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FR158

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FR158

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77 comments

  1. Debatemaster1
    Debatemaster1
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    Weird: Cure poison potions no longer 'cure' poison with this mod installed.
    1. FR158
      FR158
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      I agree, that is really odd and something that has been looked into before. I have no real idea why, since this version of Skytoxin only increases things like duration and damage without any other significant mechanical changes.
    2. Debatemaster1
      Debatemaster1
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      @FR158

      If I had any modding experience, I would go into the CK and try to figure it out myself, but that tool leaves me more confused than ghetto children on Fathers Day.
  2. dskiller2002
    dskiller2002
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    me before this mod: biologist


    me after this mod: KEMIST
    1. Debatemaster1
      Debatemaster1
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      Egg of a raven and eye of a newt!

      Balls of a maggot and lard of a shrew!

      Cook them down, pass it around, now add the heel of a boot! 
  3. Debatemaster1
    Debatemaster1
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    I wish there was a compatibility patch for this and 'Tonics heal over time', because I love both of these mods. 

    edit: Turns out, all you need to do to make them work together is load that mod below this one, huzzah! 
  4. 2213428
    2213428
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    Hey brother, is there a way to get Frostbite Venom?
    1. FR158
      FR158
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      Frostbite venom is harvested from the spiders, just like in the vanilla game.
    2. 2213428
      2213428
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      I don't have any on them, I tought this mod disabled it because it would be too strong. Sorry for that! :D
    3. FR158
      FR158
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      If they don't have the venom in their inventory when they die and you harvest them, then there is something odd going on. Are you using any other mods that could be affect inventories?
    4. 2213428
      2213428
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      Yes, yes, it's probably not this one. I use a lot of mods. I just tought it was this one because it seemed logical, since that poison is brutal. Sorry for troubling you! :)
    5. FR158
      FR158
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      Don't worry about that. It's always better to ask questions than not doing anything to fix a problem.
  5. Amicoletto
    Amicoletto
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    Hello, does it make sense to use this with CACO?
    1. FR158
      FR158
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      Potentially. The main aspects of the mods should probably not interfere with each other too much, but there might be a few overlaps.
    2. rmattoali
      rmattoali
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      From what I found, some of the poison recipes added by CACO does not get the new name from skytoxin nor the potion side effects
    3. FR158
      FR158
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      Are those new items entirely, or modified from the base game?
  6. Hufflepuffs
    Hufflepuffs
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    is it possible to craft these in-game? are there recipes or just straight up guesswork?
    1. FR158
      FR158
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      No, the poisons and potions changed by Skytoxin are the ones that only could be found or purchased in the vanilla game as well.
  7. AhmadAljwabreh
    AhmadAljwabreh
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    Great Idea
    Great mod

    But there is a serious game breaking issue here, even if you are a level 70 "Good among people" , The dragonborn of legend , you just can't survive the simplest falmer dungeons. 3 arrows of a level 9 falmer will render all of your tactics useless !!

    I mean, I'm forced to play as an archer whenever I go in any falmer dungeon !
    I'm not whining , I play the game on master and I played the game many times but any flamer wimp will make the mighty dragonborn flee like a pussy :/
    it's really wired that 3 falmers are more dangerous than Alduin himself !!
    everything with the mod is just fine, but you have to balance the falmers , I like playing as an archer but now if I don't have 2 tanks in my party to act as a meat shield while I take care of those white devils it will be impossible to clear them, not to mention that healing potions are destroying stamina which is the most important aspect of the combat.
    in a nutshell, one can NOT play as knight in this game with this mod because you know, YOU HAVE to encounter falmers many many times to get any progress in the game.

    you really should edit this
    1. kryten397
      kryten397
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      • 20 kudos
      Falmer dungeons means chaurus.as well normally.Id rather fight the falmer, their poisons are nowhere near the level of chaurus.Use shout Animal Allegience and watch the chaurus destroy the falmer.Resist poison will work for both so redguard/woodelf/amulet/enchantments/shrouded armor etc you can get up to 80% resist.Become ethereal,iceform,unrelenting force, elemental fury. etc dragonborn has massive advantages.

      In certain situations,"useless shouts" can suddenly become very powerfull.
  8. beaverfeaver12
    beaverfeaver12
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    The mod Skyrim Bandages goes extremely well with this mod. Not only does it add normal Bandages, it adds anti-venom Bandages that really help against the strength of poisons in this mod. Make sure you use them both together https://www.nexusmods.com/skyrim/mods/35219
  9. MrYaiba
    MrYaiba
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    I'm really enjoying the mod so far because poison actually is and feels useful again even in later levels. BUT I must also say in your struggle to keep things balanced with this mod which I assume you were trying to do, you've kinda swung the pendulum back in the other direction making both primary healing potions and ancillary potions SEVERELY less useful. Yes it's true medicines DO have side effects in real life BUT sides effects aren't 100% guaranteed with each dose you take 100% of the time like this mod behaves.

