Hi Everyone! The mod has been updated to work with the Vanilla Next Gen update!
Next up: Getting a version of the mod that works with the Unofficial F4 Patch.
The unofficial patch has a version of this available in this mod's download page. Next up is getting it working with some other mods, like the one that fixes VATS crash to desktop.
Following in case you ever make a version of this with a lower overall rate of contracting diseases. Can't find any mod that does something similar and has that functionality.
I wonder how you implemented this since 95% of illnesses come from sleeping on a bed. Can you still get anything from a bed? Or, the cause is saved when it happens, to be implemented only until you sleep on a bed? I would suggest, if possible, eliminating the disease check from beds and leave it only for the moment of animal bites, drug consumption, swimming, and eating or drinking bad stuff. Weakness, fatigue and lethargy actually could be symptoms of an infectious disease, like pneumonia or typhoid. So you could get them from animal bites, swimming, eating and drinking bad stuff. Besides, if you can only get infection from animal bites, that is kind of criminal because infection can be lethal early game. Parasites should come only from eating or drinking bad stuff. OTOH infection should not. Infection implies more like an infected wound and blood poisoning, and should only happen after bites.
I don't rightly remember but I am looking at this again as this mod does not work with the updates. I will let you know.
And I would agree, the second stage I had planned before the last big update was to make only a few of the diseases caught from real world things, and the three you mention (weakness, fatigue, and lethargy) be related to side effects.
This is exactly the kind of mod I've been looking for but I can't get this to work for the life of me. I've tried running around popping chems (med-x, day tripper, rad x, psycho) like a junkie and drinking from all the nasty puddles I can get my filthy junky hands on, and I'm still not contracting anything. I'm running a pretty modded playthrough, including Immersive Gameplay Overhaul, which I suspect may have something to do with this.
I tried playing with just the most up to date file of the two that are offered (scripts for immersive diseases) but that did nothing. So then I figured maybe that was just a patch for the main file and so I downloaded that one too. I've also tried making sure both mods are at the very bottom of my load order with scripts loading after immersive diseases. Still nothing. It's probably also worth mentioning that I haven't updated my fallout 4 with the "next Gen" garbage bethesda just released.
I'm unsure if I should be using both mods or not as the description for the "scripts" file is near gibberish (or maybe I'm not tech-literate enough to understand what it means). If anyone has any ideas or advice they can give me on how to fix this I would very much appreciate it.
Hiya Veggie dude. You should have to use both mods listed under "main files".
I have not tested this after the big update/patch from Bethesda that broke a bunch of other mods - are you using the update that Bethesda released late April, 2024? If you are, this may be a sign that I have to make a version of this that works after this patch.
I very much like the concept of this mod, however a Fallout 76 Diseases mod was just released and I was wondering if that's compatible with a little xediting? I was also wondering how it compares to your own implementation of F76 diseases you intend to release sometime in the future?
I'm not sure how this would work, can you send me a link to that mod? I have done no modding for 76, and haven't really played it before either. It could be a simple thing to implement, it might not.
My thought was that I might want to put all the diseases from fallout 76 into fallout 4 just to make it seem cohesive between the games. Ideally, this would be one of two different disease mods - one mod that I'm already working on that just takes the vanilla diseases and changes how they operate, and a second mod that are for people who are familiar with 76 and want to have that kind of experience but inside Fallout 4.
Ah, I believe I didn't word that correctly. The mod in question adds Fallout 76 diseases to Fallout 4. I was just wondering if this mods more realistic disease mechanics would work with that mod installed and a little patching. I assume it isn't so simple. Here is a link. https://www.nexusmods.com/fallout4/mods/76008
Thanks for the clarification - that would definitely make my job easier to just...make an edit for that one.
I've been kind of busy, so this has dropped off my radar for a bit. I have done a bit of work on it, just to get an understanding of how the original code works before editing.
Wow thank u, I don't think I'm ever going to play Fallout 4 without this again. I thought the disease system was way more complex, and was super disappointed when I started reading about it. I'd really love to see this becoming even for complex, like making the treatment of diseases a bit more complex. Idk that's kind of what I've always wanted with the health system in Fallout 4, but this is super important to me immediately. Thank u so much for doing this.
