Dragonborn added a new disease (Droops) and this mod didn't implement it. It means that once you get Droops (only possible in Dragonborn's area, as far as I know), you will never ever get rid of it. If that happens, you can remove all diseases using the Diseased SkyUI Mod menu, the uninstall option. Besides that, this mod has no other issues with Dragonborn.
I am sorry I can't update this right now. I just checked my message box and had many requests, but my real life stuff is draining all my spare time and energy right now. I have no idea when I will be able to update it.
Thats a real shame cause I really liked this mod Its also incompatible with ZF Private Needs mod, meh If these two things can get fixed these two combined would be the next big hit I believe. Imaging when coughing from a disease you also drop your weapon, totally awesomemly immersive experience xD
Ouch. Somehow I managed to overlook this, and have been recommending it widely. Well...
I'd like to create a little patch to get Droops working for it, at least, so this thing can get back in the spotlight. There's no reason for this mod to be passed by (considering how far superior the disease handling is to any of the current mods) due to Droops.
If/when you find the time.. A PM giving me a little guidance as far as what, off the top of your head, I'd have to edit to add Droops compatibility, would definitely help make sure I don't miss anything.
I just reverted the shrines to the vanilla shrines with TES5Edit. I lost the shrine quest but that's acceptable given that any disease from another mod would be incurable. My character contracted Brown Rot a disease from the Corpse Preparation - True Necromancy mod and I was able to remove it at the shrine after making the change to the shrine.
I'd like to make a patch that covers diseases from other mods along the lines the Diseased mod author implemented. I think it's possible after looking at it in the Creation Kit but I'm totally not sure yet.
Nice Mod! I've jujst ported to SSE! I was looking for something that really could make diseases more useful
I also came here to point out that there is an important compatibility issue between this Mod and Hunterborn. I checked on SSEdit and I noticed both quests affect the DeathItem option of a couple of animals (Skeever, Bears, Wolves and Saber Cats). I installed Diseased last, so I believe the last quest starts to be the prevailed one, because I did put Diseased.esp above Hunterborn.esp and Diseased still kept affecting the Animal Deathitems.
Is there any way to solve that? I am quite good in editing item traits, Leveled Lists and Magic Effects in SSEdit, but I have no idea how to merge quests (which rely in a bunch of scripts) without break the game.
This is pretty weird, because adding to the death items by script should be ensuring that they ARE compatible. That is the whole point of doing it by script lol. I took a look at the script, and the first thing the Diseased script does is revert all previous scripted changes that have been made to death items and other leveled lists (using .revert), including changes that would have been made by other mods!!!
WTH??? Why!!!! The author writes in a comment within the script that its to do with save bloat, but I can't figure out the relation? Oh well.
For anyone who wants to run them together, starting your game with only Diseased installed first (and letting it run for a bit before saving), and THEN installing Hunterborn, should fix the issue, as far as I can tell...
Hey blackc, thanks for pointing out the exact problem and possible solution. Gave you a kudos for that. I'm wondering if just commenting out those .revert lines from this mod's .psc and recompiling the script would be an ok solution too? Supposedly it only runs once on game startup. I'm wondering if the author was running it multiple times artificially when creating the mod and it caused his saves to bloat so he added the reverts and never removed them due to laziness. Maybe I could add a notification to the script to notify the user when the script gets run just to be sure, something like "Running the startup script for DISEASED. This should only run once!" That way we'd be sure. I hate having to add mods into the game after startup just because they don't handle game startup correctly (I'm looking at you Experience mod!).
Thanks for the kudos!! That's my first one haha. That is actually exactly what I was thinking! I think there must have been either some kind of an error in the first version of the script that added to leveled lists multiple times (and the .revert functions were there to retro-actively un-screw people's leveled-lists), or as you suggested, Manaflow was running the script multiple times himself. As far as I can tell, commenting out the .revert functions and recompiling the script should fix the problem, and I don't think the script in its current form would ever add to the leveled lists again after startup, which should mean that save bloat wont happen anyway.
By the way, I was actually working on and off again on an SSE update for the mod generally just to iron things out like that. I've actually already added the warnings as you have suggested and changed it so that the .revert functions won't fire on startup. I also managed to fix the issue where diseases added by other mods can't be cured. I think its nearly done, but I added quite a bit of extra stuff as well like extra diseases and colds and things like that, so I don't know if people will be as interested. But just thought I'd mention!
