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nexusMods3

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  1. nexusMods3
    nexusMods3
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    New in 1.3:

    Added an ini file with 2 options: numberOfPoisonsToRemove and removeDialog. Now you can choose how many poison doses to apply and can also remove the poison confirmation message! Check out the description tab for more details, enjoy!
  2. mrafadon
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  3. Chezana
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    The poisons all seem to be added as they should, but for some reason, I can only shoot two arrows and then they somehow magically run out, regardless of how many arrows of that type I actually have. Any idea why that might be? ^^'
    1. nexusMods3
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      Oh wow. You discovered a bug. Indeed, it's not working with bow and arrow. I'll have to look into this.
    2. nexusMods3
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      Fixed. Please test it again and tell me if you find any more problems.
    3. Chezana
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      Just tested it out again!
      I'm happy to report it seems to be working as intended now! ^^

      (One slight thing I noticed this time around is that it won't bulk-add favorited poisons, but that's a pretty small thing, as why would you even want to fave poisons with this installed anyway. Mostly just mentioning it for the sake of awareness.)

      And with all that out of the way, I just want to say I'm really happy about this mod. I prefer to play with a controller, so it gets really awkward to have to randomly fiddle with keyboard shortcuts. Especially for combat-related stuff. Add SkyrimSouls unpaused menus on top of that, and poisons are really bothersome to use for anything but a first hit or sneak archery. So thanks a lot! ^^
    4. nexusMods3
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      Indeed, it doesn't work with favorite poisons T_T. What the hell. Thanks for your feedback man. Yet another bug I'll dig into this one as well. I'm glad you liked my mod ^^
    5. nexusMods3
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      Ok, should be working with favorites now! Please tell me if you find any more problems, thanks for the feedback!
    6. Chezana
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      Now things seem to be working pretty much without issues! ^^
      Played with it for a little over an hour on a test save without any problems.

      I did encounter some kind of strange thing on the main save/character I've been playing lately, but I wasn't able to recreate the issue on the new save (even with the same mods installed), so I guess that should mean there's just something that isn't playing nicely together for whatever reason on my end.
      Basically, it was as if the weapon seemingly got permanently poisoned (or has a ridiculous amount of hits) even if I only put one vial on it. It seemed to only happen with unstacked/single poisons.
      Like, say I had 10 unstacked damage health poisons. Only one got applied (which makes sense), but I got seemingly infinite damage health poison hits from that single vial.
      This issue didn't happen on that test save I played around with, even with tons of unstacked/single poisons of all kinds and amounts.
      A bit of a weird hiccup, but thankfully nothing too bad!

      (I have since tried poisoning other weapons on that same save, but so far, that particular issue only happened again when I spawned in a copy of the affected weapon. Seems like Auriel's bow really doesn't like to be poisoned. :P Other bows and weapons, both enchanted and regular, get poisoned and un-poisoned as they should, so that's kinda what baffles me with this. I also mainly used Auriel's bow on the test save as well and that one had no problems whatsoever. One of life's many mysteries, I guess.)
    7. nexusMods3
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      Heya! I just tested with Auriel's bow, I could not replicate the issue. At first I thought you were right, but the bow is enchanted so even if you don't poison the bow the enemies you hit an arrow with will glow. Just to be sure, I tested with a paralysis poison, and had no issues. Theoretically, my mod should be compatible with anything that doesn't change the same game's code in memory. If you're really having problems, it means that at some point the game's behavior was different than expected for some reason or that my code got overwritten. The latter is much more likely, I think. And that could only be another skse mod. The fact that you used the same mods on a new save and the bug didn't happen means that the culprit overwrites my code under a specific circumstance or point in time. That would be very hard to track down, unless you have the source code for every skse mod installed.

      But keep me posted :). If you want I can give you instructions on how to debug this, because on my end it's pretty much impossible. Thanks man! You're feedback is awesome, and I'm very happy that you're so interested in my mod.
    8. Chezana
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      I think I've finally figured it out! (Maybe. One can never know for certain, but for now, this strikes me as being quite probable. >.>' )

      Going by what you said in your last comment, I looked through what other SKSE-plugins I had installed.
      It'd seem that something that 'Complete Alchemy and Cooking Overhaul' does causes some sort of weird hiccup when poisoning bows.
      Never had any issues poisoning melee weapons, but occasionally with bows, there were times where it was as if multiple arrows just simply disappeared after firing. (As well as that earlier mentioned apparent permanent poison.)
      I also went back to the initially problem-free test save, and now that one is affected by the problems as well. I guess something that CACO does (as it seems to work all kinds of dark magic behind the scenes) is overwriting or otherwise conflicting with your mod, and it only comes into effect after reloading saves and in other similar scenarios.

      Disabled CACO to do some more testing, both on a new and a copy of my current save, and it'd indeed seem like something brought about by it either conflicts or just otherwise won't get along with this mod, as all weapons appeared to work just fine with this mod alone.

      Haven't had the time to really sit down and pick apart things, but I guess that means I have a project ready and waiting for once all the holiday stuff has been taken care of! ^^'

      Thanks for being patient with me and taking the time to read through my comments! ^^
      I'm a bit of an oddball in the sense that I enjoy testing and trying to make sense of these kinds of things, and now with this mod essentially being exactly the kind of thing I've been wanting, I'm happy that my input has been helpful to at least some extent! ^^
    9. nexusMods3
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      Glad that you sorted out what's the culprit!