    Also I find it hard to believe that a master alchemist would not be able to negate the negative side effects of a health potion to some degree or all together. With a novice skilled alchemist, sides effects occurring on a more frequent basis would make more sense. Not saying get rid of negative side effects all together BUT if sides effects are to remain on beneficial potions, that it be left up to RNG/Percentile based chance (ex: 10%-90% chance etc...). I just find it weird that an master alchemist vendor's products are of the same quality and potency of that of a novice alchemist vendor.

    In turn the side effects themselves need to be toned down as well especially at the higher levels of potions. Certain high level healing or skill buffing potions are just flat out lethal with no real benefit to using them at all. The way beneficial potions perform now simply toss your character into an endless rock, paper, scissors loop of trying to restore yourself completely but never ever attaining it when it really matters. Take for example if I'm in the middle of battle with a strong enemy. I need to restore loss health quickly so I use a healing potion but the side effects rapidly drains my stamina making my attacks with swords and axes less effective. To counter this effect I drink a stamina potion to stave off the side effects of the first potion. But the side effects of the stamina potion are that my magicka rapidly drains away as well. To fight off the effects of the second potion, I drink a magicka potion but the problem there brings me back full circle because the side effect of the third potion rapidly drains my health. See how the cycle never ends?

    Heaven forbid you play a character that uses magic heavily with this mod on. In that regard you're simply punished for healing yourself outside of using magical health restoration. Also spiders being super lethal in this mod is somewhat fair I guess but spider projectile venom shouldn't have the same effect as an actual spider bite. Poison through absorption of the skin is actually one of the SLOWEST ways for poison to be effective (unless you're bleeding with open wounds...). Hope some of my constructive criticism hasn't put a damper on you working further on this mod because it's really good and I would like to see it progress further on this interesting concept.
    1. FR158
      FR158
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      Thank you for the feedback!

      First I must say, there are a few ideas I have gotten from you now, which I might take into consideration when I update the mod further on.

      In therms of realism, there are many aspects that still don't quite work as they would have done in real life, since that would be boring. Even the fastest poisons would have a duration of several minutes before working, and some wouldn't take effect until after several weeks. I doubt anyone would enjoy that as a game mechanic. For similar reasons, making the side-effects of potions more realistic would not really be necessary. I can understand how it would be cool with a system of random negative effects that had a chance of occurring whenever the player consumed a potion, but that would result in some technical issues as well.

      The bad cycle as you mention, is exactly what the mod is intended to create. Consuming potions and medicine should be done with great caution. At best, they should provide a quick boost to one specific thing, but mainly negative effects in the long run. You really should just consume potions in an absolute emergency.

      Just like with any immersion mod, the aim with Skytoxin is that the player should have to think a little further than to just bring a huge stash of potions into battle and spam them there. It isn't a good idea to take on a bear or a group of bandits in melee combat – and that should not change just because the player happens to carry some potions that can be consumed without a second thought.

      Regarding what you say about the spiders, I'm thinking of keeping the bite, but changing the spit attack to instead slow or paralyze the victim, since I assume it's supposed to feature a piece of spider web. That way, spiders would still be as dangerous, but would actually need to come in contact with the victim in order to bite and inject the poison.
    2. hjryg74jf
      hjryg74jf
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      Hey man, excellent mod. It'd be great if you could implement the change of spider spit to paralyse or slow instead of poison. I realize it's been a while but still.
    3. FR158
      FR158
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      I have actually tried that, but the main reason it has never been officially changed, is due to technical issues. For some reason, anything but damage doesn't seem to apply to the player properly when hit by a spider web. I do not know for sure what causes this issue, but I am inclined to suspect it is related to some issue with the game engine itself.
    4. Jatblues
      Jatblues
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      • 27 kudos
      you know dude, your mod is the best poison mod i ever tried, but yeah potion are less effective now, also make me struggle when playing a gameplay as non restoration user, maybe you just need to make the potion side effect less than this, even tho i struggle, i still put ur mod on my load order permanently, also u should make cure poison potion works again, cause if there is a disease also there is a cure, i love to get killed by spider by just 1 bite. but i also love when there is a potion that can save me from the poison, i really hope you update the new version, btw good mod sir
  10. stickarthur
    stickarthur
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    The problem with that frenzy poisons is, how do I know the level of the enemy?
    1. FR158
      FR158
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      Trail and error leads to experience, as with most things. You can also check it up on the Wiki to get a brief idea of what levels you can expect.
    2. deleted52001921
      deleted52001921
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      There are mods that display the level of the enemies you are fighting in their health bar next to their name. I do not know which one I use, but this looks very similar to it.

      https://www.nexusmods.com/skyrim/mods/90041