Storms of Superior Posted March 23, 2014 Posted March 23, 2014 View File Seriously. Stop downloading this. Download The Coming Black Empire I stead. Well isn't this amazing; I declare this mod to be obsolete, and it gets more downloads in one day than it's gotten in two months. Maybe I should declare all of my mods obsolete. Anyway, thanks for the continued support. Well it looks like I have come to a conclusion; I should have just made one or two special NPCs to sell the poisons instead of trying to make them craftable. This would have let me keep the arbitrary numbers on the effects of the poisons, without having to be convinced that math is the only course. I think I'll try again after I study the NPC CK tutorial a bit, but if anyone wants to work with the concept, it is still open. Just name your mod something different. I have reached the conclusion that, if I want to make the poisons do what I intend, I will need strong math skills. Not happening. Crippling Poisons is now open to anyone who wants to take over development. I'll be interested to see what someone can do with this, whether you want to stick with the original idea, or take it in a different direction. Have tons of fun. If you're following this mod page, please also follow the support topic. The spoiler directly below is the original description of the mod (plus a few tweaks). Hey folks, this is my first mod, and it isn't much yet, but I plan on using it to make a much larger mod when I have learned enough to start work on it. So far, I have placed a poison called Slaver's Frostbite Venom into the inventories of some of the White River Watch bandits' inventories. If you are new to Skyrim, White River Watch can be found at the cave near the Honningbrew Meadery between Whiterun and Riverwood. If you want you can add as many of these to your inventory as you like using the console. What Slaver's Frostbite Venom does is the same as basic Frostbite venom, but it also paralyses the target immediately for forty-five seconds; I plan to use this as a mode of capture in my future mod. Future Plans: -If I can't figure out how to get the enemies to equip this poison, I'll have to create an enchantment that does the same thing, and give enchanted weapons to most bandits, Foresworn, and maybe slavers from another mod if I can get permission to do so. -I plan on tweaking paralysis poisons as well, but I don't know if it will be necessary when I have Slaver's Frostbite Venom already finished. Permission -Feel free to use this in any mod, as long as you report the results to me so I can learn from you. Alsi Credit me properly. -Also if anyone has the ability to translate this, please do so in as many languages as possible so we can share it with our non-English speaking friends. Special thanks to Starkles for helping me decide not to edit the existing poisons; it was a lifesaver to realize that creating an entirely new item was the best choice. COMING SOON -I am going to upload this mod with a different name with more content after I test it. I have finished a good portion of the reworked mod, so I may stop there and release it without adding more content. I will be stopping support for this mod once I upload the reworked version with the different name, but I will leave this one up for anyone to play with or expand. I think I'll release another version of this if I can figure out how to appropriately scale the poison to react to the PC's level. IN THE WORKS -I am attempting to spread these poisons to the inventories of hostile NPCs. Also, I plan on creating functional alchemy recipes for all of the poisons that will be included in the next release. This spoiler is the manifesto containing what I hope to accomplish in the near future. Any help from experienced modders will earn credits on this page. -I have to make an entire rebuild of the mod (because I screwed up badly). -All six poisons I created will have their own recipes; I have already decided on ingredients for each. -I aim to learn how to cause hostile NPCs to apply the poisons I created to their weapons if certain combat conditions are met (scripts I guess). -I will include a new alchemy ingredient for SFV. I already tried this, but I was so tired I did something to make the CK crash, and i lost about two hours of work. The fire went out of me for working on the mod for the weekend. -Yes, I know, save, and save often. Hard lesson, that one. -I want to make these poisons have a high probability to be found on hostile NPC corpses. -I will try to add a new crafting ability called Refinement to cooking pots. This is certainly one of a number of things that will require the guidance of experienced modders in order to succeed. -Refinement will allow potions, poisons, and certain other items to be concentrated to