[RELz] Alchemy Advanced v1_0

Post » Sat Dec 25, 2010 11:47 am

Thanks for reporting, and for the record the screenshots do help quite a bit.

Unfortunately, none of the things you're describing are the actual problem - they're just side effects of the Oblivion script engine going wonky after it hit an error. I've had several reports of bizarre behavior like this, and finding the actual error generally proves very difficult.

If you'd like to help with a little debugging, send me a PM and I'll give you some instructions on how to download a console logging mod and turn on AA's debugging output.

If you'd rather go for a quick and dirty fix, you might try the procedure below. Caveats: This will erase any stored recipes your character has. Also, without knowing the original cause of the problem, I can't promise that this will work. And if it does, I can't guarantee the problem won't come back. Sorry!
  • Open the console in-game (~ key).
  • Type the following: 'set RshAlchQuestAlchemy.INITIALIZED to 0'
  • Close the console and all menus and run around in the game world for at least 15 seconds while the initialization quest reboots.
  • Open the alchemy menu and see if everything is back to normal


Sorry, already kinda disabled it then enabled it through switching the esp on and off, but if it happens again I'll create a seperate save. (I only really save with quicksave/autosave :x )
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Alexx Peace
 
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Post » Sat Dec 25, 2010 11:38 am

... here's a little suggestion: you could reorganize your package a little bit ...
Glad to hear someone besides myself likes the filtering system. And I agree, the folder structure could stand to be rethought. Thanks for the suggestion.

Sorry, already kinda disabled it then enabled it through switching the esp on and off, but if it happens again I'll create a seperate save. (I only really save with quicksave/autosave :x )
No sweat - if it crops up again, just put up another post.
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Allison C
 
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Post » Sat Dec 25, 2010 5:34 pm

Love this mod. But, got some issues. First off, doesn't correctly support Left handed mouse. I'm sure that is an issue with OBSE though. I just edited it myself to use 257 scan code instead of 256 and it works fine. Second, some potions really unbalance game, Chameleon 76% for 15 seconds is alot more useful than 25% for longer duration. Other than that, awesome mod. :P

EDIT: Just read the topic on the new beta. Looks like the needed function was just added. GetMouseButtonsSwapped. Cool.
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Joey Bel
 
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Post » Sat Dec 25, 2010 6:40 pm

... doesn't correctly support Left handed mouse ...
That hadn't ever occurred to me. Thanks for bringing it up; I'll remember to add that support in future versions.

... some potions really unbalance game, Chameleon 76% for 15 seconds is alot more useful than 25% for longer duration.
I agree. The % based effects like Chameleon, Resistances, Weaknesses, Reflect Damage, etc. become very overpowered as they get close to 100%. This is a core problem with the Oblivion magic system, though - all of these effects can easily be exploited through custom spells and enchantments as well. AA isn't intended to fix the balance, merely to bring alchemy more in line with these other forms of magic.
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Steve Fallon
 
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Post » Sat Dec 25, 2010 12:18 pm

This might just be a case of operator headspace, but when I installed the OMOD, there's no esp and no readme. In fact, all I get when I download the OMOD version is the OMOD itself - not zipped or anything. Is this supposed to be like this? I downloaded the Archive version, but there was nothing to tell me where the menu files go (beyond Data/Menus, which I could figure out on my own). I'm using DarkUI, so I'm assuming the DarkUI replacement files go into Data/Menus/prefabs/RShalchemy, overwriting the existing ones?
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Kelvin Diaz
 
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Post » Sat Dec 25, 2010 8:53 pm

This might just be a case of operator headspace, but when I installed the OMOD, there's no esp and no readme. In fact, all I get when I download the OMOD version is the OMOD itself - not zipped or anything.


