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Smart NPC Potions - Enemies Use Potions and Poisons (by JaySerpa)


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Smart NPC Potions - Enemies Use Potions and Poisons by JaySerpa
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An alternative to EEOS with respect to potions to avoid flooding the economy with extra potions (can still use EEOS for spells/shouts) by allowing for modulation via MCM. Uses scripting rather than SPID to determine who has a probability of having/using potions (I like this method better than most carte blanch SPID approaches)

Also see the associated Settings Loader for this mod.

NEED WILLING TESTERS - If anyone wants to test this with or in comparison to EEOS (with that potions SPID disabled), it would be appreciated. We have some data.

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  • 2 weeks later...

I replaced EEOS potions with this mod in my Step 2.0.0 install and have been playing for a few weeks. I think this mod does a far better job than EEOS with regard to not over-saturating potion drops on NPCs. My only slight complaint is that I've run into multiple (fairly low-level) enemies that use 3-ish healing potions when I'm fighting them, which feels like just a little too much. I think this could likely be resolved with an MCM tweak to lower the "Max number of potions", but I haven't yet tried making any changes to the MCM (or else it could maybe be resolved by adding potion drinking animations as soupdragon suggested). I haven't fought many higher-level enemies yet so I can't speak to how well it works as you advance further.

Overall, though, I like this mod and plan to continue playing with it.

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On 8/9/2022 at 9:08 PM, egocarib said:

I replaced EEOS potions with this mod in my Step 2.0.0 install and have been playing for a few weeks. I think this mod does a far better job than EEOS with regard to not over-saturating potion drops on NPCs. My only slight complaint is that I've run into multiple (fairly low-level) enemies that use 3-ish healing potions when I'm fighting them, which feels like just a little too much. I think this could likely be resolved with an MCM tweak to lower the "Max number of potions", but I haven't yet tried making any changes to the MCM (or else it could maybe be resolved by adding potion drinking animations as soupdragon suggested). I haven't fought many higher-level enemies yet so I can't speak to how well it works as you advance further.

Overall, though, I like this mod and plan to continue playing with it.

Tagged accepted for 2.1.0. We're recommending to reduce the max potions that can be used by an NPC during a fight from 4 to 3. This number is randomly assigned at the start of the fight, and NPCs have a 40% chance of using potions in a given fight. So 40% of fights with bandit, mage, and assassin NPCs will result in the NPC using 1 to 3 potions during a fight.

Three potion uses should be seen in about 0.40 * 0.33 = 13% of these fights.

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  • 3 weeks later...

Thank you for the MCM recommendations. I assume i can install this and just sort alphabetically under 'Gameplay - AI & Combat'? (Mod is not in the guide or changelog yet, MCM settings are in the guide though ...)

Edited by CorneliusC
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4 hours ago, CorneliusC said:

Thank you for the MCM recommendations. I assume i can install this and just sort alphabetically under 'Gameplay - AI & Combat'? (Mod is not in the guide or changelog yet, MCM settings are in the guide though ...)

Sorry we missed adding this one. It's added now under Gameplay - Skills and Perks

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  • 2 months later...
On 11/24/2022 at 11:02 AM, fartooloud said:

Hi, no FOMOD installer showing up while installing the mod. Checked 3 times. If its not my mistake (which could be, since im complete newbie) might be worth to update the installation note. Not a big deal but a quick fix in the guide.

True. Instructions updated.

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