The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

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Increased Enemy Poison Durations
   
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Category: Creatures, Gameplay, Magic
File Size
Posted
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5.761 KB
1 Jul, 2012 @ 10:43am
14 Jul, 2013 @ 12:07am
7 Change Notes ( view )

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Increased Enemy Poison Durations

Description
This mod increases the duration and decreasing the damage per second of poison attacks from enemies and traps. This makes poisons more similar to some old-school RPGs, in which a poisoned player will stay poisoned until using an appropriate item or ability. Save those poison curing potions, because they will be much more important.


Here is a summary of the changes...

Each posoin damage causing spell and weapon enchantment used by enemies has had its magnitued and duration edited.

Magnitude: Magnitude is set equal to equal the level of the spell. For example, TrapDartPoisonWeapEnch03 does 3 damage to health per second, and TrapDartPoisonWeapEnch05 does 5 damage to health per second.

Duration: Durations have been set to either the level of the spell x30 sec or the level of the spell x60 sec depending on the poison source. For example, spit poison attacks and gas trap poisons have shorter duration than bite or dart trap poisons.

Magnitude of poison gas trap effects have not been changed, but their durations have been doubled. I made them an exception because most poison gas likely does not continue to harm a person long after exposure has ended (Sort of talking out of my ass here. Mostly I just wanted variation in poison effects).

v.1.3 (Revision 5)
Basic damage heal poisons (ones that can be found, not crafted) also have increased duration with reduced magnitude. Also, some higher powered enemy poisons have had their magnitude reduced (from already modified values), since they can be overpowered when stacked.

v.1.2
I have removed the additional "damage health regeneration" effect which was added with v1.1. I found it to be overpowering and obtrusive in the UI when applied multiple times.

v 1.1
Each poison attack from creatures or traps now inflicts an addition effect that reduces health regeneration 100%. Therefore, your character basically has no health regeneration for a significant duration after being poisoned. This effect is typically lasts 3x as long as the base damage effect of the poison. For example, a poison that damages health for 60 seconds, will now also reduce health regeneration for 180 seconds.
25 Comments
Gwizzz 4 Dec, 2016 @ 4:15pm 
Thanks for this, it really makes poisons something to worry about, especially when they stack. A new start is now super tough with the spiders in the cave and nothing but the weak heal spell to try and counter 3 minutes of poison! Love it. :)
GORDWAD  [author] 30 Jan, 2016 @ 12:09pm 
No. This should only modify the poison attacks from enemies and traps.
Deo Volente 27 Jan, 2016 @ 5:19pm 
1 question... does this mod also modify the poisons used by the player via coatin or pickpocketing?
The_johan 9 May, 2015 @ 2:11pm 
love it makes game more harder
GORDWAD  [author] 14 Jul, 2013 @ 12:12am 
I just uploaded a new version of the mod that is very bare bones. I totally cleaned out the mod, and simply made modifications to the duration and magnitude of poisons. There are no longer any custom magic effects applied by poison spells.

You will like need to fix perminant changes to your character's stats if you played an earlier version of this mod. See HavocAngel's post on Jul 6, 2013 for instructions.

Thanks again HavocAngel!
sacrafish 11 Jul, 2013 @ 4:11am 
i would like to state that during the escape from helgan at the start of the game, the poison from the frostbite spiders lasted the same ammount of time and did no damage at all, this may have just been a glitch bucause of how many mods I have installed but i thought i should let you know.
Aurumworks 6 Jul, 2013 @ 4:08am 
Well, I have to tell you, it's not a full fix. While it now affects the correct actor value, it still stacks into a permanent negative.

One thing that may fix this would be to add a keyword to the crDamageHealthRegen magic effect of yours and then tick the box 'dispell effects with these keywords' so it is not applied multiple times.

Using a Perk in the magic effect to set the HealRateMult to zero would also work probably but it would ignore poison resistance.

To see if you are affected by this bug open the console and type "player.getAV HealRate" and if it is in the negative use "player.modAV HealRate [the amount negative plus 0.7]". Not sure if reloading would reset the values automatically.
GORDWAD  [author] 5 Jul, 2013 @ 11:17pm 
Thank you HavocAngel! I have been trying to track down that bug for a while. I thought it was related to my hunger or sleep mods. I will upload a fix ASAP. Do you know if disabling and then re-enabling the mod corrects the perminant stat modification?

Also, if the console command is necessary, could you post the exact command(s) to correct the issue?

Thanks again.
Aurumworks 4 Jul, 2013 @ 1:19pm 
I found a bug in your mod. Your magic effect to reduce health regeneration directly modifies HealRate and not the HealRateMult, which results in my case in a -32000 HealRate, permanently. I had to use the console to set the value back to its original 0.7.
Aurumworks 4 Jul, 2013 @ 4:03am 
Thanks to this mod, poison is no longer a non-issue. Seriously. I got spat on by a Chaurus and in my weakened state two attacking Falmer managed to finish me off. Potions of poison resistance are now actually useful, life saving in fact.