PastChristmas Posted April 9, 2020 Share Posted April 9, 2020 I'm approaching the release of a mod project I've been working on that adds some complexity to animal/monster combat. Forgive my impertinence during these times, but part of this mod includes a disease overhaul. It attempts to replicate how diseases worked in the older games, specifically multiple effects based on attribute damage. Say a disease previously reduced strength, then my mod reduces weapon damage and carrying capacity. I've been able to get some fairly interesting effects going, furthermore it relies on a single script which I only use to randomise the chances of infection. Everything seems to work from my tests, but I haven't the time to test it on a full length playthrough. The closest effect in game to my diseases is the 'Voice of the Sky' buff. Diseases are no longer constant effects, but fire and forget effects that last real time days, which when converted to Skyrim's timescale last between weeks and a month. My interpretation of Daggerfall's plague has almost 10 of these effects going on at once. My question is, can anyone knowledgeable foresee any long-term issues with this design? It's not too late for me to redesign these attack spells if necessary. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 12, 2020 Share Posted April 12, 2020 I worry about every single 'RegisterForSingleUpdateGameTime' I make. As for 'RegisterForUpdate(10)', like Beth use a lot, I shudder, in case it causes problems! I hope somebody answers definitively about this, but if they don't, I'll quite happily test your mod, as long as you don't mind sending it to me, of course! My gut-feeling is that it won't cause any issues... but my gut has been known to make mistakes! Link to comment Share on other sites More sharing options...
PastChristmas Posted April 13, 2020 Author Share Posted April 13, 2020 Thank you! In which case, I will release both a disease-less version of my mod and an experimental version with my edits intact. The mod will be named "Bite". Hopefully, I'll have it released in a day or so. Link to comment Share on other sites More sharing options...
cumbrianlad Posted April 16, 2020 Share Posted April 16, 2020 Just got back on the forum. PM me if you want me to test anything! Link to comment Share on other sites More sharing options...
myztikrice Posted April 17, 2020 Share Posted April 17, 2020 (edited) There's an ability condition bug that Cobb fixed for LE, you can read more about it here https://www.nexusmods.com/skyrim/articles/52587 I'm not sure if it's fixed for SSE by SSE Engine Fixes "When an effect has been active for about three real-world days, the elapsed time in seconds will be high enough that attempting to add 0.016 to it (the frame time for 60FPS) produces no change in the value. This problem mainly affects abilities, which track elapsed time despite being temporary, but it also affects temporary effects with long durations: the elapsed time itself can't advance, so if someone makes a spell with, say, a 7-day duration, then that spell will effectively be endless. " Edited April 17, 2020 by myztikrice Link to comment Share on other sites More sharing options...
PastChristmas Posted April 18, 2020 Author Share Posted April 18, 2020 I know of a mod for Special Edition that fixes the ability bug, but I had never actually read about it in depth. I could have the mod users download that mod as a prerequisite, or perhaps what I will do is make diseases last 2.5 real time days. Link to comment Share on other sites More sharing options...
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