[RELz] Advanced Alchemy v1.1

Post » Sat Dec 18, 2010 5:00 am

The main goal of this mod is to make alchemy more immersive.

This mod has been inspired (but completely redone) by the mod AtHomeAlchemy (by Syclonix).

So like AHA, now you can perfectly place your alchemy set in the world and use it without moving it.
Instead, you can now simply "fire up" the apparatuses you wish to use by activating them.

This mod go further by adding some new features :
- Player can't use other people apparatus (you must steal it first).
- Player can't make potion in menumode (be careful before engage combat).
- Now each apparatus has an ideal range of use based on Alchemy skill : train your Alchemy before using quality items.
- Time flowing when player is making potions.
- Home made potions are cheaper, effects are stronger but duration is less.


This mod is dependent upon Morrowind Script Extender (MWSE).


This mod is already clean, so don't clean it.

PES Download and Screeshoots :
http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8524

Alternate download (tesnexus) :
http://tesnexus.com/downloads/file.php?id=32628

Readme :
*****************************************************************
The Elder Scrolls III
MORROWIND:

Advanced Alchemy

Version : v1.1
Author : DarkSCR
Released : 10/09/2010
*****************************************************************

Index:

1. Description
2. Installation
3. Playing the Plugin
4. Features
5. Version
6. Conflicts
7. Credits
8. Copyright



*****************************************************************
1. DESCRIPTION
*****************************************************************

The main goal of this mod is to make alchemy more immersive.

This mod has been inspired (but completely redone) by the mod AtHomeAlchemy (by Syclonix).

So like AHA, now you can perfectly place your alchemy set in the world and use it without moving it.
Instead, you can now simply "fire up" the apparatuses you wish to use by activating them.

This mod go further by adding some new features :
- Player can't use other people apparatus (you must steal it first).
- Player can't make potion in menumode (be careful before engage combat).
- Now each apparatus has an ideal range of use based on Alchemy skill : train your Alchemy before using quality items.
- Time flowing when player is making potions.
- Home made potions are cheaper, effects are stronger but duration is less.


This mod is dependent upon Morrowind Script Extender (MWSE).



*****************************************************************
2. INSTALLING THE PLUGIN
*****************************************************************

To install the plugin, unzip the files into the Morrowind/Data Files
directory.

REQUIREMENTS:
Morrowind, Tribunal, Bloodmoon.
Morrowind Script Extender (MWSE v0.9.2 or later) or MGE (3.8+).



*****************************************************************
3. PLAYING THE PLUGIN
*****************************************************************

From the Morrowind Launcher, select Data Files and check the box next to the
'Advanced Alchemy.esp' file.

If you use either 'Dwemer Alchemy Set (1.00 R3).esp' or '£exa's Dwemer Alchemy V2 (EN).esm' check also the box next to the
'Advanced Alchemy - LDA Patch.esp' file.


At any time you can configure this mod by equipping a mortar.



*****************************************************************
4. PLUGIN FEATURES
*****************************************************************

Activating alchemy apparatus now will "fire it up" to be used for
potion making. Simply activate all the apparatuses you wish to use
then activate the mortar and pestle to bring up the alchemy menu.

Apparatuses that have been activated will remain activated until
you leave the room or you stay near them.
If you want to use a different apparatus than the one currently active,
just fire up the new one and the old apparatus will automatically turn off by
itself.

To take or steal an apparatus, hold the sneak key when activating it.
You can also use telekinesis to grab the object from a distance.


***************
New features :
***************
You can't use an apparatus which is not yours, you must steal it first.
This correct one of the AHA biggest issue.


***************
You can't make potions in menu mode : BE CAREFUL before engage combat.
Now you must be concentrated to make potions : you must place yours apparatuses in the world to use them.


***************
Now each apparatus has an ideal range of use (based on your Alchemy skill) :
- Apprentice : 0 - 19
- Journeyman : 20 - 39
- Master : 40 - 59
- GrandMaster : 60 - 79
- SecretMaster : 80 - ...

If you use an apparatus after its ideal range, you're still making better potions.
If you use an apparatus below its ideal range, you'll have a temporary Alchemy penalty.

So, you should train your Alchemy skill before using quality apparatuses.


***************
TimeFlow :
Each second passed in alchemy menu advances game time by a certain amount of time.

By default, 10 seconds passed in this menu advances game time by 30 minutes.


