[RELz] Alchemy Advanced v1_0

Post » Sun Dec 26, 2010 4:01 am

I have been using this for a few weeks and still after reading the pdf I don't understand it.

Is there some better way than to constantly move back and forth between the creation screen and the ingredients, clicking remove, match recipe, remove....I would think it would be easier on the crafter to have those items that are used up in creation with some left over to be automatically removed, not leaving a red zero item.

That is only one part of this mod I have no understanding of.
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Claire
 
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Post » Sat Dec 25, 2010 3:26 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?

For obscure balance reasons, you need more than one of each potion you plan to use as an ingredient.
From the section 'Using Potions as Ingredients' in the pdf:
For the sake of balance, it generally takes more than one potion to fill a single ingredient slot:
Potions per Slot = (Base Alchemy Skill)/ Recipe_Ptn_Ingred_Mult

The default value for Recipe_Ptn_Ingred_Mult is 200 - at Base Alchemy Skill of 75, for example, it would take 3 `ingredient' potions to brew a single instance of the recipe.


I have been using this for a few weeks and still after reading the pdf I don't understand it.

Is there some better way than to constantly move back and forth between the creation screen and the ingredients, clicking remove, match recipe, remove....I would think it would be easier on the crafter to have those items that are used up in creation with some left over to be automatically removed, not leaving a red zero item.

That is only one part of this mod I have no understanding of.

Because of how Recipes are incorporated into the menu, it is necessary to allow zero-quantity ingredients. Otherwise, if you loaded a recipe that required something you don't have, that ingredient would be dropped from the list and you would never know you were missing it. Also, it allows you to use the 'Match Ingredient' filter to find a suitable replacement ingredient after you've run out.

For what it's worth, I agree that the menu is pretty clunky. When I was writing the scripts I was more concerned with functionality than polish, and it shows.
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Yvonne Gruening
 
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Post » Sat Dec 25, 2010 6:50 pm

Sorry, your reply is not very helpful to me.
Yes, I understand I'll need multiple potions in the same slot.
What I do not understand is how to add them to that same slot.
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Aliish Sheldonn
 
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Post » Sat Dec 25, 2010 6:59 pm

Sorry, your reply is not very helpful to me.
Yes, I understand I'll need multiple potions in the same slot.
What I do not understand is how to add them to that same slot.

You don't have to do anything special. Just select them like normal ingredients. If you have enough of each, then you should be able to click the 'create' button.

If that is not what's happening, could you post a screenshot of the menu?
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Phoenix Draven
 
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Post » Sat Dec 25, 2010 9:32 pm

Oh. I think I get it now. I'll have to try my thought in Game.

But, if I understand, I'll have to wait until I have X number of a particular potion before I can use it.
So, where I have 3 potions of the same type with differing strengths, I won't be able to combine those 3 to get one or more of the same type but with an averaged strength. Correct?

If that's the case, dang. I'll have to add haama's potion mixer back into my load order.
This is a housekeeping thing for me.
Why have 5 or 6 slots taken up with differently named same effect potions when you can have a single slot with a generic name
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Elizabeth Falvey
 
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Post » Sat Dec 25, 2010 11:55 pm

Oh. I think I get it now. I'll have to try my thought in Game.

But, if I understand, I'll have to wait until I have X number of a particular potion before I can use it.
So, where I have 3 potions of the same type with differing strengths, I won't be able to combine those 3 to get one or more of the same type but with an averaged strength. Correct?

If that's the case, dang. I'll have to add haama's potion mixer back into my load order.
This is a housekeeping thing for me.
Why have 5 or 6 slots taken up with differently named same effect potions when you can have a single slot with a generic name

'Potion ingredients' are treated exactly the same as normal ingredients; since you can't stack different ingredients in the same slot, you can't do it with potions either.

