I think the only possible workaround for enchanted weapons, is instead of applying the poison to the weapon (assuming the weapon damage is enough or exceeds current health of the target (varies by difficulty)) is using the "poisoned" pickpocket perk to apply the poison by reverse pickpocketing the poison, then doing the deed. At least for those that fill a black soul gem, anyway.
I realize you're not updating/taking care of this mod anymore (at least, I'm assuming) but I just wanted to drop by to say that I've just begun using this mod and it is so incredibly helpful. I always wanted to fill up my endless amount of empty soul gems, but seriously, who has time for using the soul trap spell? Sorry, kind of hard to do that on someone while they're actively trying to kill you. So anyways, thank you for this! =)
Hey, can I copy this mod and improve the recipes? Using SOUL GEMS is ridiculous. I'd use something less expensive but still decisive, like, poisonous plants! " Decisive? How?" Well, if you're a roguish alchemist, having to choose between using your plants either on damage poisons or Soul Trap poisons is a decision! Yep, Damage Health plants. For every Soul Trap Poison level, you'd have 2 different recipes, taking 1 base ingredient shared among all STP and 2 of 4 plants, sorted out by rarity - like, Skeever Tail and Red Mountain Flower are easy to obtain and share the Damage Health effect, so they'd be mixed into a rank 1 STP. There are 23 plants with the Damage Health effect, but 1 of them is the Jarrin Root, and you can just ignore 2 other rare ingredients for simplicity.
See, I made your mod 100% cooler, lore friendlier and more decent and people WILL WANT TO DOWNLOAD IT! Now gimmie permishuns to edit it, please!
I don't want to be *that* person, but might saying "I made your mod 100% cooler, lore friendlier and more decent and people will want to download it" not be slightly...oh, I don't know, rude? At any rate, I think the mod author has vacated the mod, but even so, until it becomes open permissions, you won't be able to edit it. Still, my point remains.
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" Decisive? How?" Well, if you're a roguish alchemist, having to choose between using your plants either on damage poisons or Soul Trap poisons is a decision!
Yep, Damage Health plants.
For every Soul Trap Poison level, you'd have 2 different recipes, taking 1 base ingredient shared among all STP and 2 of 4 plants, sorted out by rarity - like, Skeever Tail and Red Mountain Flower are easy to obtain and share the Damage Health effect, so they'd be mixed into a rank 1 STP.
There are 23 plants with the Damage Health effect, but 1 of them is the Jarrin Root, and you can just ignore 2 other rare ingredients for simplicity.
See, I made your mod 100% cooler, lore friendlier and more decent and people WILL WANT TO DOWNLOAD IT! Now gimmie permishuns to edit it, please!