Did you double-click on the omod? That should launch it deactivated in OBMM. Then you click at the bottom of the OBMM screen to activate it, and you're done. You should get the ESP showing up in Wrye (or whatever you use). I do. Is this not happening for you?
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Britney Lopez
 
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Post » Sun Dec 26, 2010 1:07 am

This might just be a case of operator headspace, but when I installed the OMOD, there's no esp and no readme. In fact, all I get when I download the OMOD version is the OMOD itself - not zipped or anything. Is this supposed to be like this? I downloaded the Archive version, but there was nothing to tell me where the menu files go (beyond Data/Menus, which I could figure out on my own). I'm using DarkUI, so I'm assuming the DarkUI replacement files go into Data/Menus/prefabs/RShalchemy, overwriting the existing ones?

An OMOD file is an archive, specially formatted to be read by timeslip's http://timeslip.chorrol.com/obmmm/index.html. Perhaps I should state that directly on the download page.

Both the omod and zip packages contain "Alchemy Advanced v#_# Readme.txt", which has fairly specific installation instructions.

If you're undecided about which to use, the omod version is recommended because OBMM automates the somewhat tedious installation process.
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Charleigh Anderson
 
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Joined: Fri Feb 02, 2007 5:17 am

Post » Sat Dec 25, 2010 2:06 pm

Mostly, I just want to say that I love this mod. It's amazing how thoroughly integrated it is into the game and how well it works. Plus, the documentation is incredible! (Which is something that many modders don't pay as much attention to.)

I have a couple of suggestions if you're still working on this:

1) It would be great if it was possible to click on the icons for the various pieces of alchemy equipment and choose one (or none) from your inventory, rather than automatically using the best possible equipment. I guess there aren't a lot of use-cases for this, but one big one is when trying to brew up potions with Damage Personality effects to be able to use Namira's shrine. I had to drop my alembic, but it would be nicer if it was possible in the alchemy menu just to choose not to use it. (Obviously, this isn't a big deal, but it seems like it would fit with the rest of the mod, and it would be nice.)

2) I think the default INI setting for the default ingredient autofilter should be "Match Recipe". It's what people are used to from Vanilla, and I almost stopped using this mod before realizing that was a setting I could change through the Settings menu.
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Kirsty Wood
 
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Post » Sat Dec 25, 2010 6:35 pm

I've a bug with this mod. Or it might have been an incompatibility had you not said it is compatible with everything. Anyway, here it is: after I install this mod some ingredients no longer get mixed, even if they definitely have common effects. For example, various types of meat (Dog and Beef, for example). Recipe filter does not recognize than as similar, not does adding them manually produce a possibility of brewing a potion.

Here's my mod list, should you need it:

Подключенные моды:00  Oblivion.esm01  Jog_X_Mod.esm02  You Are Here.esm03  All Natural Base.esm  [версия 0.9.8]04  Francesco's Leveled Creatures-Items Mod.esm05  Francesco's Optional New Items Add-On.esm06  Cobl Main.esm  [версия 1.72]07  Oscuro's_Oblivion_Overhaul.esm  [версия 1.34]08  Mart's Monster Mod.esm  [версия 3.7b3p3]09  TamrielTravellers.esm  [версия 1.39c]0A  FCOM_Convergence.esm  [версия 0.9.9MB3]0B  Armamentarium.esm  [версия 1.35]0C  Artifacts.esm  [версия 1.1]0D  Open Cities Resources.esm  [версия 3.3.2]0E  BetterMusicSystem.esm0F  Progress.esm  [версия 2.2]10  HorseCombatMaster.esm11  ShieldOnBack.esm**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp12  Unofficial Oblivion Patch.esp  [версия 3.2.4]13  UOP Vampire Aging & Face Fix.esp  [версия 1.0.0]14  DLCShiveringIsles.esp15  Unofficial Shivering Isles Patch.esp  [версия 1.4.0]16  MM_AlchemyPotions.esp17  MM_Settings.esp18  MM_TextHorse.esp19  MM_TextLoading.esp1A  Disease Immunity (Oblivion + Shivering Isles).esp1B  MM_TorchLight80.esp++  Shivering OOO.esp1C  Francesco's Optional Chance of Stronger Bosses.esp1D  Francesco's Optional Chance of Stronger Enemies.esp1E  Francesco's Optional Chance of More Enemies.esp1F  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [версия 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [версия 0.9.9]20  FCOM_FrancescosNamedBosses.esp  [версия 0.9.9]21  Fran_Lv30Item_Maltz.esp++  OMOBS_FRAN.esp**  LoadingScreens.esp22  All Natural - Real Lights.esp  [версия 0.9.8]23  All Natural.esp  [версия 0.9.8]24  All Natural - SI.esp  [версия 0.9.8]++  All Natural - EW + NW + AWS.esp  [версия 0.9.6]25  Better Bell Sounds.esp26  BetterMusicSystem(SI).esp++  ln.esp++  Symphony of Violence.esp27  MIS Low Wind.esp28  MIS New Sounds Optional Part.esp29  Atmospheric Oblivion.esp2A  Distant Chapel Bells.esp2B  Soundscaper.esp2C  Storms & Sound.esp2D  Rainbows.esp2E  WindowLightingSystem.esp2F  300_Lore_Dialogue_Updated.esp**  Book Jackets Oblivion.esp30  aaaBorsBedrolls.esp++  CM_Better Wine.esp31  diversegrasses.esp32  DS Time Manager.esp  [версия 1.1]33  ChaseCameraMod.esp34  ImprovedSigns.esp35  kuerteeSittableRocks.esp36  MM_TextLocks.esp37  personality_idles4.esp38  P1DseeYouSleep.esp39  P1DlookHereYou.esp3A  RAEVWD Cities.esp  [версия 1.7]3B  RAEVWD New Sheoth.esp  [версия 1.5]3C  RAEVWD Imperial City.esp  [версия 1.7]++  RealWalk.esp3D  Shield on Back 3.1.esp++  1HweaponOnBack.esp3E  Spell Delete.esp3F  Update My Statue.esp  [версия 1.30]40  VA_BetterGold.esp41  Walk to Oblivion - OBSE.esp42  Enhanced Economy.esp  [версия 3.4.1]43  Crowded Roads.esp  [версия 2.0]44  Choices and Consequences.esp  [версия 2.02]45  Map Marker Overhaul.esp  [версия 3.3.1]46  Map Marker Overhaul - SI additions.esp  [версия 3.0.2]47  sr_super_hotkeys.esp48  DLCHorseArmor.esp49  DLCHorseArmor - Unofficial Patch.esp  [версия 1.0.5]4A  ImpLegion Horse Armour.esp4B  DLCOrrery.esp4C  DLCOrrery - Unofficial Patch.esp  [версия 1.0.3]4D  Choices and Consequences - SM Plugin Refurbish - Orrery.esp  [версия 2.0]4E  DLCVileLair.esp4F  DLCVileLair - Unofficial Patch.esp  [версия 1.0.5]50  P1DseeYouSleep - DLCVileLair.esp51  DLCMehrunesRazor.esp52  DLCMehrunesRazor - Unofficial Patch.esp  [версия 1.0.4]53  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [версия 1.0.1]**  Book Jackets DLC.esp++  GrimbotsSpellTomes.esp++  MaleBodyReplacerV4.esp++  ArtifactsFemaleArmor.esp**  FineWeapons.esp++  RustyItems.esp54  Armamentium female.esp55  Command Mount.esp56  DLCThievesDen.esp57  DLCThievesDen - Unofficial Patch.esp  [версия 1.0.5]58  DLCThievesDen - Unofficial Patch - SSSB.esp  [версия 1.0.4]59  KDCircletsOOOOptimized - NPC Equip.esp  [версия 1.2]++  FCOM_KDCircletsOOOOptimizedNPCEquip.esp  [версия 0.9.9]5A  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [версия 0.9.9]5B  Oblivion WarCry EV.esp5C  FCOM_WarCry.esp  [версия 0.9.9MB3]5D  Oscuro's_Oblivion_Overhaul.esp  [версия 1.34]++  OMOBS_OOO_missing_Oblivion_Bow_Ammo.esp++  OMOBS.esp  [версия 1.0]++  OMOBS_SI.esp5E  OMOBS Optional Combat Settings.esp  [версия 1.0]5F  Choices and Consequences - OOO.esp  [версия 2.0]++  ArmamentariumLLVendors.esp  [версия 1.35]60  ArmamentariumArtifacts.esp  [версия 1.35]++  Armamentarium SoB Patch.esp61  FCOM_Convergence.esp  [версия 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [версия 0.9.9beta2]62  FCOM_RealSwords.esp  [версия 0.9.9]++  FCOM_SpawnRatesReduced.esp  [версия 0.9.9Mb3]63  Mart's Monster Mod - More Wilderness Life.esp  [версия 3.7b3p3]++  Mart's Monster Mod - More Passive Wildlife.esp  [версия 3.7b3p3]++  FCOM_SaferRoads.esp  [версия 0.9.9]++  FCOM_LessRats.esp  [версия 0.9.9]++  FCOM_LessReaversInGates.esp  [версия 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [версия 3.7b3p3]++  Mart's Monster Mod - No Bone Loot.esp  [версия 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [версия 3.7b3p3]64  Mart's Monster Mod - Zombies for Body Meshes.esp  [версия 3.7b3p3]65  Mart's Monster Mod - Safer Quest Locations.esp  [версия 3.7b3p3]66  Mart's Monster Mod - Dungeons of MMM.esp  [версия 3.7b3p3]67  Mart's Monster Mod - Farm Animals.esp  [версия 3.7b3p3]68  Mart's Monster Mod - Diverse WaterLife.esp  [версия 3.7b3p3]++  Mart's Monster Mod - Slof Horses Complete.esp  [версия 3.7b3p3]++  OMOBS_MMM.esp++  TamrielTravellerAdvscript.esp  [версия 1.40Alpha]69  TamrielTravellers4OOO.esp  [версия 1.39c]6A  ShiveringIsleTravellers.esp  [версия 1.39c]++  FCOM_TamrielTravelers.esp  [версия 0.9.9]6B  kuerteeWanderingEncounters.esp++  FCOM_DiverseGuardUnity.esp  [версия 0.9.9]++  FCOM_HungersUnitySI.esp  [версия 0.9.9]++  FCOM_FriendlierFactions.esp  [версия 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [версия 3.7b3p3]++  ArmamentariumLL4OOO.esp  [версия 2.01]++  ArmamentariumLLMagicOOO.esp  [версия 1.35]**  LoadingScreens-OOO.esp6C  KDCircletsOOOOptimized - Loot Only.esp  [версия 1.2]6D  SSEE-OOO.esp6E  OOO-WaterFish.esp  [версия 1.34]++  EVE_StockEquipmentReplacer4FCOM.esp6F  Artifacts.esp  [версия 1.1]++  Artifacts - ArmaCompleteAddon.esp  [версия 1.0]++  Artifacts SoB Patch.esp70  LetThePeopleDrink.esp  [версия 2.5]71  Elder Council Plugin 1.1.esp72  thievery.esp73  thievery - EE patch.esp  [версия 1.0]74  DLCBattlehornCastle.esp75  DLCBattlehornCastle - Unofficial Patch.esp  [версия 1.0.4]76  Lynges_Thieves_Highway-10256.esp77  DLCFrostcrag.esp78  DLCFrostcrag - Unofficial Patch.esp  [версия 1.0.4]79  Knights.esp7A  Knights - Unofficial Patch.esp  [версия 1.0.9]++  EVE_KnightsoftheNine.esp7B  SM Plugin Refurbish(Merged).esp  [версия 1.21]7C  Consequences.esp7D  Consequences_Vile.esp7E  The Lost Spires.esp7F  Mart's Monster Mod - City Defences.esp  [версия 3.7b3p3]++  FCOM_Knights.esp  [версия 0.9.9Mb3]80  xuldarkforest.esp  [версия 1.0.4]81  LostSpires-DarkForest patch.esp82  xulStendarrValley.esp  [версия 1.2.2]83  xulTheHeath.esp84  MMMMWL-TheHeath patch.esp85  XulEntiusGorge.esp86  xulFallenleafEverglade.esp  [версия 1.3.1]87  LostSpires-Everglade patch.esp  [версия 1.2]88  xulColovianHighlands_EV.esp  [версия 1.2.1]89  xulChorrolHinterland.esp  [версия 1.2.2]8A  xulBeachesOfCyrodiilLostCoast.esp  [версия 1.6.3]8B  xulBravilBarrowfields.esp  [версия 1.3.2]8C  xulLushWoodlands.esp  [версия 1.3]8D  xulAncientYews.esp  [версия 1.4.2]8E  xulAncientRedwoods.esp  [версия 1.6]8F  xulCloudtopMountains.esp  [версия 1.0.3]90  xulArriusCreek.esp  [версия 1.1.3]91  xulRollingHills_EV.esp  [версия 1.3.2]92  MMMMWL-RollingHills patch.esp93  