The new update, 1.1, brings compatibility with the Mod Configuration Menu! With it, you can now adjust parameters of the mod, including the day limit, how severely your ability scores are drained, whether cure attempts work, and so on!
Exactly what I've been hoping for all this time! Honestly can't thank you enough
Started a honour run - custom with multiple savefiles though - with the mod a few days ago and already loving it. Challenge runs aren't for me, but now there's an actual reason to speed through the game and skip a few things, while still allowing for great roleplay 😄 Already looking forward to Halsin and Jaheira being valuable party members and possibly bullying companions out of camp before they transform 👀
You clearly put in a lot of work (the added effects on characters?? I didn't expect that? I'm not just imagining things, right 😂), I think the mod will become a new staple in my load orders. Though probably with a more lenient time frame for origin runs that I haven't played yet 😆
Edit: Shart and Astarion in my active party did suddenly jump from Infection Phase 1 to 3 while my Durge and Tav (added by opening the game twice) correctly went to Phase 2 on the first long rest, while a freshly recruited Wyll is still on Phase 1, but that could just be an interaction with another mod. I'll roll with it, unless they keep progressing at double speed ^^
I imagine reverting the progress of the infection would be more complicated than removing Sickness stacks with SE? It was the Durge night with the Always Save Alfira mod btw, could be the issue 🤷🏻♀️
Edit 2: Hmm no, removing the mod and going through the normal Alfira scene didn't change anything. Oh well. Guess they were shellshocked and it caused the infection to progress faster. Heck it we bhaal
If it helps, its not the disease stages that kills you, its the day limit. So if you feel you want to decrease sickness stacks in SE to correct an error, it will still work.
Ha, I didn't think anyone would notice the sweat building up. I'm glad you're enjoying the mod. :)
Having both Durge and Tav seems to be the error as that's technically still multiplayer, I suppose? Should've probably picked another run to try that trick :D Companions in the active party during long rest progress at double speed (jumping from 1=Infection to 3=Mailaise instantly, and so on with 3>5, 5>7), those not in the active party at long rest don't progress at all. Long resting with Stage 7 makes only those companions transform and I get an instant full game over, despite my Main Characters being fine. I guess my setup causes the mod to count 2 days for them each long rest. I'll try to cheat the system by setting it to 14 days, but worst case I'll just disable and try again on a regular run with one Main Character. Pretty clearly "user error" in a way ^^
I admit, being one person I can't always test my mods for multiplayer, so I'll see if I can't fix that behaviour on my end for you; because it's clearly not intended.
Ah no, not for my edgecase, only if you want to look into multiplayer! Lots of mods have issues with multiplayer setups from what I've heard. Picking a heavily modded run to simulate having friends wasn't my brightest idea. 🤣 I seem to be able to work around it by upping the day limit + adjusting both the stages and stacks with SE when they get out of whack. Apologies for the walls of text, I got too excited 😆
Hello! First of all thanks for the mod. it's great! We also have the same problem in multi-player. How would I go and decrease the stacks manually in SE ( I guess this means script extender), for those party members that jumped from 1->3? I see some commands in another comment, but I am not sure how to get the console to show up in-game. Thank you in advance :)
First off, fantastic mod. Finally something that actually gives you urgency and a reason to skip sidequests, pick fights carefully, and also validating the companions that disagree on helping random strangers on account of trying to get cured ASAP
Though I do wish there's some more settings to play with for the MCM. I've noticed that on loading a new playthrough, you automatically get 1 stack of C.Sickness (right out of the mindflayer pod) which makes even level 1 tedious. I hope that's only a bug, but if it's intentional, there should be a setting that you can toggle that. I think there should also be a setting for controlling the chance of a long rest adding to the C.Sickness that adheres to the Per Day limit. As I understand it, setting the Max Days above 7 will just stack the debuff to its maximum, leading to the rest of the playthrough leaving you at -7 to all Ability Scores. If this is not how it works, forgive me, I've not done a complete playthrough just yet
It is intentional that you get -1 to all abilities from the start, but I can look into a toggle to delay it by a day. It'd have to be set in the main menu, of course.