Wow that sounds great, if you need a beta tester just shoot me a PM. I've pretty much settled on all the mods I'm going to install, but it's taking me several weeks of installing them since I install a few and then test them and then find something not quite right and then I fix it, etc. In the meantime I'll be teaching myself how to compile .psc files and see if I can put in a short fix along the lines of what we said, then wait to see if your updated mod is ready before I'm ready for my next playthrough (I haven't played SE, I last played in 2015 in LE days...).
EDIT: I should have mentioned I converted this mod and the Droop add-on mod to form 44 because I'm planning to play SE now. I've done a LOT of testing so far and it seems to function correctly, though I wish the diseases progressed a little faster. I also use RnD and it works well with that--it simply replaces all the disease stuff in RnD since the formIDs for the diseases are the same in the plugins (they're just spells that are applied to the player of course). I've been using player.addspell to give myself diseases and then using the additem mod to give myself the antidotes to see the effects, etc. I had to wait for about 5 days before any of the diseases became bad enough to kill me. A lot of times they just got better without my doing anything (no antidotes or medicines, etc.). I even used Skytweak to remove all my disease resistance. Anyway, too much for a public post...
Do you happen to know if/when you'd be releasing the port? This mod looks AMAZING (so much better than iNeed's Dangerous Diseases module), but with Frostfall and all that, plus how complicated porting things can be, I'm reluctant to download this mod as-is and port it myself
Any news on the status of porting this to SSE? (or any chance of sending me your ported version?) I really loved this mod on Oldrim and its sorely missing in SSE. I've never ported a mod before and I fear I'd be well out of my depth.
Turned out my other disease was Sanguinare Vampiris, and I have no idea how she got it... Reloading fixed it, but I have another question: what to do about modded diseases?? I haven't added any on purpose, but Mihail's zombies adds one and I can't get rid of it. :( Even if I use the console to get rid of it, it'll always come back eventually. Would modding a cure require scripting knowledge?
Edit: I had to make a work-around by removing the changes made to vanilla potions, for 2 reasons.
1: being permanently diseased due to other mods is no fun, and uninstalling via MCM results in me having to remove the mod and make a clean save, because loading my save without doing so causes this mod to stop working altogether.
And 2, because if she gets her diseases cured at a shrine, or via generic potion, the disease resistance active effect it gives is permanent, resulting in her never being able to catch a disease again (in my experience), and thus, all the fun of this mod is gone. :( So I'll just have to try and avoid shrines and use only unmodded potions to cure 3rd party diseases, and... HOPEFULLY, using the specific potions for diseases included in this mod won't also make her incapable of catching diseases anymore.
Well, I've read every book this mod has to offer (I know I have, because I checked for all of them using Add Item Menu), and her diseases are still undiagnosed, even though I personally know what they are because she contracted them by sampling ingredients included in this mod (wolf saliva, for example). I've had her drink every potion you can imagine, and it's not helping, presumably because she doesn't know what she has, and now she can't see and is probably about to die lol.
Edit: Apparently, at least for rock joint, it just takes time. But the other disease won't diagnose.
Do npcs get diseases? I would like to do a playthrough where there is a plague. I dont care if it kills essentials as it wouldnt be a play that follows questlines. Just a survival type play where a plague slowly creeps through Skyrim.
I've never heard of NPCs getting diseases other than the ones that are already sick via the vanilla game (e.g. in Whiterun's temple). But there are a couple zombie mods I think.
So I think this mod had something to do it with but I have Ineed Food, Water and Sleep... And I got the Stomach Rot, I've had the disease for a while now and I have 80% resistance... Is there a way to remove my Stomach Rot? Do I need to go to an altar rather than relying on cure disease potion and from a priest to heal me?
Some of the earlier comments said that's the incompatibility with iNeeds. If you get Stomach Rot, it's incurable so most had to disable it. I'm actually going to play around and see if I can come up with a patch
I use iNeed too. Just don't get Stomach Rot. Eat only 100% food. You can remove the mod to get cured. I can't get the Advanced Crimson Plague to get cured. Not sure what adds that but that's another pain in the butt. Still there are work-arounds.
Very old mod and very good. I currently have a 900 hour play through and just became a werewolf not too long ago. I used the console to lower the 100% disease resistance but I don't seem to get any of these diseases now. Does anyone happen to know if there's something I can do to get this to work? I'd really appreciate it!