Given what you're trying to do, I'd recommend is that you change Recipe_Ptn_Ingred_Mult to 1 or some other low value. Then you will only need 1 potion to 'fill' an ingredient slot. Note that you still won't be getting an 'average' of the original potions, but rather a completely new potion with strength based on your skill & apparatus quality.

If you wondering about why I suggest a low value - the formula I quoted before is actually incorrect. It should be the inverse: Potions per Slot = Recipe_Ptn_Ingred_Mult / (Base Alchemy Skill). Not sure how that escaped my notice for so long :P
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Jessica Lloyd
 
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Post » Sat Dec 25, 2010 3:12 pm

'Potion ingredients' are treated exactly the same as normal ingredients; since you can't stack different ingredients in the same slot, you can't do it with potions either.

Given what you're trying to do, I'd recommend is that you change Recipe_Ptn_Ingred_Mult to 1 or some other low value. Then you will only need 1 potion to 'fill' an ingredient slot. Note that you still won't be getting an 'average' of the original potions, but rather a completely new potion with strength based on your skill & apparatus quality.

If you wondering about why I suggest a low value - the formula I quoted before is actually incorrect. It should be the inverse: Potions per Slot = Recipe_Ptn_Ingred_Mult / (Base Alchemy Skill). Not sure how that escaped my notice for so long :P

Cool. I'll give it a whril...
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FITTAS
 
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Post » Sun Dec 26, 2010 2:06 am

Maybe it is time to look at your mod again with all the new cool toys available to modders now.
It seems TNO is the UI king around here. :)

(ugh looked at that potion mixer...2007 alpha mod with no comments on it and no upgrades to it...)
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Ricky Rayner
 
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Post » Sun Dec 26, 2010 5:02 am

Maybe it is time to look at your mod again with all the new cool toys available to modders now.
It seems TNO is the UI king around here. :)

(ugh looked at that potion mixer...2007 alpha mod with no comments on it and no upgrades to it...)

I've had enough of Oblivion's script engine. It's buggy and unpredictable and buggy and poorly documented and riddled with bizarre design choices and buggy. Focused on functionality and reliability as they are, the scripts in this mod break on a regular basis - and I can't even figure out why, let alone what to do about it :banghead:. So if (when) I work on AA 2.0, it will be an obse plugin and not a scripted mod. Anyway, atm I simply don't have the time to do either.
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steve brewin
 
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Post » Sat Dec 25, 2010 9:24 pm

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

I can support this. I recently upgraded from 19b3 to 19 final, and I started having weird crashing problems (I've had the same thing before, which pointed to an OBSE conflict); on a hunch (and after checking this thread), I clean saved AA. The problems cleared right up.

So if (when) I work on AA 2.0, it will be an obse plugin and not a scripted mod. Anyway, atm I simply don't have the time to do either.

Good idea, that. :)
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Krystina Proietti
 
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Post » Sun Dec 26, 2010 1:38 am

Just to confirm - does the Alchemy Recipes plugin make the mod http://tesnexus.com/downloads/file.php?id=10147 pointless? And the Refiner makes Haama's older http://www.gamesas.com/index.php?/topic/700775-relz-alchemy-expansions/ Essence Extractor mod obsolete too? But then what about the poison mixer, maker and the potion combiner mods?

What about http://tesnexus.com/downloads/file.php?id=4828? I recall this can be used with Mercer's Ingredient Overhaul. Still true?

Will the Autofilter conflict with http://www.tesnexus.com/downloads/file.php?id=24465?

The issue with static alchemy equipment - does that also include the http://tesnexus.com/downloads/file.php?id=18000 too?

The ini seems to handle potion weight - that is good.
So many alchemy mod options. :ahhh: Kinda lost with the options.

