[relz] - Alchemist For Hire

Post » Thu Apr 21, 2011 3:58 pm

Alchemist for Hire
Version 1.0

This mod adds an alchemist that you can hire to do your potion creating for you, in order to enhance roleplaying.

Download at -
http://www.tesnexus.com/downloads/file.php?id=30517
http://www.invision.tesalliance.org/forums/index.php?/files/file/395-alchemist-for-hire/

Version: 1.0
Date: 2/24/2010
Category: Miscellaneous/Shop
Author: Cydonian_Knight

=================
Requirements:
=================

Oblivion 1.2.416
Shivering Isles

Oblivion Script Extender.
Homepage: http://obse.silverlock.org

Universal Silent Voice (Or you can generate your own silent Mp3 files, if you prefer not to use this mod)

=================
Description:
=================

This mod allows you to create player-made, custom potions without using your character's alchemy skill at all. This mod is meant for roleplayers who do not want custom potions, but don't want their character to use their alchemy skill. I got the inspiration for this mod while playing a pure warrior character and realizing how different the game is without the ability to make your own potions. The potions that you find in ruins or the ones you can buy are not nearly as powerful or interesting as the ones you can make. But, since I was roleplaying a warrior, I refused to touch Alchemy at all. And so I decided to make this mod.

This mod adds a vendor just to the right of the Kvatch Encampment that you can fund and hire. The vendor then lets you create player-made potions, but without using or increasing your alchemy skill. You will then need to buy the potions that you created from the vender. Thus, you have a roleplay-friendly way to create custom strength potions.

=================
Details:
=================

The vendor is located just to the right of the Kvatch Encampment, in a small valley at the base of the Kvatch Cliffs.

After hiring the vendor, he will set up an Alchemist shop. In this shop, there is a request form that, when activated, will let you make potions using the default alchemy menu. When you are done creating potions, they will be transfered to the inventory of the vendor, from whom you can buy them.

The strength of the potions is based on the skill of the vender. You can increase the power of the potions you make by this method by increasing the vender's skill, and the level of apparatus he uses. Both of these factors are increasable via a dialogue option.

=================
Installation
=================

1. Extract this archive to any folder and then copy the contents to Oblivion's Data
folder.
2. Start Oblivion Launcher, click Data Files, and enable the .esp file(s).

=================
Un-Installation:
=================

1. Start Oblivion Launcher, click Data Files, uncheck the .esp file(s).
2. Delete the files/folders associated with the mod.

=================
Incompatibility:
=================

This mod should be compatible with everything. The only thing that would cause an incompatibility is another mod that edits the same cell that this mod does (-35,-7), but I am not aware of any that do.

=================
Known Issues:
=================

None known

=================
History:
=================

2/24/2010 - 1.0 - Initial Release

=================
Contact:
=================

I can be found on gamesass forums, TES Alliance, and The Engineering Guild as Cydonian_Knight. On TES Nexus, I am Cydonian Knight. You can reach me in any of these places.

=================
Credits:
=================

Thanks to Bethesda for creating Oblivion.

helborne for his Alchemy Chart resource

Meo for the bookset, open books, globes,

Trollf for the Robe and Staff resource

Giskard for the retextured building

Daleth for the Ingredient Storage Shelf resource

Darkrider for his Celtic Decor and Celtic Decor II resources

shadeMe for lots of scripting help

The TES Alliance Beta Testing Guild, and in particular Joben, for beta testing this mod.

Thanks to InsanitySorrow for the custom sign retexture and for his ReadMe Generator this file is based on.

=================
Tools Used:
=================

Insanity's ReadMe Generator
Elderscrolls Construction Set
GIMP
NifSkope
TES4Gecko
TES4Files


=================
Licensing/Legal:
=================

You must contact me and obtain my permission before re-packaging any part of this mod. Almost all of the resources used in this mod are created by others, so check with their authors before using the resources used in this mod.

User avatar
Nienna garcia
 
Posts: 3407
Joined: Wed Apr 25, 2007 3:23 am

Post » Thu Apr 21, 2011 8:59 pm

Cool idea! Thanks for sharing. I've always been hesitant to not use the alchemy skill, but this is a great immersive alternative.
User avatar
Ashley Tamen
 
Posts: 3477
Joined: Sun Apr 08, 2007 6:17 am

Post » Thu Apr 21, 2011 3:25 pm

Thanks Phaedra, hope you enjoy it :)

I added a link to the download on TESAlliance in the OP.
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Thu Apr 21, 2011 9:42 pm

This is a reall good idea - that I will not use because Alchemy is integral to my character (probably because I am a chemist in real life). But grats on finding an needed mod niche and filling it.
User avatar
Tyrone Haywood
 
Posts: 3472
Joined: Sun Apr 29, 2007 7:10 am

Post » Thu Apr 21, 2011 8:31 pm

This is a reall good idea - that I will not use because Alchemy is integral to my character (probably because I am a chemist in real life). But grats on finding an needed mod niche and filling it.


Thanks Glorfindel7 :). No, this mod won't be of too much use to magic users or characters who use Alchemy as a skill. But I'm hoping some of the warriors out there find it useful :)
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Thu Apr 21, 2011 5:35 pm

Bump for the Saturday crowd.
User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Fri Apr 22, 2011 3:01 am

Congratulations on the release :) Keep up the bad work :thumbsup:
User avatar
Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Thu Apr 21, 2011 9:10 pm

Congrats on getting this released CK :foodndrink:
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

Post » Thu Apr 21, 2011 2:15 pm

And thanks to both of you too, shadeMe and IS, for all your help and support in getting this released :)
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Thu Apr 21, 2011 11:50 am

Very interesting (and needed) idea. I will definitely try it out.

Thanks for this!

Regards,

Hem
User avatar
Katie Pollard
 
Posts: 3460
Joined: Thu Nov 09, 2006 11:23 pm

Post » Fri Apr 22, 2011 4:00 am

Thanks Hem :). Small bump in case anyone is interested in this.
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu Apr 21, 2011 6:23 pm

~5 Month bump :)
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Thu Apr 21, 2011 1:49 pm

how about adding more alchemists elsewhere where they would make sense? maybe even have an option for all alchemists everywhere to offer this service.
User avatar
Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Thu Apr 21, 2011 8:03 pm

Little bump for this guy. :)
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm


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