Hello guys, just released a very small mod that adds a new spell: Poison Weapon Spell. It works exactly like the Elemental Weapon spell except it lets you add Poison damage on your weapon instead. Pairs well with this mod!
Is there any way to spawn the item outside of getting it from balthazar? im running an honor playthrough and cant reload the save and didnt realize i had to buy it off of him until i read some comments instead of killing him for it and dont want to waste my playthrough
You can spawn it on your character's inventory by using some method to spawn items with its unique item code (UUID): e0143f83-12e2-4024-8bca-43953a52599b
For example, if you have ScriptExtender installed, you can use its console and input the following command once you are in-game:Osi.TemplateAddTo("e0143f83-12e2-4024-8bca-43953a52599b", GetHostCharacter(), 1, 1)
Did something changed with Patch 7? I have the double feat and after I constantly got immunity 0 damage hits in, even changing load order did not do anything, even though deadly venom pops up upon loading
This mod was made in Patch 7 with the official modding toolkit. In the screenshot you posted it shows on the combat log you lost the Deadly Venom condition before the attack happened which explains why the enemy's immunity wasn't supressed. I don't why you would lose the condition though as it is permanent as long as you have both the feat and one of the two applicable robes equipped, unless you changed your equipment right before the attack or something. No one else has reported this issue and I haven't experienced it either so I'm at a loss as of why that would happen.
I have even tested it again with both robes and the feat and both work as expected. Try unequipping and equipping the robe again to see if the Deadly Venom condition pops up, that's a quick way to force it to re-scan and apply the condition again. If the problem persists, try to figure out what are the exact steps that cause the Deadly Venom condition to disappear and let me know.
Hi, thanks for the response! I just re-checked it and apparently it was indeed fixed by re-equipping the the Robe. Dunno why I lost it though. I just entered the Shadowlands and immediately realized it in the fight against the Shadows at the beginning of the Act. It does work now ^^
The Necromancer's Robe is supposed to drop from Balthazar right? I just killed that gasbag and he didn't have it, I even checked all the other corpses and chests in the room but no luck. I downloaded this mod through the in-game mod manager and I don't have anything else installed that would mess with his loot table, Everything else in the mod is working as intended but I can't find the Robe, is there some prerequisite I'm missing?
Ahh okay, I figured out what's going on. I forgot he was a merchant so I reloaded to check his stock and he sells the robe, very unfortunate that merchants don't drop their stock when you kill them unless it's placed in a container beforehand.
Just finished a playthrough with this mod! I was really enjoying myself....up until Act 2 lol. Poison is in the unfortunate position of having over 10x the number of immune enemies as say cold or lightning, and a vast majority are in Act 2 (curse those undead). Luckily I was doing an EK GWM build, so I could still smack things. But it was disappointing to have to abandon the poison aspect.
There were also a surprising number of poison immune enemies in Act 3, to the point where, even with all these neat items, poison was still very much unviable. Have you considered adding "ignores poison immunity" to Poison Adept?
Hello. Thank you for your feedback, I really appreciate it. Yes, I was thinking maybe an appropiate solution would be to make the Feat version of Poison Adept (not the Passive version present in the Robes) bypass Poison Immunity (and rename the feat). I think that could be balanced since it would cost a valuable feat to achieve such a powerful effect, but would allow characters like yours a way to deal with enemies immune to poison.
Thanks for the new update! I really like the balanced solution you thought of.
I finally found the time to start a new playthrough, this time with a poison draconic sorc. One thing I noticed is that the deadly poison buff falls off after a long rest, so you need to unequip and re-equip the robe to get it back.
I ran into another issue, where I used Cloudkill on the Merregons in Shar's Temple in act 2, but it didn't go through immunity as expected. I suspect it might be because Cloudkill applies a condition. I double checked with Purple Worm Poison and Serpent Venom, and those are also affected by immunity.
Hello. Can you check if other Necromancy Spells like Ray of Sickness bypasses the immunity as expected? Does it only happen with Cloudkill and those two poison coatings?
Ray of Sickness, Poison Spray, Poison Wave (from the staff), Infestation (5e spells mod), and Poison Chromatic Orb all go through immunity. The damage is also being halved like it should be. I also tested Wyvern Toxin and Simple Toxin, and both of those are being immuned. In-built poison damage from weapons (Necromancer's Staff and Thorn Blade) are working as intended.
Hey, I just tested all those and they all work fine, even Cloudkill, Wyvern Poison and Simple Toxin. Cloudkill inflicts poison damage as expected on cast and on further turns if target remains within cloud (don't confuse Cloudkill with Stinking Cloud, Stinking Cloud doesn't do damage). Wyvern Poison and Simple Toxin only inflict poison damage AT THE END of the target's turn, NOT when you hit them (this is vanilla behaviour) and when the afflicted enemy's turn ends they take damage as expected even showing on the combat log the Immunity was turned into resistance sucessfully.
If after updating to the latest version this keeps happening you may want to re-spawn the items to make sure they are updated to their newest version if you started your playthrough on a very old version of the mod. If even then it keeps happening, it may be a mod conflicting.