Are you sure you used the correct console command? Did you use a negative sign? Otherwise you increased your disease resistance and that's why you can't get diseased. This mod is really buggy for me. I had to put it last load order, set it to 1000% and reduce my disease resistance to -1000%. Now I get diseased as frequently as I feel I should. Takes about 5-6 bites. That seems right. But it's off again on again. If you're a Bosmer you need to get a mod to remove the racial trait because it messes with getting sick. I use Imperious. Right now I can't get any of the vampirism medicines to show up in active effects so I can't be cured :(
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I am sorry I can't update this right now. I just checked my message box and had many requests, but my real life stuff is draining all my spare time and energy right now. I have no idea when I will be able to update it.
If these two things can get fixed these two combined would be the next big hit I believe. Imaging when coughing from a disease you also drop your weapon, totally awesomemly immersive experience xD
I'd like to create a little patch to get Droops working for it, at least, so this thing can get back in the spotlight. There's no reason for this mod to be passed by (considering how far superior the disease handling is to any of the current mods) due to Droops.
If/when you find the time.. A PM giving me a little guidance as far as what, off the top of your head, I'd have to edit to add Droops compatibility, would definitely help make sure I don't miss anything.
I'd like to make a patch that covers diseases from other mods along the lines the Diseased mod author implemented. I think it's possible after looking at it in the Creation Kit but I'm totally not sure yet.
player.removespell <Spell ID>
To find the spell id type:
help droops
http://www.nexusmods.com/skyrim/mods/67973/?
Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you! Thank you!
I also came here to point out that there is an important compatibility issue between this Mod and Hunterborn. I checked on SSEdit and I noticed both quests affect the DeathItem option of a couple of animals (Skeever, Bears, Wolves and Saber Cats). I installed Diseased last, so I believe the last quest starts to be the prevailed one, because I did put Diseased.esp above Hunterborn.esp and Diseased still kept affecting the Animal Deathitems.
Is there any way to solve that? I am quite good in editing item traits, Leveled Lists and Magic Effects in SSEdit, but I have no idea how to merge quests (which rely in a bunch of scripts) without break the game.
WTH??? Why!!!! The author writes in a comment within the script that its to do with save bloat, but I can't figure out the relation? Oh well.
For anyone who wants to run them together, starting your game with only Diseased installed first (and letting it run for a bit before saving), and THEN installing Hunterborn, should fix the issue, as far as I can tell...
By the way, I was actually working on and off again on an SSE update for the mod generally just to iron things out like that. I've actually already added the warnings as you have suggested and changed it so that the .revert functions won't fire on startup. I also managed to fix the issue where diseases added by other mods can't be cured. I think its nearly done, but I added quite a bit of extra stuff as well like extra diseases and colds and things like that, so I don't know if people will be as interested. But just thought I'd mention!
EDIT: I should have mentioned I converted this mod and the Droop add-on mod to form 44 because I'm planning to play SE now. I've done a LOT of testing so far and it seems to function correctly, though I wish the diseases progressed a little faster. I also use RnD and it works well with that--it simply replaces all the disease stuff in RnD since the formIDs for the diseases are the same in the plugins (they're just spells that are applied to the player of course). I've been using player.addspell to give myself diseases and then using the additem mod to give myself the antidotes to see the effects, etc. I had to wait for about 5 days before any of the diseases became bad enough to kill me. A lot of times they just got better without my doing anything (no antidotes or medicines, etc.). I even used Skytweak to remove all my disease resistance. Anyway, too much for a public post...
Can you give me permission to port Disease to SSE? I already use it in my games, nad now I would like to make it available for other players.
Edit: I had to make a work-around by removing the changes made to vanilla potions, for 2 reasons.
1: being permanently diseased due to other mods is no fun, and uninstalling via MCM results in me having to remove the mod and make a clean save, because loading my save without doing so causes this mod to stop working altogether.
And 2, because if she gets her diseases cured at a shrine, or via generic potion, the disease resistance active effect it gives is permanent, resulting in her never being able to catch a disease again (in my experience), and thus, all the fun of this mod is gone. :( So I'll just have to try and avoid shrines and use only unmodded potions to cure 3rd party diseases, and... HOPEFULLY, using the specific potions for diseases included in this mod won't also make her incapable of catching diseases anymore.
Edit: Apparently, at least for rock joint, it just takes time. But the other disease won't diagnose.
I would like to do a playthrough where there is a plague. I dont care if it kills essentials as it wouldnt be a play that follows questlines.
Just a survival type play where a plague slowly creeps through Skyrim.