These look interesting:
http://tesnexus.com/downloads/file.php?id=25822
http://tesnexus.com/downloads/file.php?id=29362

and I guess http://tesnexus.com/downloads/file.php?id=33946 too.
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Tikarma Vodicka-McPherson
 
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Post » Sat Dec 25, 2010 10:20 pm

Just to confirm - does the Alchemy Recipes plugin make the mod http://tesnexus.com/downloads/file.php?id=10147 pointless? And the Refiner makes Haama's older http://www.gamesas.com/index.php?/topic/700775-relz-alchemy-expansions/ Essence Extractor mod obsolete too? But then what about the poison mixer, maker and the potion combiner mods?

What about http://tesnexus.com/downloads/file.php?id=4828? I recall this can be used with Mercer's Ingredient Overhaul. Still true?

Will the Autofilter conflict with http://www.tesnexus.com/downloads/file.php?id=24465?

The issue with static alchemy equipment - does that also include the http://tesnexus.com/downloads/file.php?id=18000 too?

The ini seems to handle potion weight - that is good.
So many alchemy mod options. :ahhh: Kinda lost with the options.

These look interesting:
http://tesnexus.com/downloads/file.php?id=25822
http://tesnexus.com/downloads/file.php?id=29362

and I guess http://tesnexus.com/downloads/file.php?id=33946 too.

I have not played most of these mods, so I'm not in a position to say whether AA would replace, coexist, or conflict with them. Haama's alchemy utilities were a major inspiration for this mod, but AA does not reproduce the functionality of his mods exactly. Unless someone who has played with both cares to offer their wisdom here, I'm afraid the only way to answer your questions is to test them out yourself. I'd be curious to here how they all stack up, if you do so.
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CRuzIta LUVz grlz
 
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Post » Sat Dec 25, 2010 5:20 pm

Wow there are tons of features in this mod!

So much so I feel I will need to run this with as few other alchemy mods for awhile to get used to what is available.

Can this mod be used to name individual potions?
Does this not have the normal make potion sound effect? I didn't hear it.
I also could not get he skiders to work no matter where I clicked on mouse scroll or wheel or nothing - always one at a time.
So even with dark UI when I mouse over an effect or other menu option the highlighted effect is highlighted in normal UI colors - is that correct?

on an unrelated note - can your magic extender be used with custom spell icons?
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maddison
 
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Post » Sun Dec 26, 2010 12:40 am

Hello I'm very eager to try this mod. However every time I try to use any alchemical apparatus ingame it shows text that says: "This menu has been replaced by Alchemy Advanced, but the scripts that monitor it are not currently running. If you've just installed the mod or started a new game, close any open menus and give it a few seconds to initialize." - However it never does initialize. I've tried reinstalling the mod several times with all the possible menu options (I'm using DarkUI'Darn), upgrading OBSE to latest version, and even waiting for the scripts to "initialize" like the game says (I left the window open for 10 minutes once). What could be causing this? Thanks if you do know how to work around this problem.
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Kari Depp
 
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Post » Sat Dec 25, 2010 4:45 pm

Hello I'm very eager to try this mod. However every time I try to use any alchemical apparatus ingame it shows text that says: "This menu has been replaced by Alchemy Advanced, but the scripts that monitor it are not currently running. If you've just installed the mod or started a new game, close any open menus and give it a few seconds to initialize." - However it never does initialize. I've tried reinstalling the mod several times with all the possible menu options (I'm using DarkUI'Darn), upgrading OBSE to latest version, and even waiting for the scripts to "initialize" like the game says (I left the window open for 10 minutes once). What could be causing this? Thanks if you do know how to work around this problem.


Do you have OBSE 17 or later installed?
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Eibe Novy
 
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Post » Sun Dec 26, 2010 12:16 am

Hello I'm very eager to try this mod. However every time I try to use any alchemical apparatus ingame it shows text that says: "This menu has been replaced by Alchemy Advanced, but the scripts that monitor it are not currently running. If you've just installed the mod or started a new game, close any open menus and give it a few seconds to initialize." - However it never does initialize. I've tried reinstalling the mod several times with all the possible menu options (I'm using DarkUI'Darn), upgrading OBSE to latest version, and even waiting for the scripts to "initialize" like the game says (I left the window open for 10 minutes once). What could be causing this? Thanks if you do know how to work around this problem.