be then used with an alchemy table to make new potions and poisons. I also intend to make this activity dangerous. -I do not intend to include enchanted weapons in the rebuild. -I will add to the manifesto anything I come up with. -Please help. =) I have a bit of good news; I'm learning more about the CK. In fact, I've managed to complete the task in which the progress was lost that night I made the CK crash and lost a couple hours of work. See the below spoiler for current progress. -I have added an alchemy ingredient to CP. I call it Frostbite Venom XL. What FVXL does it provide a more powerful version of the original Frostbite Venom, but with less kick than SFV. Yes you do have to eat it to learn its one property. Do it at a low level so I can laugh at you. Anyway, this is the reason I wanted to add the Refinement ability to CP. I plan to be able to use Frostbite Venom at a cook pot in order to extract FVXL. -I have also added a nasty slow effect to SFV. -I still need to figure out how to create custom poison recipes to be used at alchemy tables. I hear about people saying to use the cook pot instead, but screw that. - I still haven't figured out the leveled list thing to spread the poisons around Skyrim. Please help. Remember to give help or feedback ASAP; I want to start fast tracking this mod toward completion. In the meantime, I'll also start work on writing for a quest mod and decide what special NPCs to include in it. I plan to include three for sure, maybe four. I may even try voice acting if I my mic turns out to be any good. If anyone knows of experienced modders that may be interested in this, point them to it. Thanks folks. I've decided to not try to make the ability "Refinement." The attempt to figure out how to do that would take away valuable time and energy from developing the mod further. Instead I'm trying to figure out how to add Frostbite Venom (amid other things) to the list of things that can be used at the Cookpots to make SFV. Time and again I thought I was going to understand how to do this, but the CK had other ideas. Submitter Storms of Superior Submitted 03/23/2014 Category WIP / Beta Requires Nothing Special Special Edition Compatible
Storms of Superior Posted March 23, 2014 Author Posted March 23, 2014 So here's the deal: I'm already reworking the values of Slaver's Frostbite Venom to be used with other mods; these other mods won't be necessary to use SFV, but once I get the enemies to successfully use SFV against the player, if you don't have one of the two mods linked below, your PC will just die. I'm working the values to be able to completely drain 600 HP in one minute, so if you want to continue your adventure, get one or both of these mods. Don't try to use both of these mods together until Skyrimll releases the next version of SD+. A special note about using SD+ to save your hide: you must (I think) have been enslaved and have been taken to the dreamworld the first time. If I'm wrong about this, just say so,; I can handle it. http://www.nexusmods.com/skyrim/mods/45894/?tab=1&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmoddescription%2F%3Fid%3D45894%26preview%3D&pUp=1 http://www.loverslab.com/files/file/503-sd-sanguine-debauchery-enhanced-2014-03-16/
TrBrony Posted March 23, 2014 Posted March 23, 2014 I'm excited for this, I'll be watching this grow :3
Storms of Superior Posted March 23, 2014 Author Posted March 23, 2014 I'm excited for this, I'll be watching this grow :3 Thanks. I'm tired from reworking the mod all night, but I'll start testing tonight.
Storms of Superior Posted March 24, 2014 Author Posted March 24, 2014 Testing turned out to be a complete failure so far. Nothing from the new mod showed up in the game. I'm searching for answers.
Storms of Superior Posted March 24, 2014 Author Posted March 24, 2014 UPDATE: my new mod wasn't a failure, I was a failure; I didn't pack in t in an archive then add it to NMM from the archive. After i did that he items I created showed up in the game. The poison was worked incorrectly; the magnitude and duration were swapped, giving the poison the ability to do big damage in under one second. I fixed that so players with higher HP totals will find the wait to be drained of health to be agonizing. The custom enchantment I made in place of the poison for the enemies to apply to their weapons (not sure how that would work) doesn't match up with the effects of the poison. It is similar, but not what I want for this mod. If anyone wants to try it out I'll upload it, I'm headed for bed now so you'll have to wait until late Monday night before I'll bother. To all of those who have downloaded Crippling Poisons, thanks for the support.
dje34 Posted March 24, 2014 Posted March 24, 2014 This idea looks promising ! Keep up the good work !