xulPantherRiver.esp94  xulRiverEthe.esp  [версия 1.0.2]95  xulBrenaRiverRavine.esp  [версия 1.0.2]96  xulImperialIsle.esp  [версия 1.6.3]97  xulBlackwoodForest.esp98  xulCheydinhalFalls.esp  [версия 1.0.1]99  xulAspenWood.esp  [версия 1.0.1]9A  xulSkingradOutskirts.esp9B  Open Cities New Sheoth.esp  [версия 1.1]9C  Open Cities Outer Districts.esp  [версия 3.3.2]9D  Open Cities Full + Leyawiin Reborn.esp  [версия 3.3.3]9E  OCC-ULCH-Patch.esp  [версия 2.2]9F  OCC-OOO-Patch.esp  [версия 2.3]A0  OCLR+ULBWForest Patch.espA1  OC+Cheydinhal Falls Patch.esp  [версия 1.0]A2  OC+ULSkingradOutskirts Patch.esp  [версия 1.0]A3  OCC-Lost Spires-Patch.esp  [версия 2.0]A4  OCC-KOTN-Patch.esp  [версия 2.1]A5  Harvest [Flora].esp  [версия 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [версия 3.0.0]++  Harvest [Flora] - DLCVileLair.esp  [версия 3.0.0]A6  Harvest [Flora] - DLCFrostcrag.esp  [версия 3.0.0]A7  Cliff_BetterLetters.esp  [версия 1.1]A8  Dousing The Flames.esp  [версия 1.10]A9  Drop Lit Torches Weight.esp  [версия 1.6]AA  DS Less Predictable Respawn.esp  [версия 1.1]AB  EVE_ShiveringIslesEasterEggs.espAC  Dungeon Actors Have Torches 1.6 DT.espAD  Exterior Actors Have Torches 1.3 DT.espAE  Finite Ammo.esp++  Hurt Me Traps.espAF  ImprovedSoulgems.esp  [версия 1.11]B0  ReneerNPCNameMod.esp++  Short Grass V3.espB1  Storms & Sound - The Lost Spires.espB2  talkwithyourhands PI4.espB3  Toggleable Quantity Prompt.esp  [версия 3.1.1]B4  ATakesAll.esp++  vendorchest-fix Shivering Isles.espB5  Quest Award Leveller.esp++  Quest Award Leveller - Battlehorn Castle.esp++  Quest Award Leveller - Vile Lair.esp++  Quest Award Leveller - Mehrunes Razor.esp++  Quest Award Leveller - Knights of the Nine.espB6  RealHungerv1.4.espB7  RealisticFatigue.espB8  RealisticHealth.espB9  RealisticForceMedium.espBA  RealisticMagicForceLow.espBB  RealSleepExtended.esp  [версия 2.3.4]++  Jjiinx_Enhanced Disease.espBC  StealthyAbsorbsAndDrains.espBD  RshAlchemy.espBE  SM Combat Hide.esp  [версия 1.2]BF  attack and hide medium v2.1.espC0  StealthOverhaul.espC1  Deadlier Sneaking 1.1.espC2  DD_ProximitySneakPenalty.espC3  RenGuardOverhaul.espC4  RenGuardOverhaulShiveringIsles.espC5  Enhanced Grabbing.esp  [версия 0.4]C6  Deadly Reflex 5 - Timed Block with no damage or durability changes.espC7  DeadlyReflex 5 - Combat Moves.espC8  Mart's Monster Mod - Extra Wounding.esp  [версия 3.7b3p3]C9  Deadly Reflex - Breathing Motion & Head Bobbing.espCA  Duke Patricks - Near Miss Magic And Arrows Alert The Target.espCB  Duke Patricks - Actors Can Miss Now.espCC  Duke Patricks - Fresh Kills Now Alert The NPCs.espCD  Duke Patricks - Combat Archery.esp  [версия 1.8.1]CE  SniperSneakSkillup.espCF  nGCD.espD0  nGCD Oghma Infinium.esp++  nGCD Skeleton Key.espD1  ProgressMBSP.esp  [версия 2.0]D2  ProgressSBSP.esp  [версия 1.0]D3  ProgressRBSP.esp  [версия 1.0]D4  ProgressRacial.espD5  ProgressArmorer.esp  [версия 1.0]++  Mart's Monster Mod - Resized Races.esp  [версия 3.7b3p3]D6  TRAP.esp++  EVE_KhajiitFix.espD7  Disable Tutorial Text.espD8  Francesco's 10 days respawn time - 1-20 day lenght rescale.espD9  SPAWN.esp  [версия 0.2]++  [GFX]_Initial_Glow-all.espDA  Get Wet Dark.espDB  BubbleFx.esp++  KoldornsImprovedLava2.esp++  Summon_Bear.esp++  X-Ray Detect.espDC  SnArrowEffects.esp++  BeastTongue_NoEffect.espDD  Shining Creatures.esp++  Shining Creatures_DLCFrostcrag.espDE  Shining Creatures_WillOWisp.espDF  Shining Creatures_AtronachFlame.espE0  Shining Creatures_AtronachFrost.esp**  All Natural - Indoor Weather Filter For Mods.esp  [версия 0.9.8]E1  Oblivion Graphics Extender Support.esp  [версия 0.1]E2  Alchemy_Economy_Fix_and_lighter_potion.espE3  Bashed Patch, 0.espE4  FormID Finder4.espE5  Streamline 3.1.esp

