The thin orange line going across is the main graph of Toxicity vs. Potion Value. It is a negative exponential function that approaches and never exceeds the value of 100, our max value here. A potion worth 20 billion gold will still only increase Toxicity by 100. This max toxicity is one of the two variables you can adjust in the MCM, if you set it to 50 for example, the most expensive potion will only increase Toxicity by 50. The other variable you can adjust is like a midway point, if you have a potion with this midway point value, it will increase toxicity by 50% of the maximum. Compare the two graphs to see how changing the midway point changes the shape of the graph. In the second graph the midway point has been decreased from 1000 to 200.
The other thing to note on the graphs are the bars. Each bar represents one of the vanilla health potions going from Minor to Extreme Healing. The big red bar is how much health it heals and then the blue bar underneath is how much maximum health these potions take away due to Toxicity. You can see in the second graph where the Toxicity is much higher that the Extreme Healing potion heals for 150 Health, but then decreases maximum health by 30-40. The second graph represents much more hardcore settings while the first graph which shows the DEFAULT settings, which are much more forgiving.
this mod appears to not work due to a DLL file that makes vortex do a pop up when trying to launch game, apparently the DLL file is outdated and will cause errors with new versions
I'm looking for some guidance as to how I can remove this mod from my mod pack (Nefaram) without causing a total melt down.... or failing that, how I can functionally disable this mod in place via the MCM controls.
No offense to the mod author intended. I'm sure it's a work of art for those who like to play "hardcore"... it's just not compatible with the way *I want to play* the game.
Did you figure this out? I gathered 400 (the hard way) of Dragon's, Tora mushrooms, and Scalia mushrooms (for the big priced potion) and upon combine it's nothing what it's supposed to be and only 40 silver instead of the 400+ it's supposed to be. I was hunting which mod was the culprit when I saw your post, so sorry for the "kind of" necro. lol
Idea is great, but personally i think having it kill the player (when toxicity is > health) is a bit much. It's just obnoxiously inconvenient at that point as the player just has to keep reloading.
ideally i think it would be better to have it deduct health but at worst case leaving the player with say 10hp or something fairly small, as well as massively reducing the potion(s) effectiveness if they're spamming them.
Dropped because a bug is being called a feature and I can't stand that. If survival sleep-to-level is required for the health bar effect, don't make it default at least. I'm mainly annoyed because I had to go through a dozen mods recently installed to figure out what was breaking levelling up - its completely unrelated to that.
And that friends, is why we read descriptions before installing our mods ;) In seriousness though, to me it is actually a feature as I would've downloaded a sleep to level up mod seperately and now I don't have to!
77 comments
The thin orange line going across is the main graph of Toxicity vs. Potion Value. It is a negative exponential function that approaches and never exceeds the value of 100, our max value here. A potion worth 20 billion gold will still only increase Toxicity by 100. This max toxicity is one of the two variables you can adjust in the MCM, if you set it to 50 for example, the most expensive potion will only increase Toxicity by 50. The other variable you can adjust is like a midway point, if you have a potion with this midway point value, it will increase toxicity by 50% of the maximum. Compare the two graphs to see how changing the midway point changes the shape of the graph. In the second graph the midway point has been decreased from 1000 to 200.
The other thing to note on the graphs are the bars. Each bar represents one of the vanilla health potions going from Minor to Extreme Healing. The big red bar is how much health it heals and then the blue bar underneath is how much maximum health these potions take away due to Toxicity. You can see in the second graph where the Toxicity is much higher that the Extreme Healing potion heals for 150 Health, but then decreases maximum health by 30-40. The second graph represents much more hardcore settings while the first graph which shows the DEFAULT settings, which are much more forgiving.
I'm looking for some guidance as to how I can remove this mod from my mod pack (Nefaram) without causing a total melt down.... or failing that, how I can functionally disable this mod in place via the MCM controls.
No offense to the mod author intended. I'm sure it's a work of art for those who like to play "hardcore"... it's just not compatible with the way *I want to play* the game.
Thank you.
ideally i think it would be better to have it deduct health but at worst case leaving the player with say 10hp or something fairly small, as well as massively reducing the potion(s) effectiveness if they're spamming them.