[REQ] Oblivion-style poison crafting

Post » Tue Oct 05, 2010 4:46 pm

Hello, I don't know if this exist already (if it does, I certainly haven't found it), but could it be possible to apply this system in Morrowind (maybe with MWSE included):


- (Via script), create a list of positive/negative effects (positive: restore health, attributes, resist poison, etc), while negative (drain/poison/fire damage...).

- Poison/potion creation: The same as potions, but if all effects are negative, Alembic and Retort would increase them instead of decreasing. If the potion has negative and positive effects, [insert idea here] :)

(Alternative) On equipping the Mortar and Pestle, ask what would you like to create. If you choose a "Potion", Alembic and Retort will act as normal. If you choose "Poison", Alembic AND/OR Retort will increase the strength of the poison.

If the potion/potion has:

*All positive effects: Act as a normal potion.
*All negative effects: On equip, bring up a menu (like the Item enchant selection one, if possible only showing weapons). When you select a weapon, the poison effect applies for 1 hit On Strike (a-la Oblivion), for several hits or for a certain period of time (a-la Dragon Age) (choose one method, maybe different .esps for each one?).
*Negative and positive effects: On equip, bring up a menu where you can choose either to drink it or to apply it to a weapon. If you choose to drink it, go to step 1. If you choose to apply it as a poison, go to step 2.

This, and maybe modifying some ingredients to add some more negative effects (elemental damage, and damage health/magicka/fatigue above all, mainly in ingredients that have less than 4 effects), would make a nice basic poisoning mod....so, is this viable?
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Trish
 
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Post » Tue Oct 05, 2010 1:34 pm

Not something quite the Oblivion equivalent, but this is something akin to it, http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=3020

Give it a go!
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~Sylvia~
 
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Post » Tue Oct 05, 2010 10:42 am

There was alpha stage mod that was made a while ago. One can look into testing it out somewhere in this link:

http://www.gamesas.com/index.php?/topic/961190-wip-oblvion-style-morrowind-poison
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Ray
 
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Post » Tue Oct 05, 2010 10:15 pm

Wanna test it for me? I'm hoping that it works now with the latest MGE revisions: http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=1268&p=59012#p59012
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NIloufar Emporio
 
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Post » Tue Oct 05, 2010 8:39 pm

Wanna test it for me? I'm hoping that it works now with the latest MGE revisions: http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=1268&p=59012#p59012

Ah I remember that, for some reason it used to crash with distant land enabled? That was strange.
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Pat RiMsey
 
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Post » Tue Oct 05, 2010 7:54 pm

Wanna test it for me? I'm hoping that it works now with the latest MGE revisions: http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=1268&p=59012#p59012

What kind of issues am I looking for? Only crashing?
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Helen Quill
 
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Post » Tue Oct 05, 2010 9:06 am

Wanna test it for me? I'm hoping that it works now with the latest MGE revisions: http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=1268&p=59012#p59012

I'll have a look. Sounds good.
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Alexandra walker
 
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Post » Tue Oct 05, 2010 6:59 pm

Hate to say it Fliggerty but this mod causes me to walk extremely fast. As in, you can dash from one side of a room to another in well under a second just walking. And I do use MGE if that helps.
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FoReVeR_Me_N
 
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Post » Tue Oct 05, 2010 9:56 pm

Hate to say it Fliggerty but this mod causes me to walk extremely fast. As in, you can dash from one side of a room to another in well under a second just walking. And I do use MGE if that helps.

Same here.

http://i83.photobucket.com/albums/j320/oromish/Poison1.png happens.
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phil walsh
 
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Post » Tue Oct 05, 2010 3:23 pm

Same here.

http://i83.photobucket.com/albums/j320/oromish/Poison1.png happens.



The mod is for testing, not for serious play.
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Dean Ashcroft
 
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Post » Tue Oct 05, 2010 9:38 pm

Wanna test it for me? I'm hoping that it works now with the latest MGE revisions: http://www.fliggerty.com/phpBB3/viewtopic.php?f=23&t=1268&p=59012#p59012


Does it works WITHOUT MGE? I don't use it :) (I use only MWSE 0.9.4a)

I'll give it a try now anyway.

Update: umm..

- (Always using Secretmaster distiller): View poisoned items doesn't seem to work.
- User-created and 3rd-party poisons / potions with negative effects / drinks All potions (even the ones with only positive effects) / poisons / drinks appear in the menu, but effects applies to the player when used.

It appears that this mod is pretty much at extremely-alpha state...

If you want me to be a betatester for this mod, pay me 1000 gol....errr, just send it to me via PM, or publish it somewhere and give me the link :)
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Jonathan Montero
 
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Post » Tue Oct 05, 2010 9:28 pm

The mod is for testing, not for serious play.

Ah sorry, my bad. I was a bit busy when I downloaded it earlier so I didn't have time to read the thread it was linked in. (Doing it atm, as I should have done before I started up the game <.<.)
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SaVino GοΜ
 
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Post » Tue Oct 05, 2010 8:38 pm

Yes, it is in an early alpha state. The last time I was working on it, all of the strings got screwed up when distant land was enabled. I've been told that has been remedied, or should have been remedied, with more recent MGE updates.

I usually have a little script in my testing mods that mess with player stats to help with the testing.

The viewing of poisoned items has not been implemented yet.

Positive effects will always be used on the player immediately; that is the nature of the mod...due to scripting limitations. Only negative effects can be added to weapons.

It should work without MGE, though I won't vouch for it...there are too many other variables in play. It is easily the most complicated scripting I've ever done.
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alicia hillier
 
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Post » Tue Oct 05, 2010 4:30 pm

I just tried ticking the 'disable MGE in game' box in MGEgui, but with no luck. I still walk really fast, and I do get the same massive stat boosts as Oromish. Prehaps I ought to clarify a few things:
-I am currently using MGE v3.8.2 beta
-my Morrowind is patched to Bloodmoon 1.6.0.1820
-I have both official expansions

I do realise this is in alpha stage Teclis, which was why I was reporting the problem.
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Dewayne Quattlebaum
 
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Post » Tue Oct 05, 2010 2:49 pm

The stat change is caused by a script in the mod. It has nothing to do with MGE or MWSE.
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xxLindsAffec
 
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