I came here only to report that an Immortal Rat of Absolute Destruction with an Impenetrable Shock Cloak had just genocided all of Caldera after following me all the way from Ald-ruhn. 10 immersion points out of 10, do recommend
EDIT: yeah, that New Gnaar Mok mod - I don't have it. Kudos to the author!
So after a short debug I have found out that said rat is indeed afflicted by the blight... which is bad enough, since it gives the owner said 10k shield, but it's only a half of the problem. All the rats deal at least 700 damage now, while I have only 55 HP. I am yet to find out what caused this, stay tuned.
Sadly, I could neither find, nor recreate the bug and still have no idea how did that happen. It would seem that the only creatures affected are rats in the general area of Caldera - I blame MWSE scripting for that.
This is actually quite easy to add: In mwse/mods/MWSE The Blight/modules/decal-mapping.lua, look for the line event.register("referenceActivated", function(e) Then, in this function, above if e.reference.object.organic and common.hasBlight(e.reference) thenadd the following: if e.reference.object.objectType == tes3.objectType.creature and e.reference.object.type == tes3.creatureType.normal and common.hasBlight(e.reference) then addBlightDecal(e.reference.sceneNode) end
This will enable the blight decals for creatures. Note that because it checks for the "normal" creature type, ash and corprus creatures are excluded, because they are "humanoid". This makes sense because they are already affected by corprus and it also prevents the decals from showing up on their clothes.
However, the decals will not show up on creatures with transparent textures, like some replacers have e. g. for cliffracers. This is because the script checks for a NiAlphaProperty in the mesh and if there is one, it doesn't apply the decal. However, I changed this and it appears to be working. To enable decals for creatures with transparent textures, look for local function addBlightDecal(sceneNode)in the same file. Then, look for if (alphaProperty == nil and texturingProperty ~= nil and texturingProperty.canAddDecal == true and hasBlightDecal(texturingProperty) == false) and change it to if (texturingProperty ~= nil and texturingProperty.canAddDecal == true and hasBlightDecal(texturingProperty) == false)
Is this mod supposed to give characters who contract the blight an uh... shock shield? Effect? They have a shock shield effect that keeps being recast on them I think?
Apparently it's a Blight disease called Soulshield whose only effect is lightning shield 10,000 points?? Anyone know what mod is adding this, because it isn't The Blight.
This is obviously super late, but I had this problem too. To anyone else who might have encountered this phenomenon, here's the answer:
The "variant" of blight you're talking about comes from a mod called New Gnaar Mok. I have no idea why a small town overhaul would add a new disease; maybe for a quest that I haven't run through yet. Interestingly, that disease became part of OperatorJack's script for this mod, and the disease spread throughout the land.
It's kind of fascinating, really, how a confluence of experiments in one town led to an accidental pandemic throughout Vvardenfell.
Yes, it's from a quest and I can't think of any reason why it would have to be a Blight disease and not an ability, so changing that should prevent it from spreading (but it might remain on those that already have it).
sooo... funny thing (and please dont fix) dagoth ur himself isnt immune to blight diseases XD because as i as testing i got ash cancer and when i talked to him, the message of transmission appeared
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10 immersion points out of 10, do recommend
EDIT: yeah, that New Gnaar Mok mod - I don't have it. Kudos to the author!
event.register("referenceActivated", function(e)
Then, in this function, above
if e.reference.object.organic and common.hasBlight(e.reference) then
add the following:if e.reference.object.objectType == tes3.objectType.creature and e.reference.object.type == tes3.creatureType.normal and common.hasBlight(e.reference) then
addBlightDecal(e.reference.sceneNode)
end
This will enable the blight decals for creatures. Note that because it checks for the "normal" creature type, ash and corprus creatures are excluded, because they are "humanoid". This makes sense because they are already affected by corprus and it also prevents the decals from showing up on their clothes.
However, the decals will not show up on creatures with transparent textures, like some replacers have e. g. for cliffracers. This is because the script checks for a NiAlphaProperty in the mesh and if there is one, it doesn't apply the decal. However, I changed this and it appears to be working. To enable decals for creatures with transparent textures, look for
local function addBlightDecal(sceneNode)
in the same file. Then, look forif (alphaProperty == nil
and change it toand texturingProperty ~= nil
and texturingProperty.canAddDecal == true
and hasBlightDecal(texturingProperty) == false)
if (texturingProperty ~= nil
and texturingProperty.canAddDecal == true
and hasBlightDecal(texturingProperty) == false)
The "variant" of blight you're talking about comes from a mod called New Gnaar Mok. I have no idea why a small town overhaul would add a new disease; maybe for a quest that I haven't run through yet. Interestingly, that disease became part of OperatorJack's script for this mod, and the disease spread throughout the land.
It's kind of fascinating, really, how a confluence of experiments in one town led to an accidental pandemic throughout Vvardenfell.
Good thing that could never happen in real life!