You have a few options: -turn off poisoning in combat, and switch there -turn off poisoning out of menus, and use the "next weapon" button -turn off poison creation/application messages. this stops you from ever getting asked to poison. It also stops you from bring able to pick potions/poisons in the alchemy menu, but you can always turn it back on when needed.
If you are actually telling me that it is going to ask me every time i try to equip weapons whether i want to poison it I am definitely going to wait indefinitely or until something like mortimermcmire suggests is implemented to install this otherwise very cool mod.
Is there any way to turn off skooma pipes as a useable apparatus? I believe there's a conflict with the scripts in Vvardenfell Druglord mod which allows one to use the pipe to smoke and become addicted to substances.
Skooma pipes count as apparati? What nonsense is this, Bethesda! Anyway, I'd recommend sneaking or holding shift whenever you activate one, since that is what I put in the mod to let you take the thing normally.
I am lately having a bug with this mod (i believe this is the one)
When i am playing and i poison bows and arrows, sometimes the poisoned arrows will appear in the enchanted weapons/armor menus, but that's not the problem, if i try to grab anything (it doesn't matter if it's the poisoned arrows or anything else), my game crashes :(
Edit:
It only happens if you click on one of the poisoned arrows in the enchanted items menu, and it seems to only happen when you load the game, not an awful bug, but you might want to know about that
Yes this is a known bug, described in the ReadMe. I have absolutely no idea why it happens, just some engine wonkiness related to adding enchantments randomly I suppose. My advice would be to reload the save from the main menu, if that is not what you were already doing. Also, if you have other enchanted items, try clicking on those.
Excuse me, does someone know if this version fixes the bug with arrows and throwable knifes??
I am asking, because the original poison crafting has a bug in which if you throw someone an arrow it will do the damaging effect of the poison regardless if the arrow hit the enemy or not
I love that this is built on the other mod so i dont have to gut that one in order to upgrade it. Makes my life a little easier. Thank you for taking the time ad care to make this it looks sweet
Completely broken for me. After picking up the dagger from the table during character creation somehow this " add poison" or whatever dialogue comes up always. Wants some poison name from me??? Can't press Done, does nothing, whatever I type in, then press ENTER does nothing. Can't get out of the inventory screen, only can open the main menu. This already cost me 45 minutes wasted trying to create another character. Uninstall --> Deleted from Wrye Mash. Bye..
Hm how do i use world-space apparatus activation feature? Place all 4 on a table, activated one but the other 3 wont show in\cant be added to apparatus slots. Or its only possible to use all 4 from the inventory?
Yeah that's what i ended up doing. Thank you for confirming its the only way. Btw since an apparatus used in world is temporary added to your inventory its possible to accidentally dupe it. If you click\press activation key again on any apparatus while potion mixing UI is still opened you get another copy in your inventory while the original remains in world-space. Those additional copies don't disappear once you're done with mixing. Ended up with 3 "clones" of each device that way while trying to figure how to use whole apparati set up off inventory =)
Two things: -It comes as a great surprise that you can activate with the potion menu open. I can fix that though. -I actually came up with a weird solution: I would set it up so you hold Control, then activate multiple apparati, causing nothing to happen onscreen, then release Control and they all "group" together and show up. How does that sound?
That sounds great. An old "At Home Alchemy" mod actually uses a similar solution. You can activate multiple apparati (that aren't a mortar) in world to "group" them up and then a mortar to bring up the potion menu.
I love this mod and I almost had to drop it today for a small mistake on my part which made it suddenly broken:
Do not accidentally press Enter after putting in the poison name and pressing 'done'. Doing this will make your weapon no longer able to be re-poisoned, and all weapons after this one can only be poisoned once. This is unrelated to the duplicate named stacks bug. However, this does cause crashing if you use the 're-apply poison on load' feature, when you try and save and reload after that point.
The mod was a dream to have in game, and I endorse it, but be careful your typing habits for other programs don't screw you over.
How peculiar. I remember having issues with Enter a long time back, but I thought they just went away like so many other bugs mysteriously did. I'll take a look, but I doubt I'll be able to discern the issue, let alone fix it. But thanks for the report, and the advice is certainly valuable.
No problem! I hesitate to call this a bug (at least on your part), since you can't account for whatever millions of things a user might put into the input fields but hey. Makes me really curious how and when Morrowind decides to use or discard a key input now.
