Skyrim Special Edition
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Belisaurus

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32 comments

  1. Tekurm
    Tekurm
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    Sticky
    Tracked!
    Perfect for my next playthrough
    One question: iNeed page doesn't have a dangerous diseases addon, is it directly from the iNeed installer or has it been removed from the nexus?
    1. BrinaSair
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      iNeed for Oldrim originally had an optional addon called Dangerous Diseases. I cannot recall if it was by the same mod author or by another, but it seems that at some point it was moved off nexus, so it was probably the latter. Anyway, when iNeed was ported to SSE that part was not included, but somewhat later a mod was released for SSE called iNeed Continued which acts as a both a mild bugfix and a slight expansion of iNeed. iNeed Continued also added the Dangerous Diseases component into its fomod as an optional installation, as I recall.

      iNeed - Dangerous Diseases is basically an early version of Survival Mode's diseases. Each disease is given a few stages with each stage notably worse than the prior, and the diseases automatically progressing to the next stage after a given amount of time. Also, one can contract diseases not just from attacks but also by consuming water from unsafe sources. I seem to recall that it also removed the curing of diseases by shrines (or made the curing dependent upon something? or changed it to a Resist Disease effect? It has been awhile since I had a chance to play with it.)
    2. Tekurm
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      Thanks!
      So it would be more accurate to put iNeed Continued as a requirement for this mod right?
    3. BrinaSair
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      True. This mod does nothing unless you have either iNeed Continued or a personal port of the Oldrim mod iNeed - Dangerous Diseases.
    4. Belisauron
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      Thank you so much for the input. iNeed continued added to requirements. Completely forgot that it's a different mod page for SE.
    5. nerdspocket
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       says i need ineed - dangerous disease, thats not found, went to oldrim, file removed or not found, its gone. any ideas?
    6. Path12345
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      iirc it's an option in the install menu of one of the required iNeed mods
  2. jadefamily
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    hey i follower youtube channel your great.
    so i wanted to know if you could make this mod not require I-need mods.
    1. nodude2016
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      There is also a more modern disease module - Diseased Remastered and Extended SSE, first look at how it works, all the answers are there.
  3. Fear2288
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    Would anyone be willing to make a patch for Apothecary?
    1. sneakymage
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      +1 also there's a typo in the Healer's manual. The second Droops should actually be Rockjoint.
  4. sawlids
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    " I don't even know how many players still use iNeed"

    I'm playing skyrimVR so your mod still helping players! Thanks a bunch.
  5. duendecat
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    An interesting idea "on paper", but seriously removes any sense of immersion in practice. My continual experience with this has been: get disease -> hunt literally everywhere for a cure -> after 2 hours of frustration give up, re-enable the console, acquire potion -> play for 10 mins -> get another disease -> repeat.

    If the cures were more available (as they would be in a real life situation) then it would be a fun and immersive addition to the game, even if there was just one cure for each disease somewhere in every city that you had to track down. As it is, it results in an unavoidable game-ending situation that can be only be corrected using the console, repeatedly.

    Edit: this is more of a criticism of the implementation of diseases in iNeed rather that this mod, however it would be cool if this mod made the cures more available than it does already.
    1. Oerjan78Ratio
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      This sounds like a fair criticism of the iNeed Dangerous Diseases mod. But THIS is iNeed Dangerous Diseases PLUS, which seeks to do exactly what you seem to be looking for; more accessible cure potions! Look at the full description.
  6. Haelfire1003
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    Nice.
  7. Cannellc
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    are there any healer handbook location in the wild or are they just in college and bard school, as if you playing hunter type character would not go into town but would learn to cure from hers plants etc.. 
    Also has anyone made a patch the changes all the caco effects from cure disease to maybe resist disease so you cant craft them as cure disease anymore as although this mod removes the ability to buy cure disease this and the original ineed do not stop them being made ay alchemy table.
    1. OgamiGoro
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      According to the description, there should be handbooks out there in the world, but I haven't played long enough with the mod to find any yet. 

      Also, here's the link to a bunch of iNeed CACO patches, including one for iNeed CACO and DD.  
  8. OgamiGoro
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    Question:  Does this mod make up diseases?  Rockjoint, Droops, Ataxia, these are all vanilla diseases.  But I'm doing a Witcher playthrough with A Witcher's Adventure.  That mod adds Ghouls and Alghouls to the monster lists, and I got attacked by one, and now I have Alghoul Fever!  I don't anticipate any apothecary having that cure, nor there being any recipe for it.  

    If this mod makes up diseases based on the creatures in the lists, I hope it also makes up cures for them too.  Otherwise, my Witcher will be dead from supernatural disease in a matter of weeks.  

