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Is it possible to make poison scale on certain weapons only using a .esp file?


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Posted

Like the title says I'm trying to make poisons scale to certain weapons. Mostly for it to scale like sneak attack damage. But it doesn't work as I hoped:

 

image.thumb.png.f15c87507dd003a8ed71046c72df4427.png

 

As you can see I set very specific conditions for it to only trigger when sneaking and undetected. I even added certain keywords to poison effects so I know that isn't the problem. Unfortunately that one line "HasKeyword(WeapTypeDagger)" is causing me grief. For some reason it doesn't recognize this condition. What am I doing wrong? Do I need to set a different condition or do I need to go through the annoyance of making a new script?

Posted (edited)

Thats a perk entry for a magi effect scaling on the first glance.

Neither the player nor the effect can have the keyword weapontype dagger.

 

 

Some more

Poison, enchantment, spell are different ways to apply a MGEF.

Alchemy skill defines/scale the MGEF of the poison.

To scale the mgef via weapon type I don't see a scriptless way, because there i no direct relation.

 

A possible way would be some sort of leveled list.

weapontype dagger magnitude x

weapontype sword magnitude y

 

The base magnitude has been defined already via alch perk.

 

Edited by Tlam99
Posted
On 12/12/2024 at 2:29 AM, MadMansGun said:

maybe wornhaskeyword or getequipped / isequipped?

 

https://ck.uesp.net/wiki/GetEquippedItemType

I'm pretty sure I already tried that. I'll try it again but:

On 12/11/2024 at 10:26 PM, Tlam99 said:

To scale the mgef via weapon type I don't see a scriptless way, because there i no direct relation.

 

A possible way would be some sort of leveled list.

weapontype dagger magnitude x

weapontype sword magnitude y

 

The base magnitude has been defined already via alch perk.

If what TIam99 said is correct I may either have to create a new script or do something with leveled lists. But yeah thank you both for the suggestions. I'll try them both and get back to you.

Posted (edited)

Are you sure condition "PlayerRef.HasKeyword(WeapTypeDagger" is correct? Vanilla perks (like "Barbarian80") are using Subject.HasKeyword(WeapTypeBattleaxe) for PRKC 1.

 

Update:

 

And the condition itself should be in PRKC 0 section. As far as I understand in "Entry Point - Mod Spell Magnitude" "PRKC 0" is used for conditions that apply on perk owner, while "PRKC 1" on the affected spell.

A mod "Ordinator - Perks of Skyrim" https://www.nexusmods.com/skyrimspecialedition/mods/1137 has a perk "ORD_Enc30_StaffChanneler_Perk_30_OrdASISExclude" that changes enchantment strength while player is holding a staff. This perk uses "Entry Point - Mod Spell Cost", but I think the principal is the same. You could have a look how it's done there.

Edited by AndrewLRG
Posted

Status Update: Okay I've figured it out sort of. @MadMansGun was right. GetEquippedItemType does affect spell magnitude including poisons. @AndrewLRG also had a good point as I just put the condition in the wrong PRKC. At the same time I haven't been successful at using keywords to scale poisons. That is a shame because despite GetEquippedItemType sort of scaling poisons on daggers as the system doesn't care whether or not you are using a dagger or a mace as long as you have a dagger in one of your hands which gives a bad taste in my mouth:

Spoiler

image.thumb.png.71a018ecdbcc6b536c845c9eef630fbc.png

I'll continue exploring for alternatives.

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