[REQ] Enhanced Poison

Post » Sat Feb 19, 2011 12:04 am

I just have this idea for a mod, and it seems to make sense, so I'll try and sum it up as clearly as possible. Poisons are not much different from other magical properties right? A 15 second poison spell should do roughly the same as a 15 second fire, frost, or lightning spell. The thing that makes poison unique is that most buyable poison spells last longer, but do less damage, though more damage over time. Here's where my idea comes in. for every second that someone is damaged by poison, there's an additional chance something else will be damaged as well, or an additional negative effect will be placed on that character, be it the player, a monster, or any NPC really. These effects include damaged stats, skills, health, magicka, fatigue, burden, paralyze, etc.

So a 2 damage for 20 second poison would look like this:
2 Damage
2 Damage
2 Damage
2 Damage + Damage Fatigue 2
2 Damage
2 Damage
2 Damage
2 Damage
2 Damage
2 Damage + Damage Blade 2
2 Damage
2 Damage
2 Damage + Damage Luck 2
2 Damage
2 Damage
2 Damage
2 Damage
2 Damage
2 Damage + Damage Health 2
2 Damage
End of Poison

Any thoughts? Would this be impossible to add, or would someone like to try it out? IMHO this would be a fantastic way to make poison more unique and interesting to gameplay.
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Matthew Barrows
 
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Post » Fri Feb 18, 2011 11:59 pm

bump
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Auguste Bartholdi
 
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Post » Sat Feb 19, 2011 3:15 am

A *tad* early for a bump, but anyway...

I actually like the idea of an effect like this, although I might prefer to have it bea completely new spell effect, rather than a reworking of poison... either way, it has potential, and if the Oblivion scripting language is anything like real languages it would be possible.

CC
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bonita mathews
 
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Post » Sat Feb 19, 2011 5:11 am

you could use get random percent and have a large potion of it do nothing (80%) then have it do like 20 different effects (1% each) then use this in a scripteffectupdate along with a getsecondspassed line
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nath
 
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Post » Sat Feb 19, 2011 9:26 am

bump
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Cassie Boyle
 
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Post » Sat Feb 19, 2011 11:18 am

I just have this idea for a mod, and it seems to make sense, so I'll try and sum it up as clearly as possible. Poisons are not much different from other magical properties right? A 15 second poison spell should do roughly the same as a 15 second fire, frost, or lightning spell. The thing that makes poison unique is that most buyable poison spells last longer, but do less damage, though more damage over time. Here's where my idea comes in. for every second that someone is damaged by poison, there's an additional chance something else will be damaged as well, or an additional negative effect will be placed on that character, be it the player, a monster, or any NPC really. These effects include damaged stats, skills, health, magicka, fatigue, burden, paralyze, etc.
....
Any thoughts? Would this be impossible to add, or would someone like to try it out? IMHO this would be a fantastic way to make poison more unique and interesting to gameplay.


Hi Jjiinx,

I thought this was an interesting idea. I created a Ver. 1.1 alpha of my mod http://tesnexus.com/downloads/file.php?id=22294. This version adds four script-effect based poisons. The damage values are kinda generic rather than level-based or anything clever, but the idea here was proof-of-concept. Let me know what you think.

Poison of Gangrene - damage health over time and randomly damage fatigue and/or speed
Poison of Addled Mind - damage fatigue and intelligence over time while they scurry back and forth in confusion
Poison of Ayleid Razors - drain magicka, damage health, intelligence and willpower over time
Poison of Eruption - a lovely crescendo of a fireball as the targets health is damaged

Effect shaders are used on 3 of them and Ayleid Razors also uses sound effects. I think this approach does make poisons a potentially more interesting element of the game.
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[Bounty][Ben]
 
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Post » Fri Feb 18, 2011 9:46 pm

Hi Jjiinx,

I thought this was an interesting idea. I created a Ver. 1.1 alpha of my mod http://tesnexus.com/downloads/file.php?id=22294. This version adds four script-effect based poisons. The damage values are kinda generic rather than level-based or anything clever, but the idea here was proof-of-concept. Let me know what you think.

Poison of Gangrene - damage health over time and randomly damage fatigue and/or speed
Poison of Addled Mind - damage fatigue and intelligence over time while they scurry back and forth in confusion
Poison of Ayleid Razors - drain magicka, damage health, intelligence and willpower over time
Poison of Eruption - a lovely crescendo of a fireball as the targets health is damaged

Effect shaders are used on 3 of them and Ayleid Razors also uses sound effects. I think this approach does make poisons a potentially more interesting element of the game.


