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Showing results for tags 'poison'.

  1. I re-installed Remnant lately and I got the Cammy mod for the game, this one: https://www.nexusmods.com/remnantfromtheashes/mods/68 And I was feeling tempted to learn how to mod it myself to made a model swap like that, but with Poison. I tried to following tutorials for modding UE4, Remnant, and extracting paks. But I keep hitting dead ends. Like, at first I couldn't extract the SFV paks with fmodel, but I managed to extract them with Umodel and a script I think, but the script only extracted the molotov's and whip's meshes, not her body, and I feel pretty overwhelmed I did my best trying to google a tutorial on how to rip models and make model swap mods for UE4 games but I couldn't find anything. I have basic knowledge of 3d modeling and 0 gaming dev knowledge. So what I'm looking for it's for a little bit of help and if someone can give me a little guide on how to make a mode like Cammy's one but with Poison (I know I could try to comission the mod, but I live in Argentina, so anything above like 20 USD equals like 1/4 of my salary so it's not really an option sadly)
  2. I've been working on a mod to make some game play changes, one of which was changing poison from being a slight sting of damage for 3 seconds, to a 1-2 minute effect. That way cure poisons are more vital. BUT THEN i found out that 1. cure poisons are not even craftable (wtf) and 2. The potions dont seem to cure the poison (at least not with the effects lasting longer, which makes them pointless) I can seem to really find any evidence that this is a know problem? Anyway, i appreciate any help or knowledge on this or how to fix it, and if it is indeed unfixable i guess i will leave the poison alone :( I guess if this is a dead end i will work on crafting overhaul and or enchanting to not be so bland and grindy...
  3. I have a lot of poisons in my inventory because I never remember to use them. I looked for a mod that would automatically apply poisons to my weapons, but I couldn't find one. Since I couldn't find one, I looked into making one on my own, but I'm struggling to figure out script writing. powerofthree's Papyrus Extender includes the functions GetEquippedWeaponIsPoisoned and SetEquippedWeaponPoison. Based on this, it seems like it would be possible to write a script that: Checks to see if your weapon is poisoned when you equip and/or draw it. If it is not poisoned, it checks to see if you have any poisons in your inventory. If it is not poisoned and you have at least one poison in your inventory, it applies the poison to the weapon.If this is possible, I would love if someone could create this mod for me. Please and thank you.
  4. xrayy

    why ?

    just discuss, please not more. I thought this and MAGA could not be more than a joke after all what happened. it isn't.
  5. 1. Add a new edible fungus to the game. When you eat it, it will either give you an amazing stat/health bonus or will badly poison you. The chances of getting good or bad effects is based on luck. (Bonus points if you add a rare psychedelic effect that messes with your vision in some way.) 2. Unrelated idea: the player may designate a single favorite food or beverage that when consumed, applies one of several possible bonuses at random. Could be an earned perk, or not. 0 Links
  6. i have been looking for a mod to cure followers and npcs of poison, disease, and perhaps other effect, but to no avail. why do we not have this already? and as someone who runs a lot of "Zombie outbreak" type mods i can say without a doubt that it would be vary useful having a spell that could cure them. for example SkyrimZ, Lore Friendly Zombies, and similar mods have some sort of "Virus" or infection that acts as a long lasting poison, having the ability to dispel magical effects, or cure poisons that are effecting another, not just yourself, would be vary useful. PS: it would be awesome for those who want to do a plague doctor character.
  7. I would like to create a mod that applies my poisons to arrows when I crafting. Not just "poison" arrows but arrows with my poison applied. For instance say I have a poison that Slows, Damages Health, and Damages Stamina for use in some situations and one that damages Magicka and Magicka Regen for other situations. My thinking is that the cleanest way to do this would be to create a new type of arrow at the time of crafting using a script. When these arrows leave my inventory (I put them in a container, fire them, whatever) they become "normal" arrows of whatever type. Once all the arrows are used up then that arrow type could be deleted using a script. Any thoughts? Suggestions? Links to a mod that already does this :)? Thanks
  8. There is this Soul Trap Poison mod, but the recipes for each poison are ridiculously expensive and the effects don't last long, so I aim to fix that. I asked Dante (red name) in chat and he said that I can do the "same" mod as long as I do it from scratch. I more or less know what I need for every poison: 1 recipe, crafted at the Cooking Pot. Easy. 1 poison item (bottle) to be generated from the recipe and to be applied to weapons. Can't find a single poison to copy. 1 poison effect that will be 'cast' by the poison bottle. Can't find that either. 1 script that causes a poison to use a magic. Doable, but not by my skills. I know that if I wanted to make it through Alchemy I'd need new plants to add the Soul Trap effect to them, but that's too much hassle for me. I just need to make 5 poison bottles that are cooked with three reagents, each increasing in effect duration and reagent complexity.
