about draining some of the cash from the later stages of the MW economy; it just seemed a natural ( that and the fact that I just got this years health insurance bill and it is up 50% from last year for less coverage ).
Now let me ask you a question: Assume you start a new game with the difficulty slider at 5 and no difficulty enhancing mods installed, no god mode toggled on, no cheats or easylevellers used.
At about what level does your PC easily handle any of the physical challengers MW throws at you ( vivec DagothUR the other subDagoths, therana, baladas, divayth fyr if you take him on ) ?
same question for Tribunal ( almalexia, the impervects,)?
Finally same question for Bloodmoon. At what level finally is there nothing and no one left in MW and the expanions who can challenge your PC?

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Ronin49
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2928932 - 08/14/04 03:22 PM

Quote:

Now let me ask you a question: Assume you start a new game with the difficulty slider at 5 and no difficulty enhancing mods installed, no god mode toggled on, no cheats or easylevellers used. . . . At what level finally is there nothing and no one left in MW and the expanions who can challenge your PC?




Hmmm . . . let me think on this. The caveat of course is it depends in part on how you play but I would say, off the top of my head, that by Level 40 or so there is no opponent who can really touch a wily character. As I said, let me think on it.

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Iudas
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Re: Diseases and Immunities and balance [Re: Ronin49]
      #2929046 - 08/14/04 03:52 PM

That is about where I thought it would come in give or take 5 levels 40 sounds about correct for an unmodded GOTY.
Add WGI and I think 50 becomes about where the game loses challengers.
So using the old rule of thumbs of 3.5x for a challenge given the braindead AI, I get an upper limit on NPC character level of 175 by the time the PC is finishing BM. With WGI installed the rule of thumb changes to about 2.5 because the AI is now just a little slow not brain dead.

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IboRobotosis
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2959771 - 08/22/04 09:10 PM

Hey,

I was searching for diseases and your post came up, Iudas. i took a look at what you've come up for ideas about this mod and i thought that what i'm working on would blend quite well with what you've got. I've made a few ideas for retexturing for different diseases. though that's all that's been done so far. a few people said they'd maybe do some skinning (since i have no skills). if you're interested you can check out my post here.

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Claymore123
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Re: Diseases and Immunities and balance [Re: IboRobotosis]
      #2959823 - 08/22/04 09:29 PM

i'm with wyrd. how come the same disease makes all your enemies strong but make player weak? doesn't make any sense

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Iudas
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Re: Diseases and Immunities and balance [Re: Claymore123]
      #2959842 - 08/22/04 09:34 PM

For your enemies, Blight and Corprus are just steps on the way to oneness with Dagoth Ur. To them they are not diseases but improvements.
For the critters and the common diseases, critters just get nastier when they are sick. One of the rational wildlife mods makes a good addition to any game.

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Iudas
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Re: Diseases and Immunities and balance [Re: IboRobotosis]
      #2959871 - 08/22/04 09:43 PM

Who are you intending to retex? the PC? There are only ( I think ) 6 diseased NPC's in the basic game and a bunch of crazy semi naked nords on Solstheim. Diseased critters don't appear to attack NPCs ( guards will attack critters ) the critters will actually bypass NPCs to continue attacking the PC.

If you have found the NPC DIN up near Gnisis he has serp*** dementia....crazy as a loon, got if from being bitten by a slaughterfish which is interesting because there are no diseased or blighted slaughterfish in the game.

When the PC is diseased, NPC dispostions toward you go down. When NPCs are diseased the PC could not care any less.... diseased NPCs have 0 effect on the gameplay.


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BlindEye
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2960017 - 08/22/04 10:28 PM

Iudas this is a brilliant Idea!
I was going to tamper with something like this so as to cause
a further drain on PC Gold.
I look forward to seeing it take shape: )

--------------------
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I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

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Iudas
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Re: Diseases and Immunities and balance [Re: BlindEye]
      #2961149 - 08/23/04 07:54 AM

Here's where this one stands.
Have the diseased and blighted critters added that were missing before ( sealife and netches )
Have them in levelled lists so that the PC has a few levels before he starts getting diseased.
Have repriced the cure potions, reducing their drop frequency is next ( gad I hate mucking about with the levelled lists )
Have rejiggered the ingredients to make making cure blight and cure disease require costly ingreds that are hard to find in nature.
Spells and enchantments are still awaiting work.
GMST that deals with disease transfer chance needs to be tested.
Scripts that give disease to the PC need to be double checked and then modified so the PC can get more than one disease at a time. And more than one type of disease ( blight and common ).
Racial modifiers for weakness to diseases need work...initial changes were too severe. One Imperial character was so diseased that no one would trade with him so he couldn't make any money to get the cures deadending a PC is not what I had in mind
I also need to maneuver a way for healers to not have their dispositions affected by the PC's disease status.
Work on this mod is not being hurried as I have two other mods in process and some really unfortunate real life crap that always impedes just when I think I have some hours to spend.
Oh and there is a superb gadget mod Dwemer Bio Monitor by Tundro Walker that automates making cure potions when it is in the PC's inventory. I will have to go through that mod and check how he scripted the cure disease potions part.



