[Beta/Relz] Alchemical Formulas

Post » Wed Sep 29, 2010 4:38 am

This mod, with COBL's RUE system, allows you to create and use in-game Alchemical Formulas of your favorite recipes. These Formulas automatically brew another potion when you use them - no need to remember which ingredients you need or to go through the Alchemy menu. The potion's strength has been carefully (and painfully) designed to match the formulas used in the Alchemy menu (even if you're using a mod that changes a few game settings :P ). You can find a brief video, to see it in action, on any of the download sites.

This is a major overhaul from the last version. For now, it can only create and use a Formula (so no Mark Stones or Catalysts), however you no longer need to create an "Upgrade" potion every time your stats increase. All of your formulas will be updated so you can continue to use them. Also, the requirements have changed - you will need COBL and Pluggy (basically I took the work I had done, generalized, and put it in COBL so others can use it).

Latest Version
  • http://www.tesnexus.com/downloads/file.php?id=10147
  • http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=2610
Each site has a trailer/tutorial video so you can see what it's like to use the mod.

Requirements
  • http://obse.silverlock.org/
  • http://karamail.nerim.net/elys/Pluggy/
  • http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508 (you only need the main installation, "COBL Main.esm")
Optional Mods and Plugins
Skills above 100
If you'd like to benefit from 100+ skills, use one of the following mod/plugin combos
  • http://www.tesnexus.com/downloads/file.php?id=3664
  • http://www.gamesas.com/bgsforums/index.php?showtopic=762321
  • http://www.gamesas.com/bgsforums/index.php?showtopic=762321 and http://www.tesnexus.com/downloads/file.php?id=13903
  • http://www.gamesas.com/bgsforums/index.php?showtopic=762321 and http://tesnexus.com/downloads/file.php?id=16441 (http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4239)
  • For future 100+ mods, please see their Readmes for compatibility information. In short, they should work with Alchemical Formulas, but the potions created with them may not be as intended (i.e., too weak or too strong).
Important! For all of these mods and plugins, don't change the name of the file (unless you like really powerful potions).

Scripted Effect names
You need http://www.tesnexus.com/downloads/file.php?id=11666 to have unique script names. If you don't, the effect will still work, but will have a generic name ("Scripted Effect") and no visual effects (and, though it probably doesn't matter, will be of the Alteration school).

Rest of the Readme (better seen in the html file :P)
== Quick Notes =====================================================================
=== Mini-FAQ
. 1. My game crashes while starting up.
+ Sounds like you're missing a master - Make sure you have the latest "COBL Main.esm" installed and activated.
. 2. I get a CTD when I use a formula and before the formula menu is opened.
+ Make sure you have OBSE v0014a (the .dll files should have a modified date of Feb. 12) and not OBSE v0014 (date of Jan. 18).

=== Beta
* While this is a Work In Progress, I will always make it backwards compatible, and you will never lose a Formula.
* This mod works and has been tested, but I haven't tried every possible recipe, place to make/use the formula, etc.
* The same goes for Pluggy (as of now) - it's had even more testing than this, but we still need people to play it for hours, on different machines, etc. to get it out of the Beta stage.
* If you notice anything that seems odd (can't open a formula, potion doesn't have the right strength, suddenly loses an effect, etc.) please drop by the [[#Discussion | Discussion thread]] or [[http://www.gamesas.com/bgsforums/index.php | PM me (haama)]] and I'll try to fix it.

=== COBL
Alchemical Formulas actually does very little, while COBL does the major work. In particular, your formuals and the information required to use them are tied to COBL. So, **do not** de-activate COBL or make a clean save when upgrading - if you do, even for a single save, all of your formulas will become useless.

=== Scripted Effects
While everything has been designed to match the Alchemy menu output, scripted effects work a little differently - or, rather, they work the same as other effects ;). In Vanilla Oblivion, when you combine scripted effects you would only get one of the effects, and they didn't have to be the same scripted effect (i.e., mixing Rat Poison and a Poison Apple could either make a Rat Poison or a Deadly Poison). However, the Formulas treat scripted effects more like other effects - you will need 2 of each effect (i.e., 2 ingredients with Deadly Poison or Rat Poison) and you can have multiple scripted effects (i.e., both Deadly Poison ~~and~~ Rat Poison will be on the poison if you have the necessary ingredients).

