Version 3.0 We've finally made it to version 3.0 of the mod. With many new features and updates. Make sure to check out the new Article about Distribution Rules. It lists all available rules and their usage with comprehensive examples! If you have questions after reading it, feel free to ask!. The complete feature documentation can be found here.
The settings file will be generated upon first game start with this mod installed. If using MO2 you will find it in overwrite\SKSE\Plugins\NPCsUsePotions.ini If using Vortex you will find it in your game directory\Data\SKSE\Plugins\NPCsUsePotions.ini If using NMM you will find it in your game directory\Data\SKSE\Plugins\NPCsUsePotions.ini
The logfiles are located in Documents\My Games\Skyrim Special Edition\SKSE\NPCsUsePotions\ and are called NPCsUsePotions.log, NPCsUsePotions_profile.log, NPCsUsePotions_usage.log, and NPCsUsePotions_excl.log.
When using Potion or Poison animation mods, please read the article about Animation Compatibility.
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.
Q2: Can I use this together with for example Smart NPC Potions? A2: Yes! But it may make your game more difficult.
Q3: Does this work with NPCs from mod X? A3: Yes! It works for any NPCs inequal which mod they belong to.
Q4: I am using a Wabbajack modlist and encounter CTDs A4: Make sure that this mod is able to generate an up-to-date settings file, otherwise you may encounter problems. An old version of the settings file may be hidden somewhere in your modlist. Delete it, and let my mod generate a new settings file. If you still encounter problems please report them ^^.
Q5: I've looked through the list of available rules but didn't find what I need. Can you make a new rule? A5: Of course. Just provide me with a detailed description of what it should do exactly.
Q6: Where did the VR version go? A6: It's gone. For now at least. If someone knows or has an idea why NPCs turn invisible as soon as they enter combat, please tell me. If someone wants to have the otherwise perfectly working version, leave me a comment.
Q7: Do I need the compatibility plugin for Animated Potions, Animated Poisons, or ZUPA? A7: No.
Q8: I want the part were NPCs use potions and poisons, but can I disable the distribution of items to NPCS? A8: Yes, you can do that in the settings, in the section [Distribution].
Q9: Can I disable this or that? A9: Take a look at the settings file if you cannot find an option that you think suits your needs, feel free to ask.
Q10: I have found that specific items that NPCs use crash my game. A10: Feel free to post about the items and I will take a look. Alternatively exclude that item using an exclusion rule from the article about rules or activate the whitelist mode for items. EnableWhitelistItems = true (in your settings). Only items from Skyrim, the DLCs + CC and select alchemy mods that have been tested prior will be used. If you the item has already been given to npcs, use the option "RemoveItemsStartup = true", to remove all alchemy items after loading your game. Use with care though, since self-crafted items may be removed from NPCs too (not from the player).
; Specific usage logic for followers ; Followers use potions when below 75% health UsePotionBelowHealth=0.75 ; Followers use poisons against stronger enemies or when outnumbered UsePoisonIfEnemyAboveLevel=0.8*PlayerLevel UsePoisonInNumbers=3+ ; Followers use fortification potions when entering combat UseFortifyAtCombatStart=True
; Advanced configurations for specific scenarios ; Boost regenerative properties during extended fights RegenPotionUsageDuringCombat=True RegenPotionEffectMultiplier=1.5
; Ensure followers can use enhanced items without spamming PotionCooldown=30 ; Cooldown time in seconds PoisonCooldown=60 ; Cooldown time for poison application FortifyCooldown=120 ; Cooldown time for fortification effects
; Define exceptions and specific cases ; Do not use certain overly powerful items to keep balance ;ExcludePotion=<HexID of Overpowered Potion>, <PluginName> ;ExcludePoison=<HexID of Overpowered Poison>, <PluginName> ;ExcludeFood=<HexID of Overpowered Food>, <PluginName>
; Apply rules only to followers (example IDs for vanilla and common mod followers) AssocObjects=<CurrentFollowerFaction,><CurrentHirelingFaction,>
Chatgpt came up with this, using your rule document as a knowledge source. I asked it to give me potion/poison recipe that would make my follower overpowered.
How do we change the amount of invisibility potions are available to enemies? They're apparently spawning with high amounts of Disguised Invisibility Potion from the Fishing DLC.
Paired with Ultimate Animated Potions, enemies become vulnerable when drinking potions. It's very disadvantageous for NPC's to drink in combat, which they do, without running to cover or retreating. This mod works fine as is, without animations.
It's easy to solve a problem like this in the esp.
For ZUPA, which i use, the enemies are applied a spell whenever they are consuming a potion. In the magic effects section of that spell, the mod simply gives them a demoralize effect, which makes them retreat briefly as they drink before returning to the fight. Works flawlessly.
