Jump to content


Photo
accepted

Disease Descriptions for the Immersive Adventurer (by William Imm)

mod

  • Please log in to reply
56 replies to this topic

#31 CrispyWalrus

CrispyWalrus

    Watcher

  • Citizen
  • 9 posts

Posted 24 April 2013 - 02:25 PM

Use the main file - it includes all options of the mod.

Thanks! :thumbsup:
  • 0

#32 Astakos

Astakos

    General

  • Citizen
  • PipPip
  • 718 posts

Posted 12 May 2013 - 06:30 PM

Don't ask me why but I am a bit confused! If using RND, DG, DB will I still have to check Vanilla in the installer? ...because there is a warning message if I uncheck it. Thanks!
  • 0

#33 WilliamImm

WilliamImm

    Legendary Blue Dragon

  • Mod Author
  • PipPipPip
  • 1,453 posts

Posted 12 May 2013 - 06:41 PM

If you are using that - leave the defaults as is. The vanilla should only be used if you don't have RND.
  • 0

#34 Astakos

Astakos

    General

  • Citizen
  • PipPip
  • 718 posts

Posted 12 May 2013 - 06:48 PM

Spontaneous reply! Amazing! Thank u William!
  • 0

#35 WilliamImm

WilliamImm

    Legendary Blue Dragon

  • Mod Author
  • PipPipPip
  • 1,453 posts

Posted 03 July 2013 - 12:29 AM

So, may as well start a discussion on a idea I've been thinking about for this mod. I realize that characters would not readily know the symptoms of a disease unless they knew a lot about medicine, given the setting. However, the diseases didn't get much of a description in the first place - just the name and the gameplay effects, so some description is needed. I'm thinking of doing something more immersive: When you get a disease, you don't really know a lot about it other than how you feel (physically). After getting a disease, you can get more information by going and asking an alchemist, who would attempt to diagnose you, and if he/she's successful, you get told the disease name, and you get the full description. Maybe even if you get the disease again after the alchemist trip, your character would recognize the disease. Common diseases are easiest to diagnose, rare diseases are much harder. And, maybe even if your alchemist skill is high enough, you'll instantly recognize diseases when you catch them. Sounds complicated, but still sounds doable. Tell me what you think.
  • 0

#36 phazer11

phazer11

    High King

  • VIP-Supporter
  • PipPipPipPipPipPip
  • 3,110 posts

Posted 03 July 2013 - 12:37 AM

I don't know how the mechanics of it would work but say the more adept you get at healing yourself say a combination of restoration and how many potions you take the more information you learn about your body and injuries/diseases. Yours also sounds good.
  • 0

#37 z929669

z929669

    Ixian Inventor

  • Administrator
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,062 posts

Posted 03 July 2013 - 12:49 AM

So, may as well start a discussion on a idea I've been thinking about for this mod.

I realize that characters would not readily know the symptoms of a disease unless they knew a lot about medicine, given the setting. However, the diseases didn't get much of a description in the first place - just the name and the gameplay effects, so some description is needed.

I'm thinking of doing something more immersive: When you get a disease, you don't really know a lot about it other than how you feel (physically). After getting a disease, you can get more information by going and asking an alchemist, who would attempt to diagnose you, and if he/she's successful, you get told the disease name, and you get the full description. Maybe even if you get the disease again after the alchemist trip, your character would recognize the disease. Common diseases are easiest to diagnose, rare diseases are much harder. And, maybe even if your alchemist skill is high enough, you'll instantly recognize diseases when you catch them.

Sounds complicated, but still sounds doable. Tell me what you think.

Great idea. This is a true realism mod that would be highly valued if it accounted for the major modifiers in a consistent way. For ex:
  • Restoration skill
  • Alchemy skill
  • Previous contraction (what about resistance/immunity? ... unless it is obviously not a natural virus)
  • Time of year
  • Region
  • Race
  • etc.
Further, there should be some diseases that are not easily cured or diagnosed ... perhaps even deadly?

