Skyrim Special Edition
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tesnexus8

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23 comments

  1. PockyPunk1
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    Hi !
    A "Cure Others" version of the spell would be very welcomed :)
    1. tesnexus8
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      You'll have to explain why, I think. Followers can't actually catch diseases.  :)
    2. PockyPunk1
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      They actually can, so can horses :)
      Had to remove Break Bone Fever from Frost using console command.
      I can send my followers use an altar so they get cured, but I can't do the same with horses for obvious reasons.
    3. tesnexus8
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      hmm. I tested that back when Skyrim came out, and confirmed via both EFF and the console that although Followers can present the visual effect of catching a disease, their stats are completely unaffected.

      My guess is you have a mod causing it: probably Survival Mode, if you're using that, but I suppose it's also possible that it CAN happen now, because, hey, Skyrim.  :)

      I'll check when I have time, but it'll be a few days. Thanks.
    4. YFish
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      Seconding the request for a Cure Other version of the spell, if you have time/inclination. Followers don't usually catch diseases, but somehow in my game, Lucien did. Directing him to activate a shrine for its blessing didn't work, loading up his inventory with cure disease potions didn't work... I could ignore it, except that Lucien apparently has conditional dialogue for getting sick and he keeps saying "I feel icky" in a sad voice and it makes me wanna help him :(

      Regardless, this is a great mod! Nice and simple and useful. Thank you for making it!
    5. tesnexus8
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      Lucien?! How on earth...?!

      I mean... he's dead. He's supposed to be even more Immune to Disease than a "normal" NPC...
      Disease Resistance does have issues, but that surely can't be happening other than as the result of a wildly over-enthusiastic mod that's spamming property changes onto every actor in the game.

      I don't mind making a Cure Other version: I just never considered anyone would have gone that far out of their way to break things, and I'd forgotten about it by the time I finished my last playthrough. I'll see what I can do when I have time: it should be trivial, but it's worth pointing out that it will be literally impossible for me to test it unless either Beth have broken the base game behavior or someone tells me what mod it is that's causing that change in the first place.
    6. YFish
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      Oh, god, not Lucien Lachance-- that WOULD be absurd! No, I meant Lucien Flavius, the modded follower. He's got his own thing going on re: ability to contract diseases, apparently. Upon loading a saved game, Lucien would glow briefly with the same gold/white edge lighting the player character gets when they contract a disease, and he would mention feeling sick every now and then in idle dialogue. I searched the Lucien mod page for any information on how to cure him of a disease--if the author gave him the ability to catch a disease and special dialogue for it, surely the author gave him a way to be cured, right?--but no luck. I guess there's always shrines? But this was during a survival mode playthrough, which changes the way shrines work and seems to make it impossible to direct a follower to activate a shrine for its blessing. You can tell a follower to activate the shrine, but it just brings up the dialogue box asking if I want to make a donation to receive the blessing, after which *I* receive the blessing instead of my follower. It seems like Lucien mod + Survival Mode is the culprit here-- Lucien mod didn't account for a version of the game where you can't cure him via a shrine, Survival Mode didn't account for a modded follower who can catch a disease.

      I took the liberty of dicking around in xEdit to try making a targeted copy of your spell, but my present dicking-around-in-xEdit abilities fell short of success. If you do make a targeted version of the spell, I'm happy to drag Lucien into every vampire lair and wolf den I can find to test it for you! But no pressure, it's not a game-breaking issue.
    7. WarbirdShaman
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      A Cure Other version is super important for me, could add as optional esp/esl with both? It's important because I've modded my diseases to do health damage over time, if you don't cure it you will die. So my followers often get stuck in bleedout, slowly crawling after me for miles after meeting a Skeever :D
    8. tesnexus8
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      I haven't had time to play in years, but even if I did it's not like I'd be adding random mods to enable diseases on Followers anyway.
      If you modded diseases like that you shouldn't have any trouble tweaking this to create a Cure Other spell, so go for it - the permissions are open, and I'm sure a few others would appreciate it.
  2. WarbirdShaman
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    For compatibility, does this add the tome to levelled lists via script?
  3. 13Euphryos07
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    Can you please provide multiple versions for Novice/Apprentice/Adept?
    Novice is absolutely not lore-friendly in my opinion.

    Yes, I read the description and know that people have complained but multiple versions will make everyone happy.
    1. tesnexus8
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      Novice is actually its "natural" level in Skyrim, with a base cost of 79 Magicka.

      I'll see about adding other versions, but I've still got a bunch of little personal mods like this to port to SE (and I'd like to spend some time playing too :P) so if you want to change it yourself before I get round to it (and note the Permissions say you're welcome to do that and upload it here) here's how:
      The FormID is CureDiseaseSpell. To make it higher-level, you need to uncheck the "Auto-Calculate" box and increase the spell cost. Don't forget to change the Casting Perk appropriately as well.
      Then remove the book from LItemSpellTomes00Restoration and LItemSpellTomesAll00Restoration, and add it to the lists for the level you want (25 for Apprentice, 50 for Adept).
    2. ShadeTailUS
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      I would like to echo the request for higher level versions. I get your reason for making it a novice spell, and sometimes I would feel the same way. But other playthroughs, it would feel a bit too easy to be able to cure diseases right away.

      I did follow your instructions for doing it myself, editing it in the Creation Kit and then doing some cleanup in SSEEdit. But I'm not entirely sure I did it correctly, since I'm very much a novice at this. So I'd appreciate "official" versions, so to speak.

