Questions about alchemy, poisons, and traps.

Post » Sun May 05, 2013 9:12 am

So I got an idea in my head, and I need a few questions answered before I go to work in the Creation Kit. I haven't investigated these things in the CK yet, so excuse me if these questions are obvious (or absolutely impossible).

Alchemy: Can you modify the magnitude of an ingredient effect (when eaten) without modifying it's magnitude when it's actually used for crafting? Let's say, for example, I wanted to really raise the amount of health restored from eating a Daedra Heart, but I didn't want the Daedra Heart to make incredibly powerful Restore Health potions.

Poisons: Is there anything extra I need to know about Ravage Health/Magicka/Stamina effects that isn't described in http://www.uesp.net/wiki/Skyrim:Ravage_Health? I want to make these effects a bit more prevalent, as the first effects in their ingredients, and as the poison effect applied by traps/enemies. How do enemies like Falmer inflict poison damage, by the way? Do they apply poisons to their weapons just like the player character, or is it a bit more subtle?

Traps: Is it possible to change the type of poison effect received from traps? I'm specifically talking about the traps that shoot poison darts out of the wall; they'd be a bit more noticeable if they had a Ravage effect instead of ordinary poison damage.

Thanks in advance!

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Causon-Chambers
 
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Post » Sun May 05, 2013 2:34 am

For your first question about alchemy, the answer is yes. Ingredient stats are independent of the potion stats. You can make an ingredient that adds health give you magicka instead in the potion.

How that system works is the ingredient has attributes of its own. And potions have attributes of their own but you set what ingredients make that potion in the crafting recipe, and set what the potion stats are as well.

I don't know the answers to the others, haven't fooled around with those at all.

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Damned_Queen
 
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Post » Sun May 05, 2013 7:17 am

don't know about that specific trap, but for all i've used, their effects are set in properties like "hiteffect" or such, so you can just fill in whatever effect you want for this (best on the reference you use and not on the base item, so you'll not change the effect for all traps of that kind (except if that's what you intend to do)

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Chris Guerin
 
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Post » Sun May 05, 2013 5:23 am

Alright, cool. I tried making a Daedra Heart that restores 50 health upon eating, but when I tried making a potion with it, the potion was ridiculously powerful. But if it can be done, it shall be done!

My plan is to make traps more noticeable by making their poison a permanent "damage max health" effect, which would require a potion of Cure Poison or a shrine blessing to restore. I thought that's what Ravage Health was supposed to do, but it seems like that effect behaves a lot differently than I expected. I'm messing with it now, and it's a real pain in the butt. I'll worry about applying it to traps after I figure it out.

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Flesh Tunnel
 
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