http://www.gamesas.com/bgsforums/index.php?showtopic=1009436
http://www.tesnexus.com/downloads/file.php?id=25226
===========
Alchemy Advanced replaces the original alchemy menu and offers a set of new features
and mechanics, including brewing in batches, flexible ingredient filtering, an
integrated recipe system, masking of select ingredient effects, and customizable
calculations of potion weight, cost, strength, and duration.
Name: Alchemy Advanced
Version: 1.2
Date: 2010-08
Category: Gameplay Effects and Changes
Requirements: Oblivion Patch 1.2.0416, Oblivion Script Extender (OBSE) v0017 or later
Recommended: Oblivion Mod Manager
Features
=======
A brief list:
- a quantity slider for brewing batches of potions
- ingredient filters that can be edited in-game
- a new type of autofilter that looks for replacements for the current ingredient
- a new type of alchemal apparatus (the Refiner) for temporarily removing selected effects from ingredients.
- integrated saving and loading of recipes, and a new type of alchemical apparatus (the Alchemist's Notebook) for storing saved recipes.
- a duration slider to specify the target duration of potion effects
- the ability to use potions and other recipes as ingredients in the current recipe
- customizable calculation of potion weight and gold value
- customizable calculation potion effect strengths
See the Features pdf packaged with the mod for a complete reference to the new
features and instructions on their use. The pdf's a bit long - there are a lot of
features - so maybe don't read it all in one sitting.
More Info:
Installation, Uninstallation, Details, and Instructions
=========================================
Consult the readme file included with the mod.
Compatibility
===============
Alchemy Advanced should be compatible with almost every other mod, including those
that add additional alchemical ingredients or potions. In particular, it is known to
be compatible with:
- Elys's Skill Uncapper; A fantastic mod and highly recommended
- Waldo's Grandmaster of Alchemy; another fantastic mod, also highly recommended
- DarNifiedUI, BTmod, and others that alter .xml files, provided Alchemy Advanced is
installed last. Make sure that the alchemy.xml file from Alchemy Advanced overwrites
the copies from any other mods.
- A UI mod that reduces font size is recommended to increase the readability of the
menu.
There have been some reports of "strange behavior" when used in conjunction with
Static Alchemy (a resource used in, among other mods, Summonable Private Quarters).
Any reports on exactly what this behavior is and how to reproduce it would be
appreciated.
As of this release, there are no mods known to be explicitly incompatible with
Alchemy Advanced.
Known Issues or Bugs
====================
- Due to limitations in tracking the cursor position, vertical and horizontal scroll
bars on the alchemy menu will not respond to click & drag anymore - use the mouse
scroll wheel or click the scroll arrows instead.
- Due to limitations in determining what menu tile has keyboard focus, keyboard
navigation has been disabled in the alchemy menu: the arrow keys will no longer jump
between buttons.
- Due to the increased size of alchemy.xml, the alchemy menu will take noticeably
longer to load, particularly just after Oblivion is restarted. This and other
performance issues may be addressed in a future version (I can't guarantee a solution).
Changes in Alchemy Advanced v1.2
================================
- reorganized file structure - should be much easier to install manually
- tweaked texture paths to fix bugs when using lower resolutions
- recompiled scripts with OBSE v19 (no scripts were changed, just recompiled)
Changes in Alchemy Extras v1.1
==============================
- Changed essences from potions to ingredients
- Fixed bug in initialization script that caused recipes not to be useable in alchemy menu
Contact
=======
See the forum thread for a discussion of how to make this mod better.
Bug reports, comments, suggestions, and feedback of all kinds is greatly appreciated;
the more specific the better.
Credits
=======
- Bethesda Softworks, whose game has svcked up far, far too much of my free time
- scruggsywuggsy the ferret and the rest of the OBSE team for (repeatedly) managing
the impossible
- Haama, from whose mods most of the 'original' ideas here were bloodily ripped off
(http://www.oblivionmodwiki.com/index.php?title=Category:Mods_by_haama).
- All those who helped debug the first beta release by reporting the issues they
encountered.
- Rederick_Asher, for his much improved logical operator icons
Tools Used
==========
DDS Converter - http://www.tesnexus.com/downloads/file.php?id=8698
Oblivion Mod Manager - http://www.tesnexus.com/downloads/file.php?id=2097
Oblivion Script Extender (OBSE) - http://obse.silverlock.org/
Photoshop - http://www.adobe.com/products/photoshop/
TES4Edit - http://www.tesnexus.com/downloads/file.php?id=11536
TES Construction Set - http://www.tesnexus.com/downloads/file.php?id=11367
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Licensing/Legal
===============
Do whatever you want with it. Credit is appreciated but not exactly required.
However, if you post a modified version of this mod, please post a link to the
original on TES Nexus. This will ensure that everyone can find the latest version if
more are released.