Update: despite being as careful as I humanly could, after a long while of play without using any poison, (and no issue with misapplication as far as I was aware) I found I couldn't apply poisons to my weapon again. I don't know if it's the same issue or if the save is just corrupted in this area but I have to stop using the mod for the sake of my sanity, hah. I'm not perfect enough to make this work.
Maybe if there was some way to 'clean' the weapon if the enchantment is 'stuck'?
Once I pick up and drop my weapon on my character in the inventory screen, I click Yes to the apply poison prompt, then in the poison name input screen I type the name (in this case 'Red Drain') and then press enter (as if I were using a program where pressing enter is the same as clicking ok) before pressing Done. Also, I type the name with capitals included even though it does say the input isn't case sensitive.
Equip Weapon Press Yes Type poison name Press Enter immediately after Press Done
This is a great facelift for Poison Crafting. Since I mostly use it for the icons and convenience features (like world-space apparatus activation), I really like the streamlined alchemy menu. Pluginless is also always cool and good. Nice work!
Something I noticed: player-made potions don't use Poison Crafting's icons/meshes with the effect label, but just MCP's quality-based vanilla icons. Is that intended?
Hmm, I'm testing on a new game and save/load doesn't change anything. In G7's Poison Crafting, player-made potions use the new icons/meshes based on the first effect, and it works without any problems. Maybe this is a mod interaction/conflict? But I can't imagine what. Nothing showing in the mwse log, and everything else works great :)
I've also noticed that this redux-ion doesn't distribute poisons in levelled lists, though this might be outside its scope as a pluginless mod. It's a detail I like in the original, as it makes poisons seem more integrated with the rest of the game world. Otoh, doesn't Mer have some lua magic way of distributing items to shopkeepers?
I'm sure I could add randomized items in, I know Magicka Expanded does that stuff as well. For now you could use Poison Crafting's plugin, there should not be any issues. As to custom potions, I'll have to look into it.
Version 1.01 is out, now icons should affect (new) player-made potions. As to the levelled items, I am now officially directing you to the Poison Crafting esp, because G7 made like 60 potions and I honestly don't feel like inputting all of them into the code, especially given the pure torture that is assigning magic effects.
37 comments
-turn off poisoning in combat, and switch there
-turn off poisoning out of menus, and use the "next weapon" button
-turn off poison creation/application messages. this stops you from ever getting asked to poison. It also stops you from bring able to pick potions/poisons in the alchemy menu, but you can always turn it back on when needed.
When i am playing and i poison bows and arrows, sometimes the poisoned arrows will appear in the enchanted weapons/armor menus, but that's not the problem, if i try to grab anything (it doesn't matter if it's the poisoned arrows or anything else), my game crashes :(
Edit:
It only happens if you click on one of the poisoned arrows in the enchanted items menu, and it seems to only happen when you load the game, not an awful bug, but you might want to know about that
And yes, i reload the save game to fix the bug
I am asking, because the original poison crafting has a bug in which if you throw someone an arrow it will do the damaging effect of the poison regardless if the arrow hit the enemy or not
-It comes as a great surprise that you can activate with the potion menu open. I can fix that though.
-I actually came up with a weird solution: I would set it up so you hold Control, then activate multiple apparati, causing nothing to happen onscreen, then release Control and they all "group" together and show up. How does that sound?
Do not accidentally press Enter after putting in the poison name and pressing 'done'. Doing this will make your weapon no longer able to be re-poisoned, and all weapons after this one can only be poisoned once. This is unrelated to the duplicate named stacks bug. However, this does cause crashing if you use the 're-apply poison on load' feature, when you try and save and reload after that point.
The mod was a dream to have in game, and I endorse it, but be careful your typing habits for other programs don't screw you over.
Maybe if there was some way to 'clean' the weapon if the enchantment is 'stuck'?
Equip Weapon
Press Yes
Type poison name
Press Enter immediately after
Press Done
Something I noticed: player-made potions don't use Poison Crafting's icons/meshes with the effect label, but just MCP's quality-based vanilla icons. Is that intended?
EDIT: I should point out that I ripped the code for this straight from Poison Crafting. Was this an issue with it as well?
I've also noticed that this redux-ion doesn't distribute poisons in levelled lists, though this might be outside its scope as a pluginless mod. It's a detail I like in the original, as it makes poisons seem more integrated with the rest of the game world. Otoh, doesn't Mer have some lua magic way of distributing items to shopkeepers?