Skyrim Special Edition
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Paulicus - Zira

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About this mod

Small, immersive mod that allows the player and NPCs to block incoming poison damage and disease effects when successfully blocking with a shield/weapon or ward spell. Also updates the mod to a new version (1.7), which fixes the few remaining issues still present in the LE 1.6 version (namely the "spider-spit CTD," which is now 100% resolved).

Permissions and credits
Paulicus Poison Block (PPB) for SE - Updated

Read on or scroll to the bottom of this page for requirements and compatibility notes.

We've all been there...
You're waltzing through a Nordic ruin, cave, or Falmer den, and suddenly find yourself face-to-mandibles with some type of giant creepy-crawly, or perhaps one of the Falmer with their poison-coated weapons. They attack, and you lift your shield in reaction, assuming that inches of hardened metal will protect you from getting poisoned...!

Wrong! The venom TCLs* through whatever obstacle you hold before it, and immediately starts eating away at your health! You're forced into battle with your health compromised, and no way to defend yourself from another attack!! (Unless you install a dodge mod with invincibility frames). And if you're really unlucky, it's possible you'll get a disease through a blocked attack as well!

Wtf? What sense does that make?
* TCL = In-game console command to toggle collision off/on (i.e. grants the ability to walk through walls/floors/everything).

Paulicus's Oldrim mod, Shields Block Poison, solves the problem (as I see it) described above, and many other similar scenarios. Thus, it has been a godsend to me for years.

After noticing that the latest SSE port of Paulicus's mod was outdated (based on version 1.4.1), I decided to port the updated version (version 1.6), as well as fix the remaining issues (my version 1.7 small update), and am sharing it here upon request.

I hope you enjoy this mod.
Pls toss Paulicus's LE mod an endorsement if you do.

Patches for the following mods are available in the Files Tab:
Complete Alchemy and Cooking Overhaul 
*Requiem - The Roleplaying Overhaul (courtesy of Atardecer)

Feel free to post polite requests for any other patches you might need.

* Note: Requiem is an Oldrim mod that has yet to be officially ported to SSE.
The patch is for those who have ported it for themselves, or those using the Unofficial SSE Port.

Paulicus: "Feel free to reuse this mod however you like. Make patches, translations, include it in your mod, all okay. Just be sure you credit me. You may not use this mod in any for-profit, commercial, or paid-mod-related service."

Paulicus: "I haven't played Skyrim in some time, so probably [no SSE Port] in any timely manner. [...] That said, I don't mind if anyone wants to port/remake it and post it."

Original Mod Description by Paulicus
(With slight revision for the sake of relevance, and additions from Paulicus's changelogs)

  • Version 1.6: Added conditions to allow wards to block poison and disease effects as well.
  1. I made the angle conditions wider for wards, similar to blocking spit attacks, because the ward seems to cover a larger area than most shields. Wards cover 360 degrees with spit attacks (native Skyrim functionality; I didn't have to edit any spit effects, just melee ones). With this mod, wards will block melee attacks in an area about 160 degrees in front of the player.
  • Version 1.5: I fixed the conditions so all issues with NPCs and directional facing should be gone
  1. Blocking poisons should work as intended in all scenarios now.

I didn't like that Skyrim's Poison Effect would still work against a blocking opponent, so I made this tiny mod to fix it. Despite the title, it works both with and without shields.

This is the "Full Version" of the Mod:

This mod is just a few simple edits to magic effect (MGEF) records in TES5Edit to check if the target is blocking when a poison effect is applied. Despite the title, it works both with and without shields (though you'll need a shield to block spit attacks). It also affects NPCs in addition to the player.

I added "GetRelativeAngle" conditions to poison effects to match the blocking area in front of the player. This means that you will no longer be negating poisons unless you actually block the hit! Activating block will not remove or affect ongoing poisons, the conditions are only checked when the poison is initially applied.

I made this by editing the magic effect records (MGEF) in TES5Edit to add a few conditions to all poison effects. Very simple. This does mean that any mod that also edits those records will be incompatible, and need a patch. The only mod in my list of 100+ that edits those records is Requiem, though there could be others. Also, some mods may also create new MGEF records of their own. In that case, this mod would not affect those poisons, though they wouldn't directly conflict. Hunterborn is the only mod I use that does this, but other creature mods might as well.

