Skyrim Special Edition
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KoeniglichePM

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KoeniglichePM

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About this mod

This mod is a SKSE plugin that distributes any potion, poisons, or fortify potion in the game to NPCs.
NPCs can use any potions, poisons or fortify potions they possess.
This also works for all player crafted items.
The mod is entirely script-free and thus performance friendly

Requirements
Permissions and credits
Changelogs
NPCs use Potions

In Skyrim the player is able to use Potions and Poisons that are either obtained from NPCs or crafted by themselves. NPCs on the other hand are not able to.
This especially applies to potions, poisons and fortify potions crafted by the player and given to followers and allies. They simply cannot use these items given to them.
This mod addresses this very inconvenient issue, by letting NPCs use any potion, poison, food, or fortify potion.

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|              Features    |

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    • Script free and Performance firendly
    • NPCs use Magicka, Stamina, and Health potions in combat.
    • Potion cooldowns are respected, no potion spamming for NPCs!
    • NPCs use Fortification potions in combat.
    • NPCs poison their weapons in combat and will use any poison they possess.
    • NPCs will use food items to simulate them normally eating during their day
    • All of the above functions are optionally also supported for the player character
    • NPCs are given the Perks AlchemySkillBoosts and PerkSkillBoosts, which are responsible for making fortification potions work.
    • Distribution of potions, poisons, fortify potions and food according to detailed and customisable rules.
    • All features are individually customisable and deactivatable




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|      How does it work      |
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Upon entering combat NPCs are given a set of potions, poisons, fortify potions and/or food, that match a rule that applies to this NPC. If they have food items in their inventory, they will immediately consume it, to mimic NPCs normally eating during their day. They will gain the basic buffs from the food, which does not make a very large difference since most food buffs are rather light. This feature is more immersion focused.

Afterwards it is periodically determined whether an NPC should take a potion. If so they will take a potion that suits their needs. If they have poisons in their inventory they will poison their weapons. Lastly they may use fortify potions such as "Fortify One-Handed" to enhance their combat skills.

Health, Stamina and Magicka potions are used when the respective value falls under a certain threshold.

Regular NPCs use any Poisons the have in a fight. Followers will only use poisons against NPCs that have a high level (relative to the player) or when many NPCs are fighting. They will always try to use poisons that fit their enemy and their own combat style. I.e. They will only use Poisons that reduce elemental resistance, when the have a spell of that type equipped.

Fortify potions are split into two categories: Regeneration potions and Fortification potions. They have independent cooldowns, such that an NPC may have a Regenerate Magicka potion and a Fortify One-Handed active at the same time. Every NPC will only use potions that are beneficial to themselves, considering the equipped weapons, spells and armor. Every Fortification Effect in the game is supported.

The distribution and usage of food items do not affect the gameplay by a large amount due to the rather small buffs food gives. It is purely an immersion feature. Only one food item may be distributed if the NPC does not already have one, and it is used immediately on begin of the combat.

If you want to know more or would like to write Distribution rules, there is a complete feature guide available here: NPCsUsePotions

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|      Distribution Rules      |
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Since version 2.0 the mod includes a highly customisable distribution feature for Potions, Poisons, Fortify potions and Food.
There are a bunch of different rules pre-defined by this mod, that cover all base-game NPCs.

All potions, poisons and food that is in the game may be distributed to any NPCs according to the rule. This includes all items added by Mods.
The distribution takes the NPCs strength into acount: The stronger the enemy the more potions they will carry and the stronger the potions will be.
There are 24 unique Distribution rules for:
Draugr, Assasins, Bandits, Thalmor, Forsworn, Thieves, Nightingales, Hunters, Righteous Factions, Dawnguard, Vampires, RoyalVampire, Penitus Oculatus,
Caravans, Cultists, Civilians, Nobles, Poor, Carriage Drivers, Priests, Mages, Dremora, Falmer and Scum.
Every rule is made to only include items that such people would normally carry.
Vampires can carry Blood Potions.
Asssasins carry more and stronger Poisons.
The Poor will rarely carry anything.
Falmer will only carry items that can be crafted in their habitate.
...
You can easily define your own rules if you don't like mine.

