UPDATES 15th February 2025 V1.1 Removed the dependency of the mod: Cheat. Now only Medieval Poisons is required for "Poisonous Enemies". (Please ignore " ..AND Cheat.." in the Installation.txt)
I just want to say here a huge thank you to Othiden for Cheat. None of my mods would be possible without the amazing work of the Cheat mod.
(Don't know if this is already coded in, but...) It might be immersive to include some conditions where it doesn't apply poison when the damaging hit is with a blunt weapon/strike.
So i finally had time to look at this, how would you recommend to edit mod, if i wanted to have poisoning possibility through the game. My experience is now, it feels like mod stopped working once i got to the mid game, probably because vitality is around 10 or more.
Thanks! It's not a big deal, I can handle a little poison. For some reason this struck me as a bigger problem last night. Your whole suite of mods are very impressive and fill in an area that definitely feels unfinished in the base game. And without feeling noticeably "moddy," like the level of polish is on par with the base game so you're not constantly reminded of it. That's a great achievement as far as mods go.
I have used a Cheat function in the script to grab hold of the NPC enemy. I think I can write my own function for it, but for the moment, as the Cheat function did what I needed, and was already written, the mod uses that.
*Edit NO. In version 1.1 of "Poisonous Enemies" I have written a new function that makes the Cheat mod now not needed.
What is the reason for making the vanilla antidote work for all poisons but only out of combat? Wouldn't it make more sense to only keep the poison specific antidotes?
I didn't want to remove the function of the vanilla antidote though, that naturally works with all poisons without any editing. Adding content, totally fine. Removing something, doesn't sit well with me.
I could have made it so that just the vanilla antidote was needed during combat but I wanted to add a little more gameplay to the mod by adding specific antidotes. It's also more realistic to have specific antidotes for specific poisons.
I can certainly tweak the specific antidotes to also work outside of combat, but as there was already the vanilla antidote, and I don't want to make it redundant, it needs more thought.
Thanks for posting. Feedback is really important to me.
I definitely think adding poison specific antidotes was the right choice. My only problem is that the generic antidote doesn't really fit in to that system imo.
I hear you about not wanting to remove it. Is the reason that it is difficult to do correctly or is there some other reason? One way you could go about it (if possible within kcd modding) is making "antidote" into one of the poison specific antidotes and then remove the custom made one for it. That way you would only need to rename it and alter its functionality (make it poison specific). This would of course require the antidotes to work out of combat aswell.
Antidote is interweaved into multiple systems. Recipes being one and I believe it may even be possibly used in a quest. Changing it is possible but potentially more difficult than it would seem. There is also the interactions of poisons with my other mod “Diseases” that needs thinking about. I won’t bore you, but it’s linked to buff classes and could require multiple changes to multiple mods.
Thank you for the feedback. I agree something better can be done. I’ll have a think.
20 comments
15th February 2025
V1.1
Removed the dependency of the mod: Cheat. Now only Medieval Poisons is required for "Poisonous Enemies".
(Please ignore " ..AND Cheat.." in the Installation.txt)
I just want to say here a huge thank you to Othiden for Cheat.
None of my mods would be possible without the amazing work of the Cheat mod.
If you spot a mod that needs a patch please let me know.
Please feel free to leave any feedback (good or bad), especially the frequency of being poisoned, so that I can improve the mod.
Anything you can give me will be a huge help.
Thanks for taking the time to post if you do. All feedback is useful feedback.
The mod definitely needs refining, which will hopefully happen at some point.
I have used a Cheat function in the script to grab hold of the NPC enemy. I think I can write my own function for it, but for the moment, as the Cheat function did what I needed, and was already written, the mod uses that.
*Edit
NO. In version 1.1 of "Poisonous Enemies" I have written a new function that makes the Cheat mod now not needed.
I didn't want to remove the function of the vanilla antidote though, that naturally works with all poisons without any editing. Adding content, totally fine. Removing something, doesn't sit well with me.
I could have made it so that just the vanilla antidote was needed during combat but I wanted to add a little more gameplay to the mod by adding specific antidotes. It's also more realistic to have specific antidotes for specific poisons.
I can certainly tweak the specific antidotes to also work outside of combat, but as there was already the vanilla antidote, and I don't want to make it redundant, it needs more thought.
Thanks for posting. Feedback is really important to me.
I hear you about not wanting to remove it. Is the reason that it is difficult to do correctly or is there some other reason? One way you could go about it (if possible within kcd modding) is making "antidote" into one of the poison specific antidotes and then remove the custom made one for it. That way you would only need to rename it and alter its functionality (make it poison specific). This would of course require the antidotes to work out of combat aswell.
Thank you for the feedback. I agree something better can be done. I’ll have a think.