I'm still teasing some things out about the mechanics, but I am pretty sure I tested out the drug-causing-disease mechanic and found it triggering. I did not change that bit, just how diseases are distributed when they are dished out. It takes a while, each drug use (as well as any other disease causing action) only has a percent chance of triggering a disease.
It looks like no, not at the moment. but can make it compatible after I'm done adding features. After that, it'll likely just be copy/pasting code from my HC_manager script to theirs - just need to have the right places.
Good news everyone! - Professor Hubert J. Farnsworth
So even though I f'd up initially and didn't realize I had to upload the scripts, I have been working a bit on other features in the meantime.
I've been able to add antiparasitics as a usable medicine for getting rid of parasites. This means I have a working pattern for developing further meds and changing how diseases work. I won't release anything yet, but it's nice to know I have a path forward for making disease treatment more realistic.
40 comments
Next up: Getting a version of the mod that works with the Unofficial F4 Patch.
The unofficial patch has a version of this available in this mod's download page. Next up is getting it working with some other mods, like the one that fixes VATS crash to desktop.Only see nextgen files
I would suggest, if possible, eliminating the disease check from beds and leave it only for the moment of animal bites, drug consumption, swimming, and eating or drinking bad stuff.
Weakness, fatigue and lethargy actually could be symptoms of an infectious disease, like pneumonia or typhoid. So you could get them from animal bites, swimming, eating and drinking bad stuff. Besides, if you can only get infection from animal bites, that is kind of criminal because infection can be lethal early game.
Parasites should come only from eating or drinking bad stuff. OTOH infection should not. Infection implies more like an infected wound and blood poisoning, and should only happen after bites.
And I would agree, the second stage I had planned before the last big update was to make only a few of the diseases caught from real world things, and the three you mention (weakness, fatigue, and lethargy) be related to side effects.
I've tried running around popping chems (med-x, day tripper, rad x, psycho) like a junkie and drinking from all the nasty puddles I can get my filthy junky hands on, and I'm still not contracting anything.
I'm running a pretty modded playthrough, including Immersive Gameplay Overhaul, which I suspect may have something to do with this.
I tried playing with just the most up to date file of the two that are offered (scripts for immersive diseases) but that did nothing. So then I figured maybe that was just a patch for the main file and so I downloaded that one too. I've also tried making sure both mods are at the very bottom of my load order with scripts loading after immersive diseases. Still nothing. It's probably also worth mentioning that I haven't updated my fallout 4 with the "next Gen" garbage bethesda just released.
I'm unsure if I should be using both mods or not as the description for the "scripts" file is near gibberish (or maybe I'm not tech-literate enough to understand what it means). If anyone has any ideas or advice they can give me on how to fix this I would very much appreciate it.
I have not tested this after the big update/patch from Bethesda that broke a bunch of other mods - are you using the update that Bethesda released late April, 2024? If you are, this may be a sign that I have to make a version of this that works after this patch.
My thought was that I might want to put all the diseases from fallout 76 into fallout 4 just to make it seem cohesive between the games. Ideally, this would be one of two different disease mods - one mod that I'm already working on that just takes the vanilla diseases and changes how they operate, and a second mod that are for people who are familiar with 76 and want to have that kind of experience but inside Fallout 4.
I've been kind of busy, so this has dropped off my radar for a bit. I have done a bit of work on it, just to get an understanding of how the original code works before editing.
i only see diseases appear after combat/travel/sleeping.
looking in xedit, food n drugs do contribute to disease rate... maybe my game has some modifications i dont know about
So even though I f'd up initially and didn't realize I had to upload the scripts, I have been working a bit on other features in the meantime.
I've been able to add antiparasitics as a usable medicine for getting rid of parasites. This means I have a working pattern for developing further meds and changing how diseases work. I won't release anything yet, but it's nice to know I have a path forward for making disease treatment more realistic.