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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!
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.
Also, if the console command is necessary, could you post the exact command(s) to correct the issue?
Thanks again.
By the way, if you are using this mod and enjoy it, please remember to give it a thumbs up.
I increased the duration and magnitude of the poisons with v1.1. I noticed some of the poisons that only did 1 damage/second seemed to have no effect (likely damage rounded down to 0 after resistance factors). The fix this, I decided to double the damage of each poison. I also decided to stop tip-toeing around the intended effect of this mod and significantly increase poison durations. Please feel free to let me know what you think of the updates. If it becomes too punishing, I may dial it down a little. However, I think I like it this way.
I noticed you have subscribed to my other mods, and as always I appreciate your feedback. If you read the description of this mod more closely, you may realize I was referring to other RPGs as an inspiration. This mod does not actually cause the player to be poisoned indefinitely.
Aa far as giving more details on what goes on in game... I actually gave every detail of the changes. However, here is a summary for those who find the technical description confounding,
Enemy poison attacks damage the player for significantly longer durations, but deal less damage per second. This makes cure-poison potions much more useful, since you have time to cut off the poison damage early. Now, the potions are good for something other than selling.
Again, thanks for your feedback. I hope this description clears things up for you.
If resistance to poison reduces the % damage done per second, and damage done must be an integer with a minimum of 1, then this mod may eliminate the effectiveness of poison resistance to the poison spells that now only do 1 dmg/sec. I'm pretty sure Skyrim computes damage as an int, so that is likely the case. I will let you know when I get a chance to test this.
If you wanted to correct the problem yourself, I believe you could change the poison resistance magic effect to reduce poison duration rather than magnitude. I recommend trying this within a separate local-patch-mod. I like to keep my mods light-weight, so I won't be doing that in this one. However, that change would make certain that poison resistance is effective.