Skyrim Special Edition

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JaySerpa

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jayserpa

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  1. jayserpa
    jayserpa
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    Mod is compatible with the amazing zxlice's ultimate potion animation - ZUPA. Once properly installed, NPCs will use potions during combat.
    Pretty cool stuff!
  2. Citachi0
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    Hi jayserpa,I found your NPCPotionScript had too many active frames in my savegame.Is there anything that could cause this issue or anything could fix this.I‘m quite sure much of lagging comes from this script.
    1. jayserpa
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      You'd be the first of thousands and thousands of players, I highly doubt it's coming from this mod. I recommend using Papyrus Profiler to find out what's causing you lag. Then once you have the log, drop it into speedscope
    2. Citachi0
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      Yes I also doubt that.But papyrus and resaver both reported it.I will check again using your method.Thanks for quick reply.
  3. fibrewire47
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    will you add SPID in future for distributing the potions?
  4. tsalbmrots
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    The only thing I dislike about this mod is that bandits who used potion glow in the light FX effect. This is immersion breaking. Could you remove this ugly drink potion light fx :)) 
    1. jayserpa
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      It's beyond the scope of my mod. The look/effect of the potion will be whatever your potions have in vanilla / your modded game.

      Try Glow Be Gone, that might remove it, but I'm not sure.
  5. Kushranada
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    Is it normal for enemies to use their "I cannot best you", "No more, I submit!" and similar dialogue when using the potion even if they are nowhere near low health?
    1. MadUniverseLittlePool
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      +1  enemies drink the potion at the beginning of the battle
    2. Heimond
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      +1, I am having this issue too, Vilkas just run away from me when he was supposed to "test my arm"... Guess I passed...

      Edit: did some diggin and I can say that the problem with NPCs running away when they shouldn't do so is NOT related to this mod. On my end it was caused by the mod Book of Shadows, that seems to melt down in big load orders. What made the issue seem to come from this mod was the fact that NPCs would drink an invisibility potion before running when they had one, but I guess thisx was just a weird interation between the two mods.
  6. Arsenii
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    Really great mod and idea as always, but there are 2 things that bother me:

    1) Enemies can use potions even if paralyzed. Every time I paralyze a bandit with a poison, they can still use potions. This can be a bit annoying, especially during mid-late game, considering they have like >1000 HP and completely restore their health when they're about to die.

    2) Even if I one-shot enemies, they never seem to be carrying potions. I decided to test that with a bandit who would heal himself with potions. I fought him normally and he used potions and when he died, he didn't have any healing potions, obviously. But when I reloaded the save file and killed him with a console command, he still didn't have potions.

    Can you look into these issues? In any case, thank you for this mod!
  7. lrh9
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    Hello, jayserpa. I'm reaching out to you to ask permission to modify this wonderful mod. I had an issue where several NPCs that I would prefer not to use potions (such as ghosts) were using potions. I'm not implying that this was caused by your mod, since I have a few unofficial patches and fixes that add or remove keywords to different things. I've learned how to use formlists and keywords in scripts to prevent this outcome from happening in a highly compatible way, and I would like the opportunity to share this change with other people. Are you open to this request, and are you interested in hearing more?
    1. jayserpa
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      Patches are always appreciated :)
    2. lrh9
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      Thank you. I'm encountering an issue that I'm not sure how to handle, and I don't want to proceed without speaking to you. I created a new plugin for the changes in my patch, and I checked its ESL qualifications in Wrye Bash. It is stating that my plugin has new formIDs greater than 0xFFF. I read that compacting formIDs can make it possible for plugins to be ESL flagged. I used the Creation Kit to compact formIDs, and received a message that the maximum form ID in my file is now 06000001. I opened my patch plugin in SSEEdit to examine the changes and learn more. A record my plugin added (the only record I added, a formlist) had its formID changed from 05005900 to 00000001.

      Everything I have read strongly cautions mod authors not to make a release and then later add ESL flags to their plugins. I'll admit that I am a neophyte modder, and I don't want to burden you with my ignorance and questions. However, I don't want to do any harm. I'm wondering if there is some way around this problem that I simply do not know about. I considered leaving my patch as a regular plugin, but in my mod collection that features 540 mods, 147 of its plugins are regular plugins. I don't know how things are for your Gate to Sovngarde, but I can't imagine keeping the active regular plugins under the limit is particularly easy.

      I believe in the merit of my patch, and I want an opportunity to prove myself, but I'm obviously not aware of all of the issues that you and other players must take into account. Sorry for the lengthy reply, but I wanted to be as descriptive as I could be. Please let me know your thoughts and wishes regarding this situation.
    3. jayserpa
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      I've never compacted formids with CreationKit, so not sure about that... I always do it with xEdit.

