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Quad2Core

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Quad2Core

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10 comments

  1. tennou84
    tennou84
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    Could the author please update the plugin to work with the latest SKSE Version (1.7.3, for TESV 1.9.32), as the way some parts of the newer skse library are structured and work rather differently? Thank you!
    1. z4x
      z4x
      • premium
      • 358 kudos
      What exactly is not working here? I need it for my mod as well... if I knew what is broken (and had the most current source - the one included is outdated), I could recompile and post it here till author decides to update?
  2. shaynethecoker
    shaynethecoker
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    This looks really promising. The SKSE team added a wornobject function for getpoison, but this looks much more promising. I will download this when I get a chance and see if I can accomplish what I'm trying to do.
    1. Quad2Core
      Quad2Core
      • supporter
      • 39 kudos
      I made this plugin for version 1.7alpha I'm not sure if it works for the current version would be nice to get some feedback about that.
  3. nexusMods3
    nexusMods3
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    • 4 kudos
    I keep getting this error: 'Unbound native function "Worn_GetPoisonCharges" called' in the papyrus log. The script compiles fine though.
    I tried making my script extend Actor and ObjectReference, none of them worked.

    Also, I have 2 requests:
    1- would you mind to add an event called OnPoisonChargeUsed or something like that? Basically, an event that triggers whenever the user uses a poison charge on his weapon. So if he has 20 poison charges, each time he hits an NPC(assuming it's not a bow, because bows consume poison charges even if you don't hit an NPC. In the bow case it would trigger every time you shoot an arrow, until there are no more poison charges left) it would trigger the event(until he hits 20 times). I want to use your plugin to make a new mod, but I need an event like that
    2- would you mind updating the main.cpp on the optional files, because the current one seems outdated. I can't find the poison functions, and I'd really like to know how you implemented them.

    The mod I want to make is an extension to my current mod: http://www.nexusmods.com/skyrim/mods/56155/?tab=4&&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fcomments%2F%3Fmod_id%3D56155%26page%3D1%26sort%3DDESC%26pid%3D0%26thread_id%3D1926674&pUp=1 . You even suggested me to use your plugin haha. That mod didn't need your plugin, but what I want to do now definitely needs it. Thank you!
    1. Quad2Core
      Quad2Core
      • supporter
      • 39 kudos
      Answered via pm.
    2. nexusMods3
      nexusMods3
      • member
      • 4 kudos
      Thank you, but I still can't make your mod work..
  4. Quad2Core
    Quad2Core
    • supporter
    • 39 kudos
    Woops forgot to update the decription page for version 1.15 :x
    more informations can be found at the bethesda forums
    1. gulogulo
      gulogulo
      • supporter
      • 60 kudos
      Most interesting! So am I to understand with this I can force in script an NPC to use any poison in its inventory on arrow or any weapon?
    2. Quad2Core
      Quad2Core
      • supporter
      • 39 kudos
      Yes you can poison weapons and any ObjectReferences to your liking, but I didn't test how the game would react to objects which are poisoned but aren't supposed to ever get poisoned like armor. And you can use the inventory functions to have a performant way of cycling through an Inventory and get the poisons which this object is holding.