  9. I just thought of an epic lore friendly (kinda, maybe) mod for Fallout 3, NV or 4. I dunno if you've heard the theory of Fallout and Elder Scrolls reside in the same universe, just extremely far apart in the timeline. The idea of this is for roleplay reasons. Imagine your character has latent magical ability, and one day they are fighting their way in the wasteland when the combination of radiation and their adrenaline levels going through the roof triggers a dormant part of them. In a moment of panic, a flare of magic sends the enemies flying, and this starts your character on a mission to find out what is happening. They find out, through some means, about old tomes that spoke of spells and potions. These were, obviously, lost in the war, however holotape with transcripts of the contents were made to immortalize the information. This sets your character off on a mission to find this hidden holotapes, and learn about their new ability, ultimately seeing it as a new tool to help them survive in the Wasteland/Mojave Desert/Commonwealth. I was thinking about this as after playing the Elder Scroll games for so long, and then playing Fallout 4 (I could never got Fallout 3 to work on my computer and New Vegas hasn't interested me until lately) that while Fallout's game mechanics are similar and in some areas are superior, I truly missed the spells, which I used very mainly in Skyrim. Some may find this idea stupid, and I understand and respect that, but I would love it (and would most probably endorse it) if someone made a mod like this. Some ideas I thought of while writing this: Moar plants: I figured that in the event of atomic war, that the government would take a precaution to keep cuttings, seeds and so on in a cryogenic facility. A small quest could find us in one of the old facilities (maybe a hidden wing in Vault 111) where we find seeds and cuttings of some of the planets from the Elder Scrolls games. To stop from over planting it, you could require a special growing station designed to keep radiation away from the clean plants, and maybe you'd need a way to purify the soil. Techno-Alchemy: With the help of Sturges, Tinker Tom, Proctor Ingram, or the staff of the Institute, you could build a new workstation that allows the synthesis of potions and poisons. The world got blasted back to the tribal stage, we might as well bring in some medieval features for shits and giggles. This could bring in a reason for crossbows and poison tipped arrows. Also potions that do not cause as much addiction or have stronger effects than vanilla? Sure! What do you folks think? Possible? Impossible? Epic? Retarded? Let me know, I put a lot of thought into it and I would be so proud to see it brought to life some day.
  10. Well its pretty simple when you add special bullets on a Sharppshooter, both his sniper rifle and handgun get the bonuses aka like both will poison the target if you give your man the venom ones, but doesn't work with Faceoff, it would be pretty good if it could, it already has a 3turns cooldown which is very long so eh, thank you for reading =)
  11. Wearing Power Armour should really make you immune to poison attacks; after all you are wearing a solid steel heavy vehicle which should provide considerable protection against insect stings. You are also breathing purified air so airborn poisons should have little to no affect. So I feel that PA helmets/frames should give the same not applicable poison resistance that synths get. Or at the least 1000 resistance. Can anyone make this mod please?
  12. Well,the title is quite self explanatory . It is quite bumming how useless the minor healing potions become later in the game , and it is immersion-breaking . Surprised that there is no such mod already . Depending on the poison or potion's strenght it would heal/damage 25%/50%/75%/100% . Example : Minor healing potion heals 25% of health , so it if useful even later in game , and you won't have drink 5 minor ones to heal even less of your health . Also lingering poisons would like , drain 2% each second for 5 seconds . I certainly hope this will be realized before TES:VI will be released .
