I tried a full melee character recently. I paid a bit more attention this time and yes, the probability of getting diseases is probably a bit too high.
At the end of the day, I was happily fighting fearful daedra and legions of marauders all day long but ran in panic from any rat or wolf crossing my way.
Gotta check if there are any adjustables values in this mod. ;-)
The changelog didn't suggest a change, so I suspect the last comments were a bit exxagerated.
After about 50 hours with this mod on and a char with low endurance and no disease resistance I ended up using about 10 potions of cure disease. There were enough random wildlife but most of my diseases came from zombies which - annoying as it may be - makes perfect sense to me. If you see a walking pile of maggots and decay you *will* back off for a very good reason.
Endorse will follow, of course. Yes, I love suffering. ;-)
I like this. Cure Disease actually has a valid use in the game now. Prior to this, I could ( and did ) catch five or six diseases and never even notice.
I really like the disease effects - it totally transforms the significance of catching something!
A few wishes: At present, the probability of catching something is too high - it's as if every beast out there is highly contagious.
I did the fisherman of Weye quest to kill 12 slaughterfish, and 12 times I had to go to a shrine!
I'd suggest multiplying in an extra factor which is the probability of an animal being infected. So, some animals will be highly contagious, but most will not. Weighted random should do it.
A second wish: I feel that the cure of shrines and potions is too perfect - you can go from being very sick to completely cured instantly.
Would it be possible to have, as a modders' resource script and/or spell, a slow cure that gradually reduces the disease over a period of time? Or a hook into the existing cures that has the same result?
I feel that would be more realistic, as it would force the player to rest and recuperate.
this is a great idea of a mod... i mean, this mod had a good start but need some tweaks... it starts to blur te screen too immediately, it should start the blur only when the thing is getting worse, also should not say anything about when you get infect, in fact the shaking screen annoys me a little bit... so it should be all silent, only after sometime the disease should show the effects, that would be so much more real and more... "playable"... it's so boring when i get diseased while fighting a single zombie... also, the disease is stackable! if you get hit many times by a plague bearer you'll get the same disease repeately..., the thing gets so worse that you can't even walk because of the "stumble and fall" stuff... wish this mod were updated..
What strickens me is not the disease alone, but that you get a shaky screen immediately. It would be much more cool if you could proceed some time without even know you are hit by a disease as is in real life. Anyway, cool stuff!
21 comments
I tried a full melee character recently. I paid a bit more attention this time and yes, the probability of getting diseases is probably a bit too high.
At the end of the day, I was happily fighting fearful daedra and legions of marauders all day long but ran in panic from any rat or wolf crossing my way.
Gotta check if there are any adjustables values in this mod. ;-)
After about 50 hours with this mod on and a char with low endurance and no disease resistance I ended up using about 10 potions of cure disease. There were enough random wildlife but most of my diseases came from zombies which - annoying as it may be - makes perfect sense to me. If you see a walking pile of maggots and decay you *will* back off for a very good reason.
Endorse will follow, of course. Yes, I love suffering. ;-)
A few wishes:
At present, the probability of catching something is too high - it's as if every beast out there is highly contagious.
I did the fisherman of Weye quest to kill 12 slaughterfish, and 12 times I had to go to a shrine!
I'd suggest multiplying in an extra factor which is the probability of an animal being infected. So, some animals will be highly contagious, but most will not. Weighted random should do it.
A second wish:
I feel that the cure of shrines and potions is too perfect - you can go from being very sick to completely cured instantly.
Would it be possible to have, as a modders' resource script and/or spell, a slow cure that gradually reduces the disease over a period of time? Or a hook into the existing cures that has the same result?
I feel that would be more realistic, as it would force the player to rest and recuperate.
Great work so far!
Anyway, cool stuff!