Disease Repair - Vanilla and SM
Fixed some issues with disease effects so that they can enjoy minimal consistency. Diseases can only be passed to the player, can be identified by keywords, and are not affected by Restoration perk modifiers. Includes optional version of CC survival mode disease.
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About this mod Machine translation
Fixed some issues with disease effects so that they can enjoy minimal consistency. Diseases can only be passed to the player, can be identified by keywords, and are not affected by Restoration perk modifiers. Includes optional version of CC survival mode disease.
disease repair
This is a minimal attempt at getting the game's standard ailments into working order, so while they did very little, they should have at least done it right.
Diseases in the game are usually spread via creature attacks defined in their attack animations, or via trap scripts that apply them upon impact. But it turns out that this can affect both players and NPCs, with undesirable consequences in the latter case. NPCs like your horse or companions can Rockjoint shrink from wolf attacks, and there's no way to tell if they're afflicted. Treating the effects of disease on them may work, but I know there are no targeted versions of these effects, so curing them may be tricky.
The diseases themselves can even be absorbed by perks like Atronach, but that vulnerability is fixed by USSEP, so you should use that in that regard as well.
Additionally, a common flaw with many magical effects in the game is to define a magic school where literally only "nothing" is required, and disease effects are no exception. Many of them belong to restoration schools and, if your restoration groomer allows it, may deliver a different potency than the standard.
In this mod, all magic effects used for diseases in the vanilla game have been processed to avoid these issues, at least from here on out:
- Disease effects can now only control player characters, protecting all other NPCs from catching any one.
*Any situation where they used the magic school has been removed, so they should be unaffected by your magic modifiers.
*All disease effects have been given a new keyword MagicDisease, which is used in Stendarr alert dialogue to determine if you are sick. While the vanilla game identifies individual effects, mods that add new modes like CC's Survival mode are excluded from this, so they won't be able to provide healing if one has a critical or critical version of the disease...at least for now they can, barring the interesting mess that Survival Mode has with the disease. Regardless, it can be a convenient way to determine if you are sick for other purposes.
- Recompiled the PlayerVampireQuest script to simply use the VampireCureDisease spell, which is commented out in favor of removing individual disease spells for some reason. Again, this way new diseases from SM will be removed before turning into a vampire. This should work for any and all diseases, so not sure why they chose to remove it...
As mentioned above, CC's survival mode is supported, albeit in a different file. Use "Disease Fixes.esp" if you don't use SM, or "Disease Fixes - Survival Mode.esp" if you do. They are in .esl format, so your load order will probably be more like 2000 of them. The included script includes fixes for USSEP, so of course you don't really need to ask.
This mod may conflict with everything. Ask fewer questions and have more fun :D
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Disease Fixes
This is a somewhat minimal attempt to put the game's standard diseases in working order, so that as little as they do they should do it correctly at least.
Diseases in the game typically are transmitted by creature attacks with them defined in their attack animations, or by trap scripts applying them on impact. But as it turns out, this can affect both the player and NPCs, with undesirable results in the latter case. NPCs like your horse or companions can contract Rockjoint from wolf attacks, and there's little way of telling if they are afflicted. A cure disease effect on them could work, but there are no targeted versions of those effects that I know of so curing them may be tricky.
The diseases themselves can even be absorbed by perks like Atronach, but that bug is fixed by the USSEP, so i …
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.