Common mistakes that might cause this are forgetting to activate RshAlchemy.esp in your load order and forgetting to run the game through the OBSE loader. I'm not sure what you mean by "left the window open for 10 minutes", but if you meant "left the alchemy menu open for 10 minutes" then that won't work anwyay. You need to be waiting with all menus closed - e.g. running around the game world shooting arrows or something - since the quest scripts can only initialize in game mode.

I don't necessarily think you made any of these mistakes, but I've learned to cover the simple things first when troubleshooting. If none of those were the cause of your problem, it may be some sort of obscure script error. You can try manually resetting the scripts by typing
set RshAlchQuestAlchemy.Initialized to 0
into the console. You'll need to leave all menus closed (same as for a fresh installation) for about 15 seconds before seeing any results.

If none of the above solves your problem, post again here with your load order and any OBSE plugins that you're be using.
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Mike Plumley
 
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Post » Sat Dec 25, 2010 7:45 pm

I get that same message when I use static alchemy sets. Odd, but it doesn't seem to affect it.
I don't use them often, though.

On a fun note, I found out that if you add more then two ingredients with one effect in common, the effect is stronger. Just like how I would think it would be.
Also, daedra hearts and anything matching is better then two matching effects without daedra hearts in terms of strength of the potion. So, making a healing potion with venison and boar meat is not as good as venison and daedra heart. Might have something to do with the actual strength of the ingredient, something ignored in vanilla.
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Mackenzie
 
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Post » Sat Dec 25, 2010 5:13 pm

Also, daedra hearts and anything matching is better then two matching effects without daedra hearts in terms of strength of the potion. So, making a healing potion with venison and boar meat is not as good as venison and daedra heart. Might have something to do with the actual strength of the ingredient, something ignored in vanilla.


Ha! I'm not the only one who caught that. I thought it was very appropriate--after all, if you're going to go to all the trouble to either kill a daedra, or find somebody who has and buy the heart, then it should damn well improve whatever it's added to! I think of it as a sort of universal augmenter.
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Yama Pi
 
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Post » Sat Dec 25, 2010 10:13 pm

On a fun note, I found out that if you add more then two ingredients with one effect in common, the effect is stronger. Just like how I would think it would be.

That's one of the mod's features. The more ingredients that have an effect, and the higher the effect is on each ingredient, the stronger the final potion.

Also, daedra hearts and anything matching is better then two matching effects without daedra hearts in terms of strength of the potion. So, making a healing potion with venison and boar meat is not as good as venison and daedra heart. Might have something to do with the actual strength of the ingredient, something ignored in vanilla.

That's ... not one of the mod's features. I admit it's sort of fitting, but it's definitely not supposed to happen unless you have a mod that changes the order of effects on those ingredients. AA ignores ingredient 'strength' just like vanilla oblivion.
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Peter lopez
 
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Post » Sat Dec 25, 2010 3:36 pm

Common mistakes that might cause this are forgetting to activate RshAlchemy.esp in your load order and forgetting to run the game through the OBSE loader. I'm not sure what you mean by "left the window open for 10 minutes", but if you meant "left the alchemy menu open for 10 minutes" then that won't work anwyay. You need to be waiting with all menus closed - e.g. running around the game world shooting arrows or something - since the quest scripts can only initialize in game mode.

I don't necessarily think you made any of these mistakes, but I've learned to cover the simple things first when troubleshooting. If none of those were the cause of your problem, it may be some sort of obscure script error. You can try manually resetting the scripts by typing
set RshAlchQuestAlchemy.Initialized to 0
into the console. You'll need to leave all menus closed (same as for a fresh installation) for about 15 seconds before seeing any results.