***************
Some GMST tweaks to :
- Strongly decrease value of self made potions but not zero.
- Decrease duration.
- Increase magnitude.

fPotionStrengthMult = 0.1 (before 0.5) : decreases duration, magnitude and value.
fPotionT1DurMult = 0.15 (before 0.5) : increases duration to balance fPotionStrengthMult decreases.
fPotionT1MagMult = 0.25 (before 1.5) : increases magnitude to balance fPotionStrengthMult decreases.
iAlchemyMod = 1 (before 2) : cost of self made potion / 2

If you don't like these tweaks, just open the mod and delete these GMSTs.


***************
Apply changes made by Morrowind Patch (by Quorn) : typo changes and mesh and icon for Journeyman Calcinator.


***************
Configure this mod :
To configure this mod, just equip a mortar.
You can activate/desactivate Alchemy penalties when using quality items.
You can activate/desactivate Timeflow.
You can configure Timeflow multiplier : for 10 seconds passed in Alchemy menu = you can configure between 0 and 10 ingame hours.


*****************************************************************
5. PLUGIN VERSION
*****************************************************************
v1.1 :
Add a configuration menu.
Add a compatibility patch to use with £exa's Dwemer Alchemy.

v1.0 :
Initial release.



*****************************************************************
6. CONFLICTS & BUGS
*****************************************************************
Don't use this mod with AtHomeAlchemy by Syclonix.

No knows bugs or others conflicts.

Feedback, comments, suggestions, bug reports are welcome !

This mod is already clean, so you don't need to clean it !



*****************************************************************
7. CREDITS
*****************************************************************

Bethesda for Elder Scrolls series : did you play Arena ?
Syclonix for AtHomeAlchemy which inspired this mod.
Fliggerty for all his MWSE mods.
Taddeus for testing and many ideas.
Quorn for his compilation work on Morrowind Patch.
£exa for £exa's Dwemer Alchemy.

Thanks
Forums for so many usefull infos.



*****************************************************************
8. COPYRIGHT
*****************************************************************

You are free to modify and re-distribute this work, so long as you :
1- Contact me : if I won't reply for 1 month -> go on !
2- Give the author(s) credit proportional to their contribution to the final work.
3- Distribute the final work under the same terms.

By downloading and running this plugin, you acknowledge the following :
- You have read and understood this readme file.
- You acknowledge that the author of this plugin accepts no responsibility for
damage to your game saves, operating system, computer, etc,
when using this plugin.


NOTE: Please do not upload any of my plugins for distribution without my permission.
I strongly prefer to have access to everywhere that my work is hosted so that I can update and maintain all of it.


You can contact me via Bethesda's official forums at http://www.gamesas.com/bgsforums/index.php?act=idx under the username DarkSCR.

User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Sat Dec 18, 2010 3:27 pm

Thanks for the release DarkSCR. :celebration:



Is this mod compatible with the http://www.tesnexus.com/downloads/file.php?id=1415?

If it's not are you gonna to patch it in the future. :)
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Sat Dec 18, 2010 3:36 pm

Always nice to see mods to improve potionmaking, but I'm wonderig about your ideal ranges. Because the secret masters alchemy set doesn't exist in the game but only in CS, so you should probably change your ranges to 0-24, 25-49, 50-74, 75-99 to use the entire range in alchemy skill.
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Dec 18, 2010 3:19 pm

Always nice to see mods to improve potionmaking, but I'm wonderig about your ideal ranges. Because the secret masters alchemy set doesn't exist in the game but only in CS, so you should probably change your ranges to 0-24, 25-49, 50-74, 75-99 to use the entire range in alchemy skill.


Yes I know, and with this mod some modders can use SecretMaster items.

So if you don't use SecretMaster, ideal range will be :

A : 0 - 19
J : 20 - 39
M : 40 - 59
G : 60 - ...

If you use £exa mod, Dwemer is between GrandMaster and SecretMaster.
So :

A : 0 - 19
J : 20 - 39
M : 40 - 59
G : 60 - 79
D : 80 - ...

If you use all :
A : 0 - 19
J : 20 - 39
M : 40 - 59
G : 60 - 79
D : 80 - ...
S : 80 - ...

S is always better than D.


Maybe I can change these to be :
A : 0 - 19
J : 20 - 39
M : 40 - 59
G : 60 - 79
D : 80 - 99
S : 100 - ...
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat Dec 18, 2010 4:09 pm

Thanks for the release DarkSCR. :celebration:



Is this mod compatible with the http://www.tesnexus.com/downloads/file.php?id=1415?

If it's not are you gonna to patch it in the future. :)


Hum, I don't use this mod.
After downloading it and look at it, I think they are compatible (my mod only attach a script to all apparatuses) but if you can do the test and tell us this will be great.
User avatar
Carlitos Avila
 
Posts: 3438
Joined: Fri Sep 21, 2007 3:05 pm

Post » Sat Dec 18, 2010 11:22 am

Sounds like a great concept, but I've got to disagree with the "ranges" on the apparatus. If you're highly skilled, you should have absolutely no trouble using the more basic tools, but the results would not be as good as with the better equipment.

