Skyrim Special Edition
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Noah

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NoahBoddie

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About this mod

Tools and utilities for the doling of toxins.

Requirements
Permissions and credits
Changelogs
Overview

  • Changed how poisons are equipped, offering a larger amount of options upon use.
  • Manipulate active poisons with new options on poisoned weapons.
  • New utilities for poison upkeep to tell when poison runs out and tools for reapplying poisons.
  • Integrated perk entry points for dynamic control of new options.




 


Features
  • Equipping a poison to a specific hand or merely pressing the item select button will have different effects, with equipping to a hand
    poisoning the respective weapon.
  • Poisons can have their dosages fortified or replaced if already equipped.
  • Poisons can be removed simply by dropping a poisoned equipped weapon.
  • Quickly reapply any exhausted poison to its respective weapon without going into a menu.
  • More informative and customizable notifications.



Equipping Poison

When equipping poisons to the left or right hand, or when selecting it with the confirm button (e.g. E on keyboard) different actions will occur. By default, each hand equip will automatically equip a poison to that respective hand. When Item Select is used, it will open up a menu or if allowed you can optionally drink the poison. Drinking poison by perk the use of a new perk entry point or manually adjusted via settings, and without it will not appear.

What happens on each action is customizable however, so you can have it open a menu to select which action you'd like to take, or automatically select which contextual action it should do.


Reapplying Poisons

When equipping poisons to a weapon that's already poisoned can do 2 things depending on if it's the same poison that's equipped to the weapon.
If it is the same it will fortify the poison, increasing the number of hits it can go through until it runs out. This has diminishing returns however and will approach 1 dose per poison.
If equipping a poison to a weapon that
isn't the same as the one already equipped it will instead replace the poison.

Both of these choices have an optional confirmation notification that can be turned off in the MCM.


Removing Poisons

When you have a weapon that's poisoned and equipped you can drop it to remove the poison. Doing so lends a chance to recovery the poison used, fortifications not counted.


Reapplying Poisons

When you run out of poison, you can quickly reapply the poison to the hand that ran out by holding the Activate button and tapping the corresponding attack button. You can fortify the poison by continuously tapping after the first one.



Customizable notifications

All message boxes associated with poisoning can be disabled, enabled only when necessary, or reduced to simple debug notifications.



Other Features

  • Uses MCM Helper for an persistent and easy customization experience.
  • Creates new perk entry points for an integrated experience.


Features To Do

  • Custom sound effects to for different things like running out of poison or fortifying poisons
  • Implement UI and HUD widgets


Compatibility

Other than mods that effectively do the same thing having their functionality taken over, this mod has a soft incompatibility with infinite poison by meh321. To allow it to be compatible with .NET Framework I needed to use a hook above what it hooks and long story short, if you have only 1 dose of poison it will continuously think you've run out despite no poison ever being exhausted.

May create patch later if it becomes a nuisance or a problem, but ultimately it's harmless.


For Mod Developers

The source code for the project, it will be changing some when I can get around to it, but will mostly stay the same.

https://github.com/NoahBoddie/poison-aid


As for the settings for strings and the perk entry points, you can find the string settings in the SettingManager. The perk points repurposed used are Mod Recoverable Arrow Chance, Can Dual Cast Spell, and Mod Poison Dose Count. To use the alternative perk entry, the editor ID must have  "GROUP__PAID" within it with that entry having a rank other than zero.

Perk Entry Point Extender and PO3 Tweaks required to use these.



Addresses

Spoiler:  
Show


Will add soon but right now I'm too lazy.




Credits

CharmedBaryon, PO3, and Ryan for their respective branches of Clib, and especially PO3 who's tweaks allowed me to find the hook I needed.