Cool, looked at the scripts and seems pretty solid. Would like to see more effects at random, like burden, damage attributes/stats, etc. Anyways downloaded and added it to my mods, thanks for the link, looking forward to future updates
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Bitter End
 
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Post » Fri Feb 18, 2011 9:30 pm

Intriguing. While enhancing poison it would also be a good idea to enhance the usage of poison. It's a tad absurd that you'd use a whole honking bottle of poison for one strike. Kinda like "poison equipper" but in a less elaborate way. I know this would be too overpowering compared to one dose potion usage and the only way to balance it would be to divide the effect between uses. All in all this would mean weakening poisoned strikes a little while allowing multiple uses of one vial. However with new side effects it'd play out nicely, I think. I don't know, just a suggestion...I've been playing with a script to make doses of poisons and thought I'd throw in an idea. :)
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james tait
 
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Post » Fri Feb 18, 2011 9:27 pm

Intriguing. While enhancing poison it would also be a good idea to enhance the usage of poison. It's a tad absurd that you'd use a whole honking bottle of poison for one strike. Kinda like "poison equipper" but in a less elaborate way. I know this would be too overpowering compared to one dose potion usage and the only way to balance it would be to divide the effect between uses. All in all this would mean weakening poisoned strikes a little while allowing multiple uses of one vial. However with new side effects it'd play out nicely, I think. I don't know, just a suggestion...I've been playing with a script to make doses of poisons and thought I'd throw in an idea. :)


Hmmm, this might be a bit complicated (at least for me). But maybe I could do it in an "RP" sense, where they sell multiple sizes rather than have them sell just one size of "Potion of X", "Poison of X", etc. This might also be a way (via price/weight) to offer all kinds of poisons at all levels rather than restricted by leveled lists.

For example:
"Dose of X" - $30, 0.1lb, Damage X at 2 per sec....
"Vial of X" - $75, 0.2lb, Damage X at 3 per sec....
"Bottle of X" - $150, 0.4lb, Damage X at 5 per sec....


Jjiinx:
It will be easy to add more randomized effects now that the basic template is done. I just have to find time to work on it. I also want add another merchant near the IC somewhere.
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Blaine
 
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Post » Sat Feb 19, 2011 9:36 am

I know it would be difficult. I mean look at the mess I've been having with the dose script. http://www.gamesas.com/bgsforums/index.php?showtopic=1057243It's a customized variant of another poison mod and I take no credit for it. Just for experimentation. But I think I'll drop it. Almost but no cigar. It would be easier to count the times the poisoned weapon strikes and reset the poison a couple of times.
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Lucky Boy
 
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Post » Sat Feb 19, 2011 4:17 am

Would be really cool to have a more typical use of poison that you see in game: Use a poison bottle and your weapon is poisoned for 1 minute. Would probably have to make poisons weaker however for balance reasons. Youd probably have to change poisons out with Potions, so you have to drink it (Script Effect for 60 seconds) and thats what re-poisons your weapon every strike
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Madeleine Rose Walsh
 
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Post » Sat Feb 19, 2011 10:07 am

Not necessarily, a script that would make the poison reset it self on the weapon for a given duration would also work.
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Misty lt
 
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Post » Fri Feb 18, 2011 9:26 pm

*BUMP*

Hi,

I just got back on Oblivion and started to mod and script a bit. I changed the visual shader effect for enchanted weapons, depending on effects, based on Visually Enchanted Customizer MOD, but I created my own custom particles with photoshop for more variety.

I come to this thread because I customized a visual shader effect for poison enchanted weapons, But it doesn't seem to be used in-game, even though it is in the editor. So to compensate and test my visuals (green outline and gently foaming green bubbles on weapon), I changed the effect of enchantment Weakness to poison, instead.

My question is, has anyone managed so far to script poisons so that poisoned weapons will get a visual like an enchanted weapon ? Visual that would go away once the poison is depleted, which is after 1 strike in normal mechanics.

Actually, I tested a few things, went on the wiki and all, but it seems there are very little information on how poison mechanics work (compared to enchant / magic effects, for instance) in oblivion. This seems to be mainly hardcoded and delicate to triffle with.

My idea, appart for changing poisoned weapon shader effect, is also later to allow use of several potions of a same poison at once, with benefits of poison that last several strikes depending on the number of potions applied.
-->For example, you have 20 potions of poison (custom alchemy created, and maybe built-in as well), and when you activate it in inventory, instead of the normal "activate" popup confirming the poisoning, you would get a first popup asking how many doses you want to apply, with a slider or fixed choices (1, 3, 5, 10...). This would increment a variable that will be used to track the number of poisoned strikes you can achieve for this poison before it gets depleted. This could prevent having to re-poison your weapon during a fight where you would need it.

The second part would be a script that check the number of poisoned strikes available for the currently hold weapon and each poison it has, and decrement it accordingly after a successful hit/shot (for bows), then do the OBSE stuff like SetEquippedWeaponPoison. This might be a bit tricky to do without impacting other mods... And I am not very familiar yet with poison type.

Any idea or tips on how to customize poison mechanics are welcome for these two problematics : the poisoned weapon shader effect, and the multiple poisoned strikes.

Cheers !
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Damian Parsons
 
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