There is no maximum stack limit to Ceremorphosis Sickness. The disease stage statuses aren't what give you C-Sickness stacks, it's long resting. The disease stages are just for a little flavour, and to signal to the player how close they are to dying. If you've rested 12 times (without cure attempts) you'll be at -12, whether you have a maximum of 12 days or 28.
Out of curiosity, how does this mod affect Halsin and Jaheira? Those two companions are not infected so they should be immune to the effects of this mod, right?
Hey there, very interesting mod ! I'm testing it with a friend, we've noticed that Astarion and Gayle had the ceremorphosis debuff stacked right from the start. We recruited Shadowheart first, who has the right amount of stack (1), then Astarion who has 5 stacks on him, and finally Gayle who has 7 stacks.
We never used any long rest up to this point and didn't tweaked the option of the mod with MCM. Do you know where this debuff stacks come from ?
... huh, that's odd. Companions will start with the debuff, but it's only meant to progress when the party long rests, even if they're not in it. Let me look into it and get back to you.
I found the issue! In integrating MCM I had to introduce an intermediary step between characters being given the disease, and characters being given stacks of the sickness, depending on the setting used for the stack amount per day.
However, I missed that by introducing this intermediary step, the game no longer checked if they had the sickness already before giving them a stack of Ceremorphosis Sickness. This meant they were 'regiven' the disease every time a levelGameplayStarted event happened, normally only meant to infect them for the first time.
I'm pushing an update (1.1.1) which should help, but if it doesn't let me know. :)
As for resetting the companions to the correct amount of Ceremorphosis Sickness, first ensure that the Host Player is controlling the companion that is affected, then paste this into your Script Extender console to remove the sickness stacks. Osi.RemoveStatus(GetHostCharacter(),"CERE_STATUS_STACKS") Then paste this into your console. Each time it is run will apply a stack of the sickness, so if you need them at one, just do it once. Osi.ApplyStatus(GetHostCharacter(),"CERE_PROGRESS_DISEASE_1",1,1)
This mod is so cool! I'd love to try it, I'd just like to know if it effects all games loaded once it's installed or if you can opt in/out when loading a save?
It will affect all games once installed, but you do have the option of disabling it with the in-game mod manager if you want to keep it for later. And if it is accidentally added into a game, just disabling it and reloading the save will remove the statuses.
I think I'm going to give this a try on my next playthrough when patch 8 is released. A couple thoughts if you're looking to add some functionality: There is a concoction called 'laethen' which allows a tranformed being to retain their memories and personality, like the Emporer did, maybe that's an item that can be acquired from Omeluum? If this is consumed, ceremorphosis still happens but the player can continue the story as a mind flayer (?). The other is that dwarves and deep gnomes are not considered acceptable species for ceremorphosis, so possibly those player races are excluded? The origin characters would still be subject since they're all preferred targets, but could make for an interesting story as the player watches this happen.
Really cool mod idea. Won't have time to check it out for a while, but I'll use it on my next playthrough for sure. The game sorely lacks an incentive to avoid resting and this seemingly addresses that quite elegantly.
44 comments
Started a honour run - custom with multiple savefiles though - with the mod a few days ago and already loving it. Challenge runs aren't for me, but now there's an actual reason to speed through the game and skip a few things, while still allowing for great roleplay 😄
Already looking forward to Halsin and Jaheira being valuable party members and possibly bullying companions out of camp before they transform 👀
You clearly put in a lot of work (the added effects on characters?? I didn't expect that? I'm not just imagining things, right 😂), I think the mod will become a new staple in my load orders. Though probably with a more lenient time frame for origin runs that I haven't played yet 😆
Edit: Shart and Astarion in my active party did suddenly jump from Infection Phase 1 to 3 while my Durge and Tav (added by opening the game twice) correctly went to Phase 2 on the first long rest, while a freshly recruited Wyll is still on Phase 1, but that could just be an interaction with another mod. I'll roll with it, unless they keep progressing at double speed ^^
I imagine reverting the progress of the infection would be more complicated than removing Sickness stacks with SE?