  13. "In the year 1518, a bad case of dancing mania (this was a real thing) occurred in Strasbourg, Alsace in France. Numerous amounts of people had started dancing non-stop for days and even months on end, some of the afflicted dying from exhaustion." From research on dancing mania, and a casual play session of Skyrim, I believe a connection can be made, and joy will be had. I would like to request the likes of a talented modder to add methods of forcing unsuspecting bandits and civilians to dance non-stop 'till they drop. Now, mod talk. I am not asking for random bouts of dancing mania to break out on the world of Skyrim (but if you want to do that...), but rather induced dancing mania through a variety of methods. These include spells, a poison, and a consumable potion for the mentally impaired Dragonborn who wants to "boogie". There would be two versions of the dance effect, normal and contagious. The contagious effect would not only have one victim dancing, but other NPCs who approach a certain radius would break out into dance as well. For the spells, there would be two varieties. There is the charge spell variety, in which you aim and fire spell and the unlucky victim starts dancing. The other is the area of effect variety, in which everyone who fails to resist will start "making some moves". For the poison and potion, perhaps the effect itself may be added onto a number of ingredients, as to be able to make your own dancing poison/potion. They may be found as rare loot in chests and containers. For the effect itself, here is how I picture it. Once the effect is applied, the victim will start dancing (was thinking of Cicero's jester dance) non-stop, draining stamina slowly (or quickly!). Once the victim's stamina is depleted, he will collapse on the floor (bonus points if you can make him unable to get back up) and get back up.If you were to make the effect balanced for a normal playthrough, some changes would need to be made as to compensate for the nature of the effect. Charge time, magicka cost may be tweaked as high or as low as possible. I am not a picky person. That is all for the main task, now I have bonus stuff for the modder to do as to appease me further: Particularly strong minded victims have a chance to struggle out of the spell. Make the victims yell, scream, shout lore-friendly profanity as they dance. And that is all. I hope my requests will be answered in the future (but in the case of this request, as soon as possible).
  14. Greetings! Let me start off by thanking any modder in advance, for actually taking the time to go through this section and helping people such as myself, who either don't have the time or the knowledge to create mods. Now, to the point! What I'd like to request is (I hope) a simple mod. I would like to have a new plant added to the game. Namely Wolfsbane. I was thinking that the plant itself only grew in the swamp outside of Solitude. The plant would only have two effects, one of which works exclusively on beasts. Wolfsbane Effect 1: Increases damage against beasts by X , when applied to a weapon. Effect 2: Minor chance (3-4%) of paralyzing the target (when applied to a weapon). Model: Crimson Nirnroot. Creates: Wolfsbane poison, without combining it with anything. A poison that may be applied to any weapon. That's really all I had in mind. I'm open to suggestions and ideas, but for now this is all I'd like for it to do. ~saint
  15. Hello Since I'm not a modder and dont really have a clue about it I wish to ask if there is a way to have this mod or something similar within Skyrim? http://www.nexusmods.com/oblivion/mods/18360/? Having to bring the inventory everytime you want to poison an arrow it's not only annoying but one of the best ways to break the game inmersion. Thanks in advance
  16. To all the other modders out there, has anyone worked out how the weapon poison effect works? I'm trying to create a poison with scripted effects, that part is fine. However, I'm getting into trouble when I try to detect if a poison has already been applied to the weapon. I also want to know if the player decides not to poison the weapon. Does anyone know where I could find these actions in the Creation Kit? Or are they internal ones? Thanks!
  17. I could have swarn I came across a mod once that increased the prices of household items, like the silverware and other clutter items, the idea being for people who like to rob homes. Also, Oblivion had a mod where one could apply a poison to the equipped arrows, so you'd have a cache of poisoned arrows, instead of poisoning a bow, which is just stupid. I THOUGHT I saw one for Skyrim, but for the life of me, I can't find it, nor the previously mentioned mod. Does anyone know these mods, and if they don't exist, can they be made? Thanks =]
  18. I have played the mod named Spells of Tamriel which contains all the poison spells however I would love to see a poison atronach(adept level) and its thrall version.As a result of that there will also arise a new ingredient named something like "poison salts". The poison atronach should be based on the coloration of the poison spells, and it will really look cool if anyone can merge the textures and model of the lurker and the spriggan to create a brand new atronach. Come to think of this, it will actually be an expansion of the lore of oblivion via skyrim.
  19. I seem to recall the poison weapons function is in New Vegas, but is also possible in FO3. Thing is, you only get one kill per use, which means you have to keep applying the poison if you want to attack more than one person who looked at you funny. Is there any way to make it so that after applying the poison, you get, say, 10 kills before it runs out? The only thing I can think of is to write a script that, upon "consuming" the poison and killing someone, auto-adds another instance of the poison into your inventory and then auto-applies it to the weapon. The problem with this is that every time you kill someone, you'd get a pop-up message to confirm use of poison. Slightly irritating.
