Some time ago I installed it but I had to remove it because it gave me CTD because my PC was old (I still have the same PC) but now I have learned which mods are more stable and which ones really matter, so I reinstalled your mod, It works wonders, I use it in conjunction with mods that modify the behavior/level/add more enemies and I don't have any problems. thanks, great job
Will other humanoid enemies such as hold guards, Imperial/Stormcloak/Thalmor soldiers, Dark Brotherhood members while you're destroying them, Penitus Oculatus while doing DB quest, Vigilants of Stendarr, Dawnguard/Volkihar Vampire, vampire's thrall, forsworn, cultists also use potions and poisons?
For anyone who has issues with the bandits spamming invisibility potions, I have made a patch that removes the invisibility/fleeing effect from this mod.
I got this problem too. A crappy work around I made is using TES5Edit to change sound for all alcohol to another sound like soup drinking sound. But then in SkyUI the icon will change to food icon, and it will say the alcohol is a food not a drink...
Further investigation in TES5Edit reveals that this mod makes a change in Sound Descriptor 000B5435 "ITMPotionUse". It changes Output Model from SOMMono01400Player1st [SOPM:000B4058] to SOMMono01400_verb [SOPM:000D78B4], which is the cause for this to happen.
I had the same issue and it was getting quite annoying. After taking a look at this mod's scripts, it seems that technically the drinking sound does play, but a script mutes it if the item being consumed doesn't have the VendorItemPotion keyword. I think it should be changed to checking for either the keyword, or the ingestible item being in a FormList of potions and beverages, which could be added to by compatibility patches for non-vanilla beverages.
EDIT: I see now that the SE version has exactly that. Well, time to wait for an update or backport.
Smart NPC Potions is a bit of a special case, since it's not a simple port (but the code itself needs to be modified). No plans to update it to the latest version for the time being, sorry :(
All good, How about those new animations you just uploaded are they going to get backported? I know people don't support LE anymore so I wouldn't mind it's just that I can't use SE yet lol
Edit: Also is there any easy way to fix the invisible bug? I don't mind it not being updated and all but is there any easy way I can edit it myself then?
Mmm I don't have time to look at this right now unfortunately, but here's a crazy proposal. Download the SE mod, go into the folder "scripts" and look for "NPCPotion_WeaponAttack.psc".
Copy this into your LE script mod folder, replacing the same file called like that from LE. Launch the game, use the MCM to boost the frequency of potions and spam bandits to test the mod.
I'm not sure this will work BUT if I'm not mistaken, it has some chances of fixing the invisibility bug. The scripts of LE/SE are only incompatible when it comes to poison, and there's no poisons in this script, so it's quite probable it works. Let me know how it goes haha
ok i'll do that later and tell you what happens. As far as I know scripts in LE/SE don't differ that much too like you just said. So here's to hoping it works lol.
ok after some intensive testing I can safely assume that they still spam the invi pot. The script did nothing. I did a comparison of the LE script and SE script and it did nothing at all.
hi. So this is SE mod? There was no mention of it in the description i think... And as i am using requiem i am kinda stuck with LE... What consequences of installing it on LE version?
Mod is LE and it works. However, this is not the most updated version of the mod.
The most updated version hasn't been ported yet. The bug that was fixed in the updated version is that bandits could abuse invisibility potions. You can give the mod a try, spam a couple of bandits and see if it's there and if it's too bothersome. Otherwise, there's also the mod vigor that should be in LE that does something similar I believe.
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I had to get rid of LE from my hard drive (at least for now)... so please use this patch if you're having issues with those invisibility potions <3
Further investigation in TES5Edit reveals that this mod makes a change in Sound Descriptor 000B5435 "ITMPotionUse". It changes Output Model from SOMMono01400Player1st [SOPM:000B4058] to SOMMono01400_verb [SOPM:000D78B4], which is the cause for this to happen.
I think it should be changed to checking for either the keyword, or the ingestible item being in a FormList of potions and beverages, which could be added to by compatibility patches for non-vanilla beverages.
EDIT: I see now that the SE version has exactly that. Well, time to wait for an update or backport.
Edit: Also is there any easy way to fix the invisible bug? I don't mind it not being updated and all but is there any easy way I can edit it myself then?
Copy this into your LE script mod folder, replacing the same file called like that from LE. Launch the game, use the MCM to boost the frequency of potions and spam bandits to test the mod.
I'm not sure this will work BUT if I'm not mistaken, it has some chances of fixing the invisibility bug. The scripts of LE/SE are only incompatible when it comes to poison, and there's no poisons in this script, so it's quite probable it works. Let me know how it goes haha
The most updated version hasn't been ported yet. The bug that was fixed in the updated version is that bandits could abuse invisibility potions. You can give the mod a try, spam a couple of bandits and see if it's there and if it's too bothersome. Otherwise, there's also the mod vigor that should be in LE that does something similar I believe.