[REL] Vile Concoctions - Need Playtesters

Post » Mon Jun 03, 2013 7:52 am

Vile Concoctions has been released!
http://skyrim.nexusmods.com/mods/36814/?

User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Mon Jun 03, 2013 10:23 pm

This sounds pretty interesting. I want to finish my current build but if I start a new one I might help with testing it out if you still need testers at that point. Best of luck with it in the meantime!
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Mon Jun 03, 2013 1:49 pm

Nobody else interested?
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Mon Jun 03, 2013 4:17 pm

Seems interesting, when I'm back playing Skyrim I'll drop you an email. Does the toxicity exclude poison effects? Because while a poison having the purging effect could be neat, you don't want to be nicely balanced with your potions, then you get hit by a couple of falmer/spiders/traps and it takes you over the limit.
Also, I'd definitely make some poisons with as many different random effects as possible, hoping to overdose my enemies.
Do arrows explode when they hit a wall/floor/object? Or only characters?
User avatar
Donatus Uwasomba
 
Posts: 3361
Joined: Sun May 27, 2007 7:22 pm

Post » Mon Jun 03, 2013 8:04 am

nah, toxicity only affects the player.
I don't like attaching scripts to enemies if at all possible.
It's a great way to ask for save game and papyrus log bloating if implemented incorrectly.
And I've got too much to work through to check something that important as thoroughly as it would need to be checked.
Maybe waay way in the future.

Grenades and and arrows explode instantly on contact.
Only proximity mines linger around for obvious reasons, but they have a timer and will explode at the end of it.
Proximity mines are thrown but have extremely small short range (about as far as you can swing a sword)
Mines are also and are silent to set on the ground, but the explosion is very loud for obvious reasons.

Thinking of replacing one of the existing perks with a sneak attack multiplier bonus perk for explosives.
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Mon Jun 03, 2013 10:33 pm

This is right up my alley but I am testing other RC's right now.

Great stuff you have released so far Morionic, great things!
User avatar
Unstoppable Judge
 
Posts: 3337
Joined: Sat Jul 29, 2006 11:22 pm

Post » Mon Jun 03, 2013 4:53 pm

My question there was about whether the arrows detonate on impact with a wall. Because normal enchantments don't. They only have an effect, and hence flashy lights, when they hit a target actor.

Also, you didn't fully address my point about poison. If the threshold for overdosing is 6 effects, say, and you're under the effect of 5 potions when a poisoned arrow hits you, will the poison count as an effect and trigger the overdose? Or are alchemical effects not added by the player ignored somehow?
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Mon Jun 03, 2013 11:23 am

arrows detonate on impact with a wall, the explosive arrows are done through editing the projectile record, not directly through enchantments.

Toxiicity is calculated by magic effect.
Anything with a magic effect with an magicalchbeneficial or similar keyword will trigger toxicity, and potentially an overdose.
spells, enemy arrows, etc. Anything with an alchemical magic effect can trigger it.
It doesn't matter if it's from the player or not.

I might make it so even negative poisons also raise toxicity, that does seem realistic and an interesting mechanic afterall.
*shrug*
User avatar
Rex Help
 
Posts: 3380
Joined: Mon Jun 18, 2007 6:52 pm

Post » Mon Jun 03, 2013 7:55 am

Vile Concoctions has been released!
http://skyrim.nexusmods.com/mods/36814/
User avatar
Matthew Warren
 
Posts: 3463
Joined: Fri Oct 19, 2007 11:37 pm


Return to V - Skyrim