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Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Sat Dec 25, 2010 10:55 am

after uninstalling alchemy advanced the cost of potions droped to 11 coins(alchemy=84)! seems the equations have changed. :huh:
anyone knows how to fix it?
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Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Sat Dec 25, 2010 9:49 pm

Is there anyone getting corrupt save with this mod after upgrading to OBSE v18 (final)?

I upgraded to OBSE v18 final lately; now after creating potions with alchemy sorter I get CTD when saving my game (and of course the save is corrupt).
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Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Sat Dec 25, 2010 11:48 pm

Hi. I installed the mod, and it said wait while the scripts got started. after several goes, after, say, 3 or so minuets, it still said the same. I diligently didn't open windows, and spent an hour running from dive rock to Anvil. It still didn't work. So, I removed the mod from my data file. Now, whenever I try to open the alchemy menu, It says that I should wait, that the mod was still there, which it isn't. So I can't do any alchemy. Can anyone think of anything I can do? ( I always install manually - could that have anything to do with it? )
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Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Sat Dec 25, 2010 2:10 pm

I'll be giving this one a whirl. :twirl: Looks like fun.
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NIloufar Emporio
 
Posts: 3366
Joined: Tue Dec 19, 2006 6:18 pm

Post » Sat Dec 25, 2010 3:11 pm

I like it. You can set potion weights and values, among other things (I don't mess with the other settings, personally), filter ingredient effects (perhaps the best feature of this mod), and make potions using other potions as ingredients (which I'm still figuring out how to do - must be an advanced thing).
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JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Sun Dec 26, 2010 12:22 am

Question: Is this package Bain friendly now? Gabba suggested a BAIN f-reindly folder structure a few posts up.