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BlindEye
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2961199 - 08/23/04 08:31 AM

Sounds good!
Only thing I would be careful about are
disease effects that drain strength; if
you make the effect too severe or you
make a way for the pc to get more than
one disease, a big drain on strength, one that
forces the player to drop loot and weapons
in order to walk to a healer might turn people off.

Personally, the costlier you make potions,
the more difficult you make the ingrediants
to find,
the more HellJoint riddled rats you place in the
game world, makes it a happier place for me

Good Luck on this Friend

--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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Iudas
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Re: Diseases and Immunities and balance [Re: BlindEye]
      #2961222 - 08/23/04 08:45 AM

Quote:

... one that
forces the player to drop loot and weapons
in order to walk to a healer might turn people off.




Ah the Midas dilemma, my daughter or my gold....my stuff or my life.
There is always divine intervention, almsivi intervention, mark and recall. Now if there were only some random undiseased trash pickers roaming the wilds looking for piles of dropped weapons and armour and loot well that would be even better



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BlindEye
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2961280 - 08/23/04 09:26 AM

Quote:

Now if there were only some random undiseased trash pickers roaming the wilds looking for piles of dropped weapons and armour and loot well that would be even better




LOL now that would be something!

I remember in Neverwinter Nights, ( I think ) there were
these shades in crypts that would steal random gear from you
if they touched you; fun, fun, fun! (stamps foot like a rabbit in march).

Another Idea would be... what if there was a random chance
that you're interaction with an NPC, would give them you're
diseases also, causing them to attack you in retribution!!



--------------------
But I, being poor, have only my dreams;
I have spread my dreams under your feet;
Tread softly because you tread on my dreams.

W. B. Yates

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IboRobotosis
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2962857 - 08/23/04 07:40 PM

I was talking about retexturing for the PC. i dind't know about the dementia one though. i just looked through the editor. If diseases become more of a prominent thing then maybe mods in the future will add them NPCs and critters for you to contract. like i said though, nothing has really gone through with this. it's all just been talk. until someone wants to do the texturing this isn't going anywhere.

--------------------
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Iudas
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Re: Diseases and Immunities and balance [Re: IboRobotosis]
      #2962877 - 08/23/04 07:47 PM

OK.
I had not thought about retex for the PC. I never use 3rd person POV so to tell the truth I never know what the hell any PC I am playing even looks like. Now if there were real reflecting mirrors in MW
Magic Mirrors even.
Mirror Mirror on the wall
Show me my diseases
Show them all.
So by a rough estimate you need ten races times 2 sexes x how ever many diseases and blight diseases and then again for diseased Vampires and Werewolves, retexed?
And diseases stop being a factor in the game for the PC after he gets the corprus cure from Divayth about half way into the main quest.
Blight disease is supposed to stop and blighted creatures disappear after the PC defeats DagUr.
Really the only motivation for my disease mod work is to make the very early and mid game economics more interesting. ( well that and I got this hugemungous Health Insurance bill the other day and needed to take it out on someone....my PC was the closest victim container )

Edited by Iudas (08/23/04 07:51 PM)

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IboRobotosis
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Re: Diseases and Immunities and balance [Re: Iudas]
      #2963037 - 08/23/04 08:38 PM

i guess you make a good point. a lot of effort for something that's not going to be worthwhile in the end. oh well it was a neat idea.. at least in my head.

--------------------
"Once my friend told me that he had found Jesus. I thought to myself, "Woo hoo! We're rich!" It turns out he meant something different." Jack Handey

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Iudas
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Re: Diseases and Immunities and balance [Re: IboRobotosis]
      #2963118 - 08/23/04 09:06 PM