If none of the above solves your problem, post again here with your load order and any OBSE plugins that you're be using.


Thank you for the quick response. I just ran my Oblivion again, and I did make sure the .esp was checked, as well as downloading OBSE v19b again just to verify. I played for about 10 minutes and the scripts didn't initialize (however if I pressed tab and checked the log it said it had initialized). I manually reset the scripts too, to no success.

The OBSE plugins I'm utilizing are:
-Elys Uncapper.
-Elys Universal Silent Voices.
-Fast Exit 2.
-Oblivion Stutter Remover.
-Window Earle's Oblivion Crash Prevention System.

My load order is:

Spoiler
[*]Oscuro's_Oblivion_Overhaul.esm
[*]HorseCombatMaster.esm
[*]Armamentarium.esm
[*]Jog_X_Mod.esm
[*]All Natural Base.esm
[*]Cobl Main.esm
[*]CM Partners.esm
[*]BetterMusicSystem.esm
[*]Toaster Says Share v3.esm
[*]Kvatch Rebuilt.esm
[*]Better Cities Resources.esm
[*]Mart's Monster Mod.esm
[*]Mart's Monster Mod for OOO.esm
[*]Unofficial Oblivion Patch.esp
[*]Unofficial Shivering Isles Patch.esp
[*]DLCShiveringIsles.esp
[*]UOP Vampire Aging & Face Fix.esp
[*]Oblivion Citadel Door Fix.esp
[*]QuietFeet.esp
[*]thievery.esp
[*]P1DkeyChain.esp
[*]Better Lava by elveon.esp
[*]Crowded Roads.esp
[*]boethia custom race.esp
[*]KDDwemerSpectacles.esp
[*]FantasyPaintings.esp
[*]Nec-Character_Sonnet_Mature.esp
[*]bgMagicEV.esp
[*]bgMagicEVStartspells.esp
[*]bgMagicBonus.esp
[*]bgMagicEVShader.esp
[*]bgMagicSpellTomes_for_WryeBash.esp
[*]bgMagicEVPaperChase.esp
[*]bgMagicEVAddEnVar.esp
[*]bgMagicPotionNumberSoulGemValue.esp
[*]Housewives v101.esp
[*]IDKRRR_C_race.esp
[*]IDKRRR_C_race_closed_mouth_version.esp
[*]CM_Better Wine_SI.esp
[*]ImprovedSigns.esp
[*]Corean_hair_for_Original_race.esp
[*]Natural_Habitat_by_Max_Tael.esp
[*]Amajor7 Imperial Furniture.esp
[*]Imperial Furniture Renovated - Patch.esp
[*]immersive_caves_manual.esp
[*]zzEstrus.esp
[*]JR_OrderKnightArmour_v1.2.esp
[*]Blackmarsh_Witch_HGEC_Clothing.esp
[*]Xia_Nhary_TwilightAssassin.HGEC1.1Normal.esp
[*]DarkIllusionArmor.esp
[*]IndigoArmor.esp
[*]HGEC_AmazonArmor.esp
[*]Blood Elves and Egyptian Armors for Exnems body.esp
[*]Elwing.esp
[*]PEDress.esp
[*]Westwind_Rogue_HGEC.esp
[*]EY_BM_Armory.esp
[*]Queensarmory.esp
[*]Kosai's Welkynd Armor.esp
[*]HGEC_Draconic_Armor.esp
[*]Sorceress_Armors.esp
[*]Hentai_LovelySuits.esp
[*]BWisteria.esp
[*]Dragon Claw Sword And Shield.esp
[*]Noble Plate Armory.esp
[*]Chapel Shop.esp
[*]Dancers clothes.esp
[*]Mithris_HGEC.esp
[*]MenaceoutfitHgec.esp
[*]Nightshade_Armor.esp
[*]EY_Vampirehunter.esp
[*]Underworld Armor.esp
[*]Forestlight Armor.esp
[*]Hentai_CerenityArmor.esp