Storms of Superior Posted March 24, 2014 Author Posted March 24, 2014 This idea looks promising ! Keep up the good work ! Thanks. I started studying papyrus this morning to try to cause enemies to apply Slaver's Frostbite Venom to their weapons since I can't seem to make the weapon enchantment match the poison. I got long way.
Slorm Posted March 24, 2014 Posted March 24, 2014 I like the look of this, maybe also add in some lesser poisons that paralysis for shorter times as well.
Storms of Superior Posted March 25, 2014 Author Posted March 25, 2014 I like the look of this, maybe also add in some lesser poisons that paralysis for shorter times as well. I was considering that. Maybe I can make a leveled version when I've learned enough.
Storms of Superior Posted March 25, 2014 Author Posted March 25, 2014 Now that I have gone through much consideration, the reality of the scripting is starting to sink in. Don't worry; I am up to the challenge of learning, but I need to sleep for a while to clear my head. I'll start first thing when I wake up.
Storms of Superior Posted March 27, 2014 Author Posted March 27, 2014 I like the look of this, maybe also add in some lesser poisons that paralysis for shorter times as well. I began reworking CP about an hour or more ago. I changed SFV to match what it does in the other mod. I also tweaked the five Paralysis poisons so they hit harder for a longer duration, but they aren't stupidly OP. I'm having difficulty getting any of those poisons to show up in the game right now. I just can't remember what I did to make the mods work properly like I did before. Oh yeah: the tweaked paralysis poisons also have a couple of other nasty effects, and it will suck once I figure out how to make hostile NPCs use them
Storms of Superior Posted March 28, 2014 Author Posted March 28, 2014 UPDATE: I remembered tonight that I had the issue with the poisons failing to show up in the game in the first release. I also remembered that last time I used TES5edit to clean the masters, and the poisons then showed up in the game. So I tested the rework (still a few more things to do yet) after cleaning the masters, and I then proceeded to mass murder Whiterun. I think I had the difficulty set to adept at the time, so the guards took near to twelve seconds to die. This promises to be really cool on higher difficulty settings. I'm getting to work now on finishing this new release.
Storms of Superior Posted March 28, 2014 Author Posted March 28, 2014 I started to take apart mods in the CK as has been recommended. This one http://www.nexusmods.com/skyrim/mods/51135/? has me confounded; I have no idea what I'm looking for in the CK so I can learn from it. Any help is appreciated.
Storms of Superior Posted March 29, 2014 Author Posted March 29, 2014 There are two things I aim to accomplish this weekend; I intend to add the poisons to the leveled lists to get them spread around Skyrim, and I intend to create alchemy recipes for all six and place them in various places. I have a serious difficulty with this; http://www.loverslab.com/topic/29336-color-me-dense/ I have posted a help topic in the LL forums. If anyone can help please do so I can release the next version.
Storms of Superior Posted May 30, 2014 Author Posted May 30, 2014 Well it looks like I have come to a conclusion; I should have just made one or two special NPCs to sell the poisons instead of trying to make them craftable. This would have let me keep the arbitrary numbers on the effects of the poisons, without having to be convinced that math is the only course. I think I'll try again after I study the NPC CK tutorial a bit.
trellouk Posted May 30, 2014 Posted May 30, 2014 This looks interesting. If making one or two NPCs that sell the poisons is easier to do than making them craftable, go for it. Thanks for sharing
Storms of Superior Posted June 26, 2014 Author Posted June 26, 2014 This looks interesting. If making one or two NPCs that sell the poisons is easier to do than making them craftable, go for it. Thanks for sharing Thanks for the "go for it." Life has been harsh lately, and I don't know how far I can get in any form of development, but it shouldn't take more than a cuople of weeks to get this straightened out, and actually be able to remember how to use the CK properly.
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