However, I had to attach the magic condition (Doesn't "HaveMagicEffectKeyword") to any demoralize dialogue like " Mercy, I yield, etc". Else, NPCs will be screaming as they drink which destroys immersion.
i just fought one NPC, he drank a invisibility potion.. im thinking wow this is cool, at least the opponent is trying harder.
is there a list of potions that i can choose from in the SPID distributor. if i want them to drink heal potions but not invisible potions , can i set that up ?
i browsed the MCM menu options, i didnt see anything that said, Disable Invisibility Potions. I saw heal, food, and fortify.
You add comments like these an wonder why the mod author ignores you. If you read the description, you'll know that you can do this yourself. The mod distributes potions that are in your unique load order.
So he can't account for every type of potions. Take the time, put in the small amount of effort to sort this out yourself.
When I mod for instance, instead of asking questions that has been asked a million times, I type Ctrl + F, and search the comments section for a similar comment. It's usually easy to find someone who has sorted this out.
I noticed that, while all other INI files in the SKSE/Plugins folder end with DIST, the file NPCsUsePotions_CFTO_NUP_DISTR.ini ends with DISTR instead. I am assuming this is not intentional, and should be DIST instead. Is that correct, or DISTR has some other meaning?
Do NOT use this mod with Skyrim Requiem + 3Tweaks because the NPCs will drink the potions of insights, which you need to level up. This mod doesn't distinguish what potion the NPCs should drink.
I have to report same problem, wasted good 2h dealing with this because i thought potions of insights are added after death so no way this mod could be responsible. I was wrong.
Since the Seq file was missing it's possible that you need to start the quest manually if you installed the last update on an existing savegame. The quest ID is 800, so you will need to use startquest XXXXX800 depending on your loadorder, you can check whether the quest is running with sqv XXXXX800
I also updated from 3.1.9, but it seems that MCM isn't loading in my environment.I checked the console, and the quests seem to start. In my case, it is not loaded even in the new game, so it seems to be a problem in my environment here, but so far I have not found the cause. I have tried 'setstage ski_configmanagerinstance 1' and saved and loaded, but it is not showing up. I am using SkyrimSE 1.5.97. Any advice would be appreciated. I am using a translator, so I apologize if this is unclear.
@saaty The id is definitely correct. Try searching for it with help "NUP_MCM" (thats the editorID). If it doesn't find it the plugin isn't loading correctly.
@uniuni29 Seems like it was a last-minute change to the script, which caused the menu to not show up correctly. It should be fixed with the patch I just uploaded
FYI changing the plugin header to 1.70 isn't necessary. People on older game versions (myself included) can use Backported Extended ESL Support (https://www.nexusmods.com/skyrimspecialedition/mods/106441) to use 1.71 plugins perfectly fine
814 comments
We've finally made it to version 3.0 of the mod. With many new features and updates.
Make sure to check out the new Article about Distribution Rules. It lists all available rules and their usage with comprehensive examples! If you have questions after reading it, feel free to ask!.
The complete feature documentation can be found here.
The settings file will be generated upon first game start with this mod installed.
If using MO2 you will find it in overwrite\SKSE\Plugins\NPCsUsePotions.ini
If using Vortex you will find it in your game directory\Data\SKSE\Plugins\NPCsUsePotions.ini
If using NMM you will find it in your game directory\Data\SKSE\Plugins\NPCsUsePotions.ini
The logfiles are located in Documents\My Games\Skyrim Special Edition\SKSE\NPCsUsePotions\ and are called NPCsUsePotions.log, NPCsUsePotions_profile.log, NPCsUsePotions_usage.log, and NPCsUsePotions_excl.log.
When using Potion or Poison animation mods, please read the article about Animation Compatibility.
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.
Q2: Can I use this together with for example Smart NPC Potions?
A2: Yes! But it may make your game more difficult.
Q3: Does this work with NPCs from mod X?
A3: Yes! It works for any NPCs inequal which mod they belong to.
Q4: I am using a Wabbajack modlist and encounter CTDs
A4: Make sure that this mod is able to generate an up-to-date settings file, otherwise you may encounter problems. An old version of the settings file may be hidden somewhere in your modlist. Delete it, and let my mod generate a new settings file. If you still encounter problems please report them ^^.
Q5: I've looked through the list of available rules but didn't find what I need. Can you make a new rule?
A5: Of course. Just provide me with a detailed description of what it should do exactly.
Q6: Where did the VR version go?
A6: It's gone. For now at least. If someone knows or has an idea why NPCs turn invisible as soon as they enter combat, please tell me. If someone wants to have the otherwise perfectly working version, leave me a comment.
Q7: Do I need the compatibility plugin for Animated Potions, Animated Poisons, or ZUPA?
A7: No.
Q8: I want the part were NPCs use potions and poisons, but can I disable the distribution of items to NPCS?
A8: Yes, you can do that in the settings, in the section [Distribution].
Q9: Can I disable this or that?
A9: Take a look at the settings file if you cannot find an option that you think suits your needs, feel free to ask.
