Jump to content

Potion/poison value side effects


GisleAune

Recommended Posts

EDIT: Saw typo in title a little bit too late. Pretend there's an "and" in there...

 

I find the fact that negative effects on potions and positive effects of poisons raising the value of the potion to make little sense and have rummaged through script after script to find where the value is calculated. The script called "Potion" is merely a function declared without a definition. I wonder... Is this controlled by a Papyrus script? If so, which one?

 

I would want to have negative effects drag the value down by min(25% of positive effects' total, 50% of new effects value).

 

If that's not possible. Would having an never ending quest subscribe to the OnStoryCraftItem(...) event and change the value of it if the item is a potion. Would that override the calculated result or will it be recalculated on loads and so on? I have no TES scripting experience, but know quite a bit of C++ and Papyrus makes sense to me.

 

The purpose is to make alchemy harder to level up, have it make sense, and make the "Purity" perk a sensible choice.

Edited by GisleAune
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...