Getting ingredients in the wild needs you to take the time, the risks, and the good directions.
For players using a mod list similar to yours (as I do of course), traveling in the wild takes time (no extra speed) and risks (no over-powerful char, dangerous creatures (MWA...)).
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I guess my two main lines of thought are as such:
One, I'm not fully aware and/or convinced that every ingredient, particularly the rare and therefore hard-to-collect ones, are so readily available from merchants as to make them a far more preferable option to hunting them down in the wilderness. You say that 4,000 gold will get you 4,000 ingredients, but that's still 4 grand that could have been spent elsewhere (perhaps on training for misc skills that you can't raise on your own
) that you're dumping on things that you can find for free with just a little effort.
Two, I'm not quite sure how much I feel like editing the inventory of every merchant in the game, or how horrible that would be for compatibility.
I like traveling for ingredients far much than going to an alchemist to barter ingredients coming, in the blink of an eye, from the whole Vvardenfel.
Again, I'm definitely in agreeance (is that a word?) with this. But, on the other hand, it would make sense that certain large cities like Balmora are going to have a large commercial selection of ingredients from across the land. But again, you're actually going to have to pay for them.
For the record, only 15 non-unique ingredients in the game cost only 1 septim: Small Kwama Egg, Bungler's Bane, Hypha Facia, Bread, Chokeweed, Violet Coprinus, Kresh Fiber, Marshmerrow, Muck, Rat Meat, Roobrush, Luminous Russula, Saltrice, Stoneflower Petals, Trama Root, and Wickwheat. Everything beyond that costs 2 septims (thus doubling the cost of what you specified above) and beyond.
With 100 in Intelligence and Alchemy, and using the (grand-)master alchemy sets, I think one can get very powerful potions.
For example (IIRC):
- Fortify personality: A boost of ~60 for days which is far sufficient to get anybody compliant to your requests
- Swift swim: You can swim (for days!) faster than you ran with the original boots of blinding speed ?_?
- Feather: ~900 for days
- Restore health/fatigue: Fight anybody without too much risks (even with your severe fatigue settings)
And with the current game settings of all my/your mods, I can get such potions very early in the game.
This is incorrect, I believe. I tested this myself by setting my intellect and alchemy skills to 100 in the editor and then coc'ing to the toddtest cell. Nothing I was able to make there with those two values was too far into the realm of nuts.
I even raised my intellect to 150 (assuming a mage birthsign and several fortifications from in-game spells and items), and the additional power conveyed by the boost was negligible.
I get what you say, but this quest is the first one of the Temple faction and I really think players (who don't already know the quest) will stuck at this point.
I don't have any nice solution though.
Yeah, neither do I. It's not exactly a high priority, though.
Maybe add diminishing exp gain to potions that have already been made/discovered (or their effects at least) or alternatively, less exp for simple potions (complexity being defined by price of ingredients used.) Not sure if that's technically feasible though...
Neither am I. Scripting isn't really my bag.
btw is this going to be modular with separate modules (esp′s) ?
just wondering,if so players could choose what to use,slow,slower,full stop etc for misc skill progression for example.
Well, since it's my mod, and the target audience is, well, me, the main mod proper will be built to my own specifications. And so people don't tar and feather me when I'm walking down the street, I'll include an alternate module that simply slows down the misc skill progression rather than stopping it.
Even though that I sometimes pick my least/lesser used skills as major,and have what my character use the most at misc,to keep levels under better control.
so full stop doesn′t work if I do that,naturally.
Well, again, this is the sort of behavior I'm trying to *prevent*
I understand you reasoning, however. You simply want to have control over your level-ups rather than abuse the system by raising your misc skills to godly levels. If you have a look at the "Settings" plugin for my mod, however, you may notice that I've done my best to identify the skills with the most cancer-like growth levels and lower them to more manageable levels.
Also, as I noted above, in addition to what I'm doing with misc skills, I'm also lowering the growth rates of major and minor skills.