==== A few pecularities
* The scripted effect changes won't happen until you open the Formula.
* Potions made in the Alchemy menu will still follow the Vanilla rules. So your first potion will have different scripted effects. After you make a potion from the Formula, the first potion will be updated to follow the new rules and match the potions made by the Formula.
* The hostility (whether you can use the potion as a poison) of the potion effect will be the same as the ingredient's effect.
* The only exception is the vanilla Deadly Poison (Poisoned Apple effect) which will always be hostile.
* There's no real way to check the hostility of the effect beforehand - you'll have to use trial and error!
* There really aren't any (useful) scripted effects in Vanilla Oblivion, so this only applies to modded ingredients.
* As I don't (and can't) know the other modder's original intent this may have unintended consequences or slight incompatibilities. [[#Discussion | Feedback's the only way to change this...]]
* The effects are determined by something you can't really see - there are scripts attached to each effect. These scripts determine the effect, and so you need 2 of each script to make the potion effect (for those itching to know, you only need 1 of each scriptless effect). Common sense would dictate that each effect has a unique name, but as we're spending 100s of hours on a video game to never see a profit, we modders aren't exactly full of "common sense" :P

== Using the mod ===================================================================
=== Example video
You can find a video "tutorial" on using this mod at the [[#LatestVersion | download sites above]]. It's very easy, so it's more of a trailer than a tutorial, but everything should be clear from the video.

=== Writing the Formula
An Alchemist's Quill will automatically be added to your inventory shortly after you start the game. You'll find it in the Apparatus section of your inventory. Use it as any other apparatus - it will start up your Alchemy menu as normal, you can add ingredients and brew potions as normal, etc.. When you create a potion a menu will pop up asking if you want to create a formula. Select "Yes" to create the Formula, "No" if you don't want a Formula but might like a formula for the next potion, and "No, and no more for this session" if you don't want to write any more Formulas (until you close the Alchemy menu and use the Alchemist's Quill again).

=== Notes on the Formula
You'll find your Formulas in the scroll section of your inventory. They will have the same name as the potion they create. For instance, if a Formula makes a potion called "Mages Bane" the Formula scroll will also be named " Mages Bane" (they have a space before the name so they'll all be at the top). They will also have the same effects and strength of your (last brewed) potion. They also have a price tag that can get pretty high - I can't do anything about it as of now, so ignore at will :)

The Formula bypasses the Alchemy menu, but essentially works as if you'd used the Alchemy menu. You still need a Mortar and Pestle to brew a potion as well as 1 of each ingredient to create each potion. The potion's effects, strength, price, etc. will match those created through the Alchemy menu.

==== Master or Single-Ingredient Potions - Nope
*Jedi mind trick* You don't need a formula for these *Jedi mind trick*

==== Skills above 100
There are several mods that allow you to bypass the Oblivion skill cap of 100. Details of how the 4 current options (see [[Skills above 100 (see below for more information) | above]]) determine the strength of your potions:
. 1. Legandary Mastery - Every few levels you'll be given more powerful equipment. These will allow to create very powerful potions just above 100, but is limited to 160.
. 2. Elys' Skill Uncapper - Your potions will follow the same formula as pre-100, as if the cap was removed :) Note that you need to use the Formulas to get the more powerful potions (your first, Alchemy-menu creaeted potion will always be limited to the cap).
. The following require Elys' Skill Uncapper, however they use a different formula for skill levels above 100 (in short, they can be much more powerful for most effects, are more affected by your equipment, and are based on Alchemy and Intelligence instead of Alchemy and Luck).
. 3. Nanite's Legandary Alchemy - Your Alchemy strength is automatically increased as your Alchemy and Intelligence level changes.
. 4. Grandmaster of Alchemy - Uses the same formulas as Nanite's, but also includes quests for more powerful equipment and other goodies.

=== Using the Formula
Click on a Formula to use it (you might note that they're enchanted scrolls - while not generally equippable I have ways around that *evil laugh*). A menu will pop up. This menu will let you choose how many potions to make. To help, there will be a list of the required ingredients, as well as how many you have, at the top of the menu. The options are a bit odd at first (especially if you're not looking at the menu), but is easy to figure out and the instructions are provided in the menu. Essentially you'll see a set of numbers and a "Brew xxx potion(s)" option. xxx is the number of potions you're set to create. To change it, select one of the numbers. Each time you select a number, the menu will come back up and xxx will change to the new number. The numbers are a limited range (essentially -10 to +10 from xxx), so you may have to select a number a couple of times to get the desired number of potions. When you have it set, select "Brew xxx potion(s)" to make the potions.

