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ARavenOfManyHats

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About this mod

Your body is a temple. A well-oiled clock. Desecrate that temple, break just one piece of that clock, and the whole thing shakes itself to bits.
. . . Hip bone's connected to the leg bone, and whatnot.

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Permissions and credits


(ever-so-slightly late. Gimme that June 1st 'chievie, babyyy!)

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Man and Mer, Beastfolk and common critter alike, all that which proverbially draw breath on Nirn and proverbially walk the planes of Mundus, all share a common trait. A common strength. A common weakness. 

Your physical health is greater than the sum of its parts. But as each part fails or falls behind, the others follow suit. A triumphant warrior licking his wounds from battle may have survived the daedroth, but an unexpected disease might set in and kill him even after all that. Those in health will get healthier, but those hurt are prone to hurt more.

You may no like it, but this is what peak Physical Wellness looks like.

So, purple prose aside, this mod is a fork (with express permission) of the mod by the excellent Stripes, called Physical Wellness, found here. Per his description, his mod:

Gives player weakness to common diseases when at low health percentage and a slight resistance to common diseases when at half health or more

But, by his own admission, the mod was a little slapped together. He took the scripts from another mod of his and just changes some values. The result, as a comment on Physical Wellness points out, is a selection of not very meaningful percentages of resistance and weakness to common diseases, which come in a few too many different tiers, when it could be simplified. This mod, my fork (or spork, if you're so inclined) is an attempt to do so.

Physical Wellness works like so: If your health is greater than or equal to 90%, you gain 5% resistance to common diseases, going down by a percent every ten percent of health until you reach around half health, where you lose your resistance and gain a 2% weakness to common diseases, going up by two percent every ten percent of health you lose, capping at 10% weakness at 10% health. This is perfectly fine, but percentages in such low, single digits can be nearly meaningless. If you want just a simple, relatively low-impact mod that slightly rewards you for being at high health and slightly fucks you over for being at low health (which is totally fine, you do you--god knows no woman will. zing!) then go download Physical Wellness, it's the perfect choice for that want--a want which is valid, and important, and i respect you and love you and all that jazz.

But! If you want something a little more complex (from someone with several complexes) then look no further than my mod's download section.

I tried to simultaneously simplify, complexify (it's a word trust me. but don't look it up.), and meaningify (also definitely a word) the original mod. I have simplified the tiers, expanded the amount of effects, and made all the effects more meaningful and impactful . . . and significant, and immersive, and lore friendly, rewarding, and cool, and wicked and neat and big and yuge and bazinga bazonka buzz words doWNLOAD MY MOD

Now, instead of just compromising your immune system, this mod will compromise your skin, your mind, your emotions, your balls, and everything else about you!

The three tiers and their effects are as follows:

Healthy
Triggered by the player reaching a health percentage greater than or equal to 75% and less than 125%.
Effects:
Resist Common Disease 10%
Resist Blight Disease 5%
Resist Magicka 5%
Resist Fire 5%
Resist Frost 5%
Resist Poison 5%
Resist Shock 5%
Resist Normal Weapons
5%

Hurt
Triggered by the player reaching a health percentage greater than or equal to 25% and less than 75%.
Effects:
Weakness to Common Disease 10%
Weakness to Blight Disease 10-20%
Weakness to Magicka 5%
Weakness to Fire 5%
Weakness to Frost 5%
Weakness to Poison 5%
Weakness to Shock 5%
Weakness to Normal Weapons 5%

Very Hurt
Triggered by the player reaching a health percentage greater than or equal to 0% (lol) and less than 25%.
Effects:
Weakness to Common Disease 20%
Weakness to Blight Disease 20-30%
Weakness to Magicka 10%
Weakness to Fire 10%
Weakness to Frost 10%
Weakness to Poison 10%
Weakness to Shock 10%
Weakness to Normal Weapons 10%

The buffs are intentionally weaker across the board than the debuffs, so as to not be too overpowered. After all, this allows even a Level 1 fetcher fresh off the boat and right off the front door of the Census and Excise Office to start exploring the world of Vvardenfell with A 5% resistance to everything and a 10% resistance to common disease. But these buffs come at a price, as a few bites from a rat and things will quickly get worse than they were before, as this Level 1 fetcher will catch diseases they never would have and feel the pain like never before. 