  20. Since abandoning the clunky slow melee combat for pure magic/stealth/archery gameplay, I've decided to use poisons, only to find I have to re-apply the poison to each arrow. So that means fire, pause the game, re-apply poison, fire, pause the game, re-apply poison, fire, pause the game, re-apply poison and so on. Wouldn't u just apply the poison to ALL your arrows, before you start? Is there a mod that applies the poison to all your arrows first, so then you don't have to keep re-applying it? It's also especially annoying for me because I record game footage for my series A.S.G.A.R.D, and I want to record battles without pausing the action, so now I basically can't use poison except for my first arrow. Aef
  21. many food items and some alchemy ingredients would have a limited time in your inventory, if you don't eat/use by that time, it would be "replaced" by an altered version (ie "bread" after a few days would become "moldy bread"). some food would start to lose potency (recover less health) before it became inedible. eating spoiled food would have effects like poison and/or cause new disease. alchemy ingredients may lose potency over time (after one day only the first three effects work, after two days the first two, etc). raw meat would have very short "life" before being spoiled and causing sickness if eaten, "crafted" food items made with salt would have much longer "life". if you have ice-wraith teeth in your inventory, you can "treat" a food item from your inventory (much like having a filled soul gem allows you to recharge an enchanted weapon), making it take much longer for them to "go bad". part of my thinking is that this would encourage the player to plan for a trip, rather than having the same 3 pieces of bread, 3 carrots and 4 cabbages indefinitely (would you eat a potato that's been sitting in your knapsack for two weeks?). not sure how difficult it would be to make this compatible with other mods that add food items, someone might have to make a compatibility patch with new "lifespan data" for the added items.
  22. Of all the imbalanced game mechanics in skyrim, what really ticks me off is how most enemies I face are resistant to poison or immune to poison because they are undead or something else. Seriously, almost all the enemies faced when dungeon crawling are Draugr or some such undead, your up against vampires and more undead in Dawngaurd, and there is a fair amount of undead or immune to poison enemies in Dragonborn as well. While there are many poison and alchemy overhauls and such, I think it would be a fun idea to have a mod that adds what is essentialy holy water, only more elder scrolls-y. Perhaps these damage undead potions could be directly crafted, or maybe you could make a regular poison and have it blessed at a shrine by a priest or one of the divines - or perhaps by Meridia since she hates the undead. Maybe instead of turning a poison into "holy water", you would use a restoration potion. I'm not exactly sure how the mechanics would work without the use of scripts since anything with an undead tag is considered immune to poison (except the player sometimes is can still be damaged by poison with 100% resistance or vampirism for whatever annoying bug) but thats mostly why im posting here, the other reason being that I'm so fed up with the CK's bugs and glitches and whatnot - I've used morrowind's construction set and fallout NV's GECK and have put up with the bugs and glitches in there, but I just have no time for skyrim's CK. Anyway thanks for reading through my ideas and complaints, post your own here
  23. I would like to see a mod where the potion/poison bottle are replaced with vials, which are more realistic and practical to carry than most of the bottles. There can be simple tube vials for regular potions and poisons and more elaborate designs for the special ones. For example: For the simple ones(magicka, health, stamina, etc.)(with their respective colors, of course) And for the special ones(invisibility, potent poisons, skill enhancers, etc.) I know it's a lot of work, but I think a lot of people would like it as a way to add realism and detail to the poisons and potions of skyrim.
  24. Hi, lately I´ve been trying to play an Alchemist. At 100 Alchemy and using the Existential Alchemy mod my poisons have become quite lethal. Yet I still somehow feel not satisfied with this build. The reason? I still need to somehow physically strike my opponents to send the poison into their bloodstream! Does anybody know if the following scheme cold work? You start by casting the "Infuse" spell, which brings up a menu where you select the poison of choice. Then you switch to the "Poisonous Bolt", the actual Bad Boy. It has a base damage of 0, but inflicts all the selected Poison´s effects onto the victim! Alternate ways of "charging" your Poisonous Bolt, that don´t require fiddling with a menu, could be applying the poison to a Dummy weapon. If anybody would take it upon themselves to scratch together something like that, I would be really grateful!
  25. Greetings, Vanilla Skysim(SE) poisons are not much of a use. I searched for poison mods for SSE but haven't found any so now I am requesting a mod for SSE that amplifies poisons to be worth using. There is a good poison mod in Oldrim which I hope will be ported over: http://www.nexusmods.com/skyrim/mods/19233/?
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