[*]Blackwire.esp
[*]ShaiyaOutfit.esp
[*]DarkSaintHGEC.esp
[*]Book Jackets Oblivion.esp
[*]BlackLuster.esp
[*]StealthOverhaul.esp
[*]zzEDialog.esp
[*]Chain it!.esp
[*]BHC_Expanded.esp
[*]Alluring Potion Bottles v3.esp
[*]Enhanced Water v2.0 HDMI.esp
[*]Get Wet.esp
[*]ASTDemonRace.esp
[*]X.Races.Comp.esp
[*]CuteElf11.esp
[*]Abriael_Human.esp
[*]X.Dea.Obscura.esp
[*]Hidden_Elves.esp
[*]Aos Si.esp
[*]Nephilim.esp
[*]DKImperials.esp
[*]CMpartnerTifa.esp
[*]Moonshadow Elves - Sc.esp
[*]MSE Hairs And Eyes 03.esp
[*]kaleen.esp
[*]MolagBalTreasury.esp
[*]DemonRace.esp
[*]Chocolate Elves.esp
[*]eyja.esp
[*]DecoratorAssistant with OBSE v1.1.esp
[*]Harvest [Flora].esp
[*]Harvest [Flora] - Shivering Isles.esp
[*]Tavern-Goers 2.esp
[*]Map Marker Overhaul.esp
[*]Map Marker Overhaul - SI additions.esp
[*]Living Economy.esp
[*]Living Economy - Items.esp
[*]Cutthroat Merchants.esp
[*]Oscuro's_Oblivion_Overhaul.esp
[*]MannimarcoRevisited.esp
[*]MannimarcoRevisitedOOO.esp
[*]OOO-Water_Weeds.esp
[*]OOO-WaterFish.esp
[*]OOO-Map_Markers_Stock.esp
[*]HGEC_special_armor_repl.esp
[*]HGEC_special_armor_repl_for_OOO.esp
[*]ArmamentariumLL4OOO.esp
[*]ArmamentariumLLMagicOOO.esp
[*]Mart's Monster Mod for OOO.esp
[*]Mart's Monster Mod - Slof Horses Complete.esp
[*]Mart's Monster Mod - Farm Animals.esp
[*]Mart's Monster Mod - Diverse WaterLife.esp
[*]Mart's Monster Mod - Gems & Gem Dust.esp
[*]Mart's Monster Mod - Hunting & Crafting.esp
[*]Mart's Monster Mod - Looting NPCs & Creatures.esp
[*]Mart's Monster Mod - Zombies for Body Meshes.esp
[*]Mart's Monster Mod - Safer Roads.esp
[*]Mart's Monster Mod - Spawn Rates - Moderate Increased.esp
[*]Mart's Monster Mod - Safer Quest Locations.esp
[*]Mart's Monster Mod - Dungeons of MMM.esp
[*]Mart's Monster Mod - More Wilderness Life.esp
[*]Mart's Monster Mod - Friendlier Factions OOO.esp
[*]Mart's Monster Mod - Extra Wounding.esp
[*]Mart's Monster Mod - Additional Enemy NPC Vars.esp
[*]Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp
[*]Mart's Monster Mod - More Passive Wildlife.esp
[*]Mart's Monster Mod - Shivering Isles.esp
[*]MidasSpells.esp
[*]Midas OscuroGems.esp
[*]Mart's Monster Mod - Midas Creature Ingredients.esp
[*]Midas BeastFortify Fix OBSE.esp
[*]No psychic guards v1.2.esp
[*]Oblivion XP.esp
[*]LTDVampireOverhaul.esp
[*]PTMudwater.esp
[*]PersuasionOverhaul.esp
[*]PersuasionOverhaul_OOO.esp
[*]PersuasionOverhaul_MMM.esp
[*]xulAncientRedwoods.esp
[*]xulAncientYews.esp
[*]xulArriusCreek.esp
[*]xulAspenWood.esp
[*]xulBlackwoodForest.esp
[*]xulBravilBarrowfields.esp
[*]xulBrenaRiverRavine.esp
[*]xulCheydinhalFalls.esp
[*]xulChorrolHinterland.esp
[*]xulCloudtopMountains.esp
