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Realistic Health


VGI

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How do you customize a mod's .ini file? This mod: http://www.tesnexus.com/downloads/file.php?id=21424 is nice, really makes things more realistic...a bit too realistic.

 

You see, this mod makes catching any disease make you loose health, fatigue, and magika. Funny that since not all diseases were meant to kill you slowly. My character got greenspore from a slaughter fish. Greenspore affects your personality stats. If it were real it probably makes your character have these ugly green spores all over his face and makes him a bit dull-witted. But c'mon, I mean this mod makes every disease start to kill you? Uhuh.

 

So, since the mod description says:

 

* Fully configurable using a RealisticHealth.ini settings file. The default settings provided should work for most users. All features can be adjusted or turned off if required.

 

But I am not a modder and I have no idea how that is done. How do you configure RealisticHealth.ini?

 

This is what I want to do:

I want to configure this mod to make disease only affect things they were meant to affect.

 

Hope someone could tell me so I could turn off some of the features of this otherwise great mod.

 

 

Realistic Health.ini:

; RealisticHealth.ini

; =====================

;

; Version: 1.03

; Author: Donovan Baarda ([email protected])

; Home: http://www.tesnexus.com/downloads/file.php?id=21424

 

; RealisticHealth Settings

; ------------------------

;

; The following settings can be used to adjust or turn off any effects. To

; turn off any effect set the corresponding xxxGain value to 0.0. Increasing

; healthPower will delay the onset of low health affects. Increasing

; deseaseTime will delay the onset of disease effects. The default values have

; been well tuned and should not need adjusting.

;

; The settings and formulas used for health effects are;

;

; healthLevel = (health/healthBase)^healthPower

; healthBlurValue = healthBlurGain * healthLevel *

; sin(360 * time/healthPeriod)

; healthColorValue = healthShaderGain * healthLevel

 

; health effect intensity onset rate

set aaRealisticHealth.healthPower to 3.0 ; default 3.0

 

; health effect period in real seconds

set aaRealisticHealth.healthPeriod to 1.0 ; default 1.0

 

; health blur intensity level

set aaRealisticHealth.healthBlurGain to 1.0 ; default 1.0

 

; health color intensity level

set aaRealisticHealth.healthShaderGain to 1.0 ; default 1.0

 

; The settings and formulas used for disease effects are;

;

; diseaseLevel = diseaseAge / (diseaseAge + diseaseTime)

; diseaseBlurValue = diseaseBlurGain * diseaseLevel *

; sin(360 * time/diseasePeriod)

; diseaseColorValue = diseaseShaderGain * diseaseLevel *

; sin(360 * time/diseasePeriod)

; diseaseFatigueBurn = diseaseFatigueGain * diseaseLevel * fatigue

; diseaseHealthBurn = diseaseFatigueGain * diseaseLevel * health

 

; disease onset time in game hours

set aaRealisticHealth.diseaseTime to 8.0 ; default 8.0

 

; disease effect period in real seconds

set aaRealisticHealth.diseasePeriod to 6.0 ; default 6.0

 

; disease blur intensity level

set aaRealisticHealth.diseaseBlurGain to 1.0 ; default 1.0

 

; disease color intensity

set aaRealisticHealth.diseaseShaderGain to 0.5 ; default 0.5

 

; fraction of remaining magicka drained/sec

set aaRealisticHealth.diseaseMagickaGain to 0.1 ; default 0.1

 

; fraction of remaining fatigue drained/sec

set aaRealisticHealth.diseaseFatigueGain to 0.1 ; default 0.1

 

; fraction of remaining health drained/sec

set aaRealisticHealth.diseaseHealthGain to 0.01 ; default 0.01

 

; The settings and formulas for shader fade using a low pass filter are;

;

; alpha = dt / (dt + shaderRC)

; colorValueX = alpha * colorValue + (1.0 - alpha) * shaderValueX

 

; color shader fade time

set aaRealisticHealth.shaderRC to 1.0 ; default 1.0

 

; Uncomment this experiment with disease effects. Gives the player the

; "chills" disease.

;player.addSpell 09840A

 

 

 

 

Mod description:

Introduction

------------

 

This is a modification for Elderscrolls:Oblivion that provides immersive indicators for low health and disease, and slow magicka, fatigue, and health burns for disease. It attempts to be simple and easily configurable, with minimal game changes so it should be highly compatible with other mods. I wrote it because I was wanted a decent health indicator and was not happy with any that I found. It includes a light-weight OBGE shader for low health tunnel-vision-fadeout and disease peripheral-vision-color effects. I designed these visual effects based on personal experience with sporting injuries and fevers. It has the following features;

 

* Fully configurable using a RealisticHealth.ini settings file. The default settings provided should work for most users. All features can be adjusted or turned off if required.

 

* Very simple... 1 quest, 1 small script, 1 settings file, and 1 optimized OBGE shader. The code is very small and clean, and only provides visual effects and fatigue and health burns for disease. It also is very efficient and lightweight.

 

* Uses OBSE to look up diseases so it should be fully compatible with any custom diseases added or modified by other mods. Ignores diseases with any positive fortify effects as used by some mods for providing special benefits.

 

With the default settings for health effects, you will get a tunnel-vision-greyout fade and blur effect that start at 50% health and increase in intensity as your health gets lower.

 

With the default settings for disease effects, you get a peripheral-vision color fadein/fadeout and blur effect that becomes noticable within one hour, and increases in intensity the longer you have the disease. You will also start to loose magicka, fatigue, and health at steadily increasing rates as the disease progresses. Diseases reach their peak intensity after about 48 hours of game time (not real time), when you will be loosing 10% of remaining magicka and fatigue, and 1% of remaining health every second.

Edited by VGI
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