The tiers are arranged and built such that they are simple, understandable, predictable, and meaningful, while not being overbearing or changing the game drastically. Players might now avoid getting a disease from the first bite of that darn wild Alit, but a few subsequent bites, after whittling away your health, might prove deadlier and more infectious than ever. Make no mistake, this mod will make the game harder while your health is low. It is not a difficulty mod outright, as your resistances are buffed in pretty significant ways while at high health. The Blight Disease debuffs are intentionally more significant than the common disease debuffs, and the Blight Disease buffs intentionally less significant than the common disease buffs. This is to preserve the unique and potent nature of the dreaded Blight disease.

This mod incentivizes preemptive potion drinking and spellcasting--it incentivizes preparing for a fight, eeking out every last benefit from buffing your health, and vastly increases the usefulness and utility of Resist potions and spells as they can now serve to counteract the powerful weaknesses you will gain at low health. It promotes a more careful and thoughtful playstyle, rewarding rest and preparation, and penalizing reckless abandon (isn't "reckless abandon" just such a goddamn fun phrase?) as well as providing more nuance to your health bar, which used to be just a meter of "hits until I have to reload the game."

The coding is worded in such a way that no health state will overlap one another, and all effects are removed when one ends, and you should never, at any point, have no effects from this mod on your character. This is due to the talents of Stripes. He scripted it, I tweaked the values.
It is also worded in such a way that it is coded gay.

This mod was autocleaned with TESAME and it found no cleaning was needed. There are only five or so records anyway.

Feedback is always appreciated. This mod has not been extensively tested (the code is sound and there shouldn't be any game breaking bugs--and if there are, it ain't my fault! XD), so while it works conceptually, in-game the balance might work out differently. I encourage you to try it out and report what works and what doesn't and let me know what you would like tweaked--or do it yourself in the Construction Set; it's enormously easy. 


Physical Wellness by Stripes
Is my .esp a replacer? Yes. Do you actually need to install his mod for mine to work? No. I don't care. Go download and ENDORSE his first, then download mine. Then endorse me? uwu
This mod does not require MWSE or MGE XE or any other external programs other than Morrowind. If mods making use of mwscript often work in OpenMW, then this likely will, but I cannot guarantee it nor will I take steps to make it compatible if it isn't unless the solution is exceptionally easy for me to implement and the demand is large enough.


This is, in all actuality, a very simple mod (but elegant, thanks to Stripes' scripting). As such there shouldn't be any compatibility issues. It has a single, simple script, and no other assets aside from the vanilla spell effects used to apply the resistances and weaknesses. It changes no vanilla records and shouldn't interact with anything, and thus should be compatible with everything--even Physical Wellness, actually, because I renamed the scripts and effects, but you shouldn't use them together. It would be redundant and would just clutter your active effects tab.


Installation is extremely simple. To do it manually, download, unzip (your pants, zing!) the folder, and extract the "Data Files" folder into your Morrowind install. To do it with a mod manager . . . do it with a mod manager lol. Just click the button. Use Mod Organizer 2 if you've got any sense.

If you get in game and it doesn't seem to be working, panic, call your friends, shout about it to the ends of the earth, buy that lottery ticket, kiss the girl, tear your shirt off and piss in public don't panic, just perform some self-harm ON YOUR CHARACTER and you will trigger the effects when you reach a tier threshold. So kill that annoying mudcrab near Seyda Neen that supposedly fights harder then you. Let it get a few good hits in and you'll see those red squares in the lower right of your HUD in no time.


For a more hardcore Morrowind experience with a focus on taking care of your health, preparing for battle, and battling disease:

Ashfall - A Camping, Survival, & Needs Mod by Merlord
An absolutely stellar mod and the best of its kind. Simple, configurable, elegant. There are new diseases added by this mod that are brought about by poorly taking care of your hunger, thirst, and sleep needs. Additionally, I recommend the mods Ashfall recommends--the new foodstuffs, the new wells, the weather mods, The Guar Whisperer, etc.

Infected Wounds by RamblingMonk
An excellent mod that makes it possible to gain a disease simply from having low health, and higher chances the lower your health and fatigue are. A wonderful complement to this mod.

Synthesis Series - Creatures and Diseases by half11
A fantastic mod and a more complex solution than PoodleSandwich's FMI - Disease Descriptions to the inconsistencies regarding what creatures carry what diseases and what the people of Vvardenfell conversely say about those beasties. New diseases, more disease-carrying beasties, and more variants of existing creatures.

Weather Effects also by Stripes
Another great mod and its as easily--if not more easily--customizable than Physical Wellness, and it further augments your character with small effects based on the weather, such as Weakness to Shock in a thunderstorm, or Fortify Attack on a clear day. I don't really have any intention of tweaking this one, but I might after playing with it more.
Alternatively, use Bad Weather Matters by RacerPlume. RacerPlume also has a number of other mods you might be interested in, like a small needs mod and an injuries mod.

