Skyrim Special Edition
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Sandman53

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  1. Sandman53
    Sandman53
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    This mod has been completely redesigned and now uses an SKSE Plugin to bypass all of the issues that have been reported with this mod.

    Please use Swift Potion NG:
    https://www.nexusmods.com/skyrimspecialedition/mods/78272
  2. Avastgard
    Avastgard
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    Why is there no option to have a hotkey to use regenerate health and regenerate magicka potions?

    Also, It would still be a nice feature to have a master hotkey to disable auto consumption altogether for people who play with Survival Mode. Being too cold, hungry or tired because of that mod will trigger potion consumption even though it will not benefit you in any way.
  3. JRVanEsbroek
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    The mod just plain is not working for me and I have never been able to get it to work.

    Potions are not used, ever.

    Any time I modify any settings, as soon as I close the menu the settings just disable themselves.

    If I set a hotkey, the hotkey undoes itself when I close the menu.

    Is there some kind of priority or something I'm doing wrong?

    Only thing I think could possibly be conflicting with it is CACO but I've asked around and nobody else has the same problem when using both mods.
  4. Wolfstorm
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    Thank you for the mod. It solved a old problem with potions. 
    I wonder if you could make one for scrolls as well, where you could assign a key for a pool of effects, and the character would randomly choose scrolls from the pool. 
  5. PCNATE
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    I am a somewhat novice modder, and being on VR, almost passed this one by because of the SKSE64 requirement since usually an SKSE mod will not work on VR unless an SKSEVR version is provided by the author. I need to test further, but so far this mod seems to be working in VR. In any case, mods like this that reduce the need for menu usage are very useful in VR!
  6. Drifter2464
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    my crafted potions arent being used?
  7. mariusbogdanrujoiu
    mariusbogdanrujoiu
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    Any plans to add shift/ctrl/alt + hotkey in the future?
  8. sabster123
    sabster123
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    Auto potions is stuck. 
    Its permanently on, even though i disabled it. I feel its a bit intrusive during combat. I love manually hitting hotkeys to apply potions. 
    However, even after uninstalling the damn mod, my character STILL keeps drinking potions when i dont want him to. 
    1. Kulharin
      Kulharin
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      Yah, something on your end,  if I disable it, then it's disabled :P
  9. piranha45
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    This works great initally, but as the playthrough extends, the Auto Consume feature inevitably stops functioning.  It stopped about 30 hours into my current playthrough, and stopped about 50-80 hours into prior playthroughs.  I run CACO and about 600 other mods.

    I don't think this is an inherent issue with Swift Potion itself; merely Skyrim's Save/Script systems.
    1. Sandman53
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      I have not had too much of an opportunity testing this through gameplay that lasts that long, but sometimes I feel this whole thing is held together with bubble gum and paperclips. Unfortunately Bethesda did not include any type of trigger that will let us know when an attribute falls below a certain threshold... so the only way to check it is by constantly polling a users stats.

      On top of that I needed a really intricate storage system as over time you will a-mass a crap ton of form IDs from crafted potions (if you craft them). Then I come to find out that the Form ID for crafted potions can change during the game... although it might only happen on load. I've messed around with a more real-time system of combing through the players inventory, but by the time the potion gets used its already been about 4 seconds. So the script lag is crazy.

      The only other alternative is to scan the users inventory everytime you want to use a potion... This is not very efficient for a number of reasons. 

      It all boils down to being crappy no matter how you go about trying to build a system like this to work with crafted potions.
  10. unhingedgrooby
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    some reason, whenever I drink a potion, the game takes a bmp screenshot.
    edit: Oh, my enb screenshot key is the same as the swif potion hotkey. lol
  11. Ellewyn
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    I have all the requirements and the MCM shows up fine, I bought a bunch of potions from Lucan and tested against the mudcrabs, but I'm not auto consuming potions. The hotkey does not work either. I'm not using food. Does CACO conflict with this mod in any way? Any thing I can do to test?

    My other mods requiring JContainers such as Serio's Cycle Hotkeys work.

    I used the debug "Save potion list" option, and found 3 txt files in Documents\My Games\Skyrim Special Edition\JCUser\SwiftPotion, not sure if these are the debug output. Anyway, this is the Potions file:
    Spoiler:  
    Show
    {
      "Fortify Marksman": {
        "__metaInfo": {
          "typeName": "JFormMap"
        },
        "__formData|Skyrim.esm|0x3eb2c": 10.0
      },
      "Health": {
        "__metaInfo": {
          "typeName": "JFormMap"
        },
        "__formData|Skyrim.esm|0x3eadd": 2.5
      },
      "Restore Health": {
        "__metaInfo": {
          "typeName": "JFormMap"
        }
      },
      "Restore Stamina": {
        "__metaInfo": {
          "typeName": "JFormMap"
        }
      },
      "Stamina": {
        "__metaInfo": {
          "typeName": "JFormMap"
        },
        "__formData|Skyrim.esm|0x39be8": 5.0,
        "__formData|Skyrim.esm|0x3eae5": 2.5,
        "__formData|Skyrim.esm|0x3eae8": 11.5
      }
    }
    1. Ellewyn
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      Changing the effect from "Restore Health/Magicka/Stamina" to "Health/Magicka/Stamina", still using vanilla vendor potions, fixed the problem. What's the difference between these two?

      By the way, I'm also only seeing 12 hotkey slots with v4.4.

    2. Sandman53
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      This mod uses effect name in order to determine what potion to use. I believe I originally default the auto restore system to "Restore Health", and CACO changes the name to just "Health". The mod should already account for this and pull the name of the magic effect though. I guess if you add CACO after you have already started a game without it you will run into issues. You would be best to re-initialize the mod through the menu option.
    3. Ellewyn
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      I see. This is a new game with CACO as well as this mod already in the load order. I can see both "Restore Health" and "Health" in the list of effects. So it might be something else that's changing the effect names. I have so many CACO compatibility patches, it's a mess.