I suppose the new poisons and potions gonna be available from purchasing, that means all the potions and poisons that we create are gonna be vanilla, right?
I never made any such list, so if there is any, it would have been created by a mod user.
As far as long texts and poison effects go, I've learned a lot about the Creation Kit since this mod was made, and for any potential second version that I've been considering making, both the names and the texts should hopefully be shorter and more comprehensive.
When this was asked, I was unsure whether they would be compatible. In response to that, user saiska described how they handled the issues related to the two mods. I will quote their response here below:
"i can give some insight for caco. i love these two mods so i had the problem some time ago. short version this need a patch and some compromise. the patch is not hard to make via xedit, and almost everything is just about merging skytoxin into caco changes, but for some changes of the ingestible and ingredient category, mostly the ones where skytoxin gives malus to potion, and the ingredient the two mods change effects, caco changes almost every time something entirely different. That's where the compromise occur, would you keep the caco changes or the skytoxin changes, because the two don't do well together or simply can't be merged. Again, that's only on one aspect of skytoxin, if you only want the more poison effect aspect, there isn't any problem as long as you patch manually (no, nor bash or mash do that right)."
and how do i patch manualy? cant i just put it over caco and only change the poisen effects? also how does this mod work with vampires and liches since they get very high poisen and toxic resistances
I don't know much about CACO myself. I'd recommend you contact the user and hopefully they should be able to help you solve this issue.
As far as poison resistances go, yes, the mod is known to intrude on poison resistances quite a lot. This is something that might be addressed in a potential updated version of the mod.
This isn't necessarily a suggestion or anything, but it is kind of annoying always getting "hurt" when you drink a potion because of the negative side effects. I wish there was a way to induce those negative effects without the negative auditory and visual feedback (player grunt and screen blur).
The previous time this was asked, I was unsure whether they would be compatible. In response to that, user saiska described how they handled the issues related to the two mods. I will quote their response here below:
"i can give some insight for caco. i love these two mods so i had the problem some time ago. short version this need a patch and some compromise. the patch is not hard to make via xedit, and almost everything is just about merging skytoxin into caco changes, but for some changes of the ingestible and ingredient category, mostly the ones where skytoxin gives malus to potion, and the ingredient the two mods change effects, caco changes almost every time something entirely different. That's where the compromise occur, would you keep the caco changes or the skytoxin changes, because the two don't do well together or simply can't be merged. Again, that's only on one aspect of skytoxin, if you only want the more poison effect aspect, there isn't any problem as long as you patch manually (no, nor bash or mash do that right)."
I'm using SkyUI and just found out that the icons of potions in the inventory are wrong(not all but a lot). For example, white bottle icons for magica potions and red bottle icons for stamina potions. Since it's quite confusing, I'm trying to figure out an easy solution. Is there anybody who has the same problem as me?
I had this problem as well but I was using other potion mods too. Never really figured out which mod caused it, but it was one of the reasons I completely uninstalled all my mods and started over.
this mod was, at one point, on xbox one until somewhat recently.. im not sure if you ported it yourself or if someone else did (either with or without your permission, again im unsure.) have you considered (re?)uploading it to the bethesda.net services for xbox users? or is that not something you're willing to do currently?
Another user by the name kryten397 was allowed to port the mod to consoles after speaking to me about it. We have not been in contact recently however, and I was never directly involved with the technical implementation nor the actual presentation of the mod over there. I have checked it out a few times since then, and I've also noticed it's no longer available, but I don't know the reason why.
Personally, I only focus on the PC version of the game for modding, and only upload mods to the Nexus. There are some formal rules in place on this site for what other users are allowed to do with and without permission, but I've noticed that mods tend to appear on a plethora of other unknown sites from time to time, and overall it seems like something one shouldn't delve too deep into.
If any user would make a similar request to port the mod to consoles again, and upload it to bethesda.net, I would most likely permit that without any issues, but again, as far as what I am directly involved with, all the focus is on PC and the Nexus.
that's unfortunate to hear but i understand that it's sort of not really something you want to be involved in. fair enough then. fingers crossed someone else requests to port it because it's quite honestly the only worthwhile poison mod ive found.
At the moment, no, there is not. Instead, poison is cured by using healing potions to negate the damage. This is however a feature that is planned to be looked into for future versions.
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The only problem I have with it, is that some of the item cards have too much text which makes the font v small and impossible for me to read.
Does anyone know if there's a list of the poisons and effects available anywhere?
As far as long texts and poison effects go, I've learned a lot about the Creation Kit since this mod was made, and for any potential second version that I've been considering making, both the names and the texts should hopefully be shorter and more comprehensive.
Thanks for a great mod anyway, it's always been one of my favourites.
"i can give some insight for caco. i love these two mods so i had the problem some time ago.
short version this need a patch and some compromise. the patch is not hard to make via xedit, and almost everything is just about merging skytoxin into caco changes, but for some changes of the ingestible and ingredient category, mostly the ones where skytoxin gives malus to potion, and the ingredient the two mods change effects, caco changes almost every time something entirely different. That's where the compromise occur, would you keep the caco changes or the skytoxin changes, because the two don't do well together or simply can't be merged. Again, that's only on one aspect of skytoxin, if you only want the more poison effect aspect, there isn't any problem as long as you patch manually (no, nor bash or mash do that right)."
As far as poison resistances go, yes, the mod is known to intrude on poison resistances quite a lot. This is something that might be addressed in a potential updated version of the mod.
"i can give some insight for caco. i love these two mods so i had the problem some time ago.
short version this need a patch and some compromise. the patch is not hard to make via xedit, and almost everything is just about merging skytoxin into caco changes, but for some changes of the ingestible and ingredient category, mostly the ones where skytoxin gives malus to potion, and the ingredient the two mods change effects, caco changes almost every time something entirely different. That's where the compromise occur, would you keep the caco changes or the skytoxin changes, because the two don't do well together or simply can't be merged. Again, that's only on one aspect of skytoxin, if you only want the more poison effect aspect, there isn't any problem as long as you patch manually (no, nor bash or mash do that right)."
For example, white bottle icons for magica potions and red bottle icons for stamina potions.
Since it's quite confusing, I'm trying to figure out an easy solution.
Is there anybody who has the same problem as me?
Personally, I only focus on the PC version of the game for modding, and only upload mods to the Nexus. There are some formal rules in place on this site for what other users are allowed to do with and without permission, but I've noticed that mods tend to appear on a plethora of other unknown sites from time to time, and overall it seems like something one shouldn't delve too deep into.
If any user would make a similar request to port the mod to consoles again, and upload it to bethesda.net, I would most likely permit that without any issues, but again, as far as what I am directly involved with, all the focus is on PC and the Nexus.