The main features of the distribution engine are:
  • Definition of rules for NPCs, Keywords, Factions, Races, Classes and CombatStyles
  • Each rule contains propabilities for potions, poisons, fortify potions for different actor strengths.
  • A Default rule that is applied to everything that does not have a custom rule
  • complete exclusion of NPCs, Keywords, Factions and Races from distribution
  • Exclusion of NPCs, Keywords, Factions and Races from the default rule only (fall-through)
  • Actors are split into 5 different tiers according to use settings: Weak, Normal, Powerful, Insane and Boss
  • Npcs, Keywords, Factions and Races can be declared as bosses
If you are going to create new rules please read the documentation. All you need to know is written down there if there are questions afterwards, feel free to ask.

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|         Item Removal         |
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NPCs will always use potions and poisons they have in their inventory. But sometimes the player is able to kill them faster than they can use their potions due to the cooldowns. In this case the items remain in the Actors inventory and may destroy the economy of the game.
To prevent this from happening a removal function was integrated into this mod.
Upon death all potions, poisons, fortify potions and food items an actor possesses that exceed the defined (user settings) maximum number of items that may remain are immediately removed. Each remaining item is removed with a certain chance (user settings).
This allows you to customize the impact on the economy. But note that also items that would normally be dropped by certain actors are affected by this, since this feature runs after the actors death.



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|    Console Commands   |
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This mod comes with two console commands.
"nupstats"
- shows the strength of the actor, the strength of items given to them and which distribution rules are affecting them.
"nupreset"
- allows you to reload all configuration files, without restarting the game.

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|          Compatibility          |
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Potion Animation Mods
zxlice's ultimate potion animation - ZUPA- compatible SE (ZUPA is SE exclusive)
 - install the Compatibility Plugin from the Downloads page
- You need to activate the compatibility mode (see the
configuration article).
Potion Animated fix (SE) - compatible
 - automatic patch in dll included. Works perfectly for SE. May not work in         some AE setups. Should work in most.
Animated Potion Drinking SE - compatible
  - the mod is identical to one above.
Complete Alchemy & Cooking Overhaul    - compatible
Apothecary  - compatible
Everything else
Compatible


Notice: If you think there is an incompatibility with some mod, you can download the Compatibilty plugin from the Downloads section and set in the dll settings, it may already solve the problem. (Tell me either way so I can provide an official notice or fix).
[Compatibility]
Compatibility = true

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|       Reporting Bugs        |
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Please report bugs in the Bug Section, to avoid crowding the forum unnecessarily. The bug section serves as a ticket system, which entries will be handled.
When reporting crashes please provide me with a log generated by this mod, since it will show me directly were and under which circumstances the crash occurred (Log-level 4 would be best for crashes).
You can find the logfile in Documents\My Games\Skyrim Special Edition\SKSE\NPCsUsePotions.log
Set
EnableLog = true
LogLevel = 4
in the configuration ini to create a logfile with loglevel 4.
Please do not report "issues" not related to plugin functionality as bugs.
For instance items that in your opinion should not be distributed are not a bug but expected behaviour as long as there are no rules for
the mods they belong to. There is a forum section where you can report this and make requests. Otherwise you can write a comment.


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|          Future Ideas           |

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If you have ideas for interesting features feel free to tell me.

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|         Planned Stuff          |

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  • Extension of the distribution rules to include various stuff.
  • Detailed rules for other mods.
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|                 FAQ                  |

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Q1: Does this mod more than Smart NPC Potions

A1: Starting Version 2.0 this mod does more than Smart NPC Potions. It supports any Alchemist Items in the game and allows the creation of highly customisable rules for distribution.
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|         Configuration          |
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See the Configuration Article.

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|          Source Code          |
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git repository

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|               Thanks               |
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The SKSE team for developing SKSE.
Ryan for CommonLibSSE.
powerofthree for his CommonLibSSE fork providing both SE and AE support as well as additional functions.
Ershin for True Directional Movement, which gave me many pointers on how to code plugins.
Jayserpa for Smart NPC Potions which gave me the initial inspriation for the distribution feature.