About this mod
Add historically accurate poisons, recipes and ingredients to Kingdom Come Deliverance.
- Requirements
- Permissions and credits
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Translations
- Spanish
- French

The Middle Ages were known as the age of poisoning, with a huge variety of plants and toxins widely available. Almost impossible to trace, and with the means to do so some 400 years away, poisoning was a hugely popular means to silently murder and assassinate.
This mod adds EIGHT new poisons, SEVEN new ingredients, and the “Liber de Venenis”, a book of poisons written at the end of the 13th century. All of the poisons are derived from actual plants and sources, and all were used and available in the medieval world.



All new poisons can be crafted at the alchemy workbench, if you have the recipe, and you can purchase the ingredients from relevant vendors. Recipes are spread out within Bohemia with half available to purchase and the other half, that I consider more powerful, needing to be discovered. All placements have been carefully considered to create balance, with some new poisons easier to craft and some more difficult. Dwale, for example, was a common anaesthetic in this period, so the recipe is more easily available than say Mandrake, which is more specialized. For naturally obtaining the more valuable poison recipes be prepared to pickpocket, knock out and steal.
All of the poisons can be either digested or applied to a weapon and all have visual effects if you choose to drink them yourself. When applied to a weapon or arrows the poison name is displayed in the inventory. All poisons are debilitating but some have very positive effects too and are designed to be abused by the player. You will often need to utilise some of the vanilla potions available to balance out these negative effects. Have some healing potions, antidote, hair of the dog and some food handy.
Warhorse clearly had grander intentions for poisons and I have utilised some files that in the vanilla game currently have no purpose. Mandrake Root, an unused Honey variant and Gall (renamed Cantharidin) are all now needed ingredients for brewing poisons, and the toxic herb Henbane, for example, had most of its data already in the files and so is now available to use in this mod. Salt is also now used in alchemy preparations and poppies are needed for Opium.
Every effort has been made to replicate the actual physical effects of these poisons (within the game's limits), with ingredients and availability as accurately depicted as possible too. The aim is to integrate these new poisons to complement and enhance what the vanilla game already has available, not simply take over. Bane (now called Henbane) is still a very powerful poison, and its damage effects have not been changed from vanilla, for example. The same goes for Poison (now called Aconite), although the damage from this poison, if applied by weapon, has been doubled from vanilla (12.5 damage over 25s, to 25 damage) to actually make it useful. Technically not classed as poisons Lullaby and Dollmaker have largely been untouched but are still very relevant in the system.
Along with Henbane and Aconite, only Dwale is available to be bought as a potion. All other poisons need to be crafted at the workbench, and again, for balance, the yield amounts for these poisons have generally been deliberately set low.
All herbs and ingredients can only be bought or found. None can be picked.
The Liber de Venenis can be found in the bedroom off the main hall on the top floor of Pirkstejn in Rattay.


Changelog:
27/10/24
V2.0 is available to download.
This version removes the need to change inventory files around depending on what type of save you were installing Medieval Poisons on.
If you currently have V1.0 you NEED to install V2.0 if you are planning a new playthrough.























*PLEASE READ*
Place TyburnMedievalPoisons in your mods folder. Please read the Tweaks_Troubleshooting.txt for important information regarding visual effects.
To UN-INSTALL simply remove the mod from your Mods folder, however, I noticed the herb Henbane, for some reason (some sort of witchcraft), still remained for me. It has no effect, and can not be used, similar to vanilla Mandrake Root, Gall etc. It is harmless and it may not remain for all.
Saves that have not seen this mod will of course be unaffected.


As well as the tweaks_troubleshooting.txt there is also a text file that lists all of the Item_Codes, added or edited, and how to add them to your inventory, and a SPOILER file that lists all recipe locations.


This mod is quite large and changes many files. Unique naming conventions, and new items should mean clashes are kept to a minimum however any mods that alter poisons, recipes and their buffs will generally NOT be compatable with this mod, or mods that alter the vanilla ingredients I have
re-used.
One file in particular, player_fx.xml in Data\TyburnMedievalPoisons.pak\Libs\MaterialEffects\FXLibs\, will definitely cause conflicts IF YOU HAVE THIS FILE IN ANY OTHER MOD. It is used to hold visual effect data (poison effects on the user, the low stamina effect, drunkenness etc) and the last one of these files loaded in your mod order will be the one read. Consolidating all player_fx.xml data to one file, loaded near the bottom of your list, is highly recommended and I have included instructions for this, if needed, in the tweaks_troubleshooting.txt
Full details of all changes are in the tweaks_troubleshooting.txt in the download. It should cover most compatibility issues, if any, and also provide a resource for any tweaking that may be required. Please READ this file before posting questions about how to change things around.




To add a variety of poisoned weapons to NPCs. Initial exploration is leading me to think this could be done with scripts. This will, personally, take me a bit of time to work out.
POISONOUS ENEMIES


Item_ids.txt file posted here
Colour picker here
UUID Generator here
Buff Resource here
Cheat mod here
Icon Id Resource here

Please check out my other Mods:
DISEASES
ROGUE LIFE
PLAYABLE DAGGERS
POISONOUS ENEMIES
TOURNAMENT DISABLE
TIMED QUEST INDICATOR
DIALOGUE SKILL CHECKS REMOVED

