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.
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.