Again, everything has been set to match the vanilla Oblivion equations, so if you have an Alchemy skill of 5 and set it to brew 100 potions you'll get, let's say, 20 potions at skill level 5, 30 at 6, 35 at 7, and 15 at 8.

=== Lost and Found
If you've lost a Formula, you can easily get it back using COBL's Options menu.
. 1. Click on the COBL "+Options" item in your inventory. This will open a container.
. 2. Click on "RUE". This will open a menu.
. 3. Select "Lost and Found". This will open another container.
. 4. Take any Formulas you want from the container. Exit when you're done.

=== Known Oddities and Bugs
. 1. You won't be able to use static alchemy equipment with your Formulas (working on it). The strength of your potions is based on the equipment in your inventory ~~at the moment you open your formula~~ - so it should work with Bound Apparati type spells (most notably TTT's Legandary Mastery apparati).
. 2. The order of effects on the potion and scroll may change after your first use.
. 3. When you select a formula another scroll will seem to be selected. This is to prevent an accidental casting of the formula - placing the effects on yourself and losing it in the process. You don't need to worry about casting - it will be an empty, non-hostile scripted effect that won't do anything and you'll keep your formula.
. 4. You can't make a recipe for Master/Single-Ingredient Potions.
. 5. The formulas are actually stored with COBL. If you uninstall COBL, you will lose them. Upgrading is still fine. Just copy over the new "COBL Main.esm" file and continue playing - no need to make a clean save. And to hammer the point - **Don't make a clean save**.

Installation...

== Versions ===================================================================
=== 0.91 [5/12/2008]
* Can now handle scripted effects (make sure to update COBL and Pluggy).
* Fixed a bug caused by removing SI and using a SI formula afterwards.
* Can now use recipes while on horseback (really a COBL fix, but still...)
=== 0.9 [4/13/2008]
* Major reorganization of the mod - almost brand new!

== Credits
. Many, many thanks to Elys for her hard work making Pluggy - this made the mod much easier to do, and brought it back into the realm of possibility.
. Thanks to the OBSE team for making modder's life easier and slathering on the functions nice and thick :)
. Thanks to all on the forum who've helped along the way - it's been a year in the making so assume I mean everyone :P

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Ryan Lutz
 
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Post » Wed Sep 29, 2010 12:04 am

First post! First post!

It's here. :D Well almost here. ;)
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Natalie J Webster
 
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Post » Tue Sep 28, 2010 1:43 pm

No offense, but last time I used this mod it showed no signs of working properly. Whenever I used a catalyst it just took all the ''reactants'' and gave me nothing. After that the catalyst item category became unusable and also undisposable (till I got a mod that removed the apparent quest item tag). This happened with the scrolls as well I recall. If these problems have been fixed I'll probably download again because it was a nice mod; I do like the idea of modifying existing potions with the catalysts and recording recipes for convenience. The problem was that it simply didn't work for me. Btw, does all of this work with uncapped alchemy skills?
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Angela Woods
 
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Post » Wed Sep 29, 2010 4:08 am

New versions are up - make sure to grab the latest version of COBL (v1.35) and the latest Pluggy Beta (v56)

No offense, but last time I used this mod it showed no signs of working properly. Whenever I used a catalyst it just took all the ''reactants'' and gave me nothing. After that the catalyst item category became unusable and also undisposable (till I got a mod that removed the apparent quest item tag). This happened with the scrolls as well I recall. If these problems have been fixed I'll probably download again because it was a nice mod; I do like the idea of modifying existing potions with the catalysts and recording recipes for convenience. The problem was that it simply didn't work for me. Btw, does all of this work with uncapped alchemy skills?

