bajirhork Posted August 14, 2009 Share Posted August 14, 2009 Hello, Is there a weapon that can hold multiple "charges" of poison, that will discharge the poison with each hit (until the amount of poison runs out?) I'm mainly looking for a way to discharge massive amounts of poison quickly with a handheld weapon. Like a syringe.... Link to comment Share on other sites More sharing options...
Peppez Posted August 14, 2009 Share Posted August 14, 2009 I don't remember ever seeing anything like that, but if you want to make one yourself I'd image that are two ways to do something like that, one you could script it, or to you could make a new enchantment that has the desired effects and has unlimited charges b setting the enchantment cost to 0. An example of the long way would be if you have a certain number of poison in there inventory then it will add the desired effect. Although I am a rather sucky scripter this is what I'd do: Begin ScriptEffectStart ref Victim if ( player.GetItemCount zzUberPoison >= 1 ) victim.addspell zzUberAbility player.removeitem zzUberPoison 1 endifif ( player.GetItemCount zzUberPoison == 0 ) endifend zzUberPoison == The tag of the poison you want to check for.zzUberAbility == The tag of the ability the poison adds (make sure you make it timed for 60 seconds or so or it'll be permanant, unless you want that of course.) If you plan to use arrows I'd recommend this. Link to comment Share on other sites More sharing options...
bajirhork Posted August 15, 2009 Author Share Posted August 15, 2009 I don't remember ever seeing anything like that, but if you want to make one yourself I'd image that are two ways to do something like that, one you could script it, or to you could make a new enchantment that has the desired effects and has unlimited charges b setting the enchantment cost to 0. An example of the long way would be if you have a certain number of poison in there inventory then it will add the desired effect. Although I am a rather sucky scripter this is what I'd do: Begin ScriptEffectStart ref Victim if ( player.GetItemCount zzUberPoison >= 1 ) victim.addspell zzUberAbility player.removeitem zzUberPoison 1 endifif ( player.GetItemCount zzUberPoison == 0 ) endifend zzUberPoison == The tag of the poison you want to check for.zzUberAbility == The tag of the ability the poison adds (make sure you make it timed for 60 seconds or so or it'll be permanant, unless you want that of course.) If you plan to use arrows I'd recommend this. Thanks! Unfortunately, my programming skills are naught =( Thanks for your help anyways! BTW, is that C? Link to comment Share on other sites More sharing options...
Peppez Posted August 15, 2009 Share Posted August 15, 2009 Thanks! Unfortunately, my programming skills are naught =( Thanks for your help anyways! BTW, is that C? Have you downloaded the construction set?Go Here to Download if you haven't. Once you have downloaded, open the Construction Set and go to File\Data\ and load Oblivion.esm, then go to the pencil icon thats labelled "Scripts" and type in what I put (to bad you cant copy/paste scripts) If you want I suppose I could do it for you. C? Link to comment Share on other sites More sharing options...
Slawter500 Posted August 15, 2009 Share Posted August 15, 2009 Unnecessary Violence Mod Ever tried this? Its a massive combat overhaul, It also enables you to throw ANYTHING potions if thrown will explode and if they are poison poison them, if they are health why not use it to heal an ally?! Also search "Throw" In the tesnexus search bar for another throwing mod(By the same author) which doesn't contain the rest of the overhaul only the throwing Link to comment Share on other sites More sharing options...
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