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Poisoning


lmstearn

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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) :P
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Thanks. The first two claim compatibility with two opposing alchemy mods. :yuck:  The third one looks better with the batch poison arrows setup.

There's a fair amount of itsey bitsey stuff around, but to construct a mod aiming to be a complete overhaul of the poison system one would want to set aside quite a bit of time & resource and be prepared for some good ol' pratfalls along the poisoned path of well intentioned compatibility. :facepalm:

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