There were a couple of things you could do with the Catalysts that I didn't foresee, would break the system, and were impossible to fix without re-doing the entire system. They're no longer part of the mod (they'll be included in a future version), and the mod has been greatly redesigned - shouldn't be any problems. As for the uncappers, yes it works with all of them.
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phillip crookes
 
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Post » Tue Sep 28, 2010 11:06 pm

So, let me guess and add sad smiley faces - since I use OOO and Supreme Magicka, I won;t be able to use this because the vanilla potion strengths will be what show up instead of the ones that match the mods :(
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Stefanny Cardona
 
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Post » Wed Sep 29, 2010 5:27 am

So, let me guess and add sad smiley faces - since I use OOO and Supreme Magicka, I won;t be able to use this because the vanilla potion strengths will be what show up instead of the ones that match the mods :(

I wasn't aware they changed anything Alchemy-wise. Either way, the potion will match what you could have made in the Alchemy menu, even if those mods changed a few settings around. Of course, they may not be as powerful as the ones you buy in the store. In that case, you might want one of the "uncapper" mods mentioned above.
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Lew.p
 
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Post » Tue Sep 28, 2010 7:29 pm

i use the grandmaster of alchemy mod and i'm really happy this works with it. do the formulas use the better equipment that you can get tho? so would my potions made from a formula be more powerful when I have the most powerful equipment than when I have master equipment?
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Maya Maya
 
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Post » Tue Sep 28, 2010 11:50 pm

i use the grandmaster of alchemy mod and i'm really happy this works with it. do the formulas use the better equipment that you can get tho? so would my potions made from a formula be more powerful when I have the most powerful equipment than when I have master equipment?

As long as the equipment is in your inventory when you use the Formula, yes.
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jesse villaneda
 
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Post » Tue Sep 28, 2010 3:00 pm

Thanks for the update, will amend the list ! ! ! !
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Kelly Upshall
 
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Post » Tue Sep 28, 2010 11:42 pm

[bump] for the weekday crowd

Silence is golden? The tutorial video and/or readme are clear?
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Philip Lyon
 
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Post » Tue Sep 28, 2010 10:22 pm

I wrote this on the PES download page but I think this is a more appropriate place for some comments about this mod.

First let me say that I really, really want this mod to work. The worst thing in the world is having to click the mouse 500 times in order to make the same potion over and over again. It takes away from playing time and causes pain to boot...

Anyway, I've installed the latest version (v9) - a clean install (I never used a previous version). I installed pluggy v56. I already have the latest COBL and OBSE installed.

I can create the recipes w/o any problem. A scroll icon appears in my GUI. However, if I click on the scroll I get an immediate CTD. Here are some other points to ponder:

1. This CTD is amazingly fast. A microsecond and I'm looking at Windows desktop. If I exit Oblivion normally, via the console (qqq) or via Streamline's exit, it usually takes several minutes, the computer often locks up an I get a message from MS asking me if I want to send an error report (yes I know I can turn this option off...).

2. The first time I created a recipe scroll, I got this weird message saying that the .esm file was outdated and I should exit Oblivion, uncheck the .esm file and check the .esp file (or something like those words - I haven't been able to repeat this error message). I exited Oblivion and looked at the mod loading (via WryeBash). Both the .esm and .esp were active. But just for kicks, I unchecked the .esm file and tried again but the game crashed again.

3. If I highlight the .esm file in WryeBash, the text off to the left side of the GUI says that the .esm is v6d. Maybe this a problem? I'm using the .esm file that came with the v9 download and, like I said before, I've never used a previous version of this mod.

It's quite possible that some other factor is causing the crashes (I do have a lot of other mods including many, many associated with FCOM) but it doesn't look like anyone else have given any feedback with respect to the new version so maybe there really is a problem with this .esm file?
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Kristian Perez
 
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Post » Wed Sep 29, 2010 1:01 am

I wrote this on the PES download page but I think this is a more appropriate place for some comments about this mod.

First let me say that I really, really want this mod to work. The worst thing in the world is having to click the mouse 500 times in order to make the same potion over and over again. It takes away from playing time and causes pain to boot...

Anyway, I've installed the latest version (v9) - a clean install (I never used a previous version). I installed pluggy v56. I already have the latest COBL and OBSE installed.

I can create the recipes w/o any problem. A scroll icon appears in my GUI. However, if I click on the scroll I get an immediate CTD. Here are some other points to ponder:

1. This CTD is amazingly fast. A microsecond and I'm looking at Windows desktop. If I exit Oblivion normally, via the console (qqq) or via Streamline's exit, it usually takes several minutes, the computer often locks up an I get a message from MS asking me if I want to send an error report (yes I know I can turn this option off...).