#38 phazer11

phazer11

    High King

  • VIP-Supporter
  • PipPipPipPipPipPip
  • 3,110 posts

Posted 03 July 2013 - 01:17 AM

The deadly thing was one of the things I hoped to tie into the mod I was talking about making in the Banter Inn I'm just not quite sure how to tie it in or how to make calls to variable NPC's using a script.
  • 0

#39 rootsrat

rootsrat

    High King

  • Mod Author
  • PipPipPipPipPipPip
  • 2,610 posts

Posted 03 July 2013 - 12:57 PM

So, may as well start a discussion on a idea I've been thinking about for this mod.

I realize that characters would not readily know the symptoms of a disease unless they knew a lot about medicine, given the setting. However, the diseases didn't get much of a description in the first place - just the name and the gameplay effects, so some description is needed.

I'm thinking of doing something more immersive: When you get a disease, you don't really know a lot about it other than how you feel (physically). After getting a disease, you can get more information by going and asking an alchemist, who would attempt to diagnose you, and if he/she's successful, you get told the disease name, and you get the full description. Maybe even if you get the disease again after the alchemist trip, your character would recognize the disease. Common diseases are easiest to diagnose, rare diseases are much harder. And, maybe even if your alchemist skill is high enough, you'll instantly recognize diseases when you catch them.

Sounds complicated, but still sounds doable. Tell me what you think.

Great idea. This is a true realism mod that would be highly valued if it accounted for the major modifiers in a consistent way. For ex:
  • Restoration skill
  • Alchemy skill
  • Previous contraction (what about resistance/immunity? ... unless it is obviously not a natural virus)
  • Time of year
  • Region
  • Race
  • etc.
Further, there should be some diseases that are not easily cured or diagnosed ... perhaps even deadly?


That sounds really good! However - RND mod already changes the diseases to be more thank just a nuisance - and a lot of people use it. Maybe it would be good to make Lite and Full version of the planned expansion of your mod, William? I.e. - Full with deadly diseases and Lite with other effects only. Or maybe somehow expand on RND disease mechanics so that the both mods complete each other?
  • 0

#40 Kelmych

Kelmych

    Emperor

  • VIP-Supporter
  • PipPipPipPipPipPipPipPipPipPipPip
  • 3,903 posts

Posted 03 July 2013 - 06:44 PM

It sounds like a lot more work, but it would certainly be a more immersive and interesting mod.
  • 0

#41 Solist

Solist

    Guard

  • VIP-Supporter
  • 198 posts

Posted 08 July 2013 - 11:22 AM

I would be all over this, WI...I simply love the idea of how the PC could go about becoming more adept at diagnosing themselves as they truly improve their own innate skill in herbalism, alchemy, medicine, etc. Regardless I still find this mod invaluable as Beth did a less than great job of giving us any useful information about diseases as it is. I do not feel the base mod breaks my immersion at all, but I do fully support the concept of making the "immersion" of this mods use more robust.
  • 0

#42 Ogham

Ogham

    Knight

  • Citizen
  • Pip
  • 216 posts

Posted 29 January 2014 - 03:31 PM

Dear William Imm, is this mod by you still on your radar ? from the previous posts it seems there were several thoughts by you and others concerning its direction.
  • 0

#43 EssArrBee

EssArrBee

    Incompatibilism Manager

  • VIP-Supporter
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,461 posts

Posted 14 February 2015 - 08:31 PM

Hey WilliamImm, can I give you an updated version of this mod? It needs some lovin' from the UPs brotha... 


  • 0

#44 MosAnted

MosAnted

    Guard

  • Citizen
  • 159 posts

Posted 08 March 2015 - 11:59 AM

 

 

STEP Extended Patch users DO NOT need to install this mod. For Version, select only Vanilla (unless you use Realistic Needs and Diseases), and for Official DLCs, select both Dawnguard and Dragonborn.

If I'm doing a full STEP Extended Install and I intend to use RND on top, Will the sTEP Extended Patch suffice, or do I need to Install this mod for compatibility?


  • 0

#45 EssArrBee

EssArrBee

    Incompatibilism Manager

  • VIP-Supporter
  • PipPipPipPipPipPipPipPipPipPipPipPipPipPipPip
  • 7,461 posts

Posted 08 March 2015 - 12:12 PM

Install the RND version and force it behind the step extended patch with LOOT rule.
  • 0



Also tagged with one or more of these keywords: accepted, mod, accepted

0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users