The Elder Scrolls V: Skyrim

The Elder Scrolls V: Skyrim

Increased Enemy Poison Durations
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.
Abysswalker 11 May, 2013 @ 1:27pm 
Love the mod. It makes enemies with poison a much bigger threat. Now I can't just laugh at frostbite spiders.
GORDWAD  [author] 19 Aug, 2012 @ 12:29pm 
After playing for a while with my previous update which doubled the damage for the poison spells I modified, I decided to reduce the damage per second back to the settings in my original version of this mod. When multiple hits from an enemy stack poison effects, the doubled damage was just too much. The current description of this mod gives an accurate summary of poison effects with my most recent update.

By the way, if you are using this mod and enjoy it, please remember to give it a thumbs up.
GORDWAD  [author] 23 Jul, 2012 @ 10:46pm 
Hi subscribers.

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.
Agriphal Albion 19 Jul, 2012 @ 2:58pm 
I liked your mod so much I added it to my permanent collection; http://cs2bus.com/sharedfiles/filedetails/?id=72755638 ...to help spread the word of your good work.
Modesto3D 16 Jul, 2012 @ 10:48am 
I wish there was also a mod with a disease, poison cap of 1 Minute. Or something that lets you fast travel no matter what ^.-
Modesto3D 10 Jul, 2012 @ 6:18am 
Naw it was not you :). I think it was one of th giant enemy mods with a giant spider.
GORDWAD  [author] 5 Jul, 2012 @ 9:45pm 
Wow! I have not encountered that in game, nor did I come accross it in the editor. Rest assured, I did not increase the duration of that spell.
Modesto3D 4 Jul, 2012 @ 5:18pm 
U sure the poison is not high enough in the game ? i have a 12 hour poison for 1 damge a second on me right now withought using this mod lol, cant get it off
Agriphal Albion 4 Jul, 2012 @ 1:26pm 
Ah, I see. Sorry, I've been having a bad day and get confused easily. Thank you for your patient reply. And thank you for this mod. Again sorry.
GORDWAD  [author] 4 Jul, 2012 @ 11:31am 
Hi Sir.

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.
Agriphal Albion 4 Jul, 2012 @ 8:42am 
"a poisoned player will stay poisoned until using an appropriate item or ability" Your joking right? Cure poison potions are quite rare. Aside from certain racial abilities what other abilities are you refering to that fix being poisoned? Do you have more detail about what goes on in-game? (I'm not interested in the under-the-hood technical details) I would like to subscribe but I cannot tell if what your saying is "poisoned indefinately" or "poisoned for a slightly longer duration"?
TheDeadDude 1 Jul, 2012 @ 1:12pm 
Cool, im modding illiterate so im not going to mess with anything but if you could balance out enemy poison damage and resistance to a balanced mid-point then i will subscribe to your mod :D for now rated +1
GORDWAD  [author] 1 Jul, 2012 @ 12:41pm 
Changes were only made to spells and enchantments that enemies use.

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.
TheDeadDude 1 Jul, 2012 @ 11:36am 
Does this make poison duration stronger for the player or just the foes the player encounters? Also, how does poison resistance play in all this?
Sam 1 Jul, 2012 @ 11:06am 
Oh, alchemy bonus can be useful now! :D