2. The first time I created a recipe scroll, I got this weird message saying that the .esm file was outdated and I should exit Oblivion, uncheck the .esm file and check the .esp file (or something like those words - I haven't been able to repeat this error message). I exited Oblivion and looked at the mod loading (via WryeBash). Both the .esm and .esp were active. But just for kicks, I unchecked the .esm file and tried again but the game crashed again.

3. If I highlight the .esm file in WryeBash, the text off to the left side of the GUI says that the .esm is v6d. Maybe this a problem? I'm using the .esm file that came with the v9 download and, like I said before, I've never used a previous version of this mod.

It's quite possible that some other factor is causing the crashes (I do have a lot of other mods including many, many associated with FCOM) but it doesn't look like anyone else have given any feedback with respect to the new version so maybe there really is a problem with this .esm file?

You only needed that esm for when you were upgrading from v6b. It was to make sure no existing formulas are lost. So remove the esm and it should work correctly (may need a clean save again). :)
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nath
 
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Post » Tue Sep 28, 2010 8:44 pm

This new version is great, and I've had no trouble with it, but I was wondering if it is expected behaviour that you can 'cast' the formulas, i.e., if you click on a formula, then cancel out of it and hit the cast button, all the effects of the potion get cast on yourself? Nasty with some of the more potent poisons!

Also, with Expanded Spell Hotkeys I got the impression that choosing a spell from your inventory using an ESH hotkey doesn't clear the formula from your current casting position, though I could be wrong about that - I'll test it later (at work now).
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liz barnes
 
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Post » Tue Sep 28, 2010 11:35 pm

You only needed that esm for when you were upgrading from v6b. It was to make sure no existing formulas are lost. So remove the esm and it should work correctly (may need a clean save again). :)


Aha! Thanks for the info. I'll try it out later...
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RAww DInsaww
 
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Post » Tue Sep 28, 2010 10:38 pm

This new version is great, and I've had no trouble with it, but I was wondering if it is expected behaviour that you can 'cast' the formulas, i.e., if you click on a formula, then cancel out of it and hit the cast button, all the effects of the potion get cast on yourself? Nasty with some of the more potent poisons!

Also, with Expanded Spell Hotkeys I got the impression that choosing a spell from your inventory using an ESH hotkey doesn't clear the formula from your current casting position, though I could be wrong about that - I'll test it later (at work now).

Shouldn't happen - when you select a formula another, basic formula is silently "force-selected" on you. The basic formula should have something like Shield for 1 second. Maybe that's causing the problem with ESH (I haven't looked at it, so I don't quite follow what you mean).

[update] - just double-checked, after selecting a formula if you cast the spell/scroll it'll be an empty scripted effect on Touch (no script, no hostility, so it shouldn't do anything). If it actually casts the effect on the formula, then I need to check it out - I assume it's something with how ESH works and I'll need to make a patch.

@Username was Censored: If you're working with a clean save, don't load "Alchemical Formulas.esm". You only need to activate the "Alchemical Formulas.esp". Let me know if it still crashes.

@kyoma: Don't clean save (at least, don't save without COBL)! The process should be
  • Install and activate COBL, Pluggy, OBSE
  • If you've used <9 Alchemical Formulas, activate the "Alchemical Formulas.esm" file
  • Start the game, wait for the "finished" menu - repeat for each save game you want to update
  • De-Activate "Alcheimcal Formulas.esm" (but leave COBL activated), uninstall any of the old Alcheimcal Formula components
  • Activate "Alchemical Formulas.esp"
  • Start the game

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Oceavision
 
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Post » Tue Sep 28, 2010 3:14 pm

@kyoma: Don't clean save (at least, don't save without COBL)! The process should be....

Yea that's kinda what I ment. Should have formulated it better. :lol:
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Alan Cutler
 
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Post » Tue Sep 28, 2010 11:49 pm

Yea that's kinda what I ment. Should have formulated it better. :lol:

No problem. I had to hammer the point across for anyone else - if you uninstall COBL, you lose the formulas.
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priscillaaa
 
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Post » Wed Sep 29, 2010 5:08 am

No problem. I had to hammer the point across for anyone else - if you uninstall COBL, you lose the formulas.

I think it's a great idea to assign all the arrays to COBL and not AF. That way, should the user ever need to re-initialize AF by making a clean save from it, he won't loose his formulas. Up until now I couldn't really think of any reasons that would make one assign a different esp to the created array or string. :)
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JD bernal
 
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Post » Tue Sep 28, 2010 8:12 pm

Still crashes when I click on a scroll... (but I must admit that I have a lot of mods activated).