      And indeed, if a player installs a mod that is not ESL-flagged, then you shouldn't compact formIDs of that mod until they start a new save. At least that's the recommended thing, as the IDs are already recorded into the save. So you could: A) tell your players that the new update requires a new save or B) leave it as it is 
    4. lrh9
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      Ah. Thank you. It was a case of the Creation Kit not being particularly helpful. xEdit was able to compact the formIDs correctly.
  8. BlazeXI
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    does it still work?
    1. AzakoPako9011
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      Yes, just be sure Address Library for SKSE Plugins is up to date.
  9. prettybigpeanut
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    finding theres an unfortunate catch with using this and ultimate animated potions. enemies will drink potions and completely expose themselves (using requiem, usually an instant kill) but without UAP the player can spam as many potions as they like, and have no penalty themselves for using potions mid combat. would really love if NPC animations could be turned off for that reason if at all possible - i know the animations arent in this mod, but if npc UAP compatibility could be toggleable itd be amazing.

    either that or something silly and complicated like distance/behaviour checks for npcs to stop them killing themselves like this
    1. jayserpa
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      And the player also exposes themselves when drinking a potion? It's just one of those things. Same with taunting. It's a risk/reward type of action.
    2. prettybigpeanut
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      yes, didn't i mention that? the player should be exposed, npcs shouldn't.  the player fortunately has a human brain to make sure they dont instantly die when they do it, and, again, without this theres no penalty for drinking everything in your inventory mid swing. balance in that case involves you consciously thinking how fair you want to be, rather than a challenging but fair mechanic.

      look its fine if you don't care, the UAP guy doesnt either. but it renders the two mods incompatible to me from a gameplay point of view, im sure for others too

      but for reference, typical fight might be:  bandit blocks, you work down their stamina a bit, they pop a potion right in front you when its down to 2/3, you swing, they die. i dont think im crazy for seeing this as kind of glaring? taunting on the other hand (which can be removed) occurs at a distance away from the player, and rarely in the middle of the action
    3. jayserpa
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      theres no penalty for drinking everything in your inventory mid swing

      You can only drink one potion with UAP at a time, right? At least I think so? And the potion only applies when it reaches your mouth, right? If you want to make it fairer, install Skyrim Souls for unpaused menus, you definitely won't be drinking more than one lol.

      typical fight might be:  bandit blocks, you work down their stamina a bit, they pop a potion right in front you when its down to 2/3, you swing, they die.

      Not my experience at all: when the bandit drinks a potion, I run for my life and wait for the effects to expire. Maybe you get one swing in, but it doesn't kill them. Then they're basically immortal during the duration of the potion and kick my ass lol.

      Killing a bandit in one swing when they're drinking a potion when they're at 2/3 of their health seems like a balancing issue... in your setup, not in the game. ZUPA had a system where the NPC would move away while drinking the potion, maybe you should switch to that mod. It had its own issues though and I prefer the current implementation from UAP.
    4. prettybigpeanut
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      thanks for the response

      this is why i say 'with requiem' a much faster and deadlier game. having such a huge opening is lethal. 1v1s against bandits and low level npcs can be totally trivial even in the harsh early game. the balance is fine, its very deliberate and rewarding even - which is why this, UAP, and requiem are to my mind unfortunately incompatible.

      thanks for the suggestion, but skyrim souls seems like a can of worms stability wise... at least from past experience. id rather stay away lol. i think what may be better is keeping UAP but letting vigor handle potions, as theres no animation compatibility im aware of - unfortunately im already locked in with this for 3 characters, and not eager to remove mods with scripts.

      anyway, dont worry if it doesnt bother you. just something im troubled with currently that might affect others too 🥲
  10. Sergg
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    Hi thanks for the mod. I'm having a strange problem, at some point NPCs in towns get the effect of applying a potion from your mod without any reason and they go around with this effect for hours, it breaks immersion a lot.

    1. jayserpa
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      This mod can only affect enemies. There's no way this can affect normal citizens in towns, sounds like you have another issue.
    2. Sergg
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      Thanks for the answer, yes, I have two more potion-related mods installed and I don’t understand which one causes this effect, since it occurs randomly and disabling one of them makes it impossible to understand which one causes the problem. Maybe you have some thoughts?

      here are the two mods
      Ultimate Animated Potions NG
      NPCs use Potions
    3. jayserpa
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      I can only speak for this mod, sorry :( I'm quite certain it's not from my mod, only enemies mid-combat get access to the potions added by my mod.
    4. Sergg
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      Thanks again for all your wonderful mods, I'll ask the authors of the rest of the mods.
    5. Sky91
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      Don't use this alongside NPCs use potions. Quite sure it's written somewhere on that page.
  11. CurvingFyr3
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    Does this (and ZUPA) work in VR? I'm worried about his potion animations triggering on my VRIK avatar when they should not.
    1. jayserpa
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      This is only for NPCs. Unsure how ZUPA works in VR, it's a question for the other mod though lol
    2. CurvingFyr3
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      I was more hoping you'd heard whether it worked lol, I've already scanned what I believe to be every animated potion mod on the sse nexus, description, comments, articles, and found no info on any of them about working in VR, and I also haven't seen any with actively responding authors.