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Showing results for tags 'poison'.
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Thoughts on a mod for enhancements on all things poison: Skyrim has an NPC resist poison on a hit, but what if poison fails to activate in the first place? Or a % chance of failure on the initial attempt of poisoning with the item? This can lead to other possibilities like a poisoning perk tree and trainers etc. Things like restrictions on the potency of the poison based on level, reduced spray damage from a clumsy poison job, allowable frequency of poisoning items during combat, increased bulk arrow poisoning based on level (see below) Resistance to poison can be increased or decreased according to the total amount of antidotes consumed to date. Can certain poisons be compatible with certain types of magic (offensive/defensive)? Can a poison be reliant on a certain magical effect? Poison a sword and then go hit something like a tree, rock, wall etc. Shouldn't that at the very least deplete the potency of the poison on the weapon? Poisoned arrows. This is a bit more complicated as we have to deprecate poisoning bows in favour of something like (bulk) tip poisoning of arrows. Or merchants who provide the service. The Concentrated Poison perk is the only overlap here (slightly annoying), but that's ok as we can also factor the efficacy of a certain poison as to the type of metal it is applied to. A modification of characteristics of certain races to make them more (or less) adept with poison. The Argonian is the natural winner here. Similar treatment with the recipient. Ever wondered why that little bit of weak poison seemed to do nearly as much damage to a mammoth as it did to a wolf? How long have you had that poison in your inventory? Surely the effluxion of time will take the edge off some potions- or will it improve the efficacy of others? Review all sound effects associated with poison application. Certain poisons may work better in the right atmospheric conditions- e.g. a leafy, watery grotto as opposed to the icy floes of Winterhold- or vice versa! Go out in the rain, swim or wade in deep water- what happens to the poisoned weapons? Overhauling readily-poisoned weapons from certain merchants. New animations from the effects of poisons and dead bodies displaying the unmistakable signs of heavy poisoning. Apart from an Afflicted's chunder, Skyrim has little very acid. More acid- but perhaps a separate mod! A poisoned weapon may not lose all its potency in the first hit- what about half poison the next hit and half that the next hit: (radio poisonianic decay)