Realistic Healing and Injuries by Aracelliy
An excellent MWSE-lua implementation of bodily injuries that drain your attributes, configurable by MCM, and including an optional health regen overhaul. Also lets you choose for the chance of gaining an injury to be higher the less health and fatigue you have! Complementary to this mod! Muh immersion! I also recommend the mods recommended by Aracelliy: Bed Buddies, which lets you crash on a friend's couch to heal up if you need, and No Rest Without Beds (do not use this one with Ashfall, as Ashfall implements its own version of this), which forces you to find a bed to lick your wounds. and deez nuts

and a shameless plug, Deadly Diseases
A mod by me which jacks up the negative effects of all common and Blight diseases by around double or more their original effects as well as adding new effects to them and tweaking them to represent their descriptions. Along with this mod, you will be seriously incentivized to keep your health high, a cure disease potion in your pocket, and several resist disease potions in your stomach.

and finally,
Clear Sight by tewlwolow
My mod will add a loooot of active effects to the bottom right of your HUD bar. This mod will turn the HUD off automatically when you don't need it, and also allows you to configure a key to manually switch it on and off.

Also, in regards to Future Plans, I will support this mod as long as people care for it, and while I don't intend to add any new features unless someone comes up with a perfect idea, I do intend to release complementary mods. I'd like to make one that makes diseases much more detrimental (in light of how you can sort of shrug off some diseases, and in light of how there somehow aren't any mods that explicitly do this on the Nexus I DID IT), and I'd like to make a mod that slowly gives you resistance to Blight Disease the longer you're on Vvardenfell, and the longer you spend in the Ashlands, Molag Amur, on Red Mountain, and in Ash Storms and Blight Storms. I'd also like to make a mod that lets you garner some resistance to disease the more times you catch them, the way real life immunity works. These would go great with this mod, but they require me learning MWSE, which will take some time--and I'm a busy fella.

Finally, there was initially a fourth tier:

Very Healthy
Triggered by the player reaching a health percentage greater than or equal to 125%.
Effects:
Resist Common Disease 10-20%
Resist Blight Disease 5-10%
Resist Magicka 5-10%
Resist Fire 5-10%
Resist Frost 5-10%
Resist Poison 5-10%
Resist Shock 5-10%
Resist Normal Weapons 5-10%

But currently the code does not work to allow this. I am investigating it. For now, for the initial release, you get just the three. Here is my reasoning behind the Very Healthy tier:

Very Healthy would be a state that rewards fortify effects and preparation, giving you that little extra edge if you fortify your health enough. This is what peak physical performance looks like (gotcha again). Only achievable by buffing your health beyond normal. This state only triggers if you have buffed your health through magic, potions, enchantments, or something else by at least 25%. This state does not trigger until you have specifically crossed the threshold into 25% greater than your normal health, to prevent extremely small buffs from abusing the system and providing you with undue benefits. If Very Healthy was triggered by 101%, for example, a character with 100 health could create a constant effect enchantment that fortifies their health by a measly one point and they would suddenly have TONS of resistance buffs. This is my attempt at balancing this state.

The code is there in the mod, and so is the Very Healthy spell effect. If someone figures it out, let me know. The reason it doesn't seem to work is that the code works by determining a health ratio, but it doesn't recognize a health ratio of 1.25, unfortunately, so the lines for Very Healthy just don't register. So if someone figures out a workaround before me (and by "me" I mean the modders with actual scripting talent over at Morrowind Modding Community Discord), then let me know and I will upload a fixed version pronto. Right now, the mod is a hair below my ideal version for it.


This mod uses the scripts written by Stripes for his mod Physical Wellness, which this is inspired by and a tweak of. It is essentially his mod, tweaked by me. Permission was given on Discord. As such, the permissions for this mod are the exact same as his. Additionally, many thanks to abot for helping solve some minor syntax errors in the original script that prevented it from firing correctly. Many thanks to the wonderful, chill folks at the Morrowind Modding Community Discord.


I'm only barely a modder. I am chiefly a writer, actor, teacher, graphic designer, and raging buffoon. My success is built on the back of my betters. Shoulders of giants and whatnot. I will do my best to support any bugs that arise, though there are unlikely to be any. If you don't like this mod, first suggest a tweak you think would make it better. Then I'll tell you to shut the fuck up lmaaoooo no seriously gimme feedback.


1.0, 6/1/2021 - Initial release.

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ME, ME, ME!
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Email: [email protected]
Discord: A Raven of Many Hats#2059
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