      Thank you for your reports! They have definitely been helpful. I fixed 2 bugs thanks to you. One of which was critical. My mod wasn't working with bows haha. Taking a look at the mod you mentioned, it has 3 dll files. It's very likely that the mod is changing the game's code in memory.

      What's weird is that you're saying the problem happens just with a particular bow. Thing kind of thing usually isn't that specific, the bug probably affects any item that falls under a still unknown category.

      Here's the possibilites I can think of:
      1- Auriel's bow requires Dawnguard, so maybe the bug is tied to any DG weapon, or DG quest weapon, or DG quest bow. There is another DG quest bow you can test the bug against, Zephyr bow.
      2-Maybe the bug is attached to any DLC bow/weapon, or any DLC quest bow/weapon, not just Dawnguard.
      3-The bug may be attached to any quest bow or quest weapon in general
      4-The bug may be attached to any enchanted bow or weapon.
      5-The bug may be attached to any enchanted quest bow or weapon.
      6- The bug may be attached to bows/weapons with specific enchantments, one of which is the sun damage enchantment. If that's the case then hopefully it's the only enchantment with the bug.

      Here's a few commands to help you:
      1- "player.additem x 1", change xxx to the id of the item you want to have and it will spawn in your inventory.
      2- "player.placeatme 0009CCD7 1". This will spawn shadowmere right in front of you.
      3-"tcai". This will disable NPC AI. Type again to re-enable if you want. Now you can hit Shadowmere all you want and it won't fight back. Shadowmere is unkillable so you won't have any issues. I used this to test my mod haha.
    10. nexusMods3
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      I decided to install the mod and debug it myself, but sadly I still could not replicate the issue you are having. Tried with existing save, and a brand new save. Using only CACO and my mod.
    11. Chezana
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      As of the latest version, all the weird stuff I used to experience seems to have been resolved!
      Haven't encountered any issues at all in my last few hours of play.

      Thanks again for taking time to make this mod. ^^
      My Skyrim is now a much more lethal place.
    12. nexusMods3
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      well good to know! Thanks for the feedback!
  4. TheVoidKnight
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    You have done nothing but make the game more fantastic.

    I just can't believe the extent of the functionality of SKSE plugins.
    1. nexusMods3
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      Thanks for the compliment man. It's always nice to know other people appreciate your hard work :)
    2. TheVoidKnight
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      One of the reasons why people post their mods, huh?

      Even though we're supposed to thank you guys more. I don't know squat about SKSE modding.
    3. nexusMods3
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      I admire skse's team for the tool they developed, but the documentation is very scarce, next to non-existent. It makes using skse really hard. Heck I couldn't even compile skse on visual studio without @Fudgyduff's help. Most of the work done in this mod doesn't rely specifically on skse though. It's just about changing the game's code in memory and using skse as a dll injector. So if you wanted to learn how to do something like this mod, you'd need to learn game hacking in general. This channel https://www.youtube.com/watch?v=jTl3MFVKSUM taught me most of it. Basically you need to know a little assembly and understand how to backtrace and find injection points. Sounds complicated, but just follow some tutorials and you'll get the gist of it.
  5. donkeywho
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    I like the idea of this as it would be really useful in some game combat scenarios

    However, I normally play as an archer. I may be missing the answer somewhere here, but if my perks allow, say, 5 hits on application of one poison to my PC's bow, when using this to apply say, 5 strong paralysis poisons, it sounds as if I will not get 5 x 5 =25 hits/poisoned arrows, but just 5 hits/poisoned arrows?

    Is that right? If it is just the latter, it would seem that the mod's usefulness would end at the point at which you get the additional perk and you'd need to change the .ini value back to a single poison application to maintain the perk's advantage. Especially when the materials for crafting some poisons are hard to come by, and you want to maximise their use/advantage

    TIA for any help you can offer



    1. nexusMods3
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      I know, if the mod didn't take into account perks it would be severely limited, right?! In your example, you will get 25 poisoned arrows. This mod takes into account perks. The answer for your question in on the FAQ though, I believe nobody asked that so that's why you couldn't find an answer in the comments ;). If you come across any problems please let me know and enjoy!
    2. donkeywho
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      Thank you very much for taking time to reply.

      Had read that as pertaining to the specific mod mentioned. But, It was good to reread, tho, as I'll now also pick up on the Equipment Durability System mod too!

      :-)

      Thanks again
  6. Taurelin
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    Excellent idea. Very useful and convenient. Endorsed!
    1. nexusMods3
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      Thank you! Glad you liked it :)
  7. coreypikes
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    I'm going to ask a stupid question, so I apologize in advance.
    Basically, it will apply all the poisons in a stack, and not all the poisons with the same name? Example: I have 10 Damage10 health poisons in a stack and 7 Damage 11 health poisons in aonther, it will only apply the ones from the stack I select?
    1. nexusMods3
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      That is correct, yes. When you poison normally, you choose a poison right? It's the one you click on that will all be removed from the inventory and converted to poison hits. You can also do it with a hotkey.
    2. coreypikes
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      I figured as much, but just wanted to check. Thank you.
  8. deleted21550714
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    Hope you brought your cosco card.....

    1. nexusMods3
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      What? Sorry I don't understand what you mean.
    2. coreypikes
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      You can buy items in bulk at Cosco. It's a dad joke.