» 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 !