Also, where do I get the alchemy notebooks? And how do those work in game - I write a recipe in a notebook? If I don't have a notebook, can I not perform alchemy?
Are the bugs related to OBSE v18 (reported by Ayleid_people above) fixed now?
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Sarah Evason
 
Posts: 3507
Joined: Mon Nov 13, 2006 10:47 pm

Post » Sat Dec 25, 2010 2:08 pm

Question: Is this package Bain friendly now? Gabba suggested a BAIN f-reindly folder structure a few posts up.

Making it "BAIN-friendly" is really easy, especially when you have a blueprint like the one provided above. But even without that, there's not too much too it. For this mod, I just threw what I wanted out of it into a 7z, let BAIN know that it had extra directories, and installed. Piece of cake, really.

Also, where do I get the alchemy notebooks? And how do those work in game - I write a recipe in a notebook? If I don't have a notebook, can I not perform alchemy?
Are the bugs related to OBSE v18 (reported by Ayleid_people above) fixed now?

The books are not required to do alchemy. I think you have to buy the books, but I can't recall for certain ATM (maybe something in the readme about this?). I am not aware of any OBSE 18 bugs with this one, so I don't know that anything was "fixed". Was it actually confirmed that it was this mod that was creating corrupt saves? I have not seen that anywhere else.

EDIT: The "Features" PDF included in the archive tells you about the notebooks. :)
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Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Sat Dec 25, 2010 3:12 pm

Are the bugs related to OBSE v18 (reported by Ayleid_people above) fixed now?

I'm not sure what caused this but I have the following facts:

1) These corrupted (really persistent and weird) saves happened in my previous character starting Level 26 or so
2) This bug appeared just a few days after I upgraded from OBSE v18b6 to OBSE v18 final
3) I get a corrupt save everytime (and only after) I have created at least one potion with alchemy menu !!!
That is to say if I make an alchemy potion and save my game just after this operation I get CTD with a corrupt save.
I don't get CTD if I save my game elsewhere.
4) I started over a new character with OBSE v18 final and Alchemy Advanced intalled from the beginning.
Now I'm at level 28 with this character an I confirme I have abolutey encountered any problem creating alchemy potions
and saving my game (I got a corrupt save once but it was for others reasons).
So it's safe to install Alchemy Advanced and OBSE v18 final from the begining and they work fine.

Problem could happens if you change OBSE version in a middle of game.

Notice: Author of this mod attest this mod is 100% compatible with OBSE v17
but not sure what can happens with more recent OBSE versions(read TENEXUs messages)
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Rich O'Brien
 
Posts: 3381
Joined: Thu Jun 14, 2007 3:53 am

Post » Sat Dec 25, 2010 4:37 pm

Notice: Author of this mod attest this mod is 100% compatible with OBSE v17
but not sure what can happens with more recent OBSE versions(read TENEXUs messages)

Well, no worries there. Unless stated otherwise (and if not still in beta), new versions of OBSE are backwards compatible. :)
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Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Sat Dec 25, 2010 3:46 pm

I really like this mod. It adds so much to alchemy.

Now, I know you said you're not adding new features for now, but if you ever get the chance, could you consider these?

