(08/22/15) Version 1.2 changed one little thing. -Added a small base toxicity recovery rate to account for mods that flatly set it to zero (the toxicity rate is still heavily influenced by the player character health regeneration rate, so any constant effect to health regen will improve toxicity recovery).
(08/01/15) Version 1.1 addressed a few issues. -Visual imagespacemod tweaked to be more seamless. -Simple fix for the erroneous detection of using potion while crafting recipe that require potions (as in PerMa for example). -Increase dramatically the range of multiplier to calculate the overall effect. With PerMa, I suggest using 0.1 which means a setting of -1 in the selector. You might understand when you see it. :-D -Changed slightly the way that toxicity taper off such that it is quicker than it used to be toward the end. -Added toxicity increase when hit by poison. Compatible with PerMa. May be incompatible with mod that change the base effect of poisons. If there is an incompatibility, the result will simply be no effect and load order would fix the issue. Nothing dramatic. The result is that all poisonous enemies are now much more dangerous because they rapidly prevent you from using potion and you also risk falling prone of course. Thanks to JZBai for the idea. I have to admit its a really good one. I'm totally behind the gameplay change it provides. Save those rare antivenoms for when it counts!
toxicity will not decrease for me. i have very low/no hp regen, so fyi folks this will not work with realistic hp mods. also looking over on the SSE version for help it seems this mod is quite broken. might not be so for LE, but its not working for me. very good concept i really wish it delivered, or at least had some compatibility patches/ workaround guides/ more MCM options like being able to change how quickly toxicity decreases.
I don't know if I'm doing something wrong or if this is default behavior for the mod, but frostbite spiders get REALLY annoying, since their poison spit pretty much instantly brings you to max toxicity if you fight them for any period of time.
I mean, this is still a great mod, but that's the most annoying part of it.
Would this be a particularly difficult port to SE? This is one of the few things I can't live without in my usual order. If it's one of the simple ports, I can probably do it myself by following instructions; I just want to make sure I'm not sticking my face into any particularly complicated code or DLL stuff or anything.
Not sure if you're still working on the mod but having slight health stamina magicka damage when player reaches toxicity stage would be real neat feature, maybe make it happen?
I'm not working on this mod anymore but I'm always conceptualizing new gameplay systems. Generally speaking though, the problems with stats penalty is that 1) it's overused, 2) it's boring, and 3) it is unnecessary. In this case, it is boring because it just goes against the idea of using potions at all. Ideally, I would want to put the player in a situation where the choice of using a potion has no obvious best solution. If it reduces to a math problem of bonuses and negative effects, then there is an obvious solution that tell you if you should or shouldn't do something. It is unnecessary because there are plenty of other way one can penalize or affect the player without changing the stats by altering controls or by altering visuals. Visual penalties are extremely effective given that your ability to take effective action in the game world depends on your ability to see useful cues and I don't understand why they are not used more in the vanilla game, in particular relating to potion, alcohol, and drugs and visual effects. Lots of mods addressed that already though.
I can say with absolute certainty that I have spent more quality time yelling at my on-screen self for inconveniently stumbling my ass down flights of stairs, than I ever spent yelling at a slow stat-bar drains from other mods I've tried for potions/consequences. I fell flat on my face in front of a Jarl mid-conversation once. Awkward. Had some fainting spells induring an attempt to craft myself better armor to fix the problem of getting the tar beaten out of me too much. I fell on a bear trap once.
Way funnier than any stat penalties I've probably forgotten about already!
Seriously. thank you for introducing the possibility of my character's legs not responding to my keyboard hammering. It's a nice reminder that they're supposed to be somebody else immersed in the trouble I'm presenting them, and not just a puppet. It makes the whole game just a little more alive.
Found sonething interesting might have been good to add to this Ik late to the party But i found a way to make a perk that will set the spell magnitide to 0 and apply it to potions If any want to apply that to this when your tox is at 100
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-Added a small base toxicity recovery rate to account for mods that flatly set it to zero (the toxicity rate is still heavily influenced by the player character health regeneration rate, so any constant effect to health regen will improve toxicity recovery).
(08/01/15) Version 1.1 addressed a few issues.
-Visual imagespacemod tweaked to be more seamless.
-Simple fix for the erroneous detection of using potion while crafting recipe that require potions (as in PerMa for example).
-Increase dramatically the range of multiplier to calculate the overall effect. With PerMa, I suggest using 0.1 which means a setting of -1 in the selector. You might understand when you see it. :-D
-Changed slightly the way that toxicity taper off such that it is quicker than it used to be toward the end.
-Added toxicity increase when hit by poison. Compatible with PerMa. May be incompatible with mod that change the base effect of poisons. If there is an incompatibility, the result will simply be no effect and load order would fix the issue. Nothing dramatic.
The result is that all poisonous enemies are now much more dangerous because they rapidly prevent you from using potion and you also risk falling prone of course. Thanks to JZBai for the idea. I have to admit its a really good one. I'm totally behind the gameplay change it provides. Save those rare antivenoms for when it counts!
I mean, this is still a great mod, but that's the most annoying part of it.
I fell on a bear trap once.
Way funnier than any stat penalties I've probably forgotten about already!
Seriously. thank you for introducing the possibility of my character's legs not responding to my keyboard hammering. It's a nice reminder that they're supposed to be somebody else immersed in the trouble I'm presenting them, and not just a puppet. It makes the whole game just a little more alive.
Ik late to the party
But i found a way to make a perk that will set the spell magnitide to 0 and apply it to potions
If any want to apply that to this when your tox is at 100