[*]xulColovianHighlands_EV.esp
[*]xuldarkforest.esp
[*]XulEntiusGorge.esp
[*]xulFallenleafEverglade.esp
[*]xulImperialIsle.esp
[*]xulBeachesOfCyrodiilLostCoast.esp
[*]xulLushWoodlands.esp
[*]xulPantherRiver.esp
[*]xulRiverEthe.esp
[*]xulSkingradOutskirts.esp
[*]xulSnowdale.esp
[*]xulStendarrValley.esp
[*]xulTheHeath.esp
[*]xulRollingHills_EV_withoutWheat.esp
[*]xulPatch_AY_AC.esp
[*]MMMMWL-TheHeath patch.esp
[*]MMMMWL-RollingHills patch.esp
[*]OOO-Snowdale Patch.esp
[*]Cobl Glue.esp
[*]Cobl Si.esp
[*]Cobl Tweaks.esp
[*]Cobl Races.esp
[*]Cobl Races TNR.esp
[*]Cobl Races TNR SI.esp
[*]Salmo the Baker, Cobl.esp
[*]Cobl Silent Equip Misc.esp
[*]OOO 1.32-Cobl.esp
[*]MMM-Cobl.esp
[*]CM Partners.esp
[*]CM Partners NPC.esp
[*]CM Partners Extra NPCs.esp
[*]CM Partners More NPCs.esp
[*]CM Partners Marker NPCs.esp
[*]CM Partners Special NPCs.esp
[*]cmChocolates.esp
[*]CM Partner Destara.esp
[*]Companion_Ab_Human.esp
[*]Companion_Ab_Human_2.esp
[*]Companion_Ab_Human_3.esp
[*]Companion_Ab_Human_4.esp
[*]companion_chocolate.esp
[*]DAValeriaCuteElf.esp
[*]DADark Seducers.esp
[*]DAGolden Saint.esp
[*]Toaster Says Share Faction Recruitment.esp
[*]Enhanced Grabbing.esp
[*]All Natural.esp
[*]All Natural - Real Lights.esp
[*]All Natural - SI.esp
[*]Immersive Interiors.esp
[*]Immersive Interiors - Lights Addon.esp
[*]Higher Thieves' Guild Fence Amounts.esp
[*]RshAlchemy.esp
[*]RshAlchemyRecipes.esp
[*]ZumbsLockpickingMod - OBSE.esp
[*]RAEVWD New Sheoth.esp
[*]ElsweyrAnequina.esp
[*]ElsweyrAnequina - Races HGEC-Robert.esp
[*]Anequina-Fallenleaf-Patch.esp
[*]Ivellon.esp
[*]DungeonsOfIvellon-CheydinhalFalls patch.esp
[*]Kvatch Rebuilt.esp
[*]Kvatch Rebuilt - OOO Compatibility.esp
[*]KvatchRebuilt-CheydinhalFalls patch.esp
[*]The Lost Spires.esp
[*]LostSpires-DarkForest patch.esp
[*]LostSpires-Everglade patch.esp
[*]Better Cities .esp
[*]VaultsofCyrodiilBC.esp
[*]Better Cities Full.esp
[*]Better Imperial City.esp
[*]Better Cities - Unique Landscape Chorrol Hinterland.esp
[*]Better Cities - Unique Landscape Barrowfields.esp
[*]Better Cities - COBL.esp
[*]Better Cities - Thievery.esp
[*]Better Cities - Unique Landscape Cheydinhal Falls.esp
[*]Better Cities - Unique Landscape Skingrad Outskirts.esp
[*]Better Cities Full FPS Patch.esp
[*]Better Imperial City FPS Patch.esp
[*]Better Cities - VWD of the IC.esp
[*]Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp
[*]Duke Patricks - Actors Can Miss Now.esp
[*]Duke Patricks - Magic you can believe in.esp
[*]SW01.esp
[*]Woman's Move.esp
[*]Streamline 3.1.esp
[*]DeadlyReflex 5 - Combat Moves.esp
[*]Deadly Reflex 5 - Timed Block with no damage or durability changes.esp
[*]Duke Patricks - Combat Archery.esp