Q10: I have found that specific items that NPCs use crash my game.
A10: Feel free to post about the items and I will take a look. Alternatively exclude that item using an exclusion rule from the article about rules or activate the whitelist mode for items. EnableWhitelistItems = true (in your settings). Only items from Skyrim, the DLCs + CC and select alchemy mods that have been tested prior will be used.
If you the item has already been given to npcs, use the option "RemoveItemsStartup = true", to remove all alchemy items after loading your game. Use with care though, since self-crafted items may be removed from NPCs too (not from the player).
; Define general rule for followers
RuleType=1
MaxPotions=10
Potion1Chance=90;95;95;100;100
PotionProperties=<1,2><2,2><4,2> ; Increase health, magicka, stamina potion effects
MaxPoisons=5
Poison1Chance=80;85;90;95;100
PoisonProperties=<40000000,1.5> ; Enhances poison potency
FoodProperties=<1,2><2,2><4,2> ; Improves food effects similarly
FortifyProperties=<20000000,1> ; Fortifies combat abilities
; Specific usage logic for followers
; Followers use potions when below 75% health
UsePotionBelowHealth=0.75
; Followers use poisons against stronger enemies or when outnumbered
UsePoisonIfEnemyAboveLevel=0.8*PlayerLevel
UsePoisonInNumbers=3+
; Followers use fortification potions when entering combat
UseFortifyAtCombatStart=True
; Advanced configurations for specific scenarios
; Boost regenerative properties during extended fights
RegenPotionUsageDuringCombat=True
RegenPotionEffectMultiplier=1.5
; Ensure followers can use enhanced items without spamming
PotionCooldown=30 ; Cooldown time in seconds
PoisonCooldown=60 ; Cooldown time for poison application
FortifyCooldown=120 ; Cooldown time for fortification effects
; Define exceptions and specific cases
; Do not use certain overly powerful items to keep balance
;ExcludePotion=<HexID of Overpowered Potion>, <PluginName>
;ExcludePoison=<HexID of Overpowered Poison>, <PluginName>
;ExcludeFood=<HexID of Overpowered Food>, <PluginName>
; Apply rules only to followers (example IDs for vanilla and common mod followers)
AssocObjects=<CurrentFollowerFaction,><CurrentHirelingFaction,>
Chatgpt came up with this, using your rule document as a knowledge source. I asked it to give me potion/poison recipe that would make my follower overpowered.
1|4|<000BB7>
That should make Disguised Invisibility Potions not be distributed.
Can you tell me how to use that line of code?
It's very disadvantageous for NPC's to drink in combat, which they do, without running to cover or retreating.
This mod works fine as is, without animations.
For ZUPA, which i use, the enemies are applied a spell whenever they are consuming a potion. In the magic effects section of that spell, the mod simply gives them a demoralize effect, which makes them retreat briefly as they drink before returning to the fight. Works flawlessly.
However, I had to attach the magic condition (Doesn't "HaveMagicEffectKeyword") to any demoralize dialogue like " Mercy, I yield, etc". Else, NPCs will be screaming as they drink which destroys immersion.
"Mercy!" *guzzle* "Never should've come here!"
Your solution should be a patch.
is there a list of potions that i can choose from in the SPID distributor. if i want them to drink heal potions but not invisible potions , can i set that up ?
i browsed the MCM menu options, i didnt see anything that said, Disable Invisibility Potions. I saw heal, food, and fortify.
So he can't account for every type of potions. Take the time, put in the small amount of effort to sort this out yourself.
When I mod for instance, instead of asking questions that has been asked a million times, I type Ctrl + F, and search the comments section for a similar comment. It's usually easy to find someone who has sorted this out.
Thanks for this mod!
I noticed that, while all other INI files in the SKSE/Plugins folder end with DIST, the file
NPCsUsePotions_CFTO_NUP_DISTR.ini
ends with DISTR instead. I am assuming this is not intentional, and should be DIST instead. Is that correct, or DISTR has some other meaning?I have overwritten the current download.
Thank you for the report ^^.
startquest XXXXX800
depending on your loadorder, you can check whether the quest is running with
sqv XXXXX800
Seems to be invalid
I also updated from 3.1.9, but it seems that MCM isn't loading in my environment.I checked the console, and the quests seem to start.
In my case, it is not loaded even in the new game, so it seems to be a problem in my environment here, but so far I have not found the cause.
I have tried 'setstage ski_configmanagerinstance 1' and saved and loaded, but it is not showing up.
I am using SkyrimSE 1.5.97.
Any advice would be appreciated.
I am using a translator, so I apologize if this is unclear.
The id is definitely correct. Try searching for it with
help "NUP_MCM" (thats the editorID). If it doesn't find it the plugin isn't loading correctly.
@uniuni29
Seems like it was a last-minute change to the script, which caused the menu to not show up correctly.
It should be fixed with the patch I just uploaded