Keep in mind that this mod should bypass the Immunity to Poison DAMAGE and NOT to the Poison STATUS. I imagine that if an enemy is immune to the Poison Statuses, then you won't be able to inflict the Wyvern Poison status on them at all, thus not being able to damage them with it as the damage from that comes from the status itself; but I have tested again enemies Immune to Poison DAMAGE and it works and if you find yourself fighting against enemies immune to the poison status you can just hit them with direct poison damage like that from the other spells you mentioned. I am pretty sure it is technically impossible (mod limitations) to change an enemy's status immunities sadly.
The problem appears to be enemies that are immune to the poison condition, unfortunately. I installed the newest version and started a fresh save with just this mod. I leveled until I got Cloudkill, got the Poison Adept feat, spawned in the Necromancer's Staff and Robe, and cast Cloudkill on the first set of Imps. Note: these Imps don't have any resistance or immunity to poison damage.
The "Immune to Cloudkill" popup appeared, and the Imps did not take any damage on cast or on their turn. Cloudkill works like the dippable poisons where damage is only applied through a status. Since the imps are immune to the poison condition, they take no damage. It's too bad, since Cloudkill is the best poison skill in the game :(
Yes, that is to be expected then given the limitations of the mod (I can't remove the Poison Status Immunity from the enemies, I can only deal with the Poison Damage Immunity). I cannot change that sadly. For such enemies you will have to use direct sources of Poison Damage instead of indirect sources.
Hello, my poison spells are not piercing immunity. I have selected the poison adept feat and am wearing the poisoner robe. The deadly venom trait is active on my caster. Any suggestions how to fix?
What version of the mod are you using? For some reason when I check your download history of this mod, I can't find any, it looks like you never downloaded it at all (which is very weird).
Also what version did you install the first time you used the mod? If you started your playthrough with an old version of the mod and updated after, maybe your Poison Robe was spawn in your save-file as an old version of the item (in which case re-spawning the item could work; a respec could help to make sure the Feat is properly working too).
Hello again, the newest update is out now (version 2.3), this fixes the bug you mentioned and rebalanced Deadly Venom. Please let me know if it works for you. Before updating I recommend you take off the Poisoner's Robe (it's better to update without having the Deadly Venom condition currently active on your character).
I can't think of any reason why it wouldn't already be compatible if that modder implemented his changes in the usual manners. Just load my mod AFTER that one so my changes to the specific items this mod touches are the ones applied. The rest of the items won't be affected and will instead be only affected by the VEO mod. And my completely new items obviously don't conflict in any way.
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Better later than never, right? :D
For example, if you have ScriptExtender installed, you can use its console and input the following command once you are in-game:
Osi.TemplateAddTo("e0143f83-12e2-4024-8bca-43953a52599b", GetHostCharacter(), 1, 1)
I have even tested it again with both robes and the feat and both work as expected. Try unequipping and equipping the robe again to see if the Deadly Venom condition pops up, that's a quick way to force it to re-scan and apply the condition again. If the problem persists, try to figure out what are the exact steps that cause the Deadly Venom condition to disappear and let me know.
I downloaded this mod through the in-game mod manager and I don't have anything else installed that would mess with his loot table, Everything else in the mod is working as intended but I can't find the Robe, is there some prerequisite I'm missing?
I forgot he was a merchant so I reloaded to check his stock and he sells the robe, very unfortunate that merchants don't drop their stock when you kill them unless it's placed in a container beforehand.
There were also a surprising number of poison immune enemies in Act 3, to the point where, even with all these neat items, poison was still very much unviable. Have you considered adding "ignores poison immunity" to Poison Adept?
I finally found the time to start a new playthrough, this time with a poison draconic sorc. One thing I noticed is that the deadly poison buff falls off after a long rest, so you need to unequip and re-equip the robe to get it back.
EDIT: Now fixed in update version v2.5.
I ran into another issue, where I used Cloudkill on the Merregons in Shar's Temple in act 2, but it didn't go through immunity as expected. I suspect it might be because Cloudkill applies a condition. I double checked with Purple Worm Poison and Serpent Venom, and those are also affected by immunity.
If after updating to the latest version this keeps happening you may want to re-spawn the items to make sure they are updated to their newest version if you started your playthrough on a very old version of the mod. If even then it keeps happening, it may be a mod conflicting.
Keep in mind that this mod should bypass the Immunity to Poison DAMAGE and NOT to the Poison STATUS. I imagine that if an enemy is immune to the Poison Statuses, then you won't be able to inflict the Wyvern Poison status on them at all, thus not being able to damage them with it as the damage from that comes from the status itself; but I have tested again enemies Immune to Poison DAMAGE and it works and if you find yourself fighting against enemies immune to the poison status you can just hit them with direct poison damage like that from the other spells you mentioned. I am pretty sure it is technically impossible (mod limitations) to change an enemy's status immunities sadly.
The "Immune to Cloudkill" popup appeared, and the Imps did not take any damage on cast or on their turn. Cloudkill works like the dippable poisons where damage is only applied through a status. Since the imps are immune to the poison condition, they take no damage. It's too bad, since Cloudkill is the best poison skill in the game :(
Also what version did you install the first time you used the mod? If you started your playthrough with an old version of the mod and updated after, maybe your Poison Robe was spawn in your save-file as an old version of the item (in which case re-spawning the item could work; a respec could help to make sure the Feat is properly working too).