User avatar
Sara Lee
 
Posts: 3448
Joined: Mon Sep 25, 2006 1:40 pm

Post » Sat Dec 25, 2010 7:43 pm

This is by far my favourite alchemy mod - I would not play oblivion without it, and it is one of the first I download when restarting the game.

However, I'm not sure if this is a bug, or something you decided not to implement, but the alchemy on recognises my base alchemy level - no boosts.
There seems little point to go to the alchemy making area in frostcrag spire that gives me a minor boost, or my alchemy boosting gear.
So...instead of 138 alchemy, the mod only recognises 68. :(

Regardless, i'll still use the mod, but it seems a shame I can't boost my alchemy and get the benefits.
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Sun Dec 26, 2010 8:03 am

[The post I was responding to is several days old.]
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sun Dec 26, 2010 12:56 am

Thank you for the quick response. I just ran my Oblivion again, and I did make sure the .esp was checked, as well as downloading OBSE v19b again just to verify. I played for about 10 minutes and the scripts didn't initialize (however if I pressed tab and checked the log it said it had initialized). I manually reset the scripts too, to no success.

I've been looking into this, but haven't been able to reproduce the problem. NeoNeder, if you read this, would you mind sending me (jroush.tesmods@gmail.com) a copy of the savegame?

This is by far my favourite alchemy mod - I would not play oblivion without it, and it is one of the first I download when restarting the game.

However, I'm not sure if this is a bug, or something you decided not to implement, but the alchemy on recognises my base alchemy level - no boosts.
There seems little point to go to the alchemy making area in frostcrag spire that gives me a minor boost, or my alchemy boosting gear.
So...instead of 138 alchemy, the mod only recognises 68. :(

Regardless, i'll still use the mod, but it seems a shame I can't boost my alchemy and get the benefits.

AA is designed to use your total alchemy skill, including magical and scripted bonuses. If you're seeing an alchemy skill less than your base skill, then it is probably due to
  • a Drain Alchemy magic effect
  • a scripted penalty to your alchemy skill from some other mod
  • a luck penalty, if your luck is < 50

If you post a screenshot of your characters skill & attribute pages, and of the AA alchemy menu, I can confirm this.
User avatar
Tamara Primo
 
Posts: 3483
Joined: Fri Jul 28, 2006 7:15 am

Post » Sun Dec 26, 2010 5:06 am

JRoush I have sent an e-mail to you. Apparently it still doesn't initialize with my main character, however using a pre-existing save of another character apparently made it work (For that character). They both ran the same mods, so I truly don't know what could be the cause. In any case I hope you can look into it. If it helps, that character I'm using is from DK's High Imperials and was a pre-existing save made to public called Isabelle by the author of the mod. (Forgot to include this in the mail.)
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat Dec 25, 2010 4:59 pm

I've just started using this absolutely great mod and was wondering about a really minor inconvenience. I'm using DarkUI'd DarN with normal font sizes but the alchemy advanced menu seems to use vanilla fonts (which are bigger than DarkUI's fonts) Is there anything I could change to make the advanced menu a bit more in-line with the other UI elements?

Thanks for the mod all the same :)
User avatar
kat no x
 
Posts: 3247
Joined: Mon Apr 16, 2007 5:39 pm

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