In my opinion, the difficulty and quality of home-made potions should be based on a system where each apparatus has both an "offset" value and a "multiplier". The offset can be positive or negative, and is a measure of the ease of use of the item. A novice version will have a higher offset number, making it good for beginners, but a low multiplier that will limit how good the end result will be. A Master quality item would have a negative offset (a penalty to use based on its difficulty), but a much higher multiplier which would make it very useful for someone with a high skill to begin with. A novice's skill level wouldn't be able to overcome the negative offset of the Master item, so while it would be technically possible to use it, you'd fail every time. A master of alchemy would get a small boost in effective skill by using a Novice item, but the low multiplier would more than compensate for that, making it far less preferable than a better grade of equipment.

For example, a Novice item might have a +20 offset but a 0.5 multiplier. A Master item might have a -20 offset but a 1.5 multiplier. A novice with a meager skill of 10 who picks up the beginner equipment would have an effective 15 skill by using the beginner's item (10 skill + 20 offset, divided by 2 for the low multiplier = 15). The alchemy master with a skill of 80 would get a bonus of 20, but suffer the effect of the multiplier (80 skill + 20 offset, divided by 2 = 50), so it would seriously limit his abilities. The novice would be unable to make a potion with the Master item (10 skill - 20 offset = a negative number, so the multiplier is irrelevant), but the Master would see a benefit from it (80 skill - 20 offset, X1.5 for the multiplier = 90).

Ideally, the "best" combinations should be where your skill matches that of the apparatus, but they'd still be usable outside of that range. The situation with thise mod is that as soon as you reach a certain skill level, your current equipment is suddenly unusable. That makes no sense. Otherwise, the mod seems to be a very positive step.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Sat Dec 18, 2010 2:30 am

Sounds like a great concept, but I've got to disagree with the "ranges" on the apparatus. If you're highly skilled, you should have absolutely no trouble using the more basic tools, but the results would not be as good as with the better equipment.

In my opinion, the difficulty and quality of home-made potions should be based on a system where each apparatus has both an "offset" value and a "multiplier". The offset can be positive or negative, and is a measure of the ease of use of the item. A novice version will have a higher offset number, making it good for beginners, but a low multiplier that will limit how good the end result will be. A Master quality item would have a negative offset (a penalty to use based on its difficulty), but a much higher multiplier which would make it very useful for someone with a high skill to begin with. A novice's skill level wouldn't be able to overcome the negative offset of the Master item, so while it would be technically possible to use it, you'd fail every time. A master of alchemy would get a small boost in effective skill by using a Novice item, but the low multiplier would more than compensate for that, making it far less preferable than a better grade of equipment.

For example, a Novice item might have a +20 offset but a 0.5 multiplier. A Master item might have a -20 offset but a 1.5 multiplier. A novice with a meager skill of 10 who picks up the beginner equipment would have an effective 15 skill by using the beginner's item (10 skill + 20 offset, divided by 2 for the low multiplier = 15). The alchemy master with a skill of 80 would get a bonus of 20, but suffer the effect of the multiplier (80 skill + 20 offset, divided by 2 = 50), so it would seriously limit his abilities. The novice would be unable to make a potion with the Master item (10 skill - 20 offset = a negative number, so the multiplier is irrelevant), but the Master would see a benefit from it (80 skill - 20 offset, X1.5 for the multiplier = 90).

Ideally, the "best" combinations should be where your skill matches that of the apparatus, but they'd still be usable outside of that range. The situation with thise mod is that as soon as you reach a certain skill level, your current equipment is suddenly unusable. That makes no sense. Otherwise, the mod seems to be a very positive step.


Maybe my explanation wasn't so good !!!!
I'll try another one !!!

You're right and with my system if you're highly skilled, you should have absolutely no trouble using the more basic tools, but the results would not be as good as with the better equipment.
They'd still be totally usable outside of that range.
When I write :
A : 0 - 19
J : 20 - 39
M : 40 - 59
G : 60 - ...

That means you can always use Apprentice apparatus if your Alchemy Skill is greater than 19 but if you use a Journeyman one you'll have better results !
In fact a penalty is only applied for quality equipment when used with low Alchemy skill.
I didn't want to add bonus, only penalties.

And sorry for my English !
If someone who try my mod have a good explanation, I'll put it in the readme !!!!
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am


Return to III - Morrowind

cron