If you have any comments or suggestions, I'd like to hear them! The balance is to my tastes, but I'd like to hear what you think of it.
Download it http://www.tesnexus.com/downloads/file.php?id=41265.
Toxicity v1.0
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Requirements
===========
Requires MWSE 9.4 or greater. (The version in your MGE will work, provided you're not using a super old version of MGE).
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Description
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Drinking potions causes alchemical toxicity! This is intended to balance the alchemy system in an immersive way by penalising heavy potion use.
The more you drink, the greater the concentration of toxins in your blood becomes. Various negative effects are applied as toxicity increases. Drink enough and you'll die. Every potion causes the same amount of toxicity.
Toxicity decays exponentially (in real time played). You'll see significant decay after a few minutes.
Alchemy and endurance stats increase your tolerance and speed up the decay.
All non-alchemical beverages will not effect your toxicity. This includes all NoM beverages. I'll add support for other mods/beverages by request, or you can do it yourself by editing the script. Note that you'll need MWedit since the script contains MWSE functions.
Messageboxes are displayed when your toxicity level changes significantly. These can be turned off by changing the value of the global krolToxicityMessages to 0, either in the editor or just by typing "set krolToxicityMessages to 0" in the console. Note that the console method must be done again each time your start a new game (but not when you load a save).
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Caveats
===========
The mod uses the spell hit sound effects to detect potion drinking (as far as I know, it's impossible to detect the drinking sound in a script).
The main issue is that if you drink a potion or equip a constant effect item, and then drop a potion on the ground without closing the inventory screen, you will receive toxicity for the dropped potion. This is averted if you close the inventory and reopen it before you drop potions. I don't think this is a huge issue since it's fairly rare to drink potions or equip items in the same inventory session as dropping potions on the ground. Remember kids, don't drink and drop!
Furthermore, any potions you drop right after being hit by a spell will apply toxicity, provided that the spell hit sound is still playing when you close the inventory. This is extremely unlikely as you'd have to open the inventory, drop the potions and close it again as fast as possible, which is really not something you'd do in normal play.
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Customisation
============
This is the first realease of the mod. I haven't done extensive testing to determine if the numbers are right. If you think that toxicity comes too fast or too slow, or if the penalties are too strong (or too weak...), please leave a comment or send and email. I'll make balance changes in future versions.
Alternatively, you can edit the mod yourself! This is most easily done by changing the values of globals. Changing krolToxicityPerPotion has the obvious effect. Its default value is 1, so changing it to 0.5 would cause you to experience exactly half as much toxicity. krolToxicityDecayTime is the characteristic time over which toxicity will decay (in minutes). Increase it to make toxicity longer lasting, or decrease it to make toxicity go away faster.
============
Installation
============
Just put the .esp in your data files folder and activate it with the launcher or another program. The scripts will start automatically. Load order does not matter for this mod.
============
Compatibility
============
If another mod adds non-alchemical beverages, they will cause toxicity when drunk, unless appropriate changes are made to the script. Currently, I've only added compatibility for NoM.
Compatibility is easily added by changing the appropriate line in the script (krolToxicityDetection). You can do this yourself (you'll need MWedit as they're MWSE scripts), or you can email me or leave a comment and I'll update the .esp to include compatibility for whatever mods you like.
============
Credits
============
darksecond, fliggerty and grmcdorman for creating MWSE! Without it, this mod would be impossible. They really did all the work here.
===========
Requirements
===========
Requires MWSE 9.4 or greater. (The version in your MGE will work, provided you're not using a super old version of MGE).
===========
Description
===========
Drinking potions causes alchemical toxicity! This is intended to balance the alchemy system in an immersive way by penalising heavy potion use.
The more you drink, the greater the concentration of toxins in your blood becomes. Various negative effects are applied as toxicity increases. Drink enough and you'll die. Every potion causes the same amount of toxicity.
Toxicity decays exponentially (in real time played). You'll see significant decay after a few minutes.
Alchemy and endurance stats increase your tolerance and speed up the decay.
All non-alchemical beverages will not effect your toxicity. This includes all NoM beverages. I'll add support for other mods/beverages by request, or you can do it yourself by editing the script. Note that you'll need MWedit since the script contains MWSE functions.
Messageboxes are displayed when your toxicity level changes significantly. These can be turned off by changing the value of the global krolToxicityMessages to 0, either in the editor or just by typing "set krolToxicityMessages to 0" in the console. Note that the console method must be done again each time your start a new game (but not when you load a save).
===========
Caveats
===========
The mod uses the spell hit sound effects to detect potion drinking (as far as I know, it's impossible to detect the drinking sound in a script).
The main issue is that if you drink a potion or equip a constant effect item, and then drop a potion on the ground without closing the inventory screen, you will receive toxicity for the dropped potion. This is averted if you close the inventory and reopen it before you drop potions. I don't think this is a huge issue since it's fairly rare to drink potions or equip items in the same inventory session as dropping potions on the ground. Remember kids, don't drink and drop!
Furthermore, any potions you drop right after being hit by a spell will apply toxicity, provided that the spell hit sound is still playing when you close the inventory. This is extremely unlikely as you'd have to open the inventory, drop the potions and close it again as fast as possible, which is really not something you'd do in normal play.
============
Customisation
============
This is the first realease of the mod. I haven't done extensive testing to determine if the numbers are right. If you think that toxicity comes too fast or too slow, or if the penalties are too strong (or too weak...), please leave a comment or send and email. I'll make balance changes in future versions.
Alternatively, you can edit the mod yourself! This is most easily done by changing the values of globals. Changing krolToxicityPerPotion has the obvious effect. Its default value is 1, so changing it to 0.5 would cause you to experience exactly half as much toxicity. krolToxicityDecayTime is the characteristic time over which toxicity will decay (in minutes). Increase it to make toxicity longer lasting, or decrease it to make toxicity go away faster.
============
Installation
============
Just put the .esp in your data files folder and activate it with the launcher or another program. The scripts will start automatically. Load order does not matter for this mod.
============
Compatibility
============
If another mod adds non-alchemical beverages, they will cause toxicity when drunk, unless appropriate changes are made to the script. Currently, I've only added compatibility for NoM.
Compatibility is easily added by changing the appropriate line in the script (krolToxicityDetection). You can do this yourself (you'll need MWedit as they're MWSE scripts), or you can email me or leave a comment and I'll update the .esp to include compatibility for whatever mods you like.
============
Credits
============
darksecond, fliggerty and grmcdorman for creating MWSE! Without it, this mod would be impossible. They really did all the work here.