      On a related note, how do you calculate the proper magicka cost of the higher tiers? You've made the novice version cost 79 M, but what would a fair cost for, say, the apprentice tier be? I've tried googling the answer, but I haven't gotten any relevant results.
    3. tesnexus8
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      > how do you calculate the proper magicka cost of the higher tiers?

      You don't. Every part of a spell has a base cost determined by its effect(s), which is then multiplied by the magnitude and/or duration of those effects, and that's what the "Calculated" result is. Similarly, *I* didn't "make it cost 79 M" - that's what its cost "really" is, according to the game itself. Making it an Apprentice spell originally was the "false" version of it, not it being Novice now.

      If you want a spell to cost more (or less) than it "should", you have to turn off Calculation and decide on an arbitrary cost for it yourself. The higher cost itself is what moves a spell from Novice to Apprentice and so on. Note that this is very different to Oblivion though: in Skyrim you can still cast any spell of any level if you have the Magicka for it, rather than not being able to learn it at all. Because of that change, spell levels are only relevant as far as the cost-reducing perks go, and not in any other way at all.

      HTH

      re other versions, I think at this point I'm probably never going to. Like I say, spell levels are basically meaningless in Skyrim: it's entirely cosmetic, in a practical sense. DG really, REALLY, utterly f**ked the balance (and frankly, the enjoyment) of the early levels with its brainless vampire spam, turning small chances of fairly minor stat-damaging diseases into 100% chances of the game-altering Sanguinaris, multiple times per real-time hour. It's just ridiculous.

      I'm actually kind of curious now as to what you're trying to prevent. :)
      Apprentice-level spells are available from the start of the game just like Novice ones, so that doesn't change anything. It's trivial to have 190 Magicka at Level 1, so even without factoring cost-reduction gear into things you'd need to crank the cost above that, which would put it well into Expert level.

      I think the big advantage to just leaving it at Novice though is this: if it costs less than 100 M, anyone who wants to use it can use it, and without having to mess around with gear changes. Anyone who thinks it should cost e.g. 200 M can just not use it until they have that much (or cost-reduction gear that brings it below what they do have), whether it's from gear or from pumping M on levelups. Artificially inflating the cost over 100 takes that choice away. It's your game though, so if you want it that high that's your choice as well, and don't let me influence it. Like I say though, I can't actually think of a scenario where that sort of change actually makes any difference, other than at most a minor inconvenience where I might MAYBE have to change gear to cast it. :)
  4. deleted45694902
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    Can you modify it to cure both disease and poison?
    Also , it would be nice if you add another spell that can cure others (of both poison and diseases) as well. Cure others should be an apprentice level spell though.
    Nice mod by the way.
    1. tesnexus8
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      "Probably", I expect.

      I sort-of remember that there's something "unusual" about Cure Poison, but I don't remember exactly what. (I mean, apart from the fact that Poison itself is broken AF in Skyrim). I'll have a look next time I get the urge to play, but that might be a few months.
  5. Judah789
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    I love the way you think. There are SO MANY mods that I straight up do not download because they say "The (thing) can be found in (generic location in whiterun/riverwood/helgen) and it's OP as fuck." But you got it right, it's not that hard to just toss an item in a mod into the level list. This is so much more immersive.
  6. fiskin1
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    Thanks very much for adding this to the game. I found it utterly retarded that there wasn't a spell or tome that could do this. I am fine with the Novice tome thing. Its a personal choice to be honest. If I find this to be too easy or non-immersive, I can always edit it per your instructions in the post below. Also, do you think load order should matter? I always make a merged patch so I dont think it should. I have a couple other "book" type mods installed and can put it with them. Be back to endorse.
    1. tesnexus8
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      Load order won't affect the EXISTENCE of the book at all, but it WILL stop it being available in loot or low-level vendors if another mod has edited that list, and likewise for Colette's list if it changes that one as well.
      It's literally like 10 records though so a merged patch should be really easy, and you sound like you know what you're doing with those. :)
    2. fiskin1
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      Oh ok, if its only 10 records, then that is not enough to affect it all. Thanks for the fast reply. I will put this in my game now. Looking forward to your other projects. Seems like you have a lot planned. Good luck with those as well.

      Edit:Just ran it through SSEedit and the leveled list entries are all green, so its good to go. Thanks again.
  7. NIKFS
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    After reading the description: how do you manage to still be level one after 5 violent encounters xD just curious do you have a mod that makes leveling slower?
    1. HappyB3
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      Can't you delay the level up by simply not going to the Skill tree menu ? I always do that when I'm level 9 and haven't been to the Hall of the Vigilant yet (once you get level 10, Dawnguard kicks in and destroys it).
    2. tesnexus8
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      Nope - I just spend most of level 1 "getting everything ready". I haven't even dinged yet. Here's how:

      Be a Breton (or another race that starts with 25 Conjuration, if there is one).
      Get to the Atronach Stone and use it.
      Get to Winterhold, and retry Faralda til you get the "Flame Atronach" outcome. (The mod "Better College Application", which I just found now, makes it non-random and simply better, as it says). With the +50 Magicka from Atronach, you'll be able to cast the spell at level 1 even if you use Alternate Start and missed out on the Novice Hood in Helgen.
      Get the hang of hiding behind your Atronach (I've started calling her "Bernadette" :P) while her combination of Flame Cloak and attacks makes Fire-Vulnerable Vampires dead again, as well as easily roasting all the level 1 "pest" encounters like Skeevers and Wolves.
      :)