    *****UPDATE 3/6/22*****
    After a couple good nights sleep, the disease cleared up on its own.  Is this also a function??  If so, brilliant!  Tried and true remedy to feeling ill:  Go lay down.  Thanks all. 
  9. TheSh4zbot
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    Hey, if you don't mind sharing, how is curing the diseases handled via potions in this mod? I'm trying to make a compatibility patch for Wintersun so that praying to Mara will do the same thing as drinking a potion will. I have tried to add the effects the potions use (_SNCureAtaxiaFX, etc) as well as the Vigilant cure-all effect to praying, but all I get is the visual effect. No "Your body begins to feel the effects of the cure" message and waiting does not remove the disease. With dunHallOfTheVigilantCureDiseaseEffect I get vfx and "All diseases cured" but still have the disease even after waiting. The potions do work using these effects which has me confused.

    Thanks in advance!
  10. Cannellc
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    Had any one carried over ussep changes for this as it doesn't do it and do they have any effect as this is loaded after the ineed continued which does have them in
  11. jb136
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    Anyone know where I can find documentation on what the plugin Dangerous Disease actually does? Not this mod, but the original mod that this plugin expands on.
    I understand Dangerous Diseases makes diseases more dangerous (it's in the name), but seeing as it is a total makeover I'd like a little more information. This mod's description seems to indicate that it's a complicated mod and I'd like to know what I'm doing to my game before I install it.
    All the links for the original iNeed oldrim page are dead. https://sites.google.com/site/modsbyisoku/the-elder-scrolls-v-skyrim/ineed
    isoku's mod page contains zero information on what Dangerous Diseases actually does. https://sites.google.com/view/isokumods/ineed/changelog
    Any help would be appreciated.
    1. BrinaSair
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      Okay, here is my description of it, based upon memory and a quick check of the mod in xEdit.

      First, shrines no longer cure diseases. Priests can be asked to cure diseases, which they can - for a price. I seem to recall that there are situations that result in priests being willing to cure you for free.

      Second, the potion of Cure Disease no longer exists. (In the game records it is replaced with a potion of Cure Vampirism, so it cannot even be spawned via consol command.) There are potions to cure each type of disease, but they work differently.

      Third, diseases have multiple stages, each worse than the prior: 1) Mild, 2) Moderate, 3) Severe, and 4) Deathly. As with the vanilla game, diseases affect skills. The stages cause penalties of -10, -20, -40, -80.

      Also, you do not receive notification that you are diseased (in the upper left corner) until the disease has progressed beyond its first stage. So unless you regularly check your active effects you will not realized you are diseased until it has already progressed.

      At stages 2, 3, and 4 diseases also cause a Nausea condition, which gives an ever greater penalty to the rate at which Fatigue grows. (Fatigue causes its own penalties if allowed to get too high, so if diseased you will need to rest more often.) Nausea also causes the player to move slower, deal less damage, and take more damage: 5%, 10%, 15%.

      Dangerous Diseases has potions to cure specific diseases, but the cure as not instant. I seem to recall that a potion (ie: of Cure Witbane) just immediately reduces your current stage by 1. So the higher the stage you are currently suffering, the more potions of you will need to consume to cure it. Alchemists have a chance of having these cures, but they will get a random assortment, so one may have to visit multiple alchemists to get enough of the type they need.

      - - - - -

      This mod (Dangerous Diseases Plus) makes the cure potions MUCH more expensive and creates a non-alchemy way to craft them. It's not the approach I would have taken, but it is nice to be able to craft the cures in game instead of having to visit multiple alchemists hoping they have the potion in stock.

      (( I would have preferred to use the alchemy system already in place, replacing the Cure Disease effects in the ingredients with 'Cure _____', but there are not enough ingredients of Cure Disease in the vanilla game to allow that. So if such a mod existed it would have to require the use of CACO, since CACO has a little over 20 ingredients that have the Cure Disease effect, allowing for 2 or 3 ingredients for each 'Cure ____' effect for each of the ~10 diseases in Skryim.

      The issue with this approach is that some of the ingredients are rarer than others, so some diseases would be harder to cure than others. How does one decide which diseases should be easier / harder to cure? One can make them all equally hard to cure by making them require both a more common and a less common ingredient, but this may make some diseases easier to cure in some areas of Skyrim than in other areas, so again how does one decide which ingredients to assign to which diseases?

      Also, there would be an issue if any mods or official content added new diseases. More than (I think) 11 and even CACO would not have enough ingredients, leaving only priests as the means to cure some ailments. iNeed already adds Stomach Rot, while Skyrim's CC 'Survival Mode' adds 3 from prior games (Brown Rot, Greenspoor, and Gut Worm). The vanilla game has 7, so already the limit is being reached (if Survival's disease are incorporated into iNeed's diseases). What about the diseases that Beyond Skyrim will add to the game? Unless they add at least 2 new ingredients with Cure Disease for every disease they add, then the problem will continue. ))
    2. MasterKingly
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      Thanks for writing this. Very helpful