svartberg Posted November 4, 2012 Share Posted November 4, 2012 (edited) I've been working on a mod which increases poison dosage (how many hits it lasts) via perks, but I want it not to effect overpowered poisons like paralysis. Since anything related to dosage seems to be hardcoded, I figure the only way to do this is to remove the paralysis poison from weapon after the first hit.I'm hitting a brickwall here, I can't see anything about accessing the weapon's poison or let alone remove it. (the only references to the paralysis poison are in the potion form, and actual magic effect form) Scriptname SingleUseParalysis extends activemagiceffect Event OnEffectStart(Actor akTarget, Actor akCaster) Dispel() ; this dispels the paralysis, not the poison on weapon ;Debug.Trace("Magic effect was started on " + akTarget) endEventAny advice how I can achieve this ? Edited November 4, 2012 by svartberg Link to comment Share on other sites More sharing options...
svartberg Posted November 4, 2012 Author Share Posted November 4, 2012 (edited) Awesome got it, modified condition for the concentrated poison perk entry point, using "EPMagicSpell_HasKeyword". Edited November 4, 2012 by svartberg Link to comment Share on other sites More sharing options...
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