[RELz] Alchemy Advanced v1_0

Post » Sat Dec 25, 2010 7:17 pm

I have a feature request if it's at all viable for a future version. It would be nice to see the magnitude and duration of effects on input potions from within the ingredient list - without having to quit out to the inventory to check. I'm noticing, at low levels at least, that often potions used as input ingredients are as good if not better than the resulting output potion - but it's hard to tell without taking notes before going into the alchemy menu in the first place.
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jadie kell
 
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Post » Sun Dec 26, 2010 1:03 am

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 :)

You're welcome :)
The readme has instructions on how to install using menu textures and fonts that mesh well with DarkUI, DarNified UI, and any combination thereof. If you're using OBMM it should be even easier, since the omod package has an installation script that will handle the details.

I have a feature request if it's at all viable for a future version. It would be nice to see the magnitude and duration of effects on input potions from within the ingredient list - without having to quit out to the inventory to check. I'm noticing, at low levels at least, that often potions used as input ingredients are as good if not better than the resulting output potion - but it's hard to tell without taking notes before going into the alchemy menu in the first place.

This is an excellent suggestion, and I wish I'd though of it a year ago. At this point, I am no longer actively developing Alchemy Advanced, so I'm afraid new features won't come from me.
I hope to eventually work on a second version of this project, but it will be a long time before I have the chance. Sorry :(
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NeverStopThe
 
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Post » Sun Dec 26, 2010 7:43 am

This is an excellent suggestion, and I wish I'd though of it a year ago. At this point, I am no longer actively developing Alchemy Advanced, so I'm afraid new features won't come from me.
I hope to eventually work on a second version of this project, but it will be a long time before I have the chance. Sorry :(

I was afraid you'd say that. I may try to implement it myself, though I'm dreading the game's XML.
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He got the
 
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Post » Sun Dec 26, 2010 4:22 am

Hello, I have loved this mod the few times i have installed it and i am back to install it today. Im having the same problem NeoNeder is having. and i am wondering if it has something to do with your mod requiring "Oblivion Patch 1.2.0.214" when the most recent patch is Version 1.2.0416
I doubt it is the issue but thought it may be worth bringing up.
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Jesus Lopez
 
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Post » Sun Dec 26, 2010 4:59 am

Alright, well i reinstalled everything oblivion wise and made my own OMOD out of the archive version and it seems to work fine now. I will check back in a week or so if you have any questions about how i had it setup before or how i have it now. Thank you for the wonderful mod! :D
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N Only WhiTe girl
 
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Post » Sat Dec 25, 2010 10:41 pm

Hello, I have loved this mod the few times i have installed it and i am back to install it today. Im having the same problem NeoNeder is having. and i am wondering if it has something to do with your mod requiring "Oblivion Patch 1.2.0.214" when the most recent patch is Version 1.2.0416
I doubt it is the issue but thought it may be worth bringing up.

That version number is a typo. The actual required version is the latest patch, v1.2.0416.

Alright, well i reinstalled everything oblivion wise and made my own OMOD out of the archive version and it seems to work fine now. I will check back in a week or so if you have any questions about how i had it setup before or how i have it now. Thank you for the wonderful mod! :D

I still haven't figured out the root cause of NeoNader's problem. If you can, I would really appreciate a copy of the savegame that exhibited the problem - email it to jroush.tesmods@gmail.com.
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Jessica Phoenix
 
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Post » Sat Dec 25, 2010 11:32 pm

The save that had the problem is the same save that now works with it as it is installed now. But i will send it anyways, hope it helps. =]
I also know what other mods i had running at the same time, all tho OBMM said nothing but DarnifiedUI was conflicting before. so i will send a text of those as well, just in case.
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Allison Sizemore
 
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