It was the Durge night with the Always Save Alfira mod btw, could be the issue 🤷🏻♀️
Edit 2: Hmm no, removing the mod and going through the normal Alfira scene didn't change anything. Oh well. Guess they were shellshocked and it caused the infection to progress faster. Heck it we bhaal
Ha, I didn't think anyone would notice the sweat building up. I'm glad you're enjoying the mod. :)
Companions in the active party during long rest progress at double speed (jumping from 1=Infection to 3=Mailaise instantly, and so on with 3>5, 5>7), those not in the active party at long rest don't progress at all. Long resting with Stage 7 makes only those companions transform and I get an instant full game over, despite my Main Characters being fine. I guess my setup causes the mod to count 2 days for them each long rest.
I'll try to cheat the system by setting it to 14 days, but worst case I'll just disable and try again on a regular run with one Main Character. Pretty clearly "user error" in a way ^^
I seem to be able to work around it by upping the day limit + adjusting both the stages and stacks with SE when they get out of whack.
Apologies for the walls of text, I got too excited 😆
I see some commands in another comment, but I am not sure how to get the console to show up in-game.
Thank you in advance :)
Though I do wish there's some more settings to play with for the MCM. I've noticed that on loading a new playthrough, you automatically get 1 stack of C.Sickness (right out of the mindflayer pod) which makes even level 1 tedious. I hope that's only a bug, but if it's intentional, there should be a setting that you can toggle that. I think there should also be a setting for controlling the chance of a long rest adding to the C.Sickness that adheres to the Per Day limit. As I understand it, setting the Max Days above 7 will just stack the debuff to its maximum, leading to the rest of the playthrough leaving you at -7 to all Ability Scores. If this is not how it works, forgive me, I've not done a complete playthrough just yet
There is no maximum stack limit to Ceremorphosis Sickness. The disease stage statuses aren't what give you C-Sickness stacks, it's long resting. The disease stages are just for a little flavour, and to signal to the player how close they are to dying. If you've rested 12 times (without cure attempts) you'll be at -12, whether you have a maximum of 12 days or 28.
We recruited Shadowheart first, who has the right amount of stack (1), then Astarion who has 5 stacks on him, and finally Gayle who has 7 stacks.
We never used any long rest up to this point and didn't tweaked the option of the mod with MCM. Do you know where this debuff stacks come from ?
However, I missed that by introducing this intermediary step, the game no longer checked if they had the sickness already before giving them a stack of Ceremorphosis Sickness. This meant they were 'regiven' the disease every time a levelGameplayStarted event happened, normally only meant to infect them for the first time.
I'm pushing an update (1.1.1) which should help, but if it doesn't let me know. :)
As for resetting the companions to the correct amount of Ceremorphosis Sickness, first ensure that the Host Player is controlling the companion that is affected, then paste this into your Script Extender console to remove the sickness stacks.
Osi.RemoveStatus(GetHostCharacter(),"CERE_STATUS_STACKS")
Then paste this into your console. Each time it is run will apply a stack of the sickness, so if you need them at one, just do it once.Osi.ApplyStatus(GetHostCharacter(),"CERE_PROGRESS_DISEASE_1",1,1)
There is a concoction called 'laethen' which allows a tranformed being to retain their memories and personality, like the Emporer did, maybe that's an item that can be acquired from Omeluum? If this is consumed, ceremorphosis still happens but the player can continue the story as a mind flayer (?).
The other is that dwarves and deep gnomes are not considered acceptable species for ceremorphosis, so possibly those player races are excluded? The origin characters would still be subject since they're all preferred targets, but could make for an interesting story as the player watches this happen.