- Tying some of the new features to different apparatuses, much like how you can only get refining with a refiner and recipes with a notebook. Something like, you can only use potions as ingredients if you have an alembic, you can only set the duration if you have a calcinator, and maybe you have the option of creating essences only with a retort. I think it would be a good balance actually, since in order to have more control over your potions you need to carry more equipment. So you can carry it all with you, but have less room for loot, or you can leave it at a house but be unable to create ultra powerful potions on the go.

-The ability to set the magnitude of a single effect in a potion, adjusting the balance between each of the effects. So you might combine two ingredients which both have a restore health and feather effect. Using this feature, you can make the restore health effect more pronounced, and feather option weaker here. Which apparatus would control this? I was thinking scales, and an assortment of weights, since it makes sense. In real life, you can get many different reactions simply by controlling the ratio of the ingredients put in. Plus, what kind of alchemist doesn't measure what he's putting in?

-The ability to determine manually if this brew is a potion or poison. Doesn't make sense that paralyzes, drains and damages your health, fatigue, and magicka while silencing you and causing all sorts of elemental damage would be considered a potion because it also fortifies speechcraft. Refiners alleviate this problem somewhat, but it still would be nice have. It'd be especially useful on ingredients that script effects, since Oblivion automatically classifies them as potions.
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vicki kitterman
 
Posts: 3494
Joined: Mon Aug 07, 2006 11:58 am

Post » Sat Dec 25, 2010 6:23 pm

A new version of Alchemy Advanced (v1.2) has been uploaded. It reorganizes the mod's folder structure in an attempt to fix the low-resolution menu texture issues. A new version of Alchemy Extras (v1.1) has also been uploaded. It changes essences from potions to ingredients (so multiple essences are no longer needed for lower level characters), and fixes a few script bugs.
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Cameron Wood
 
Posts: 3384
Joined: Wed Oct 31, 2007 3:01 pm

Post » Sat Dec 25, 2010 9:52 pm

Now, I know you said you're not adding new features for now, but if you ever get the chance, could you consider these ...

I will keep these ideas in mind if (when) I get the chance to work on AA v2.0
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Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Sat Dec 25, 2010 3:18 pm

I am getting an error message that the scripts are not running for AA. I tried reinstalling with no effect. Reverting back to an earlier version fixed the issue. What could be wrong?



i tried installing 1.1 manually and obmm, got the error. then i tried installing 1.2 manually and obmm got the same error even after waiting half an hour out of menu and trying it again.

i have the game of the year version that has shivering isles and everything updated to the latest patch.

i have no clue if i can fix this, \or how to if it's possible.

if anyone knows a version of this mod that does not give this error please let me know, and if you have a link to it, it would be awesome.
\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\ EDIT\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\

i found out why it gave that error, i forgot to load oblivion with obse.

but now i have another problem, when i try to save recipes it says i need new notebooks? whats this about?
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Matthew Aaron Evans
 
Posts: 3361
Joined: Wed Jul 25, 2007 2:59 am

Post » Sat Dec 25, 2010 12:44 pm

when i try to save recipes it says i need new notebooks? whats this about?

Notebooks are a new type of apparatus that allow you to save and load recipes. If you just installed the mod, you can find one guaranteed (not randomly spawned) notebook at the the Gilded Carafe.

I'd strongly suggest you read the readme.txt and at least glance through the Features pdf that are packaged with the mod. Doing so before you installed would have saved you some time (half an hour, at least).
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noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Sat Dec 25, 2010 7:54 pm

Absolutely great mod! My mage-researcher-necromancer loves it!
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Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Sat Dec 25, 2010 5:32 pm

Ok, I'm probably dense enough to not understand how to do this.
Please correct me if I'm wrong, but from the features pdf, I understood that potions can be used to create potions.
For example, I have a Restore Health potion I made, a Strong Potion of Healing, and a weak Potion of Healing.
I can put these items in the Alchemy menu, but "Create" is not available.
Shouldn't I be able to make a new potion(s) combining the 3?

What am I doing wrong?
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Kanaoka
 
Posts: 3416
Joined: Fri Jun 16, 2006 2:24 pm

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