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rcavanah

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6 comments

  1. rcavanah
    rcavanah
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    K, new version is up. Increased duration, and messed around with a few things to add some new special poison effects.
  2. SkyDruid
    SkyDruid
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    Awesome. And yeah, I was playing around with magnitude increase myself.(This is without your mod installed, just on my own.)

    Setting it to 4 with max Alchemy perks and 100 skill, 4 pieces of +27% alchemy gear, poisoner, and so on makes them able to hit 121. At 2 they go to around 51, so I've compromised for 3 which makes up to 76. 3.5 might be better to hit the 81 point cap unless you're using the Uncapper.

    Your mod is excellent though and I like Poisoner affecting the power of those finally.

    It makes the potions valuable but meh. Its not like it isn't easy enough to make gold enough with Alchemy.
  3. jack013
    jack013
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    i think i made mine 1.2 with a second poison rank perk.
  4. rcavanah
    rcavanah
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    @SkyDruid:

    As I messed with it more, I actually found where all that magnitude/duration info was stored. I was changing just the duration for another version of this (30 and 60), but now that you mention it, that might have some interesting effects.

    Only problem is, the base magnitude is 1, so changing it too much makes it almost impossible to regulate it at higher levels... that is to say, it'll be impossible to regulate because I definitely want to keep the magnitude bonus on Poisoner. Otherwise, the vanilla perk doesn't give ANY bonus to Frenzy/Fear. If I double the base magnitude, it won't make a huge difference at early levels, and later levels with Poisoner will get pretty ridiculous.

    So I'm just glad it capped around 126 with perks + gear as it is, but I may mess around and see what 1.5 magnitude does. If it turns out to be viable in the short-to-medium game, I s'pose that's more important.
  5. SkyDruid
    SkyDruid
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    The easiest way to actually boost this isn't altering the perks, but altering the ingredients. The Frenzy and Fear effects on the ingredients have a magnitude. It would take some trial and error to mess around with them, seeing how much say... doubling the magnitude of all the Fear and Frenzy effects on all Ingredients would do...

    ...It would make them /immediately/ potent and your perks are actually probably a better idea. Less compatible though. Editing the ingredients directly might be an easier route.

    Still, totally endorsing and giving a try. Its a great idea and a good implementation!
  6. spanian77
    spanian77
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    Nice thinking.I agree that these effects are ridiculous in vanilla game.