In the leveled lists their is a field called "chance none." For a 10 percent change, the value would be 90. To lower that change to 5%, raise chance none to 95.
I sorta guessed that after a while, but thanks for confirming.
Just out of curiosity, why did you change the chance of certain NPCs having cure disease? I mean it would technically be in line with the rest of the mod, but at the cost of compatibility and needing patches for mods. At least to me if certain NPCs are guaranteed to have it that is fine by me. Makes total sense for a Vigilant of Stendarr or Silver Hand to have it.
I made this mod quite a while ago, so the details are a little fuzzy in my mind, but this mod got started in response to a conversation on Reddit with someone who was looking to reduce the prevalence of cure disease potions in their game. For them the apothecaries having guaranteed potions was part of their issue, so I needed to make sure there weren't any guaranteed chances in the game so that player would get the experience they wanted.
Personally, I patch all my conflicts and so I really didn't worry about compatibility when I wrote this (other than documenting what I changed for the mod description). Sometimes I make more of an attempt to manage things like that, but with a "just for fun" project like this I pretty much presented it "as is."
Ok, cool. I had one more question. I am working on my own mod to also help make diseases less trivial. So far it includes:
1. Making cure disease more rare, preferably 1/20 with my edit. I will allow certain NPCs to have it guaranteed as I think it makes sense 2. Add GetRandomChance conditions to 2 new potions. 1 is 40 percent and the other is 60 and distribute those out instead of the vanilla ones. 3. Add Get Random Chance condition to ingridients that cure disease, to only 15 percent to avoid using that as an exploit (but still being useful in a pinch) 4. Allow sleeping to have a 40 percent chance of removing disease (if slept 8 hours), but with a 24 hour cooldown to avoid exploit 5. Allow shrines to have a 60 percent chance of removing disease (If infamy is not negative), but with a 24 hour cooldown to avoid exploit
So far so good. The final part is to allow player created cure disease potions to have their % chance based on magnitude of the potion. Meaning that investing in alchemy will help you with curing diseases. This last part I think is a genuine struggle. If you had any way to achieve this it would really help.
Disease is weird in Skyrim. You can cure yourself at any of the numerous shrines (at least one in every city) and you can make cure disease potions right outside Riverwood as their are a few Mudcrabs on the far riverside on your way in and there is a hawk nest in the tree by the wolf on the way to Bleak Falls Barrow that you can stand under and hit with flames when the hawk lands. I don't think I've ever had to buy potions or even use the shrines cause of this. Between looting potions and how easy it is to get Hawk Feather, Mudcrab Chitin, Vampire Dust, and (somewhat as its placed in a lot of places) Charred Skeever Hide.
Yeah, there's a lot what you can do. Diseased changes diseases more lethal and they have stages, and they can kill you. Remove the shrine healing as well, that's a start.
Cheers for this. I wish someone would do a 'No healing potions' mod, just scattered about everywhere conveniently. Would make investing in alchemy or restoration a more valid option in order to heal yourself. I've always thought Bethesda makes it too easy.
Hi folks, if you downloaded version 1.0 and patched your leveled lists with Wrye Bash you may have noticed that the cure disease potions weren't much rarer than before. In fact, you may have noticed more cure disease potions showing up. It turns out the mod was missing a {{BASH:delev}} tag to tell Wrye Bash that it shouldn't restore the vanilla entries I replaced with the "percentage chance" entries. The end result was users getting "1 guaranteed, plus a chance of a second" when they visited vendors or looted relevant NPCs.
Version 1.1 fixes this problem. It should be safe to update mid-playthrough as long as you don't change your load order. You will need to rebuild your bashed patch.
Sorry for the inconvenience! Please continue to report any bugs you encounter going forward!
PS: I also included a CACO version based on the more extensively altered version I have for my personal use. Instead of either getting a cure disease potion or nothing, that version has a chance for either a cure disease potion (same odds as the standard version) or a leveled resist disease potion.
Thanks for the special request! I have RNAD set to not cure diseases at shrines and I blow through ingredients quickly on other potions trying to build up my own recipe lists for "high value" stuff and the D in RNAD is redundant with vanilla chances so I greatly appreciate this!
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Just out of curiosity, why did you change the chance of certain NPCs having cure disease? I mean it would technically be in line with the rest of the mod, but at the cost of compatibility and needing patches for mods. At least to me if certain NPCs are guaranteed to have it that is fine by me. Makes total sense for a Vigilant of Stendarr or Silver Hand to have it.
I made this mod quite a while ago, so the details are a little fuzzy in my mind, but this mod got started in response to a conversation on Reddit with someone who was looking to reduce the prevalence of cure disease potions in their game. For them the apothecaries having guaranteed potions was part of their issue, so I needed to make sure there weren't any guaranteed chances in the game so that player would get the experience they wanted.
Personally, I patch all my conflicts and so I really didn't worry about compatibility when I wrote this (other than documenting what I changed for the mod description). Sometimes I make more of an attempt to manage things like that, but with a "just for fun" project like this I pretty much presented it "as is."
1. Making cure disease more rare, preferably 1/20 with my edit. I will allow certain NPCs to have it guaranteed as I think it makes sense
2. Add GetRandomChance conditions to 2 new potions. 1 is 40 percent and the other is 60 and distribute those out instead of the vanilla ones.
3. Add Get Random Chance condition to ingridients that cure disease, to only 15 percent to avoid using that as an exploit (but still being useful in a pinch)
4. Allow sleeping to have a 40 percent chance of removing disease (if slept 8 hours), but with a 24 hour cooldown to avoid exploit
5. Allow shrines to have a 60 percent chance of removing disease (If infamy is not negative), but with a 24 hour cooldown to avoid exploit
So far so good. The final part is to allow player created cure disease potions to have their % chance based on magnitude of the potion. Meaning that investing in alchemy will help you with curing diseases. This last part I think is a genuine struggle. If you had any way to achieve this it would really help.
Version 1.1 fixes this problem. It should be safe to update mid-playthrough as long as you don't change your load order. You will need to rebuild your bashed patch.
Sorry for the inconvenience! Please continue to report any bugs you encounter going forward!
PS: I also included a CACO version based on the more extensively altered version I have for my personal use. Instead of either getting a cure disease potion or nothing, that version has a chance for either a cure disease potion (same odds as the standard version) or a leveled resist disease potion.
~~ 44dedsca / Yan