I believe that I found all the relevant MGEF records, but it's possible that I've missed some.

NOTE: Since version 1.3 of the mod, the issue where some users would get CTDs randomly upon spider attacks has mostly been resolved.

If you want to tweak this mod or make your own patch, it's extremely simple to do in TES5Edit. As of version 1.5, I've learned how to set the conditions so that they are evaluated dynamically between subject and target. This means that previous disclaimers about unexpected behaviors in NPC vs NPC combat are void. The mod now properly evaluates blocking and facing conditions in all cases.

[End of Mod Description by Paulicus]

Paulicus Poison Block (PPB) SE Updated

  • Zira's Version 1.7: Spider and Chaurus-spit CTDs should now be 100% resolved
  1. All thanks and credit to JazzKiwifruit.

This is a quote from JazzKiwifruit in the Shields Block Poison Oldrim comments section [28 March 2021]:

"Regarding CTDs on spider/chaurus spitballs:

I was using similar mechanics in my mod Requiem for a Knave, and was running into the same issues. I finally figured it out through checking .NET Script Framework logs and trial-and-error. The "IsBlocking" condition in the vanilla game is only used on effects to check incoming damage (i.e. on the Spellbreaker enchant or Elemental Protection perk), so it's only coded to work correctly on actors. When delivered by a projectile attack, if it interacts with certain kinds of objects (I don't have an exhaustive list, but including doors, various activators, trees, flora, etc) and the game tries to run the "IsBlocking" condition on them, it causes a CTD. Obviously, in the vanilla game this can't happen so it isn't an issue, but if you add the condition to a bunch of magic effects for outgoing damage...

Anyway, the easy workaround is to put a safeguard "IsActor=1" check before the "IsBlocking=0" check. On most effects that would be redundant, but in this case makes sure the game doesn't run the check on any kind of object that might cause the crash."

I have applied this safeguard as suggested. There should be no CTDs in this new version of Paulicus's mod. If you have any issues, please leave a comment.

Zira's Changelog
V 1.7 (Initial Release)
  • Re-saved Paulicus's original plugin in the CreationKit to update it to form 44.
  • Removed USLEEP records and forwarded the relevant USSEP records in their stead.
  • Reviewed in xEdit.
  • Flagged the .esp as ESL (ESP-FE/ESPL) so it won't take up a regular spot in the plugin limit.
  • Added "IsActor" Check before "IsBlocking" check in records for creature attacks.
  • Created CACO Patch and flagged it as an ESL (ESP-FE/ESPL) so it won't take up a regular spot in the plugin limit.
  1. NOTE: All I did for the CACO Patch was forward the CACO changes made to the same vanilla records that are affected by this mod. If there are any issues/oversights with it, feel free to let me know in the comments.
  2. If you have made a patch for Paulicus Poison Block + any other mod, feel free to post it yourself, or send it to me to be uploaded here (with credit to you) for community ease-of-access.

Unofficial Skyrim Special Edition Patch


NOTE: This mod should be safe to install and uninstall at any point.
Vortex/Mod Organizer 2: 
  1. Download with mod manager.
  2. Install and activate the plugin.
  1. Download manually.
  2. Unzip file.
  3. Drag-and-drop plugin into the game directory's Data folder.

Load Order:
  1. USSEP - Unofficial Skyrim Special Edition Patch 
  2. Other Mods affecting the same vanilla MGEF records
  3. PPB - Paulicus Poison Block
  4. Patches for PPB and those Other Mods

Vortex/Mod Organizer 2:
  1. Disable/deactivate/uninstall the plugin.
  1. Open your Skyrim directory's Data folder.
  2. Find the plugin named "Block_Poison.esp," and delete it.

  • Any mod that affects the same records will require a patch to forward PPB's changes.
  • Mods that add new poison effects, relevant spells, or new creatures with their own poison attacks, will require a patch that adds PPB's changes if you want those effects to be block-able through this mod's methods. 
  • NOTE: This mod is safe to use alongside mods which conflict in one of the above two ways, but depending on load order its effects may be overwritten or inconsistent.
  • Patches are currently available for the following mods:
          -  CACO
          -  Requiem

That's all.
Good luck, have fun, and stay safe.