What I did (using WryeBash) was:

1. Delete the .esm file;
2. Uncheck the .esp file;
3. Load up my save game;
4. Save and exit;
5. Activate the .esp file;
6. Load up my save game;
7. Save and exit;
8. Load up my save game.

No dice with the formulas. What I do get, however, is a fairly valuable scroll that I can sell...

Haven't tried the old version yet (v6d). Maybe that'll work.
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CArla HOlbert
 
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Post » Wed Sep 29, 2010 3:48 am

Guess I'll try the basics - what Oblivion patch are you using (number and locale)? What type of CPU, Video card?

Other than that, if you're willing I can send you a debug version so I can figure out where it's crashing. Other mods shouldn't affect it at all, so all that's about all I can think of.

[another possibility] - Do you have the SoundCommands plugin installed?
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K J S
 
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Post » Wed Sep 29, 2010 12:16 am

Guess I'll try the basics - what Oblivion patch are you using (number and locale)? What type of CPU, Video card?

Other than that, if you're willing I can send you a debug version so I can figure out where it's crashing. Other mods shouldn't affect it at all, so all that's about all I can think of.

[another possibility] - Do you have the SoundCommands plugin installed?


Using SI patch (v1.2.0416English). CPU is a P4, 3400Hz w/ HT on; 3GB ram; 8600GTS w/ 512MB. Drivers are updated (although the MB Bios is old due to the fact that Dell bites the big one...). No SoundCommands plugin that I know of.

I do use a beta nVidia driver (174.74).

Last night I deleted the v9 version and loaded up the v6d and it worked w/o any problems.

You can send me a debug version if you want. As a first step I'll see if I get the same problem with the certified nVidia driver.
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Alan Whiston
 
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Post » Tue Sep 28, 2010 11:43 pm

[ahh, so nice to be able to think clearly as my allergies lift]
----
Wait a minute, I'm making this too hard. (I've grown very used to oddball errors)

You don't even get to the menu after opening the recipe? Are you using OBSE v0014 (the OBSE .dll files will have a date of Jan. 18)? If so, upgrade to OBSE v0014a (file date Feb. 12) and that should take care of it.


@kyoma: To be honest, I'm not using another EspID :P If you look at "Alchemical Formulas.esp" it does very little now. I moved almost all of the processes to COBL so others can use it.
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Antonio Gigliotta
 
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Post » Tue Sep 28, 2010 3:11 pm

Wait a minute, I'm making this too hard. (I've grown very used to oddball errors)

You don't even get to the menu after opening the recipe? Are you using OBSE v0014 (the OBSE .dll files will have a date of Jan. 18)? If so, upgrade to OBSE v0014a (file date Feb. 12) and that should take care of it.

[ahh, so nice to be able to think clearly as my allergies lift]


Good call. I could've sworn that 14a was installed but sure enough, the dates on the .dlls were from January. I installed the February ones and now everything works as it should. I look forward to testing the mod (there are so few truly "new/original" mods out there but this just might qualify).

Thanks for all the help!
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Aliish Sheldonn
 
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Post » Wed Sep 29, 2010 5:24 am

Good call. I could've sworn that 14a was installed but sure enough, the dates on the .dlls were from January. I installed the February ones and now everything works as it should. I look forward to testing the mod (there are so few truly "new/original" mods out there but this just might qualify).

Thanks for all the help!

Good to hear - enjoy the mod!
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Anna Watts
 
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Joined: Sat Jun 17, 2006 8:31 pm

Post » Tue Sep 28, 2010 10:07 pm

Just found a rare bug - it won't occur unless you remove Shivering Isles and try to use a formula requiring a SI ingredient (can also happen if a mod upgrade removes an ingredient used by the formula, but that should be even rarer). The formula is supposed to destroy itself and display a menu, but instead nothing will happen, and then all of your other formulas won't work and are borked :sad:

Hopefully OBSE v15 will have a fix, but for now if you remove SI make sure you place all of your SI formulas somewhere you'll never find again (or don't uninstall SI :P).

[update] - Actually, Pluggy already has a fix :P The next COBL update will have the fix.
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Latino HeaT
 
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Joined: Thu Nov 08, 2007 6:21 pm

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