Poison that circumvents resist poison AV

Post » Tue Jun 19, 2012 7:32 am

I'm trying to create a poison that isn't treated like a poison. In other words, I don't want the resist poison actor value to have any effect on it.

What I'm trying to do is to make a poison that affects Dwarven Automatons. Unfortunately they have 100% poison resistance and it doesn't affect them. I tried to change the 'resist value' in the magic effect window, but that doesn't work. I also removed the MagicAlchHarmful keyword to no avail. It seems like poisons applied to weapons are treated as regular poisons no matter what.

Any ideas how to circumvent the poison resistance? Scripts (OnEffectStart) don't fire either by the way because the effect never starts.
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Rob Davidson
 
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Post » Tue Jun 19, 2012 4:55 pm

Might have found somethin here, http://www.creationkit.com/OnHit_-_ObjectReference

Check it out:


Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)

akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.

Could you possible add an objectreference script to the base objects for automatons with an OnHit event in it? I know that sort of thing isn't awesome for compatability, but it could work.

Another option might be unchecking the "Hostile" and "Detrimental" boxes if they are checked? I don't know what the odds are of that working, but maybe its worth a shot?
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Stefanny Cardona
 
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Post » Tue Jun 19, 2012 2:46 pm

Might have found somethin here, http://www.creationkit.com/OnHit_-_ObjectReference

Check it out:


Event OnHit(ObjectReference akAggressor, Form akSource, Projectile akProjectile, bool abPowerAttack, bool abSneakAttack, bool abBashAttack, bool abHitBlocked)

akSource: The Weapon, Spell, Explosion, Ingredient, Potion, or Enchantment that hit this reference.

Could you possible add an objectreference script to the base objects for automatons with an OnHit event in it? I know that sort of thing isn't awesome for compatability, but it could work.

Another option might be unchecking the "Hostile" and "Detrimental" boxes if they are checked? I don't know what the odds are of that working, but maybe its worth a shot?

Hm...altering the base objects is something I'd like to avoid. I'll try unchecking the 'hostile' box, although I'm not sure it will still count as poison then (don't want to drink the poison myself). I need the detrimental effect since otherwise my effect would be added instead of subtracted.

Thanks for the ideas!

EDIT: Nope, unchecking the 'hostile' flag turns it into a potion.
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Sweet Blighty
 
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