Nothing says it isn't a neat idea or worth doing.
Sometimes I think in math terms and math is a wee bit cold.
Just take what I said and use it as a basis for thinking outside the rules.
You want diseases to be worth something and have an effect.
The game, as it was originally written, talks a lot about diseases but they never amount to a hill of beans.
So change the things that are impeding the diseases from being useful for gameplay/roleplay.
Alter the end of the main quest, Just because DagUr is dead doesn't mean that Blight storms have to end or that Blighted animals have to disappear. Volcanos are natural nasty things, so even with its resident wussyboy dead, Red Mountain is still an active volcano.
Common diseases don't really amount to much anytime in the game so change that. After the PC "wins" the mainquest there are still ashstorms, so have being out in an ashstorm be able to give the PC a disease.
Diseases don't stack, so change that.
Divayth's Corprus cure gives the PC resistance to Corprus, Blight and common disease while the PC is on the main quest. So with DagUr dead and Corprus no longer a consideration, have the Blight and Common Disease Resistance disappear from the PC. ( it was all magical to begin with so with its anodyne dead the magic dies too if you want an explanation )
NPC's don't really react all that negatively to you when you are diseased, so change that, make the game a real PITA for the PC if he gets Diseased.
Hell make the healers all belong to the VMA ( Vvardenfell Medical Association ) and have them raise their prices 100 fold for healing and make the PC wait for weeks to get an appointment to be healed. ( So Sorry Mr. PC sir but the Healer's appointment calendar is completely booked with golf games and Noble clients but we can give you an appointment in 6 days at 4 in the afternoon. Do be ontime or the appointment will go to the next customer on the waiting list.)
Introduce the concept of Imperial Health Insurance for the PC. Some drone in Seyda Neen can sell you an insurance policy for so much a day; but if you fail to pay, your insurance lapses. And if you get diseased you find out that the policy has "fine print" restrictions such that it doesn't cover various ailments if you are of specific races or factions or whatever.
Change all the corpses in the game so that they automagically give the PC a disease if he opens them.
My only point in the above post was that you want a whole lot of retextures ... not that it wasn't a good idea to have them and certainly not that there were not things you could design that would make those retexes worth doing.




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cyran0
Initiate

Reged: 06/04/04
Posts: 58
Re: Diseases and Immunities and balance [Re: Iudas]
      #2963547 - 08/23/04 10:57 PM

I must say, I love this idea! I suppose that I hadn’t realized how underpowered diseases were since I play conservatively, and don’t loot diseased corpse and such. (Afterall, who’s going to knowingly eat diseased shellfish?) I will point out one concern about tweaking the ingredients to make cure potions more difficult to make. There are other mods people use that introduce new ingredients and/or alter the original, so there will be compatibility issues. I wonder if there is not another way to achieve this end. I think it would be desirable to dial down the power of alchemy in general. If there is a game setting that regulates alchemy success, and if it is set for a greater rate of failure, it effectively increases the cost of your cure potions (a greater quantity of ingredients will be consumed in the process of making a few potions). The only game setting that I saw was the seemed relevant is iAlchemyMod (“1142”) with a value of 2, but I don’t know what it governs. Has anyone tested this setting? Anyway, just a thought. Regardless of how you decide to handle that issue I will be running the mod (and I only use a couple dozen mods at present).

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Iudas
Disciple

Reged: 10/30/02
Posts: 1197
Re: Diseases and Immunities and balance [Re: cyran0]
      #2963805 - 08/24/04 12:31 AM

Quote:

The only game setting that I saw was the seemed relevant is iAlchemyMod (“1142”) with a value of 2, but I don’t know what it governs. Has anyone tested this setting?



Yes. BeanCounter tested this specific setting some time ago.
It specifically controls the value of player made potions.
Set to 0 and player made potions have 0 value, set to 1 and player made potions have about 1/4 to 1/2 of what they have if you leave it at the default 2. There are several other GMSTS that can be played with in alchemy. fWortChance controls the level at which a PC gets to identify the first effect of an ingredient ( 15 ) other values need some futher investigation.
The issue of compatibility with other mods that change ingredients is of course a major consideration. Sri's Alchemy makes major changes to ingreds and potions, BeanCounters Alchemy mod makes player made potions valueless for barter without removing the learning effect of making potions on alchemy. Half a dozen grand mods change or add or change and add ingreds and potions, the skooma addiction mods change skooma, NOM changes drinks. Just an issue we have to work with.
Sri's removal of all fortify intelligence potions from the game and from all ingreds makes a major change. Further investigation has shown that Luck has an even greater effect on alchemy than had originally been thought. The quality of the various alchemical implements can be reduced or conversely their prices raised and the unprotected sets ( like the infamous set in the Caldera Mage's guild ) can be better protected, key required locks on doors, stronger guarding characters.

Thanks for the compliment about running the mod. It will be a while before it is presentable and I am by no means certain that all the ideas in the previous post will be in there. ( Although I am sorta partial to adding in the insurance saleman concept and the VMA. I can picture a player having a serious case of the sereptiginous dementia and going to a healer only to be told there is a 3 week wait for a visit and that his insurance policy specifies that he is only covered for this disease if he is a native of Vvardenfell and does not belong to the fishing academy. Now there is realism. ( Din, the crazed Redguard out in the wilds north of Gnisis has S. dementia which he caught from a slaughterfish bite ... so I have already added diseased and blighted slaughterfish to the mod and they do give S Dementia to the PC now )

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